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Author: lepro Date: Monday, 27 October 2014

Diablo III Season Preview

Blizzard je objavio novi blog, gde nam je predstavio najveći i najinteresantniji sadržaj koji nam dolazi uz Patch 2.0.1, a to su sezone.

Originally Posted by Blizzard (Source)
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!

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.

A few of Season 1's new Legendaries. 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.

A new helm awaits Season 1 challengers!

 Pretty sweet, right?

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!

Warlords of Draenor Collector's Edition, Wod Endgame Boss, Legendary Ring, Transmog Izmene, Pre-Expension Event

Istražite Kolektorsko Izdanje Warlords of Draenor kutije!
Originally Posted by Blizzard (Source)
Want to level up your Warlords of Draenor experience? Take a look inside the Collector’s Edition, which contains a host of rare and commemorative items to aid your epic struggle against the might of the Iron Horde.

Check with your local retailer for additional details and availability—and if you’re hoping to score a copy, be sure to lock in your preorder soon, because supplies are limited.

The Warlords of Draenor Collector’s Edition includes:

  • World of Warcraft: Warlords of Draenor — Get the full version of Warlords of Draenor on DVD-ROM.
  • Behind-the-Scenes DVD and Blu-ray Two-Disc Set — Meet the development team behind the creation of Draenor and its savage warlords. This two-disc set includes over an hour of creators’ commentary, insider interviews, and developer roundtables.
  • Collector’s Edition Soundtrack — Immerse yourself in the sounds of war with the complete Warlords of Draenor orchestral soundtrack on CD.
  • The Art of Warlords of Draenor — Witness the visual evolution of the expansion in this beautifully bound tome of exclusive Warlord of Draenor art. Through 160 pages of concept pieces, finished illustrations, and CG images, you'll delve into the art team’s vision for a Draenor under siege by the apocalyptic threat of the Iron Horde.
  • Blackhand Mouse Pad — Arm yourself with a special-edition mouse pad emblazoned with the deadly warlord Blackhand.
  • Epic In-Game Content
    • World of Warcraft Dread Raven Mount and Dread Hatchling Pet — Descend from the skies on the back of a black-winged Dread Raven mount, a mortal progeny of Anzu. Then devour your prey in your next pet battle with the adorably ferocious Dread Hatchling.
    • StarCraft II Portraits — Summon the strength of two deadly Iron Horde war chiefs—Grommash Hellscream and Blackhand—as you take on the Dominion with these two StarCraft II portraits.
    • Diablo III Warsong Pennant — Don this battle-worn pennant and channel the rage of the Warsong Clan against the demonic forces of Sanctuary.
    • Hearthstone Card Back — Your adventures in Draenor will be the talk of the tavern after outfitting your champion’s deck with this custom card back forged in the fires of Blackrock.

Remember, one character boost to level 90 is included in the Collector’s Edition, retail and digital standard editions, and Digital Deluxe Edition of the Warlords of Draenor expansion. For more information on the content and features, check out our Warlords of Draenor web page.

Warlords of Draenor Box Art
Amazon je objavio u visokoj rezoluciji izgled Warlords of Draenor kutija.

Gamescom Dev Intervju - Wod Endgame Boss, Legendary Ring, Transmog Izmene
Vanion imao je prilike da odradi intervju sa Tom Chiltonom na Gamescomu i podeli video njihovog razgovora gde možemo čuti interesantne detalje. Mi smo izvukli najbitnije informaicje medjutim preporučujemo da poslušate ceo video.

Originally Posted by Vanion

Final Boss
  • Grommash is the final boss of Warlords of Draenor.

Legendary Items
  • Warlords of Draenor will have a questline for a legendary ring that begins aat level 99 and is less grindy than the Mists of Pandaria quests.
  • The legendary ring will have a visual effect so that players can show it off.
  • It is very likely that there will be legendary items other than the ring from the questline.

Future Content Patches
  • A transmogrification system revamp could be part of Patch 6.1 or 6.2, allowing you to build a collection of transmog items rather than storing them in your bank or Void Storage. It also may include tools to better manage multiple transmog sets.
  • Tanaan Jungle and possibly Farahlon will be in future content patches, not at launch.
  • Additional dungeons could be added in content patches. There are more dungeons within Draenor that could be added, as well as older dungeons through the Timewalker system.
  • There aren't any class quests planned for Warlords launch right now, but if one fits later in the expansion it could be added.
  • The length of time beyond Patch 6.1 that you are unable to fly in Draenor will be decided upon by the community as a whole. If players enjoy it then it could last longer. If players overwhelming want flight back by Patch 6.1, then they will most likely get it.

Warlords Patch Timing
  • The Warlords patch cycle will be similar to the Mists of Pandaria patch cycle, but some of it will depend on the timing of the next expansion.
    • "Some of it will depend on the time before the next expansion after Warlords. It is very possible that if we are successful and there is a shorter gap, then we won't necessarily want to have multiple raid tier content patches. Each raid content patch needs about four months to breathe. Any less than that and it feels like you really rushed through the content."
  • The content patch schedule isn't finalized yet, as a lot of it depends on what players want to see more of once they get through the launch content. Some of it will depend on the scheduling for the next expansion.

  • The team would like to add the new Nagrand arena as a new arena, but this isn't final yet. It depends on how work on the next expansion is progressing.
  • There are no plans to add a new battleground in Warlords of Draenor.

  • Garrisons ended up involving all of the different teams and will be a big feature, changing the gameplay of WoW more than any other feature has.
  • More Garrison features or levels are something that could be done in a future content patch.

  • The Adventure Guide won't make it in for the Warlords launch. It will be useful as more content is added after launch, so hopefully it will be ready for a future content patch.
  • The World of Warcraft team grew by around 80 people during Mists of Pandaria, which should allow them to produce content faster in the future. This did slow things down in the short term though, which contributed to the delay of Warlords of Draenor.
  • There aren't any scenarios for you to queue for at Level 100 in Warlords right now, but some could be added in future patches. Right now they are mostly used as a storytelling tool while leveling.
  • Warforged items can appear in dungeons now as a nice bonus.

Spremite se za Borbu: Pre-Expension Iron Horde Invazija

Izgleda da ćemo uskoro videti Patch 6.0 na PTR serverima! Igrači će biti upućeni u Blasted Lands gde će morati da se odbrane od invazije Iron Horde, koja je prošla kroz Dark Portal. Obavezno proveti i UBRS Video istance koja nam dolazi redizajnirana u ovom patchu.

Originally Posted by Blizzard (Source)
Get ready for first contact with the Iron Horde—oh, and you’ll probably want to prepare yourself for battle. Over the next few weeks, we’ll be testing a pre-expansion patch that will bring players to the brink of great peril, as the Iron Horde begins to aggressively gain a foothold on Azeroth.

As part of this patch, players will encounter fierce new opponents and get their first chance to experience a number of updates we’re making to the game. In addition to changes to the skills and abilities for every class, this patch will introduce brand new features such as 20-player Mythic-difficulty Siege of Orgrimmar, as well as systems adjustments including stat squish and diminishing returns on crowd control. The next chapter in the World of Warcraft saga is coming at you armed to the teeth.

Treacherous Developments
The Dark Portal in the Blasted Lands has turned blood red. Hundreds of strange-looking orcs are violently pouring into Azeroth, killing everything that stands in their path. Nethergarde and Okril’lon have already fallen, and while the Horde and the Alliance moved as quickly as they could to get reinforcements to their people, they are too late. The Iron Horde invasion has begun.

In this desperate hour, King Wrynn and Warchief Vol’jin have called upon their greatest champions to join the front lines in the Blasted Lands and do whatever they can to stop the Iron Horde . . . before the rest of Azeroth falls before them.

Word of this surprise attack sends players rushing to the Blasted Lands to reckon with the barbarous infiltration. After the fall of a high ranking Iron Horde general named Gar’mak Bladetwist, you’ll report what you’ve witnessed in the Blasted Lands to King Wrynn or Warchief Vol’jin. It’s apparent to both the Horde and the Alliance that this is only the first salvo in a much larger conflict, and the only way to win is to take the fight directly to the Iron Horde . . . by journeying through the Dark Portal into Draenor.

The Infiltration of Blackrock Spire
An advance party of Iron Horde forces has barged right out of the Blasted Lands and pushed all the way to Blackrock Mountain, where they found refuge and supplies in Upper Blackrock Spire. There can be only one response: the Alliance and the Horde of Azeroth must face this iron incursion head on.

Available to level-90 characters for a limited time, this specially revamped five-player version of Upper Blackrock Spire sets the stage for the coming counterstrike against the Iron Horde. Here, you will face Orebender Gor'ashan, Kyrak, and Commander Tharbek as you begin to take the fight to the enemy and sharpen the skills (and swords) you’ll need to succeed on an unwelcoming alien world.

Draenor is waiting.

Lords of War Animirana Mini Serija

Blizzard je objavio Lords of War mini seriju koja je slična Burdens of Shaohao seriji iz Mists of Pandaria. Lords of War, predstaviće nam istoriju svih Warlorda koje ćemo imati prilike da vidimo u Draenoru. Blizzard je objavio Teaser za sledeću epizodu, a u prilogu možete pogledati prvu epizodu gde se upoznajemo sa Kargath Bladefist iz klana Shattered Hand! 
Prva epizoda ima interesantnu priču - Kralj Varian Wrynn suočiće se sa istom armijom koja je uništila Stormwind dok je njegov otac vladao, i pokušava da shvati kako da se odbrani od pretnje kojoj njegov otac nije uspeo da se suprotstavi. Vindicator Maraad se davno suočio sa njima u Draenoru, tako da nam on prenosu priču o svakom warlordu...

Warlords of Draenor Cinematic i Datum Izlaska - 13 Novembar 2014

Warlords of Draenor biće pušten 13 Novembra 2014 - Odmah u Četvrtak posle Blizzcon 2014!

Diablo III PTR 2.1 Zvanične Patch Informacije, The Vault

The Vault
Blizzard je objavio interesantan blog, gde nam opisuje novi sadržaj koji nam dolazi uz Patch 2.1 - The Vault. Iako ovo nije nešto spektakularno što dolazi uz ovaj  novi veliki Patch, igračima će verovatno biti interesantno napokon da prodju kroz goblin protal!
Originally Posted by Blizzard (Source)

Amidst the chaos of battle, ragged opportunists sneer and scuttle to collect the loot of the fallen. Hunched over by the weight of their purloined wealth, these mischievous scavengers represent a more recent addition to Sanctuary's bestiary, with sightings increasing (perhaps unsurprisingly) shortly after the Fallen Star appeared. While not much is known about these so-called "treasure goblins," one thing is certain: they're not native.

As quickly as they enter our world, they departdisappearing into mysterious portals and escaping with their misbegotten goods. But from where do these enigmatic visitors hail? And to where do their strange doorways lead? No mortal has ventured into nor even seen beyond their gilded veils to provide such answers. . . .

Until now.



Thinking With Portals:

Ever since the recent demonic invasion, tales of Treasure Goblins scurrying about Kehjistan's battlefields have riddled Sanctuary’s taverns. At first believed to be frenzied grave robbers, the goblins' true nature became known only once they were witnessed in broad daylight. Now, their grayish bodies and lizard-like heads are recognizable to all but the most cloistered of citizens, and prove a welcome sight to powerful nephalem in search of easy loot.


Treasure Goblins are a guarded species, however. If observed during one of their hunts, they will attempt to retreat through arcane portals—formed from magic not unlike that the Horadrim once employed to summon Town Portals and waypoints. As their presence has become more common, so have rumors of their gold-filled "vault." It is said that beyond a goblin's portal untold riches await, as well as untold horrors.

But what is fact and what is simply fable? It's time to find out.

Introducing the Vault:

In patch 2.1.0, whenever a Treasure Goblin is slain, there is chance that he (or she) will open a portal to the Vault.


In the Vault, players will encounter unimaginable wealth, presumably stolen from the merchants and townfolk of Sanctuary. Piles of gold, chests brimming with treasure, and enough gems to sate even Shen himself will reward your curiosity.


Be warned! The Vault is also the domain of the Baroness Greed, the de facto leader (or so we assume) of the Treasure Goblin horde.


She is a swarthy matron consumed by her namesake and will not take kindly to your intrusion. End her reign and claim your spoils (if you dare)!



Designing Greed:

Treasure Goblins are among the most beloved of all of Sanctuary's creatures, and their ability to escape (often with precious trinkets in tow) has drawn the focus of many adventurers. As a result, the idea that a player could actually catch one of said goblins off-guard and suspend the doorway into their world offered a tantalizing possibility for the Diablo III development team.

We had a chance to sit down with lead writer Brian Kindregan, senior level designer Matthew Berger, and a cadre of talented artists (senior character artist Chris Amaral, senior environment artist Richie Marella, and technical artist Neal Wojahn) to discuss the creation of, and inspiration behind, the Vault and its sumptuous leader. They kindly put down the weapons of their trade to help us pull back the design portal and see inside the development process.

Q. Brian, there's a lot of activity happening in the Vault—what's going on in there?

Brian: The Baroness Greed is never satisfied, so there's a lot of work to be done to keep the Vault up to snuff. Her goblin minions are continuously sent out to collect more gold. The incoming gold in turn has to be tallied. And the existing gold must be inventoried to make sure none of it has gone missing. Plus, Greed takes a bath in all her gold every three hours. She's definitely high-maintenance, as is her domain.

Q. It's been speculated that gold has no value for the goblins and that all they’re really after are the white items. Care to comment?

Brian: Greed is obsessed with all things valuable. It's a compulsion and the only cure is, apparently, more cowbell increasing amounts of physical wealth.

Q. When designing the Vault, where did you begin? And how did you begin?

Richie: We started on the Vault environment first and worked closely with the character team. We actually borrowed coin designs from them and they used a goblin statue for a mace inspiration.

Neal: Victor Lee did some really sick concepts a while ago, too; I’m not sure if they were for anything in particular but we always loved them so much that they inspired a lot of the architecture in the Vault itself.

And as Richie noted, those coin effects inspired us a lot. As we iterated, the Vault developed its own identity, and it drifted a bit away from that initial style. Instead of the Vault being a gold realm, we thought of it like a treasure realm. That's when we added a lot of things in the background for interest like gems, weapons, vases, and other valuables.

Q. What was the design inspiration for the Vault and its inhabitants?

Richie: The inspiration for the Vault was a mixture of a couple of things: a bee hive, the Lord of the Rings, and Scrooge McDuck's infamous Money Pit.

One thing early on we really wanted to go for was "mountains of treasure" that covered a lot of the Vault grounds. We also wanted to create this atmosphere of "worker" goblins, busy working away much like worker bees in a bee hive. I also played around with the hive motif with multiple storage holes built into the walls—these eventually evolved into mini-vaults.

Initially, most people assumed that Greed would be a male. When working with the character team on Greed, though, they proposed for it to be a female. This turned out to be a great idea because it fell in line with what we were going for with the bee hive motif and having the so-called queen (aka the Baroness) at the end fit perfectly.

Chris: We knew that we needed a variety of goblin types for the zone, too. A low level/low health worker goblin, a hefty brutish guard goblin, and of course the leader of the pack: The Baroness!



Q. We're definitely introduced to some new goblins in the Vault: Treasure Fiends, Peons, and Sentries. Is there an established caste system in the Goblin Kingdom?

Brian: There is indeed. The entire bureaucracy and society of the realm is set up to bring in, tabulate, and store as much gold and treasure as possible.

Q. Matthew, your team obviously had a lot of fun creating the enigmatic Treasure Goblins. How great was it to finally visit their home?

Matthew: We'd always wondered exactly what was hiding behind the portals that those pesky goblins disappear through and the idea of being able to visit that place—which we assumed would be awash with riches—was pretty fun.

Once we had decided that we were going to finally visit Greed's lair and let players try and take a fraction of her wealth back with them it was all a question of making it as memorable as possible. Everyone wanted to add their own little personal touches to the Vault. Piles of gold everywhere, goblins running around in the background, troopers appearing through portals, and (SPOILERS!) Greed's death. There really was no shortage of ideas.

Q. What about the Baroness? Can you tell us a bit about the evolution of her fight?

Matthew: The fight with Greed itself evolved fairly naturally as we played it internally. Her charge attack, for example, was initially much more straightforward: she would charge at you and if she missed she'd get stunned. To add a bit more variety we then added a second charge that had a much longer range so that she could charge all across the room sometimes and surprise the player—that then evolved into her triple charge. Initially, Greed oriented herself while preparing the charge which made it very hard to avoid, when we moved into the triple charge we had her stop doing this, allowing the player an easier time to avoid it. This coupled with the great new warning that the artists had given it was the winning formula.

In a similar fashion, we made a variant of her attack where she makes chests of treasure rain down on the player, adding a lot more tempo to give the fight some fresh legs as you got towards the finale.

Q. What was your favorite thing to design in the Vault?

Neal: I loved making the breakables because of the gold effects I got to do, but my absolute favorite was making the giant treasure chest that appears at the end of the Baroness fight! It was cool to make a mega-uber chest. As a prop artist, I don't do as much figurative work, so it was nice to add all the little elements like the face teeth and little feet on it. It was also fun because I got to do a clean version for when it's closed, and a bloody version for when it's open!

But that's not all! The character and environment teams were also kind enough to share several pieces of concept art:



And That's a (Gold) Wrap. . .

And so it is, that in patch 2.1.0, Treasure Goblins will become just a little more reckless, offering players a chance to finally venture through into their world to reclaim the lost spoils of war and contend with Greed, the Goblin Baroness.

Fortune and glory awaits those who are bold enough to step through, so good luck! We'll see you on the other side.

Diablo III PTR 2.1 Zvanične Patch Informacije
Originally Posted by Blizzard (Source)

PTR PATCH 2.1.0 - v2.1.99.26067


  • General
    • Portals to the Treasure Realm can now only spawn in Adventure Mode at level 70
    • Goblin rift portals will now only allow players who were present when the portal was created to enter
  • Greater Rifts
    • The rate at which players can skip tiers in Greater Rifts has been adjusted
    • Made several adjustments to the quality and quantity of loot dropped by Greater Rift Guardians
    • Greater Rift Keystones can no longer be dropped on the ground or sold to vendors
  • Items
    • Legendary Gems
      • Further changes have been made to the frequency at which Legendary gems are upgraded
        • Note: Because of this change the power of each upgrade has been reduced increased and the overall rate at which gem power is gained through upgrades has been significantly changed
    • Bug Fixes
      • Fixed an issue that prevented the non-infinite DoT from dealing damage when the infinite DoT was already applied to another enemy
      • Fixed an issue that prevented a Hellfire Ring and Amulet from being equipped at the same time
      • Fixed an issue that prevented Staff of Kyro, Fury of the Vanished Peak, Grand Vizier, Incense Torch of the Grand Temple, and Tzo Krin's Gaze from properly rolling with their respective +% damage to skill affixes
  • User Interface
    • Bug Fixes
      • Fixed an issue causing the Legendary Gem upgrade button to be unusable after upgrading a Legendary Gem, even if more upgrade attempts were available


    • Active Skills
      • Cleave
        • Skill Rune - Broad Sweep
          • Weapon damage increased from 215% to 235%
    • Earthquake
      • Skill Rune - Cave-In
        • Damage type changed from Fire to Physical
    • Revenge
      • Weapon damage increased from 220% to 300%
      • Heal amount increased 2% to 4% of maximum Life per enemy hit
      • Skill Rune - Blood Law
        • Heal amount increased 4% to 6% of maximum Life per enemy hit
      • Skill Rune - Retribution
        • Weapon damage increased from 480% to 700%
  • Bloodthirst
    • Life per Fury spent increased from 578 to  3301 966
    • Health Globe Healing Bonus increased from 1% to 4%
  • Inspiring Presence
    • Life regeneration increased from 1% to 2% of maximum Life per second
  • Weapons Master
    • Mighty Weapons
      • Fury per hit increased from 1 to 2
      • There is no longer a chance to gain Fury based on a proc coefficient, instead the amount of Fury gained will be affected by a proc coefficient
        • For example: A skill with a proc coefficient of 1 will generate 2 additional Fury, while a skill with a proc coefficient of 0.5 will generate 1 additional Fury
    • Active Skills
      • Consecration
        • Life regeneration increased from 8253 to 32,185 per second
        • Skill Rune - Bathed in Light
          • Life regeneration increased from 12,379 to 48,278 per second
      • Judgment
        • Skill Rune - Penitence
          • Life regeneration increased from 1032 to 2682 per second
      • Laws of Hope
        • Life regeneration increased from 3714 to 10,728 per second
      • Punish
        • Skill Rune - Rebirth
          • Life regeneration increased from 4952 to 12,874 per second
      • Smite
        • Skill Rune - Reaping
          • Life regeneration increased from 1238 to 6437 per second
      • Steed Charge
        • The duration for which you're restricted from casting other skills has been reduced from 1 to 0.4 seconds
        • Skill Rune - Rejuvenation
          • Life recovered increased from 10% to 15% of maximum Life
      • Sweep Attack
        • Skill Rune - Holy Shock
          • Life regeneration increased from 2063 to 5364 per enemy hit
    • Passive Skills
      • Wrathful
        • Life per Wrath spent increased from 825 to  3301 1341
        • Health Globe Healing Bonus increased from 1% to 4%
    • Active Skills
      • Evasive Fire
        • Increased the maximum distance from an enemy allowed to trigger the backflip effect
      • Fan of Knives
        • Skill Rune - Bladed Armor
          • Duration increased from 4 to 6 seconds
          • Bonus Armor reduced from 65% to 40%
      • Marked for Death
        • Added a 0.1 second cooldown to help prevent accidental double casting
        • Skill Rune - Death Toll
          • Heal amount increased from 1% to 3% of maximum Life per hit
        • Skill Rune - Grim Reaper
          • Damage dealt to surrounding enemies increased from 15% to 20%
        • Skill Rune - Mortal Enemy
          • There is no longer a chance to gain Hatred based on a proc coefficient, instead the amount of Hatred gained will be affected by a proc coefficient
            • For example: A skill with a proc coefficient of 1 will generate 4 additional Hatred, while a skill with a proc coefficient of 0.5 will generate 2 additional Hatred
        • Skill Rune - Valley of Death
          • Area increased from 12 to 15 yards
          • Damage bonus increased from 12% to 15%
      • Sentry
        • Skill Rune - Chain of Torment
          • Chain damage can now critically hit
      • Vengeance
        • Skill Rune - Side Cannons
          • Heal amount increased from 1.5% to 3% of maximum Life per enemy hit
  • Passive Skills
    • Brooding
      • Healing increased from 1.5% to 3% of maximum Life per second per stack
    • Active Skills
      • Blinding Flash
        • Skill Rune - Soothing Light
          • Life regeneration bonus increased from 11,966 to 26,821 per second
  • Crippling Wave
    • Skill Rune - Tsunami
      • Every third hit now also Freezes enemies for  1.5 1 second
  • Dashing Strike
    • Weapon damage increased from 305% to 370%
    • Skill Rune - Barrage
      • Weapon damage increased from 489% to 750% 975% over 2 seconds
    • Skill Rune - Blinding Speed
      • Dodge bonus increased from 29% to 40%
      • Duration increased from 3 to 4 seconds
    • Skill Rune - Flying Side Kick
      • Replaced with: "Radiance"
        • Gain 15% increased Attack Speed for 3 4 seconds after using Dashing Strike
    • Skill Rune - Way of the Falling Star
      • Duration increased from 3 to 4 seconds
  • Epiphany
    • Skill Rune - Soothing Mist
      • Heal amount increased from 20,632 to 40,232
  • Inner Sanctuary
    • Skill Rune - Intervene
      • Shield absorb amount increased from 68,332 to 107,284
    • Skill Rune - Safe Haven
      • Heal amount increased from 11,389 to 35,779 per second
  • Mantra of Evasion
    • Skill Rune - Wind through the Reeds
      • Passive: Mantra of Salvation also increases movement speed by 10%
        • This bonus movement speed can now exceed the cap
  • Mantra of Healing
    • Life regeneration increased from 4126 to 10,728 per second
    • Skill Rune - Sustenance
      • Life regeneration increased from 8,253 to 21,457 per second
  • Mystic Ally
    • Skill Rune - Enduring Ally
      • Life regeneration increased from 4176 to 10,728
  • Serenity
    • Skill Rune - Peaceful Repose
      • Heal amount increased from 56,943 - 62,101 to 93,874 - 120,685
  • Sweeping Wind
    • Weapon damage increased from 30% to  60% 105% per stack
    • Skill Rune - Blade Storm
      • Weapon damage increased from 40% to  85% 145% per stack
    • Skill Rune - Cyclone
      • Tornado weapon damage increased from 23% to  35% 95%
  • Wave of Light
    • Skill Rune - Numbing Light
      • Replaced with: "Shattering Light"
        • Has been redesigned
          • Wave of Light is followed up by an additional  165% 820% weapon damage as Cold in a line
          • Line damage can no longer hit targets that have already been damaged by the bell
  • Passive Skills
    • One With Everything
      • Replaced with: "Harmony"
        • 30% 40% of your single elemental resistances from items instead increases your resistance to all elements
    • The Guardian's Path
      • Bonus to resource regeneration while wielding a two-handed weapon decreased from 35% to 15%
    • Transcendence
      • Life per Spirit spent increased from 248 to  1568 429
      • Health Globe Healing Bonus increased from 1% to 2%
    • Active Skills
      • Hex
        • Skill Rune - Hedge Magic
          • The Fetish Shaman should now more reliably heal 3 times per summon
      • Horrify
        • Skill Rune - Frightening Aspect
          • Bonus Armor reduced from 100% to 35%


  • Legendary Gems have been added
    • Legendary Gems can be upgraded by speaking with Urshi (a new NPC) inside a Greater Rift
      • Urshi will appear every time a Greater Rift Guardian is defeated and will allow you to choose to upgrade either your Greater Rift Keystone or a Legendary Gem
        • You can earn additional attempts to upgrade your Legendary gems by reaching higher tier Greater Rifts
        • Urshi will grant you three attempts to upgrade your Legendary 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
        • As a Legendary Gem's rank gets closer to the level of Greater Rift you've completed, the chance of success decreases
        • Finally, once the rank of a Legendary Gem exceeds the level of Greater Rift you're able to complete the chance to upgrade is cut in half for each rank above the Greater Rift level you completed
          • For example: If you attempt to upgrade a rank 1 Legendary Gem in a level 30 Greater Rift the chance for success is 100%; however a rank 31 Legendary Gem will only have a 30% chance for success in a level 30 Greater Rift and a level 32 Legendary Gem will have a 15% chance of success
      • Each Legendary Gem has a secondary power that will be unlocked when it reaches rank 200 25
  • Bovine Bardiche
    • The chance to summon cows has been increased to 100%
      • Note: The cooldown on the Legendary Power still applies
    • The summoned cows should now be significantly more murderous
    • The summoned cows should now be significantly more durable
  • Bul-Kathos's Wedding Band
    • The Life drain effect on this is now capped at 2000% weapon damage per second
  • Rimeheart
    • Has been redesigned
      • 10% chance to instantly deal  1800-2400% 10,000% weapon damage as Cold to Frozen enemies
      • The Legendary Power now has a fixed damage number
  • Stalgard's Decimator
    • Weapon damage increased from 275-350% to 550-650%
      • This change will apply retroactively
    • Legendary Power can now proc from Rend, Whirlwind, Cyclone Strike, Tempest Rush, and Shield Bash
  • Scourge
    • Explosion weapon damage increased from 130-160% to 1800-2000%
  • Several existing Legendary items have been updated to include a unique Legendary power 
    • Monk
      • Madstone
        • Legendary power added
          • Apply Exploding Palm to enemies hit by Seven-Sided Strike
      • Vigilante Belt The Crudest Boots
        • Legendary power added
          • Mystic Ally summons two Mystic Allies to fight by your side
        • Minimum level increased to 22
    • Barbarian
    • Crusader
      • The +% Cold Damage affix will no longer smart drop for Crusaders
      • New Crusader Armor Set (Name still TBD) Roland's Legacy
      • Amazonian Parma Unrelenting Phalanx
        • New Legendary Crusader Shield
        • Allows Phalanx to summon twice as many Avatars
        • Applies to all rune variants
    • Demon Hunter
      • The +% Poison Damage affix will no longer smart drop for Demon Hunters
    • Monk
      • Inna's Mantra
        • (2) Set
          • Life per Spirit spent increased from 124 to 200
      • Monkey King's Garb
        • (4) Set
          • Weapon damage increased from 1600% to 3500%
          • The decoy will now attempt to spawn next to the closest enemy within 15 yards
      • Shenlong's Spirit
        • (2) Set
          • Energy ball weapon damage increased from 300% to 1200%
          • Spirit generation increased from 1 to 4 per second
          • Energy ball size significantly increased
    • Monk
      • p1_fistWeapon_norm_unique_02 Vengeful Wind
        • New Legendary Fist Weapon
        • Increases the maximum stack count of Sweeping Winds by  5-7 3
    • Fixed an issue that prevented some crafted level 70 Legendary items from being able to roll Thorns damage
    • Fixed an issue that could sometimes prevent the thrown axe created by Stalgard's Decimator from piercing

Warlords of Draenor Cinematic Teaser #3

Diablo III Novi PTR Patch - Set Bonusi i Skill Izmene

Novi Build postavljen je na Diablo III PTR Serverima i sa sobom je doneo nove Set bonuse i Skill izmene.

Izmene kod Set Bonusa
Originally Posted by AdriaCraft
  • Shenlong's Spirit 2 piece Bonus: Increases Spirit Regeneration by 4 per Second (up from 1).
  • Immortal King's Call 3 piece Bonus: Gain 500 (up from 289) Life per Fury Spent.
  • Inna's Mantra 2 piece Bonus: Gain 200 Life per Spirit Spent (up from 124).
  • Monkey King's Garb 4 piece Bonus: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 3500% (up from 1600%) weapon damage as Holy.
Legendary Gem Izmene
Originally Posted by AdriaCraft


Skill Izmene
Originally Posted by AdriaCraft


  • Weapons Master : Mighty Weapons Fury gained per hit increased to 2 (up from 1).
  • Inspiring Presence : Life regenerated per second increased to 2% of your Maximum Life (up from 1%).
  • Bloodthirst : Healing from each point of Fury spent reduced to 966 Life (down from 3095). Heal amount is increased by 1% of your Health Globe Healing Bonus (down from 4%)
  • Ignore Pain
  • Wrath of the Berserker
  • Earthquake
    • Cave-In : Damage is now Physical.
  • Revenge : Damage increased to 300% weapon damage (up from 220%). Healing increased to 4% of your maximum Life per enemy hit (up from 2%).
    • Retribution : Damage increased to 700% weapon damage (up from 480%).
    • Blood Law : Healing increased to 6%^of maximum Life per enemy hit (up from 4%).
  • War Cry
    • Invigorate : Life regenerated increased to 8315 per second (up from 8253).

Demon hunter

  • Brooding : Life regenerated increased to 3% of your maximum Life (up from 1.5%).
  • Fan of Knives
    • Bladed Armor : Armor gain increased to 40% (up from 25%). Duration decreased to 6 seconds (down from 10).
  • Marked for Death
    • Grim Reaper : Damage divided evenly among all enemies increased to 20% (up from 15%).
    • Valley of Death : Area marked increased to 15 yards (up from 12 yards). Bonus damage taken by enemies increased to 15% (up from 12%).
    • Death Toll : Life gained by attackers of marked target increased to 3% of their maximum Life (up from 1%).
  • Shadow Power : Life per Hit gained increased to 16093 (up from 12379).
    • Blood Moon : Life per Hit gained increased to 32185 (up from 24758).
  • Companion
    • Boar Companion : Life regeneration given by the boar increased to 5364 per second (up from 4126).
  • Vengeance
    • Side Cannons : Maximum Life regenerated while firing increased to 3% (up from 1.5%)


  • Transcendence : Life per Spirit gained reduced to 429 (down from 1568). Bonus gained from Health Globe Healing Bonus reduced to 0.4% (down from 2%).
  • The Guardian's Path : Spirit generation while using a two-handed weapon decreased to 15% (down from 35%).
  • Harmony : 40% (up from 30%) of your single elemental resistances from items instead increases your resistance to all elements.
  • Breath of Heaven : Healing increased to 69735 - 91192 (up from 53642 - 70147).
    • Circle of Life : Healing increasedt o 139469 - 182383 (up from 107284 - 140295).
  • Cyclone Strike
  • Serenity
    • Peaceful Repose : Healing increased to 93874 - 120695 Life (up from 56943 - 62101).
    • Tranquility : Damage redirected increased to 120158 (up from 92430).
  • Mantra of Healing : Shield strenght increased to 62064 (up from 47742). Life regeneration bonus increased to 10728 (up from 4126).
    • Sustenance : Life regeneration increased to 21457 (up from 8253).
    • Boon of Inspiration : Life on Hit bonus from Mantra of Healing increased to 3576 (up from 2751).
  • Dashing Strike : Damage increased to 370% weapon damage (up from 305%).
    • Barrage : Damage increased to 975% weapon damage over 2 seconds (up from 750%).
    • Way of the Falling Star : Movement speed gain duration increased to 4 seconds (up from 3).
    • Blinding Speed : Chance to Dodge increased to 40% (up from 29%). Duration increased to 4 seconds (up from 3).
    • Radiance : Attack speed bonus duration increased to 4 seconds (up from 3).
  • Inner Sanctuary
    • Intervene : Shield strenght increased to 107284 (up from 68332).
    • Safe Haven : Healing inside Inner Sanctuary increased to 35779 Life per second (up from 11389).
  • Sweeping Wind : Damage increased to 105% weapon damage (up from 60%). Damage at 3 stacks increased to 315% weapon damage (up from 180%).
    • Blade Storm : Damage per stack increased to 145% weapon damage (up from 85%). Damage at 3 stacks increased to 435% weapon damage (up from 255%).
    • Cyclone : Lightning tornado damage increased to 95% weapon damage (up from 35%).
  • Wave of Light
    • Shattering Light : Bonus weapon damage as Cold in a line increased to 820% (up from 165%).
  • Mystic Ally
    • Enduring Ally : Life per Second increased to 10728 (up from 4126).
  • Blinding Flash
    • Soothing Light : Life regeneration increased to 26821 (up from 11966).
  • Epiphany
    • Soothing Mist : Healing from using abilities increased to 40232 Life (up from 20632).


  • Heal : Healing increased to 193112 Life (up from 148548).
  • Loyalty : Life per second increased to 6437 (up from 4952).
  • Guardian : Healing increased to 182383 Life (up from 140295).




  • Indestructible : Life per Kill increased to 107284 (up from 82526).
  • Vigilant : Life regeneration increased to 2682 (up from 2063).
  • Wrathful : Life per point of Wrath decreased to 1341 (down from 3301). Heal amount from Health Globe Healing Bonus decreased to 1% (down from 4)/
  • Renewal : Life from blocking increased to 16093 (up from 12379).
  • Sweep Attack
    • Holy Shock : Life per enemy hit increased to 5364 (up from 2063).
  • Steed Charge
    • Rejuvenation : Maximum Life regenerated increased to 15% (up from 10%).
  • Judgment
    • Penitence : Life per second increased to 2682 (up from 1032).
  • Punish
    • Rebirth : Life regeneration when blocking increased to 12874 (up from 4952).
  • Justice
    • Holy Bolt : Healing increased to 2146 - 3219 Life (up from 1651 - 2476).
  • Provoke
    • Cleanse : Life on Hit gain increased to 1073 (up from 825).
  • Laws of Valor
    • Invincible : Life on Hit gain increased to 21457 (up from 16505).
  • Laws of Hope : Shield strenght increased to 124128 (up from 95483). Passive Life per second increased to 10728 (up from 3714).
    • Faith's Reward : Life per point of Wrath spent increased to 1073 (up from 825).
  • Laws of Justice
    • Faith's Armor : Shield strenght increased to 26821 (up from 20632). Duration increased to 5 seconds (up from 3).
  • Consecration : Life per second increased to 32185 (up from 8253).
  • Smite
    • Reaping : Life regeneration bonus icnreased to 6437 (up from 1238).
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