Witch Doctor Build: Legion of Darts
I've been doing a lot of pugging in 55-65 GRifts lately and the most common thing I see are poorly played support Crusaders.
No RG lockdown, letting mobs pick off their teammates, constantly
worried about only running ahead and getting themselves killed -- They
end up being a huge burden to the team. I mostly play support Crusader
in 4-mans and it pains me to see Crusaders not reach their (incredible)
potential in groups.
IMO, the support Crusader in a standard high 4 man GRift setup is the most important person in the group.
I also think it's by far the most difficult build to play in our
current 4-man meta. You are the quarterback of your team. Success or
failure will ride on your shoulders. And it won't be easy.
In terms of a general build and gear loadout, you can check out this guide on DFans: http://www.diablofans.com/builds/56097-rift-guardian-stun-crusader-for-gr-65-group-play. I won't re-iterate everything in that guide but I want to present something for beginners.
Remember, this is a beginners build/gear loadout. If you're an advanced support Crusader, you certainly don't need tips from me.
This guide assumes you're running with a zDPS WD and that you're pushing progression (not speed farming).
Build
- Skill 1: Shield Bash - Pound. Used in conjuction with Roland 2pc to
provide 100% Blind uptime on any mob. Pound is used specifically
because of it's 1.0 proc coefficient (to keep Gogok stacks up).
- Skill 2: Steed Charge - Draw and Quarter
- Skill 3: Shield Glare - Zealous Glare. You'll need the Wrath if
your gear isn't perfect. You can eventually change Zealous Glare to
Divine Verdict once you can fully lock down RGs without the Wrath
generated from ZG.
- Skill 4: Laws of Valor - Critical
- Skill 5: Judgement - Resolved
- Skill 6: Akarat's Champion - Prophet
- Passive 1: Fervor
- Passive 2: Indestructible
- Passive 3: Long Arm of the Law
- Passive 4: Towering Shield
Pretty standard stuff here.
Gear
Sets bonuses utilized:
- 3pc Born's - Sword, shoulders, chest. Pick 2.
- 2pc Roland's - Gloves, chest, shoulders. Pick 2.
- 3pc Captain Crimson's - Belt and pants.
Sample gear loadout with important stats:
- Helm: Leoric's Crown (Vit, All Res, Life%, Socket)
- Amulet: Xepherian (Vit, RCR, CDR, Socket)
- Shoulders: Born's (Vit/Life%, All Res, CDR, RCR)
- Chest: Roland's (Vit, All Res, Reduced Elite Damage, 3xSockets)
- Gloves: Roland's (Vit, All Res, RCR, CDR)
- Wrists: Drakon's Lesson (Vit, All Res, Str, Armor)
- Belt: Capt. Crimson's (Str, Vit, All Res, Life%)
- Pants: Capt. Crimson's (Vit, All Res, Armor, 3xSockets)
- Boots: Illusory Boots (Vit, All Res, Str, Armor)
- Ring 1: RoRG (Str, LoH/IAS, CDR, Socket)
- Ring 2: Manald Heal (Vit, CDR, RCR, Socket)
- Weapon: Born's (Vit, RCR, CDR, Socket optional)
- Shield: The Final Witness (Vit, RCR, CDR, Wrath Regen)
Gems
- Gogok (mandatory for CDR)
- Esoteric
- Efficacious Toxin / Gizzard / Trapped / etc.
Your top priority is CDR followed by RCR and Wrath Regen. All else
comes secondary to this until you reach the point where you can keep an
RG completely Blind-locked. Manald Heal is used because it's unique
property is resource regeneration. Drakon's Lesson is used in this
beginner's build to help with Wrath issues vs. single target.
Swiftmount is not used in this build in favor of Capt. Crimson (10% CDR,
RCR) to aid in gearing.
Playstyle
In a 4 man high Grift group, there's 3 main "positions": Backline
(where your DPS are), center (where your WD is positioned), and forward
(unexplored path ahead of you). Within that context, here are your
priorities as your team's support Crusader:
- Keep the WD alive. If the WD dies, everything will
go to shit instantly. Your top priority upon reaching a new pack is to
check the forward/flank position for ranged/charging mobs (archers,
exorcists) that can hit your WD in the center.
- Keep the DPS alive. If your DPS dies, you won't
beat the timer. As soon as you ensure your WD's safety, it's time to
turn your attention to the backline. Check behind them for stray mobs,
any mobs to their perpendicular, and especially any ranged mobs that
aren't feared. Smart DPS will park themselves into a corner with their
backs to a wall. Dumb DPS will stand in between doorways and hallway
intersections and take many spears to the face. Unfortunately, your job
is to protect both types.
- Pack up the group. This is especially true if
you're playing with Slowball DHs. Just because the mobs are loosely
grouped around the WD doesn't mean your job is done. Drag the guys on
the edge of the radius to the middle. Drag mobs THROUGH and ONTO the
Lightning Ball line while positioning them.
- Keep your buffs on the group. So the mobs are
packed in and the DPS are going to town. Your job now ISN'T to run off
and pull a crapload of extra shit no one asked for. Keep your buffs up
at least until the mob group is nearly dead. Remember that one of the
reasons Crusaders are considered exceptionally strong support are their
group buffs. Use them! Unless:
- If you're fighting mobs with substantial HP pools, now is the time to consider pulling more back into the pile.
High HP elites or packs are good candidates to pull extra mobs back
towards. If you don't expect the group of mobs to live long, for the
love of god, please don't play fetch with more!
- As the current group is about 4-5 seconds from dying, scout the next group.
Approach the next set of mobs and remember to PULL MOBS FORWARD TO THE
NEXT GROUP, NOT BACK. If you run into 3 mobs, pull them right into the
next set. Don't waste your DPS's time by fighting stragglers. Just
pull them up into the next group or skip them entirely. Most pug
Crusaders I see act like Golden Retrievers in a field of tennis balls;
They are way too eager to play fetch and subsequently get their team
killed (or at least annoyed).
The big takeaway here is that pulling new mobs is YOUR LOWEST PRIORITY COMPARED TO KEEPING YOUR TEAM SAFE.
I see so many newbie Crusaders just rush ahead while their team behind
them is getting killed, bringing back a Reflect elite and 3 anarchs
with him. Make sure your group is safe first ALWAYS.
When you identify a threat (a ranged mob priming up a spear for your
WD or a straggler that got loose and is making it's way to your
backline), do the following:
- If the mob is beyond Shield Glare range, SHIELD BASH TO IT. Do NOT
Steed Charge to it or you risk pulling mobs currently around you out of
position.
- Once in range, BLIND IT.
- Only after the mob is blinded and neutralized, DRAG IT IN.
Shield Bash is a fucking amazing mobility tool and will teleport you
to any monster on-screen. Think of it as WoW Warrior's Charge or
Intercept. Use it to close the gap.
When shit goes sideways
Sometimes you enter an open area and you're absolutely surrounded by
archers and anarchs. Your WD sets up but there's about 10 mobs to the
east that he can't reach (even running laps in a circle like any good WD
should), so what do you do?
Remember that you have the capability to perma-CC in a screen-wide
radius as well. Charge (with Shield Bash) into the middle of the
un-feared group and keep them perma-Blinded to prevent them from
shooting/moving. Drag as many back using Steed Charge and immediately
charge back into them (again, using Shield Bash!) to re-apply Blind.
Keep doing that until all the mobs are grouped. The jist is that you
can control an area of mobs separate from the WD. This is also useful
when you scout ahead and run into a huge pack or elites.
Perma-stun
You'll use a simple Glare>Bash>Glare>... cycle to
perma-Blind any mob in the game, RGs and bosses included. A few key
things to note:
- Both Glare and Bash use an attack animation. Therefore blindly
mashing both (or macroing them to autofire) will seriously screw up your
ability to perma-Blind. You absolutely need to Glare>Bash>repeat
and Bashing twice before a Glare will see the RG breaking perma-Blind.
- Law and Akarat's Champion do NOT use an attack animation. It's safe to macro these into your Glare or setup as autofire.
- Judgement DOES use an attack turn. If you're new to support
Crusader, stick to Glare>Bash>repeat with Law/Prophet sprinkled
in. Throwing in Judgement will fuck with your timing. Once you get
really good at boss control, you can think about weaving in Judgement to
your Glare>Bash rotation.
- Bash costs 30 Wrath so stacking RCR/Wrath regen/using Drakon's
Lesson or Divine Verdict is critical to this build, second only to CDR.
I hope this is useful to someone. Remember that playing a good support Crusader is really fucking hard
and pugs are unforgiving but you'll feel like Joe fuckin' Montana when
you help your team hit their new 4-man personal best. Practice practice
practice!
SOURCE
3 player Tier 68 with 2xDPS (Crus / Wiz / DH)
Hey everyone,
after recently posting my 4-player Natalya run
I figured I'll share this one as well. Just after trying out Natalya in
groups for the first time the night before, we decided to use some of
the leftover keys for 3-player and went with an unusual setup, dropping
the WD for a second dps. The potential of having two dps, along with all
the mutual damage buffs of Tal Rasha and Natalya makes for a strong
combo that 1 dps + 2 support groups might not be able to compete with at
the high end, especially considering the ridiculous amounts of hit
points the rift guardians will have at 70 or higher. Until this point
there are very few teams that actually use double dps in 3-player, my
guess is that soon the WD will be completely dropped in favor of another
dps for most teams. The damage potential is just a lot higher, not many
buffs are lost (since the DH brings about 60-65% additive bonus) and
not everyone has enough keys on 70+ to actually fish for Stonesinger
with one dps, so this seems to be something worth looking into for those
aiming to compete in 3-player.
Most of these runs were still fairly unoptimized, as both Avoid and
me had to get used to this playstyle first, yet the runs were quite
successful nevertheless. Even now we definitely have the damage to clear
69 and 70, however we only had one key to try it after climbing our way
up to 66 / 67 / 68, which left us at rank 2 EU. Still, we had a lot of
fun during the runs, especially Avoid rose up to the challenge to fight
Raiziel on tier 69 with unprecedented enthusiasm, which I included an
extensive bonus clip of in the end ;)
Noteworthy changes to my setup compared to my last group runs are the
fact that I used only one CDR ring and went back to Rocket Storm for
more consistent N2 procs. For this group specifically I dropped Archery
for Night Stalker and Preparation - Punishment for Marked for Death -
Contagion, since there was no other DH to provide the buff. I was
running out of hatred fairly often, however with some practice I tried
to synchronize it with the 30sec timer of Marked for Death and then just
regenerated at the same time I had to replace it. Gems used were BotT,
Zei's and Gogok.
Party's profiles:
Crus | Wiz | DH
Clan (EU) | Livestream
SOURCE

Remember, these are straightforward answers to straightforward questions. Things can get complicated and almost everything has an exception.
Q: I got a ______ weapon. What should I reroll?
A: There is now a damage calculator for this. Remember that IAS basically only affects hydra and Firedawn build (high group GR). IAS does not increase your perma Firebird DoT, your blizzard, your meteor or your Black Hole damage.
http://us.battle.net/d3/en/forum/topic/15699487088
Q: I just returned/hit lvl 70/have no idea what I am doing. What should I get/use for a build?
A: Do you have Firebird?
Yes: http://us.battle.net/d3/en/forum/topic/15083138357
No: http://us.battle.net/d3/en/calculator/wizard#RNQjTS!dRSb!aYcYZc
You can switch stuff at random (armors and passive especially) pre FB.
Q: %Fire or Intelligence on Amulet?
A: Almost always %Fire - There are rare exceptions on ancients with very high intelligence if you have very high %fire. Fire/CC/CHD/Socket is BiS.
Q: I have X and X, which should I use? I need to reroll X item, what will give me more dmg?
A: Use dolynick's spreadsheet
http://www.olynick.net/d3/tools
Q: Which legendary gems should I use?
A: The general consensus is Toxin, Pain Enhancer and Zeis for T6 and Tox, Zeis and Bane of the Trapped for Greater Rifts
Q: I don;t know what stats I need when I am rerolling/equipping. What should I do?
A: http://us.battle.net/d3/en/forum/topic/12428523195
Q: I just found a furnace and I don't want to mess it up. How should I reroll it?
A: http://us.battle.net/d3/en/forum/topic/15007431167
The equations apply to an ancient Furnace as well.
Q: I can't move fast enough in group t6? Why is everyone faster than me?
A: http://us.battle.net/d3/en/item/warzechian-armguards and Ice Armor/Frozen Storm with Teleport Wormhole and Illusionist passive. Aether Walker, A Season 1 item will be available in non-season soon.
Q: How should I allocate my Paragon Points?
A: MS>INT. You can throw some into vit or Max AP if you feel you need it.
CHD=CC (its complicated, simple rule: 2hand weapon =CC, 1h = CHD) >CDR >IAS.
If you are running hydra, use you paragon points on ias to get to the next breakpoint.
Resist All > armor > life > Regen
RCR > AD > LoH > Gold find
Q: What are these breakpoint thingies?
A: http://us.battle.net/d3/en/forum/topic/15270729572
Q: What other elements can I use besides fire?
A: Anything other than fire is going to be inefficient. That being said, you can technically use both Cold and Lightning. Look up some builds on either or search the forum.
Q: I'm having trouble with Greater Rift Level X, what should I do?
A: http://us.battle.net/d3/en/forum/topic/14422562400
Q: I see all sorts of abbreviations what do they mean?
A: http://us.battle.net/d3/en/forum/topic/15699377085
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/30729-diablo-iii-urban-dictionary
This will be consolidated at some point.
Q: I haven't gotten X? How rare is X? How many Blood Shards for X?
A: https://docs.google.com/spreadsheets/d/1cM-s4e66ql2zsrkfkfKXmvVJ4zmngzxdzVLk9gvLvT8/edit#gid=1686210231
Q: What weapon should I use?
A:) It obviously depends on the rolls, but assuming everything is perfect and you are running T6: Devastator <Maximus<Sun Keeper <Anc Devastator <Furnace <Anc Maximus <Anc Sun Keeper <Anc Furnace.
Serpent Sparker and Wand of Woh are alternatives that work also, but it is a different build. Serpent Sparker is roughly between Maximus and Sun Keeper at a rough estimation (total wild guess).
Wand of Woh is a melee build and uses CDR, so it's entirely different, but fun and effective.
There is currently a debate about Ancient weapons and white mobs vs. elite mobs in grifts. Let me know if I am off please, I did this off one the top of my head.
Q: X dropped. Should I keep it? How do I reroll it?
A: http://us.battle.net/d3/en/forum/topic/15700057195
Q: What the hell is this Firedawn build thing I keep seeing?
A: It is used for high Greater Rifts and requires full crowd control (horrify Witch Doctor). You will die if touched. Note that Blazing has ben replaced by Mammoth as of 2.1.2
http://www.diablofans.com/builds/4580-firedawns-group-firebird-1-2-billion-damage-ticks
Q: I have this Ramaladni's Gift and X weapon. Should I gift it?
A: Keep at least one gift in your stash in case you get an Ancient Furnace, Serpent Sparker, Maximus, Sunkeeper or Wand of Woh. Those are all giftable. A crafted Ancient Devastator is also giftable. You can consider gifting non-ancient Serpent, Furnace or Woh. A Smoldering Core for trials is also doable, but not recommended. Anything else is technically a waste, but, hey, it's a game and you may find a lot of them.
Source

In addition to Seasons and The Vault, another notable feature coming in patch is 2.1.0 is a system we're calling Greater Rifts. Formerly known as Tiered Rifts, Greater Rifts are a special type of Nephalem Rift designed to measure and showcase hero progression.
Featuring a progress timer, unique rewards, and custom leaderboards, Greater Rifts are the perfect opportunity for players to see just how far they can push themselves on the battlefield—and glean some incredible treasure along the way!
With Great Power Comes Great Rifts:
To enter a Greater Rift, you must first acquire a Keystone of Trials. These keystones have a chance to drop from any normal Rift Guardian when playing in Torment difficulty on a level 70 hero.
Once you've acquired a Keystone of Trials, you’re ready to take on what’s known as the Realm of Trials. To access this realm, visit a Nephalem Obelisk in any town hub, right-click on the monument, and place your keystone into the appropriate slot near the top of the window. Click "Accept" and your trial will begin. Be sure to prepare your skills and gear ahead of time, because once inside the Realm of Trials, you cannot change either until the trial is over.
The Realm of Trials is a small arena designed not only to test your hero’s mettle, but evaluate at what level you should begin your Greater Rift run. Each trial will be timed and consist of increasingly difficult waves of enemies. Upon completion of the trial, or it ending due to your hero's death, you will be rewarded with a Greater Rift Keystone. The level of the keystone you receive will be based on your performance during the trial itself. The more waves you destroy, the higher the keystone level. The higher the keystone level, the more challenging the Greater Rift…so aim high!
Of note, game difficulty will not impact the Realm of Trials in any way; in this case, the Realm of Trials is considered independent of the standard difficulty system. With this, death in the Realm of Trials will be permanent for Hardcore heroes. If you die during a trial, your hero will be lost and he or she will not receive a Greater Rift Keystone.
With a fresh Greater Rift Keystone in hand, head back to the Nephalem Obelisk in town. Right-click on the monument one more time and place your ranked keystone into the designated slot. Click "Accept" and it's off to the races—your Greater Rift journey has officially begun!
The Need for Speed:
Similar to the Realm of Trials, each Greater Rift level will be timed. Players will have 15 minutes to spawn and defeat the level's Rift Guardian, with faster runs bringing greater rewards.
The goal in Greater Rifts is to progress through each level and kill the Rift Guardian as quickly as possible. If you slaughter a Greater Rift Guardian before time expires, you'll be eligible for a higher level Greater Rift Keystone. If you perform exceptionally well and have a lot of time to spare, you'll be able to skip multiple Greater Rift levels and can receive a keystone of a much higher rank!
Greater Rifts are tracked by a new progress bar (located at the right side of the screen) that compares your monster kill count to the time remaining. Monsters will grant varying progress based on their health and difficulty, so Elite and Champion packs will have a greater pay-off than your average minion. Players will also be able to collect new Progression Orbs to speed along their journey.
When the progress bar is capped, all remaining monsters in the area will vanish and the Greater Rift Guardian will appear. If you run out of time before you're able to kill the Rift Guardian, don’t worry! You won’t be able to advance to a higher Greater Rift level, but you’ll still be able to complete the level you're currently in and claim the spoils of war.
Speaking of spoils, we've made some changes to how loot is distributed in Greater Rifts to help streamline the experience and keep players focused on completing their run. Monsters won't drop loot, chest spawns have been disabled, and destructible objects will be limited. Instead, we've moved a lot of this loot to the Rift Guardian itself. As a result, and in reward for your valiant efforts, players will encounter a veritable "loot-splosion" upon defeating a Greater Rift Guardian!
Legendary Gems:
As you search the remains of a Greater Rift Guardian, there’s a chance you'll find a new kind of gem that may very well pique your interest.
These Legendary gems can only be found in Greater Rifts and offer powerful abilities when socketed into amulets or rings. What's more, you’ll have the opportunity to upgrade Legendary Gems over time with the help of Urshi, a new NPC.
Urshi is a nephalem spirit who worked closely with Orek in life, and has the unusual ability to draw out and guide the powerful magical essence of gems. Like Orek, Urshi will extend her unique gift to any brave nephalem willing to challenge themselves in the most dangerous of realms.
Urshi will appear once you've slain a Greater Rift Guardian and will offer players one of two services. You can only pick one service per Greater Rift level, so choose wisely when you can.
- The first service is to upgrade your Greater Rift Keystone to a higher level. As noted above, if you did really well during your run, you'll be able to skip multiple Greater Rift levels and receive a keystone of a much higher rank. This option will only be available to players who are able to defeat the Rift Guardian before time expires.
- The second service is to upgrade your Legendary Gem(s). You'll have three attempts to upgrade a Legendary Gem. You can use all three attempts on one gem, or split the attempts between multiple different gems. The chance for an upgrade attempt to succeed is based on a combination of the rank of the Legendary Gem you're attempting to upgrade and the level of Greater Rift you reached. The higher the rift level, the more likely your attempt will succeed!
While you will always be able to attempt to upgrade your Legendary Gems, even if you aren't able to kill the Rift Guardian in the allotted time, it's important to note that choosing this option will conclude your Greater Rift run. Once a run has concluded, you will need to find another Keystone of Trials and start your journey anew.
Track Your Progress:
Once you reach the end of your Greater Rift journey, your best results will be posted to the appropriate Leaderboards. To view your Leaderboard ranking at any time, simply click on the "Leaderboards" button located in the bottom right corner of the main hero screen.
Greater Rift leaderboards will be split between both Hardcore and Normal gameplay modes as well as Seasonal and Non-Seasonal characters. To help encourage a variety of play styles and allow you to measure yourself against similar competitors, we've also broken up Greater Rift leaderboards into the following categories:
- Solo play for each class (e.g. top players for Barbarian, Demon Hunter, Crusader, etc.)
- 2-Player Groups
- 3-Player Groups
- 4-Player Groups
Designed to be informative and detailed, Leaderboards will allow you to compare your progress to that of your gameplay region, friends, and clan members, and can be viewed both in-game and right here on diablo3.com!
The challenges you face in Greater Rifts will push you to your limits and test your skill in battle. They offer measures by which to judge your ability, and rewards that make you stronger with every test. Will you overcome your enemies and succeed? Your trials await you, nephalem!
Source: http://us.battle.net
One of the biggest additions to Diablo III in patch 2.1.0 is a competitive system we're calling Seasons. An entirely new gameplay mode, Seasons encourage you to roll a new hero and race against others to complete new challenges, acquire new and exclusive loot, and experience once more the feeling of starting fresh.
Seasons — How Do They Work?
So, you've logged in and you're ready to create your very first Seasonal hero. Where do you begin?
Just like any new character, your first Seasonal hero will start their journey in the hero creation menu. Select your hero class, gender, and name as usual, then select the "Seasons" checkbox on the lower left of the screen, and BAM! You'll have a brand new level one nephalem ready for Seasonal action!
You'll be able to create both Hardcore and Normal Seasonal heroes—just check the "Hardcore" box in addition to the Season box if it strikes your fancy.
Seasonal heroes are completely separate from your existing ones. This means they start from scratch, without access to your existing gold, blood shards, shared stash, Paragon levels, Artisan levels, crafting patterns, or items. Just as your Normal and Hardcore mode heroes have separately tracked progression, Seasons stand entirely on their own.
Seasonal Activities:
As fun as ladders are to climb, there's much more to Seasons than reaching max level or pressing onward into the upper echelons of the Paragon system.
While the first goal you should set is leveling up to 70 and getting some gear in order, there are three distinct ways to compete with other players in Seasons: 1) completing Conquests, which are Season-exclusive Achievements; 2) acquiring as many Achievement points as possible; and3) reaching the highest tiers in Greater Rifts. We'll be covering Greater Rifts in more detail with a future blog, so keep an eye on the main page for details!
Leaderboards:
You can track your progress against other players for the activities above on the Leaderboards and compete with others for the highest rankings. Want to be the first Hardcore player in the new Season to reach Level 70? Complete that Achievement and you'll be immortalized on the Conquest leaderboard. Aiming to tackle the most Achievements? Compare your total Achievement points earned to your peers on the Achievement Point leaderboard. Are Greater Rifts more your style? See how you measure up to other adventurers and check your fastest times on the Seasonal Greater Rift leaderboard.
Seasons offer a great variety in gameplay challenges, and you'll be able to compare your successes to your friends, other members of your class, your clan mates, or players in the same region. Leaderboards will be available both in-game and right here on our community site, so whether you're checking your progress on the web or in Sanctuary, you'll always be just a few clicks away from seeing your Seasonal ranking!
Conquests:
Achievements are accomplishments that showcase your skill or dedication to a particular task. In Seasons, we've taken the concept of Achievements to the next level by introducing Conquests. Consisting of difficult tasks that can only be completed by a Seasonal hero, all Conquests come in two flavors: Hardcore and Normal. If you want to conquer every Conquest, be prepared to tackle them with both Hardcore and Normal Seasonal heroes!
So what makes a Conquest different from a regular Achievement? Conquests are generally more challenging to complete than a standard Achievement and, as a result, they come with a special perk. If you're one of the first 1,000 players to complete a Conquest, your name will be immortalized on the Conquest Leaderboard for the rest of the Season. These slots are first come, first served, so be prepared to hit the ground running if you want that place at the top of the charts! Conquests will also remain rewarding throughout the Season and, even if you don't place on a Leaderboard, you'll still earn points toward your Seasonal achievement point total by completing Conquests.
Want a head start on the competition? Take a look at some of the Conquests that you'll encounter, and start planning your strategy:
Seasonal Rewards:
Climbing Leaderboards might not be your thing, so you may find yourself asking "What's in it for me?" There are incentives for everyone to try their hand in Seasons, including getting first crack at brand new Legendaries and a shiny new Transmogrification set that is exclusive to Season participants.
With Season 1, we're introducing 10 new Legendaries. These items will initially only be available to Seasonal players until the end of the Season, at which point they'll be rolled into the regular loot pool for all game modes. In addition, even more handfuls of exclusive Legendaries will be introduced each Season, and will only be available to Season participants until that Season ends.
We’ve also put together a badass new Transmogrification Set that is completely exclusive to Seasonal players. Each Season, you'll earn a new piece of this excellent armor. What do you need to do to get it? Just hit maximum level during the course of a Season, and your Transmogrification pattern will automagically unlock at the Mystic in all game modes.
Wrapping Up the Season:
We're only just starting the very first Season, but it's important to know what happens to your progress at the end. When a Season concludes, your current Seasonal heroes will become non-Seasonal. This means that if you were playing a Seasonal Hardcore hero, they'll instead become a regular Hardcore hero.
Your heroes keep all their gear, crafting materials, gold, blood shards, Paragon experience, and any new recipes they may have earned during the course of a Season. This also includes any new Stash tabs purchased or Artisan levels earned (if higher than your non-Seasonal profile). Finally, if you’ve managed to earn achievements during a Season that you've never conquered before, you'll earn them in the corresponding non-Seasonal mode.
While you'll be starting from scratch when a new Season begins, your non-Seasonal heroes will reap the rewards with new items, experience and achievements!
Join the Race!
We're excited to jump into Seasons, and we hope you've enjoyed this overview of what's to come. Are you prepared to get started when Season 1 launches? Which classes will you focus on first? Will you tackle Conquests first or focus on Greater Rifts instead? We want to know how you plan to play in Seasons, so let us know in the comments!
Prepare yourselves, nephalem! Challenge and reward awaits you!
Source: http://us.battle.ne
MeatHead Mikhail: Today I want to talk about the changes in 2.1 PTR to Call Of The
Ancients. Pet AI is greatly improved, pathing is a lot better, fire
ancients now actually use their skills, and single target damage output
is decent but could use a buff. Attack speed can no longer be snapshot
though. In this video I show the ancients taking on groups as well as a
damage test on T6 Ghom. Enjoy!
Kaj Laurent: My twitch stream: www.twitch.tv/KlompNL
Hey guys, this is my first video. Please give me some feedback and i will try to work on it in my next video. 2.1 Seemed a long way from releasing so i felt like making a video about this build which i dont see much for 2.0.5.