*** The Official Diablo III Thread ***

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Just shy of 13.5k shards on Kadala now for only boots. Trying to get Ice Climbers, nothing yet :/ starting to think they don't exist for Monks!
 
Can anyone point me towards a decent set of skills to be using on my level 65 Wizard?

This is my build currently but I'm not sure which primary attacks and active & passive skills are the best to be using!

I tend to have one that makes me invulnerable in times of crisis, one that can damage a mob, one that buffs my attacks and the 4th tends to be Archon which I use for the more difficult Elites/Bosses.

My LMB is currently Spectral Blade as it hit's multiple foes and RMB is Disintegrate (which is fantastic imo!)

I tried briefly jumping from Expert to T1 and although I didn't die straight away, killing even the basic mobs became much more of a task!
 
Just shy of 13.5k shards on Kadala now for only boots. Trying to get Ice Climbers, nothing yet :/ starting to think they don't exist for Monks!

Rarest boots in the game, so don't feel hard done by. Not just saying that btw, they are officially the rarest boots.
 
Ouch i think i got Iceclimbers on my Crusader as my first ever garaunteed drop from Malthiel, i got a 2nd pair not long ago, i banked my first pair as i have Akkhans now on my Crusader.

Never seen the firewalkers drop though :( would have loved a pair of those and a Maximus. Ive only ever gotten 1 2h Flail too, had 2 Gryfs tho
 
Incidentally ive been spamming Kadala for a Stone of Jordan for the longest time now, probably dropped 6k or so shards on her and nada :( weird how loot sometimes goes in cycles, the other week i got 3 Halcyon Ascents in the same day, 2 of them within an hour of each other, until then i had never ever seen one drop personally.

Same with Puzzle ring, a while ago i saw everyone looting them, i never ever got one, this past few days ive looted 2.

Same with that holy blade that procs the angel, never seen it then i get 2 within a few days of each other.

RNG is odd at times
 
Had loads of firewalkers, no ice climbers though, some people just have the RNG gods on their side with the rare loot, people have had 5 thunderfury's etc etc
 
Yep buddy after 7pm as usual :) i need me akkhans Helm, Legs and Chest, also a RoRG :( been farming that sucka for a while now and still nada, im tempted to try getting it via Act4 bounties just to have a break from Act1
 
Incidentally HH, i think im going to bag my Blade of Prophecy for a while and bust out the Gryf and Jeka and stack some holy + elite dmg to see how it performs, i got a feeling it will be better than Prophecy until you can get the 6 set bonus running then Prophecy should pull ahead due to Condemn spam.
 
I got amazing rolled lightning SOJ with my OWE resist, and then a SOH. Decided to try lightning monk T5. Pathetic is all i can say. Hits like a wet paper towel.

Monk is really disheartening atm, nightmare to gear and then when you finally get there completely underwhelming.

for T5-T6 I could make an Ex. palm group build with yellow gear (and zero dps) that is way more effective than my completely pimped out lightning or fire monk. That is fairly broken
 
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I got amazing rolled lightning SOJ with my OWE resist, and then a SOH. Decided to try lightning monk T5. Pathetic is all i can say. Hits like a wet paper towel.

Monk is really disheartening atm, nightmare to gear and then when you finally get there completely underwhelming.

for T5-T6 I could make an Ex. palm group build with yellow gear that is way more effective than my completely pimped out lightning or fire monk. That is fairly broken

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I still love them though.
 
2.0.5 data mined class changes

Raw copy/paste for work people:
The new Community Events include, but are not limited to:

More Legendaries - 1 guaranteed in the first hour!
More Goblins - Anniversary buff makes them come in pairs!
More Blood Shards
More Keystones
More Gold Find

Barbarian

Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 100 yards regenerate 1% of maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry (Up from 50 yards)
Wrath of the Berserker
Arreat's Wail : Activating Wrath of the Berserker deals 3400% weapon damage as Fire to all enemies within 15 yards. (Damage element now specified)
Striding Giant : Reduce all damage taken by 50%. (Previously gave 80% bonus Dodge Chance)
Frenzy
Sidearm : Each strike has a 25% chance to throw a piercing axe at a nearby enemy that deals 130% weapon damage as Cold to all enemies in its path. / Frenzy's damage turns into Cold. (Damage element now specified)
Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 620% weapon damage to enemies up to 45 yards in front of you. (Up from 550%, no longer specifies "in a cone", no longer seems to knock up)
Shattered Ground : Increase damage to 735% weapon damage as Fire and knocks all enemies hit up into the air. (Up from 710%, no longer changes to a Knockback)
Stagger : Reduce the cost to 22 Fury. / Seismic Slam's damage turns into Lightning. (Previously had 80% chance to Stun for 1 sec)
Permafrost : Create a sheet of frost that deals 755% weapon damage as Cold and Slows enemies by 60% for 1 second. (Up from 710%, slow down from 2 seconds)
Whirlwind
Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwinding. / Whirlwind's damage turns into Cold. (Damage element now specified)
Revenge
Best Served Cold : Increase your Critical Hit Chance by 8% for 6 seconds after using Revenge. / Revenge's damage turns into Cold. (Damage element now specified)
War Cry Generate: 20 Fury / Cooldown: 20 seconds / Unleash a rallying cry to increase Armor for you and all allies within 100 yards by 20% for 60 seconds. (Up from 50 yards)

Demon Hunter

Awareness Your Armor is increased by 30% of your Dexterity. (Previously gained 6% Dodge every second, resetting after you dodge)
Grenade
Cluster Grenades : Throw cluster grenades that deal 200% weapon damage as Fire over a 36 yard radius. (Up from 32 yards. Note: the current value in-game is displayed as 9 yards)
Hungering Arrow
Devouring Arrow : Each consecutive pierce increases the damage of the arrow by 70%. / Hungering Arrow's damage turns into Cold. (Damage element now specified)

Monk

Fists of Thunder
Bounding Light : Every third hit also releases arcs of holy power, dealing 195% weapon damage as Holy to up to 3 additional enemies. (Damage is now Holy)
Wind Blast : Every third hit Freezes enemies for 1 second. / Fists of Thunder's damage turns into Cold. (Renamed from Lightning Flash, previously increased Dodge by 17% for 3 seconds after each hit, damage element now specified)
Way of the Hundred Fists
Hands of Lightning : Increase the number of hits in the second strike from 7 to 10 and increasing damage to 429% weapon damage as Lightning. (Damage was Physical)
Blazing Fists : Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times. / Way of the Hundred Fists's damage turns into Fire. (Damage element now specified)
Spirited Salvo : Every activation of the skill has a 40% chance to generate 6 additional Spirit. / Way of the Hundred Fists's damage turns into Holy. (Damage element now specified)
Sweeping Wind
Inner Storm : As long as your vortex is at the maximum stack count, you gain 4 Spirit per second. / Sweeping Wind's damage turns into Holy. (Damage element now specified)
Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 605% weapon damage as Holy, followed by an additional 79% weapon damage as Holy to all enemies in a line. (Damage up from 473%)
Wall of Light : Increase damage of the initial strike to 870% weapon damage and adds a knockback. (Up from 709%)
Explosive Light : Release bursts of energy that deal 830% weapon damage as Fire to nearby enemies. (Up from 731%, damage was Holy)
Pillar of the Ancients : Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area. (Damage up from 498%, damage was Physical. Additional damage up from 498%. Damage is now over 3 seconds, instead of after 2 seconds)
Numbing Light : Critical Hits Freeze enemies for 4.5 seconds. (Renamed from Blinding Light, previously stunned)

Witch Doctor

Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)
Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)
Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)
Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)
Corpse Spiders
Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)
Hex
Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)
Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)
Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)
Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)
Gargantuan
Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)
Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)
Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)
Firebats Cost: 150 Mana initially, and an additional 75 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire. (Mana cost down from 225)
Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)
Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)
Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)
Wall of Zombies
Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)
Piranhas
Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)

Wizard

Magic Weapon
Force Weapon : Increase the damage bonus of Magic Weapon to 20% damage. (No longer has a chance to Knockback)
Meteor
Molten Impact : Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 549% weapon damage as Fire over 3 seconds. / Adds a 15 second cooldown. (Now also increases size of Meteor)
Archon
Slow Time : Archon form can cast a Slow Time that follows you. / Archon abilities deal Cold damage instead of Arcane. (Damage element now specified)
Pure Power : Decrease the cooldown of Archon to 100 seconds. / Archon abilities deal Lightning damage instead of Arcane. (Damage element now specified)
Combustion : An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards. / Archon abilities deal Fire damage instead of Arcane. (Renamed from Arcane Destruction, damage element now specified)
Teleport Cooldown: 11 seconds / Teleport through the ether to the selected location up to 50 yards away. (Down from 16 seconds)
Calamity : Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second. (Damage down from 252%, stun duration down from 1.5 seconds)
Fracture : Summon 2 decoys for 6 seconds after teleporting. (Down from 8 seconds)
Safe Passage : For 5 seconds after you Teleport, you will take 25% less damage. (Down from 27%)
Reversal : Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 second. (Down from 8 seconds, remaining cooldown effect added)
Wormhole : After casting Teleport, you have 3 seconds to Teleport 1 additional time. (Previously could teleport 2 additional times within 1 second)

Crusader

Heavenly Strength You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. (No longer has a Movement Speed penalty)
Indestructible When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and gain 16515 Life per Kill for 5 seconds. / This effect may occur once every 60 seconds. (Reworked from: Gain 1% Armor for every 3% of maximum Life missing)
Vigilant Increase Life regeneration by 413. / Reduce all non-Physical damage taken by 20%. (Note: the current value in-game is actually 2063; Damage reduction up from 5%)
InsurmountableBlocking an attack generates 6 Wrath. (Reworked from: Block Amount when 4 enemies are close)
Iron MaidenYour Thorns is increased by 50%. (Previously gave a static amount based on character level)
Finery Gain 1.5% Strength for every gem socketed into your gear. (Previously gave a static amount based on character level)
Holy Cause The amount of damage dealt by your weapon is increased by 10%. / Whenever you deal Holy damage, you heal 1% of your total Life. (No longer requires Holy damage from weapon)
Towering Shield Increase the damage of Punish, Shield Bash and Blessed Shield by 20%. / Reduce the cooldown of Shield Glare by 30%. (Reworked from: Gain Block Chance every second, which resets with blocking)
Fervor While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%. (Reworked from: When an enemy dies nearby you gain Attack Speed)
Fanaticism - Increase the attack speed of Punish, Slash, Smite and Justice by 15%. (Renamed from Nephalem Majesty. Reworked from: Increases the duration of Nephalem Glory by 30 seconds)

Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 430% weapon damage as Holy plus 250% of shield Block Chance as Holy damage. The shield will ricochet to 3 nearby enemies. (Up from 340%, damage element now specified)
Combust : The shield erupts in flames and has a 33% chance to explode on impact, dealing 310% weapon damage as Fire to all enemies within 10 yards. (Up from 270%, distance up from 8 yards)
Shattering Throw : When the shield hits an enemy, it splits into 3 small fragments that bounce between nearby enemies, dealing 170% weapon damage as Holy to all enemies hit. (Up from 50%, damage element now specified)
Sweep Attack Cost: 20 Wrath / Sweep a mystical flail through enemies up to 18 yards before you, dealing 480% weapon damage. (Up from 440%)
Gathering Sweep : Enemies caught in the sweep are pulled toward you. / Sweep Attack's damage turns into Holy. (Damage element now specified)
Blazing Sweep : Enemies hit by the attack will catch on fire for 120% weapon damage over 2 seconds. (Down from 170%)
Heaven's Fury Cooldown: 20 seconds / Call down a furious ray of Holy power that deals 1710% weapon damage as Holy over 6 seconds to all enemies caught within it. (Up from 1260%)
Ascendancy : The ray of Holy power grows to encompass 12 yards, dealing 2766% weapon damage as Holy over 6 seconds to enemies caught within it. (Up from 1680%)
Blessed Ground : The ground touched by the ray becomes blessed, scorching it and dealing 1550% weapon damage over 5 seconds to enemies who walks through. (Up from 975%)
Split Fury : The ray splits into 3 smaller beams, each dealing 1980% weapon damage as Holy over 6 seconds. (Up from 1440%)
Thou Shalt Not Pass : Ground touched by the ray pulses with power for 6 seconds, stopping enemies who try to pass over it. (Damage was Holy)
Fires of Heaven : Call down a furious ray of Holy power that is focused through you in a beam across the battlefield, dealing 960% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath. (Up from 735%)
Phalanx Cost: 30 Wrath / Summon powerful avatars who charge forward to the targeted destination. Enemies caught in the charge path take 490% weapon damage. (Up from 380%)
Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 185% weapon damage. These bowmen follow you as you move for 5 seconds. / The Bowmen can only be summoned once every 15 seconds. (Up from 160%)
Stampede : Summon warhorses that deal 490% weapon damage and have a 30% chance to Stun enemies for 2 seconds. (Up from 380%)
Bodyguard : Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you and fight by your side for 10 seconds. Each Avatar will attack for 560% of your weapon damage as Physical. / The Avatars can only be summoned once every 30 seconds. (Up from 285%)
Bombardment
Mine Field : Each impact scatters 2 mines onto the battlefield that explode when enemies walk near them, dealing 160% weapon damage as Fire to all enemies within 10 yards. (Damage element now specified)

Fist of the Heavens - The pillar of lightning now deals 545% weapon damage (up from 340%); The 6 piercing charged bolts now deal 255% weapon damage (down from 340%)
Heaven's Tempest: Now summons a fiery storm (changed from Lightning); Now deals 100% weapon damage (down from 150%); Damage now specified as Fire
Fissure: Now deals 410% weapon damage (up from 400%); Lightning between multiple fissures now deals an additional 135% weapon damage with each arc (down from 185%)
Divine Well: Now deals 40% weapon damage (down from 80%)
Retribution: Now hurls a fist of Holy power (changed from 'a fist of fire and lightning'); Now deals 270% weapon damage (down from 350%); Damage is now Holy (changed from Lightning); Explosion at target now deals 435% weapon damage (up from 150%); Explosion damage is now Holy (changed from Lightning); The 6 piercing charged bolts now deal 185% weapon damage (down from 350%)
Blessed Hammer : Now deals 320% (up from 200%) weapon damage
Burning Wrath : The scorched ground now deals 330% (up from 150%) weapon damage per second
Thunderstruck : The lightning that occasionally arcs between you and the hammer as it spirals through the air now deals 60% (up from 40%) weapon damage
Icebound Hammer: If the hammer explodes on impact with an enemy, it now deals 380% (up from 75%) weapon damage
Shield Bash
Crumble : Damage now specified as Fire
Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 740% (up from 380%) weapon damage
Shield Cross : Additional shields now deal 155% (up from 135%) weapon damage
Pound : Now causes Shield Bash to deal 1200% (up from 740%) weapon damage plus 500% shield Block Chance as damage (no longer specified as Holy damage)
One on One : The targeted monster is stunned (changed from 'immobilized') for 1.5 (down from 3) seconds.
Steed Charge - Duration is now 2 (up from 1.5) seconds.
Endurance : Now increases the duration to 3 (up from 2) seconds.
Draw and Quarter : Damage now specified as Holy
Judgment
Resolved : Damage dealt to judged enemies now has an 20% (down from 80%) increased chance to be a Critical Hit.
Iron Skin
Explosive Skin : When Iron Skin expires the metal explodes off, dealing 10501400% weapon damage to enemies within 12 yards.
Akarat's Champion Cooldown: 90 seconds / Explode with the power of your order, gaining 25% increased Attack Speed and 100% increasedincreasing your damage by 35% and increasing your Wrath regeneration by 10 for 20 seconds. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Fire Starter : When you spend 20 Wrath, you explode and deal 100Dealing damage burns enemies with the power of Akarat, dealing 460% weapon damage as Fire to nearby enemiesover 3 seconds.
Embodiment of Power : Enemies within 7 yards of you have a 20% chance to become frozen in Fear for 3 secondsIncreases the bonus Wrath regeneration from Akarat's Champion to 10.
Rally : Each time you deal damage, there is up to a 50% chance to reduce the cooldown of your skills by 1 second. / Does not affectUsing Akarat's Champion reduces the remaining cooldown of your other abilities by 12 seconds.
Prophet : Gain 150% additional Armor while Akarat's Champion is active. / The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
Hasteful : Gain 3015% increased movementattack speed while Akarat's Champion is active.
Falling Sword Cost: 25 Wrath / Cooldown: 30 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 11001700% weapon damage to everything within 14 yards of where you land.
Superheated : The ground you fall on becomes superheated for 6 seconds, dealing 200310% weapon damage as Fire per second to all enemies who pass over it.
Part the Clouds : You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 165605% weapon damage as Lightning and Stunning them for 2 seconds.
Flurry : A flurry of swords is summoned at the impact location, dealing 60230% weapon damage as Holy, hurling enemies around and incapacitating them for 5 seconds.
Punish Generate: 5 Wrath per attack / Strike your enemy for 270335% weapon damage and gain Hardened Senses, increasing your Block Chance by 15% for 5 seconds.
Retaliate : When you block with Hardened Senses active, you deal 94140% weapon damage as Holy to the attacker.
Roar : When you block with Hardened Senses active, you explode with fury dealing 4575% weapon damage as Fire to enemies within 15 yards.
Slash Generate: 5 Wrath per attack / Ignite the air in front of you, dealing 190230% weapon damage as Fire.
Zeal : Gain 1% increased Attack Speed for every enemy hit for 3 seconds. This effect stacks up to 510 times.
Justice Generate: 5 Wrath per attack / Hurl a hammer of justice at your enemies, dealing 240245% weapon damage.
Sword of Justice : Hurl a sword of justice at your enemies. When the sword hits an enemy, gain 35% increased movement speed for 3 seconds. This effect stacks up to 53 times.
Crack : When the hammer hits an enemy, there is an 80100% chance it will crack into 2 smaller hammers that fly out and deal 175245% weapon damage as Holy.
Hammer of Pursuit : The hammer seeks out nearby targets and deal 300335% weapon damage.
Burst : The hammer is charged with lightning and explodes on impact, dealing 3060% weapon damage as Lightning to all enemies within 10 yards. Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
Laws of Valor Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 15% increased Attack Speed for 5 seconds. / Passive: Recite the Law, granting you and your allies 8% increased Attack Speed. / Only one Law may be active at a time.
Answered Prayer : Active: EmpoweringWhile the Law also grants a 0% chanceis empowered, each enemy killed increases the duration by 1 second, up to drop Nephalem Glory Orbs on hita maximum of [Unknown value] seconds of increased time.
Laws of Hope Cooldown: 4530 seconds / Active: Empower the Law, surrounding you and your allies in a shield for 3 seconds that absorbs up to 19108 damage. / Passive: Recite the Law, healing you and your allies for 743 Life per second. / Only one Law may be active at a time.
Laws of Justice Cooldown: 4530 seconds / Active: Empower the Law, granting you and your allies 420 increased resistance to all elements for 5 seconds. / Passive: Recite the Law, granting you and your allies 120 increased resistance to all elements. / Only one Law may be active at a time.
Decaying Strength : Active: While the Law is empowered, any enemy who attacks you or your allies will have their damage reduced by 15% for 4530 seconds, stacking up to a maximum of 60%.
Consecration
Shattered Ground : Enemies standing on consecrated ground take 95155% weapon damage as Fire per second.
Smite Generate: 5 Wrath per attack / Smite enemies up to 1530 yards away with holy chains that deal 165175% weapon damage as Holy. The chains break off and strike up to 35 additional enemies within 20 yards for 125150% weapon damage as Holy.
Shatter : The holy chains explode dealing 2060% weapon damage as Holy to enemies within 3 yards.
Surge : Increase the rangenumber of the initial chainadditional enemies hit to 30 yards5.
 
Was reading this on Diablofans, interesting changes, the Akkarats Champ changes for Crusader are needed, lots of whine how the class is now rubbish, but thats because every crusader has the Rally rune slotted as its the only one worth having and borderline OP anyhow.

The general changes all round to the Crusader are buffs imho, a few nerfs here and there like Blessed Shield stuff, but it should average out i reckon, what it does do is open up more options for end game weapons now, as opposed to Blade Proph or Gryfs / Jek being the end game items, it now seems Fate of the Fell is going to be the goto weapon of choice for a lot of people.

Crusaders seem to have gone from Wrath starved and CD spammable, to less reliance on CD and a lot more wrath which should equal overall a dps gain.

All the whiners cant see past the blessed shield nerfs and the Rally rune nerfs, these are the people that play a Crusader because its OP with 2 items, these are your general FOTM trolls that gravitate between current imba specs, no doubt most of them will prob reroll WD now its been buffed again lol, funny thing is i was playing my WD pre and into RoS and for a good while after, it wasnt til a while into RoS i switched to Crusader, since then the WD has become the goto class for most of the skill less kiddies who just want to read a spec on a site somewhere and go hit their IWIN buttons and when faced with figuring stuff out on their own, quit and move onto the next copy pasta build of a different class ;)

Anyhow slight derail there, im looking forward to the patch, diversity for all classes is a great thing, i wish they had juggled the runes elements around a bit more for Crusader though, we still need some changes in that regards, seems Barb got a good juggling with runes though? so maybe they'll take it 1 class at a time or something.
 
I have a Hellskull shield which removes this penalty :( and its a really decent one too, wondering if they will retro change the shields effect to something else, heres hoping to a movement increase or something.
 
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