Diablo IV

117,019 Views | 1283 Replies | Last: 15 hrs ago by Lathspell
Cromagnum
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Might be too late for eternal server characters (I need to check mine), but since season is coming up, save this quest till very late to get 2k HP on your amulet.

Drake aTm
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Just finished the campaign. 10/10 would recommend!

Feel free to add me if anyone wants to do a seasonal character together. Loving the necro army build

BattleTag: Salgambino #1330
Cromagnum
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Drake aTm said:

Just finished the campaign. 10/10 would recommend!

Feel free to add me if anyone wants to do a seasonal character together. Loving the necro army build

BattleTag: Salgambino #1330


We are pretty active on our clan. 2K or someone can add you when they see this.
AtlAg05
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Cromagnum said:

Might be too late for eternal server characters (I need to check mine), but since season is coming up, save this quest till very late to get 2k HP on your amulet.




While nice, the amulet only has 3 stats if I remember correctly.
txag2k
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Correct. I mean it's not bad... but mine needed better rolls to replace when I'm wearing. Good to know for seasons though.

FatZilla
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Dont forget to login starting after tomorrow's patch with your character with all the areas unlocked and lilith statues so it will transfer to your seasonal characters.
txag2k
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FatZilla said:

Dont forget to login starting after tomorrow's patch with your character with all the areas unlocked and lilith statues so it will transfer to your seasonal characters.
YES and all characters if some stuff is unlocked on some and not others etc. Also GET your statues found and map uncovered ASAP (fog of war) so you do not need to in seasons. Of course you must finish campaign to be able to skip in seasons.
Wheatables02
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I'm still like 50 statues short. That means that I would have to find the remaining with both the seasonal character and my current one? Don't think I'll get to play tonight…
PeekingDuck
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I would think either character would do it. It sounds like it just carries across the account (outside of hardcore).
FatZilla
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Wheatables02 said:

I'm still like 50 statues short. That means that I would have to find the remaining with both the seasonal character and my current one? Don't think I'll get to play tonight…


You have 2+ days until season hits. Tomorrow is just prepatch and first time we can start loading up stuff for season 1

Plus, that just loads them in. If you have 50 left at start of season, you can easily just collect them then as well. Its not an all or nothing transfer
Madmarttigan
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Whatever character has the unlocks you have to login once.

If you did half on one character and half on another you need to login to both to unlock everything.
Formerly tv1113
Cromagnum
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Apparently the patch notes are 6600 words. Absolute fail that someone couldn't squeeze in 60 more.
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flintdragon
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anyone have a suggestion for playing D4 one-handed? broken wrist. Was starting my final push for 100 and now, looks like I will be missing S1.
Madmarttigan
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All you need is a mouse with 6-8 buttons, there are a lot of gaming mouses that you should be able to use. If you get one with 8-10 can probably bind Mount and potions and such.
Formerly tv1113
Cromagnum
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flintdragon said:

anyone have a suggestion for playing D4 one-handed? broken wrist. Was starting my final push for 100 and now, looks like I will be missing S1.


Could probably make something like this work.

Cromagnum
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Notes up. Let's see what got screwed.

https://news.blizzard.com/en-us/diablo4/23964909/diablo-iv-patch-notes?_gl=1*i0vs6d*_ga*MTI5OTE1MjkyNS4xNjg5NjQ1MTA5*_ga_VYKNV7C0S3*MTY4OTY5NDI0MS41LjEuMTY4OTcwMDA5My41LjAuMA..

Surprise surprise.

6 new uniques all garbage.
New aspects are okay.
Expected HOTA nerf. (Fix)
Expected shred nerf. (Fix)
Buff against being insta frozen in NM with cold mobs.
Sacred items capped at 60
Ancestral items capped at 80 (to help gear alts)
Fixed the cross network play spam message.
Buff to silent chests loot.
Buff to WT2 items drop rate (15% more)
Monters in WT3 and WT4 will be 5 levels lower than you unless you are underleveled now.
Huge nerf to powerleveling your buddies.
Helltide monsters are now 3 levels higher.
Mystery chests now cost 250 cinders.
Huge nerf to disobedience aspect.
Buff to NM dungeon completion drops and rate.
Monster scaling increased in parties.
50% nerf to core stat bonus on weapons.
Nerfs to cooldown reduction gear.
Nerfs to critical strike damages.
Huge nerfs to vulnerable damages.

Class skill changes not listed here.














I Like Mike
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Devouring blaze nerfed big time. Why because screw you thats why. Sorecers still squishy and now weaker.
Forum Troll
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Thats a lot to digest.
txag2k
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Sorcs got BENT.
Cromagnum
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Oof. Crit dmg and vulnerable dmg builds got screwed. Flat dmg increases across the board. **** loaf of nerfs to survival stats and skills. Gonna be dieing a lot more in this season.
Cromagnum
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So what are people gonna play in S1 now?
Rogue, Druid, or Necro?

Barb and Sorc are dead for the time being.
WGann3
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Cromagnum said:

Oof. Crit dmg and vulnerable dmg builds got screwed. Flat dmg increases across the board. **** loaf of nerfs to survival stats and skills. Gonna be dieing a lot more in this season.
Reddit is losing its mind, not exactly surprising. After my first skim, this does look like they wayyy overnerfed the game.
txag2k
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No idea. :/
BowSowy
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They may have overnerfed it, but I think they had to do something major to crit and vuln because those were basically required in every build. Not gonna react either way until I see how it plays, but I'm hopeful this creates more viable builds.
FatZilla
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They need to get rid of 90% of these garbage modifiers and combine them.
WGann3
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BowSowy said:

They may have overnerfed it, but I think they had to do something major to crit and vuln because those were basically required in every build. Not gonna react either way until I see how it plays, but I'm hopeful this creates more viable builds.
Yeah this is the mindset I'm taking. I read it over and was like man, they definitely nerfed the game in general a lot more than I expected. And even as a crit/vulnerable ranged Rogue pre-S1, I'm good with seeing if this opens up the build diversity a bit. It seemed so mindless just hunting those specs constantly... Maybe I'll use a Windforce or Eaglehorn on that character whenever I resurrect it in the future.
Cromagnum
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Bone spear / corpse explosion might be the way to go.
WGann3
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I was planning on going Necro in S1, but was waiting on these patch notes to figure out what sort of build. Wasn't Bone Spear heavily dependent on Crit/Vuln or did I make that up in my head?
Forum Troll
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With vulnerability damage lowered 40 percent, definitely should be some other builds showing up soon.

This game is going end up like mythic plus on WoW where it gets really hard for most people to push beyond 20 keys and way hard to go past 30.l (at least based on the last time I played). And only certain classes and specs could do the super high keys as well.
txag2k
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I think Rogue.
Forum Troll
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Maxroll has an article up on key takeaways.

https://maxroll.gg/d4/news/diablo-4-patch-1-1-0-for-season-1

I think I'm going sorc. Lots of fun with ice shards build and chain lightning build while leveling a sorc the last few days. Easy to get to 40 plus. Can always reroll if endgame stuff gets too difficult.
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Cromagnum
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Bleed builds for Barb may be viable.
Cromagnum
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Info on all the malignant hearts.
Below you'll find a full list of each Malignant Heart broken out by Class. For our example, the stats you see reflect what a Level 20 character would receive as a drop. As your Seasonal character grows in Level, so too will the power of the Malignant Hearts that drop for them. Unless specified, the Heart can be acquired by playing in any World Tier in the Seasonal Realm.



General

The Picana (Vicious, Offensive): Critical Strikes electrically charge the enemy for 0.75-2.50 seconds, causing lightning to arc between them and any other charged enemies dealing 68-136 Lightning damage.

The Dark Dance (Vicious, Offensive-World Tier III): Every 5 seconds while above 60% Life, Core Skills cost 68-51 Life instead of your Primary Resource. Skills that consume Life deal 10-20% increased damage.

Tempting Fate (Vicious, Offensive-World Tier III): You gain 40-60% Critical Strike Damage but your Non-Critical Strikes deal 20-15% less damage.

The Lionheart (Brutal, Defensive): You gain 10% Barrier Generation. You Heal 3-7 Life per second while you have an active Barrier.

Revenge (Brutal, Defensive-World Tier III): 10-20% of incoming damage is instead suppressed. When you use a Defensive, Subterfuge or a Macabre skill, all suppressed damage is amplified by 250% and explodes, dealing up to 1360-2040 Fire damage to Nearby enemies.

Prudent Heart (Brutal, Defensive-World Tier III): You become Immune for 2.0-4.0 seconds after you lose more than 20% Life in a single hit. This effect can only occur once every 110 seconds.

Determination (Devious, Utility): Resource draining effects are 40-50% less effective. In addition, gain 3.0-8.0% increased Resource Generation.

Retaliation (Devious, Utility-World Tier III): Deal 510-680 Fire damage to surrounding enemies whenever a Crowd Control effect is removed from you.

The Calculated (Devious, Utility-World Tier III): After spending 150-200 of your Primary Resource, your next attack Stuns enemies hit for 2 seconds.

The Malignant Pact (Wrathful, Super): Cycle through a Malignant bonus every 20 kills:
Vicious: Gain 20% Attack Speed.

Devious: Core and Basic Skills have a 15% chance to fully restore your Primary Resource.

Brutal: Every 21 seconds, gain a Barrier absorbing 85-102 damage.

Creeping Death (Wrathful, Super): Your damage over time effects are increased by 30-40% for each different Crowd Control effect on the target. Unstoppable monsters and Staggered bosses instead take 110-130% increased damage from your damage over time effects.

The Barber (Wrathful, Super-World Tier III): Critical Strikes and all subsequent damage within 2.0-4.0 seconds is absorbed by your target. Then, the absorbed damage erupts onto surrounding enemies. Stored damage is increased by 10% per second.

Barbarian

Focused Rage (Vicious, Offensive): After spending 100-60 Fury within 2 seconds, your next Non-Basic Skill's Critical Strike Chance is increased by 20-30%.

Resurgent Life (Brutal, Defensive): While below 40-60% Life, you receive 50-60% more Healing from all sources.

Punishing Speed (Devious, Utility): Your Skills have a 20-30% chance to Knock Down all enemies for 1.25 seconds when that Skill's Attack Speed is higher than 35-20%.

Ignoring Pain (Wrathful, Super-World Tier IV): Incoming damage has a 5-15% chance of being ignored and instead Healing you for 17-68.

Druid

The Moonrage (Vicious, Offensive): Kills have a 5% chance to summon a Wolf Companion to your side for 20-30 seconds. In addition, gain +3 to Wolves.

The Agitated Winds (Brutal, Defensive): When 8-13 Close enemies, automatically cast Cyclone Armor. This cannot occur more than once every 10-20 seconds.

Inexorable Force (Devious, Utility): Up to 30-50 Distant enemies are pulled toward you while you have an Ultimate Skill active.

The Unconstrained Beast (Wrathful, Super-World Tier IV): When you are hit with a Stun, Freeze or Knock Down effect, there is a 40-60% chance to automatically activate Grizzly Rage for 3 seconds.

Necromancer

The Sacrilegious (Vicious, Offensive): Walking near a Corpse automatically activates an equipped Corpse Skill every second, dealing 40-30% reduced damage.

The Decrepit Aura (Brutal, Defensive): When at least 5 enemies are near you, gain an aura that automatically curses surrounding enemies with Decrepify for 5-15 seconds.

Frozen Terror (Devious, Utility): Lucky Hit: Up to a 10-20% chance of inflicting Fear for 2.5 seconds. Feared enemies are Chilled for 20% every second.

The Great Feast (Wrathful, Super-World Tier IV): Each Minion drains 1.0-2.0 Essence per second but deals 50-75% increased damage. With no Minions, this bonus applies to you and drains 5 Essence per second.

Rogue

Cluster Munitions (Vicious, Offensive): Lucky Hit: You have up to a 20% chance to launch 3 Stun Grenades that deal 26-32 Physical damage and Stun enemies for 0.50 seconds.

Trickery (Brutal, Defensive): When you use a Subterfuge Skill, leave behind an unstable Shadow Decoy Trap that Taunts enemies. The Shadow Decoy Trap will explode after 6.0 seconds dealing 680-1020 Shadow damage. Cannot occur more than once every 5 seconds.

The Clipshot (Devious, Utility): Lucky Hit: Up to a 20-40% chance for your Cutthroat Skills to Slow by 40% for 3 seconds and your Marksman Skills to Knock Back enemies.

The Vile Apothecary (Wrathful, Super-World Tier IV): Your attacks have a 5-15% chance to apply all Imbuement effects at 40-50% of normal potency.

Sorcerer

Tal'Rasha (Vicious, Offensive): For each unique element you deal damage with, you deal 7-12% increased damage for 3-10 seconds.

Spellbreaking (Brutal, Defensive): After taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.

Spite (Devious, Utility): When you are afflicted with a Crowd Control effect, there is a 20-40% chance that the same enemy and enemies around you are also afflicted with the same effect for 3 seconds.

Omnipower (Wrathful, Super-World Tier IV): Core Skills that launch a projectile consume all of your Mana. For every 45-35 extra Mana consumed, you launch an additional projectile, and the damage is increased by 3.0-5.0%.
 
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