A | |
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1 | All this Information Was taken from the Lothrik Datamine |
2 | https://lothrik.github.io/diablo4-build-calc/ |
3 | and collated by a community member from the code changes |
4 | please let me know if you find an error / issue and I'll try to correct |
5 | twitch.tv/donthecrown |
A | B | C | D | E | |
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1 | Type | Skill | OLD | NEW | Note |
2 | Basic | Enhanced Bash | Damaging a Stunned enemy with Bash grants you 5% Base Life as Fortify. Double this amount when using a Two-Handed weapon. Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed. | Damaging a Stunned enemy with Bash grants you 10% Base Life as Fortify. Double this amount when using a Two-Handed weapon. Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed. | More Fortify |
3 | Core | Hammer of the Ancients | Fury Cost: {#} Lucky Hit Chance: {#}% Slam your hammer down with the fury of the Ancients, dealing {56/61.6/67.2/72.8/78.4/84/89.6/95.2/100.8/106.4}% damage to a concentrated area. Tags: Core, Bludgeoning, Fury, Physical, Damage, Two-Handed. | Fury Cost: {#} Lucky Hit Chance: {#}% Slam your hammer down with the fury of the Ancients, dealing {50/55/60/65/70/75/80/85/90/95}% damage to a concentrated area. Tags: Core, Bludgeoning, Fury, Physical, Damage, Two-Handed. | Damage Nerf |
4 | Core | Violent Hammer of the Ancients | After Overpowering with Hammer of the Ancients, you deal x30% more damage for 2.5 seconds. Tags: Core, Bludgeoning, Fury, Physical, Damage, Two-Handed. | After Overpowering with Hammer of the Ancients, you deal x30% more damage for 5 seconds. Tags: Core, Bludgeoning, Fury, Physical, Damage, Two-Handed. | Longer Duration |
5 | Core | Furious Upheaval | Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x8% increased damage, stacking up to 10 times. Tags: Core, Damage, Physical, Fury, Two-Handed. | Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x3% increased damage, stacking up to 10 times. Tags: Core, Damage, Physical, Fury, Two-Handed. | x50% DMG Nerf |
6 | Core | Enhanced Double Swing | If Double Swing damages a Stunned or Knocked Down enemy, gain 15 Fury. Tags: Core, Dual Wield, Damage, Physical, Fury. | If Double Swing damages a Stunned or Knocked Down enemy, gain 25 Fury. Tags: Core, Dual Wield, Damage, Physical, Fury. | +10 Fury |
7 | Core | Whirlwind | Fury Cost: {#} per second Lucky Hit Chance: {#}% Rapidly attack surrounding enemies for {13/14.3/15.6/16.9/18.2/19.5/20.8/22.1/23.4/24.7}% damage. Tags: Core, Channeled, Fury, Physical, Damage. | Fury Cost: {#} per second Lucky Hit Chance: {#}% Rapidly attack surrounding enemies for {17.3/19.1/20.8/22.5/24.3/26/27.7/29.4/31.2/32.9}% damage. Tags: Core, Channeled, Fury, Physical, Damage. | Damage Buff |
8 | Core | Enhanced Whirlwind | Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 3 Fury against Elite enemies. Tags: Core, Channeled, Fury, Physical, Damage. | Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 4 Fury against Elite enemies. Tags: Core, Channeled, Fury, Physical, Damage. | More Fury on Hit |
9 | Core | Furious Whirlwind | While using a Slashing weapon, Whirlwind also inflicts 20% of its Base damage as Bleeding damage over 5 seconds. Tags: Core, Channeled, Fury, Physical, Damage. | While using a Slashing weapon, Whirlwind also inflicts 40% of its Base damage as Bleeding damage over 5 seconds. Tags: Core, Channeled, Fury, Physical, Damage. | Doubled the Damage of this node |
10 | Defensive | Challenging Shout | Cooldown: {#} seconds Taunt Nearby enemies and gain {40/45/50/55/60/65/70/75/80/85}% Damage Reduction for 8 seconds. Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown. | Cooldown: {#} seconds Taunt Nearby enemies and gain {40/44/48/52/56/60/64/68/72/76}% Damage Reduction for 6 seconds. Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown. | DR scaling reduced from 5% to 4% per level and duration reduced from 8 seconds to 6 seconds |
11 | Defensive | Strategic Challenging Shout | While Challenging Shout is active, gain Thorns equal to 50% of your Maximum Life. Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown. | While Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life. Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown. | Thorns Decreased |
12 | Defensive | Enhanced Iron Skin | Iron Skin's Barrier absorbs 5% more of your Maximum Life. Tags: Defensive, Barrier, Cooldown, Life. | Iron Skin's Barrier absorbs 10% more of your Maximum Life. Tags: Defensive, Barrier, Cooldown, Life. | Doubled the effect of this node |
13 | Defensive | Strategic Iron Skin | Iron Skin also grants 9% Base Life as Fortify. Double this amount if cast while below 50% Life. Tags: Defensive, Barrier, Cooldown, Life. | Iron Skin also grants 15% Base Life as Fortify. Double this amount if cast while below 50% Life. Tags: Defensive, Barrier, Cooldown, Life. | More Base Life as Fortify |
14 | Defensive | Outburst | Gain {20/40/60/80/100/120/140/160/180/200} Thorns. Also gain 20 Thorns for each 25 bonus Maximum Life you have. Tags: Life, Thorns. | Gain {20/40/60/80/100/120/140/160/180/200} Thorns. Also gain 10 Thorns for each 50 bonus Maximum Life you have. Tags: Life, Thorns. | 75% Thorns Nerf |
15 | Defensive | Tough as Nails | Increase your Thorns by +{20/40/60/80/100/120/140/160/180/200}%. When enemies hit you, they take an additional 1% of your Thorns as Bleeding damage over 5 seconds. Tags: Bleed, Thorns, Damage. | Increase your Thorns by +{3/6/9/12/15/18/21/24/27/30}%. When enemies hit you, they take an additional 10% of your Thorns as Bleeding damage over 5 seconds. Tags: Bleed, Thorns, Damage. | Big Thorns Nerf, bleeding buff |
16 | Defensive | Rallying Cry | Cooldown: {#} seconds Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by x{50/55/60/65/70/75/80/85/90/95}% for 6 seconds, and Nearby allies for 3 seconds. Tags: Defensive, Shout, Fury, Movement, Cooldown. | Cooldown: {#} seconds Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by x{40/44/48/52/56/60/64/68/72/76}% for 6 seconds, and Nearby allies for 3 seconds. Tags: Defensive, Shout, Fury, Movement, Cooldown. | Buff nerf |
17 | Defensive | Tactical Rallying Cry | Rallying Cry generates 25 Fury and grants you an additional x50% Resource Generation. Tags: Defensive, Shout, Fury, Movement, Cooldown. | Rallying Cry generates 20 Fury and grants you an additional x20% Resource Generation. Tags: Defensive, Shout, Fury, Movement, Cooldown. | -5 Fury on cast -30% Resource gen |
18 | Defensive | Martial Vigor | Damage Reduction against Elites is increased by {4/8/12/16/20/24/28/32/36/40}%. Tags: Damage Reduction, Elite Monsters. | Damage Reduction against Elites is increased by {3/6/9/12/15/18/21/24/27/30}%. Tags: Damage Reduction, Elite Monsters. | damage reduced |
19 | Brawling | War Cry | Cooldown: {#} seconds Bellow a mighty war cry, increasing your damage dealt by x{15/16.5/18/19.5/21/22.5/24/25.5/27/28.5}% for 8 seconds, and Nearby allies for 4 seconds. Tags: Brawling, Shout, Damage, Cooldown. | Cooldown: {#} seconds Bellow a mighty war cry, increasing your damage dealt by x{15/16.5/18/19.5/21/22.5/24/25.5/27/28.5}% for 6 seconds, and Nearby allies for 3 seconds. Tags: Brawling, Shout, Damage, Cooldown. | duration nerfed |
20 | Brawling | Power War Cry | If at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased to x{30/31.5/33/34.5/36/37.5/39/40.5/42/43.5}%. Tags: Brawling, Shout, Damage, Cooldown. | If at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased by an additional x10%. Tags: Brawling, Shout, Damage, Cooldown. | Changed to a flat damage increase |
21 | Brawling | Mighty War Cry | War Cry grants you 28% Base Life as Fortify. Tags: Brawling, Shout, Damage, Cooldown. | War Cry grants you 15% Base Life as Fortify. Tags: Brawling, Shout, Damage, Cooldown. | Fortify value reduced |
22 | Brawling | Booming Voice | Your Shout Skill effect durations are increased by x{10/20/30/40/50/60/70/80/90/100}%. Tags: Shout. | Your Shout Skill effect durations are increased by x{8/16/24/32/40/48/56/64/72/80}%. Tags: Shout. | Duration reduced |
23 | Brawling | Guttural Yell | Your Shout Skills cause enemies to deal {8/16/24/32/40/48/56/64/72/80}% less damage for 5 seconds. Tags: Damage Reduction. | Your Shout Skills cause enemies to deal {4/8/12/16/20/24/28/32/36/40}% less damage for 5 seconds. Tags: Damage Reduction, Shout. | DR cut in half |
24 | Brawling | Aggressive Resistance | Gain {4/8/12/16/20/24/28/32/36/40}% Damage Reduction while Berserking. Tags: Berserking, Damage Reduction. | Gain {3/6/9/12/15/18/21/24/27/30}% Damage Reduction while Berserking. Tags: Berserking, Damage Reduction. | DR reduced |
25 | Weapon Mastery | Counteroffensive | While you have Fortify for over 50% of your Maximum Life, you deal x{5/10/15/20/25/30/35/40/45/50}% increased damage. Tags: Fortify, Life, Damage. | While you have Fortify for over 50% of your Maximum Life, you deal x{4/8/12/16/20/24/28/32/36/40}% increased damage. Tags: Fortify, Life, Damage. | Damage reduced |
26 | Weapon Mastery | Defensive Stance | Increase the Damage Reduction gained while you are Fortified by an additional {3/6/9/12/15/18/21/24/27/30}%. Tags: Fortify, Damage Reduction. | Increase the Damage Reduction gained while you are Fortified by an additional {2/4/6/8/10/12/14/16/18/20}%. Tags: Fortify, Damage Reduction. | DR reduced |
A | B | C | D | E | |
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1 | Type | Skill | OLD | NEW | Notes |
2 | Basic | Earth Spike | Generate Spirit: 8 Lucky Hit Chance: {#}% Sunder the earth, impaling the first enemy hit for {16/17.6/19.2/20.8/22.4/24/25.6/27.2/28.8/30.4}% damage. Tags: Basic, Nature Magic, Earth, Damage, Spirit, Physical. | Generate Spirit: 10 Lucky Hit Chance: {#}% Sunder the earth, impaling the first enemy hit for {16/17.6/19.2/20.8/22.4/24/25.6/27.2/28.8/30.4}% damage. Tags: Basic, Nature Magic, Earth, Damage, Spirit, Physical. | More Spirit Gen |
3 | Basic | Fierce Earth Spike | Fortify for 2.4% of your Base Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back. Tags: Basic, Nature Magic, Earth, Damage, Spirit, Physical. | Fortify for 4% of your Base Life whenever Earth Spike damages enemies who are Stunned, Immobilized, or Knocked Back. Tags: Basic, Nature Magic, Earth, Damage, Spirit, Physical. | More Fort |
4 | Basic | Maul | Generate Spirit: 11 Lucky Hit Chance: {#}% Shapeshift into a Werebear and maul enemies in front of you, dealing {20/22/24/26/28/30/32/34/36/38}% damage. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | Generate Spirit: 14 Lucky Hit Chance: {#}% Shapeshift into a Werebear and maul enemies in front of you, dealing {20/22/24/26/28/30/32/34/36/38}% damage. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | More Spirit Gen |
5 | Basic | Enhanced Maul | If an enemy is hit by Maul, then Fortify for 1.6% of your Base Life. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | If an enemy is hit by Maul, then Fortify for 2% of your Base Life. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | More fortify |
6 | Basic | Wild Maul | Maul has a 10% chance to Knock Down enemies for 1.5 seconds. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | Maul has a 20% chance to Knock Down enemies for 1.5 seconds. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | doubled chance |
7 | Basic | Fierce Maul | Increases the range and radius of Maul by 30%. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | Increases the range and radius of Maul by 25%. Tags: Basic, Shapeshifting, Werebear, Spirit, Damage, Physical. | Reduced range and radius |
8 | Basic | Storm Strike | Generate Spirit: 15 Lucky Hit Chance: {#}% Electricity gathers around your weapon, dealing {20/22/24/26/28/30/32/34/36/38}% damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike. Tags: Basic, Nature Magic, Storm, Damage, Damage Reduction, Spirit, Lightning. | Generate Spirit: 14 Lucky Hit Chance: {#}% Electricity gathers around your weapon, dealing {20/22/24/26/28/30/32/34/36/38}% damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike. Tags: Basic, Nature Magic, Storm, Damage, Damage Reduction, Spirit, Lightning. | Reduced spirit gain |
9 | Basic | Claw | Generate Spirit: 9 Lucky Hit Chance: {#}% Shapeshift into a Werewolf and claw at an enemy for {20/22/24/26/28/30/32/34/36/38}% damage. Tags: Basic, Shapeshifting, Werewolf, Damage, Spirit, Physical. | Generate Spirit: 10 Lucky Hit Chance: {#}% Shapeshift into a Werewolf and claw at an enemy for {20/22/24/26/28/30/32/34/36/38}% damage. Tags: Basic, Shapeshifting, Werewolf, Damage, Spirit, Physical. | More Spirit Gen |
10 | Spirit | Landslide | Spirit Cost: {#} Lucky Hit Chance: {#}% Crush enemies between 2 pillars of earth, dealing up to {112.5/123.9/135/146.4/157.5/168.6/180/191.4/202.5/213.6}% damage. Tags: Core, Nature Magic, Earth, Spirit, Damage. | Spirit Cost: {#} Lucky Hit Chance: {#}% Crush enemies between 2 pillars of earth, dealing up to {75/82.6/90/97.6/105/112.4/120/127.6/135/142.4}% damage. Tags: Core, Nature Magic, Earth, Spirit, Damage. | Sizable Damage Drop |
11 | Spirit | Enhanced Pulverize | Your next Pulverize will Overpower every 10 seconds while you remain Healthy. Tags: Core, Shapeshifting, Werebear, Spirit, Damage, Physical. | Your next Pulverize will Overpower every 12 seconds while you remain Healthy. Tags: Core, Shapeshifting, Werebear, Spirit, Damage, Physical. | You need to remain healthy 2 seconds longer for Overpower |
12 | Spirit | Shred | Spirit Cost: {#} Lucky Hit Chance: {#}% Shapeshift into a Werewolf and perform a trio of combo attacks: • 1st Attack: Deal {25/27.5/30/32.5/35/37.5/40/42.5/45/47.5}% damage. • 2nd Attack: Deal {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage. • 3rd Attack: Perform a larger finishing move dealing {60/66/72/78/84/90/96/102/108/114}% damage. Tags: Core, Shapeshifting, Werewolf, Spirit, Damage, Physical. | Spirit Cost: {#} Lucky Hit Chance: {#}% Shapeshift into a Werewolf and perform a trio of combo attacks: • 1st Attack: Dash towards the target and deal {25/27.5/30/32.5/35/37.5/40/42.5/45/47.5}% damage. • 2nd Attack: Deal {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage. • 3rd Attack: Perform a larger finishing move dealing {60/66/72/78/84/90/96/102/108/114}% damage. Tags: Core, Shapeshifting, Werewolf, Spirit, Damage, Physical. | First Attack has a dash |
13 | Spirit | Enhanced Shred | Shred gains +30% Attack Speed and Heals for 2% of your Maximum Life if an enemy is struck. Tags: Core, Shapeshifting, Werewolf, Spirit, Damage, Physical. | Shred gains +30% Attack Speed and Heals for 1% of your Maximum Life if an enemy is struck. Tags: Core, Shapeshifting, Werewolf, Spirit, Damage, Physical. | Heal from 2% to 1% |
14 | Spirit | Lightning Storm | Spirit Cost: {#} per strike Lucky Hit Chance: {#}% Conjure a growing lightning storm that deals {25/27.5/30/32.5/35/37.5/40/42.5/45/47.5}% damage per strike and increases the number of strikes the longer it is channeled up to a maximum of 5. Tags: Core, Nature Magic, Storm, Channeled, Spirit, Damage, Lightning. | Spirit Cost: {#} per strike Lucky Hit Chance: {#}% Conjure a growing lightning storm that deals {32/35.2/38.4/41.6/44.8/48/51.2/54.4/57.6/60.8}% damage per strike. The number of strikes increase the longer the storm is channeled up to a maximum of 5 at once. Tags: Core, Nature Magic, Storm, Channeled, Spirit, Damage, Lightning. | Increased damage |
15 | Spirit | Wild Impulses | Your Core Skills cost x{5/10/15/20/25/30/35/40/45/50}% more Spirit but deal x{10/20/30/40/50/60/70/80/90/100}% increased damage. Tags: Damage, Spirit, Core. | Your Core Skills cost x{3/6/9/12/15/18/21/24/27/30}% more Spirit but deal x{5/10/15/20/25/30/35/40/45/50}% increased damage. Tags: Damage, Spirit, Core. | Reduced cost and damage |
16 | Spirit | Abundance | Basic Skills generate x{10/20/30/40/50/60/70/80/90/100}% more Spirit. Tags: Spirit, Basic. | Basic Skills generate x{6/12/18/24/30/36/42/48/54/60}% more Spirit. Tags: Spirit, Basic. | Reduced spirit gain |
17 | Spirit | Predatory Instinct | Critical Strike Chance against Close enemies is increased by +{3/6/9/12/15/18/21/24/27/30}%. Tags: Critical Strikes. | Critical Strike Chance against Close enemies is increased by +{2/4/6/8/10/12/14/16/18/20}%. Tags: Critical Strikes. | Reduced crit |
18 | Defensive | Debilitating Roar | Cooldown: {#} seconds Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 50% for 4 seconds. Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction. | Cooldown: {#} seconds Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies' damage dealt by 70% for 4 seconds. Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction. | DR increased |
19 | Defensive | Innate Debilitating Roar | Debilitating Roar also Slows enemies by 40% for its duration. Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction. | Debilitating Roar also Slows enemies by 65% for its duration. Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction. | Slow increased |
20 | Defensive | Cyclone Armor | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: Powerful winds surround you, granting {20/21.8/23.5/25.2/26.8/28.4/30/31.6/33.1/34.6}% Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing {15/16.5/18/19.5/21/22.5/24/25.5/27/28.5}% damage. Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: Powerful winds surround you, granting {10/10.9/11.9/12.8/13.7/14.6/15.5/16.4/17.3/18.1}% Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing {30/33/36/39/42/45/48/51/54/57}% damage. Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control. | DR halved and Damage Doubled |
21 | Defensive | Enhanced Cyclone Armor | Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 1.5 seconds. Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control. | Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds. Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control. | Slow duration increased |
22 | Companion | Ravens | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: 1 Ravens fly above you and periodically attack your enemies for 13% damage every 5 seconds. Active: The target area is swarmed with ravens, dealing {85/93.5/102/110.5/119/127.5/136/144.5/153/161.5}% damage over 6 seconds. Tags: Companion, Physical, Damage, Cooldown. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: 1 Ravens fly above you and periodically attack your enemies for 13% damage every 5 seconds. Active: The target area is swarmed with ravens, dealing {160/176/192/208/224/240/256/272/288/304}% damage over 6 seconds. Tags: Companion, Physical, Damage, Cooldown. | Active damage doubled |
23 | Companion | Vine Creeper | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: A vine creeper periodically emerges from the ground every 7 seconds and applies {36/39.6/43.2/46.8/50.4/54/57.6/61.2/64.8/68.4}% Poisoning damage over 6 seconds to an enemy in the area. Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and poisoning them for {30/33/36/39/42/45/48/51/54/57}% damage over 2 seconds. Tags: Companion, Poison, Damage, Cooldown, Crowd Control. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: A poison creeper periodically emerges from the ground every 7 seconds and applies {36/39.6/43.2/46.8/50.4/54/57.6/61.2/64.8/68.4}% Poisoning damage over 6 seconds to an enemy in the area. Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for {90/99/108/117/126/135/144/153/162/171}% damage over 2 seconds. | Name Changed, active damage tripled |
24 | Companion | Wolves | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: Summon 2 wolf companions that bite enemies for {7.8/8.6/9.4/10.1/10.9/11.7/12.5/13.3/14/14.8}% damage. Active: Direct your wolves to focus an enemy, leaping to them and striking for {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage. Tags: Companion, Cooldown, Damage, Physical. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Passive: Summon 2 wolf companions that bite enemies for {7.8/8.6/9.4/10.1/10.9/11.7/12.5/13.3/14/14.8}% damage. Active: Direct your wolves to focus an enemy, leaping to them and striking for {110/121/132/143/154/165/176/187/198/209}% damage. Tags: Companion, Cooldown, Damage, Physical. | Active damage tripled |
25 | Wrath | Elemental Exposure | Lucky Hit: Your Storm Skills have up to a 20% chance to make enemies Vulnerable for {1/2/3/4/5/6/7/8/9/10} seconds. Tags: Vulnerable, Lucky Hit, Storm, Nature Magic. | Lucky Hit: Your Storm Skills have up to a 10% chance to make enemies Vulnerable for {1/2/3/4/5/6/7/8/9/10} seconds. Tags: Vulnerable, Lucky Hit, Storm, Nature Magic. | Lucky hit chance reduced |
26 | Wrath | Boulder | Cooldown: {#} seconds Lucky Hit Chance: {#}% Unearth a large rolling boulder that Knocks Back and crushes enemies, dealing {33/36.3/39.6/42.9/46.2/49.5/52.8/56.1/59.4/62.7}% damage with each hit. Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Unearth a large rolling boulder that repeatedly Knocks Back enemies, dealing {33/36.3/39.6/42.9/46.2/49.5/52.8/56.1/59.4/62.7}% damage with each hit. Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control. | skill functionality clarified in description |
27 | Wrath | Trample | Cooldown: {#} seconds Lucky Hit Chance: {#}% Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing {25/27.5/30/32.5/35/37.5/40/42.5/45/47.5}% damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional {45/49.5/54/58.5/63/67.5/72/76.5/81/85.5}% damage and are Stunned for 3 seconds. Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Shapeshift into a Werebear, become Unstoppable, and charge forward, dealing {75/82.5/90/97.5/105/112.5/120/127.5/135/142.5}% damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional {45/49.5/54/58.5/63/67.5/72/76.5/81/85.5}% damage and are Stunned for 3 seconds. Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control. | Damage tripled |
28 | Wrath | Enhanced Trample | Trample deals x30% bonus damage. This bonus is reduced by x15% for each enemy hit after the first. Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control. | Trample deals x150% bonus damage. This bonus is reduced by x50% for each enemy hit after the first. Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control. | x120% more damage... Trample is going to hurt |
29 | Wrath | Provocation | When you remain in Werebear form for at least {25/20/15/10/5/0/-5/-10/-15/-20} seconds, your next Skill will Overpower. Tags: Overpower, Shapeshifting, Werebear. | When you remain in Werebear form for at least {30/25/20/15/10/5/0/-5/-10/-15} seconds, your next Skill will Overpower. Tags: Overpower, Shapeshifting, Werebear. | Time to remain in Werebear extended |
30 | Key Passive | Perfect Storm | Your Storm Skills grant 2 Spirit and deal x20% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy. Tags: Vulnerable, Damage, Spirit, Storm, Crowd Control, Nature Magic. | Storm Skills that you cast grant 1 Spirit and deal x15% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy. Tags: Vulnerable, Damage, Spirit, Storm, Crowd Control, Nature Magic. | Spirit and damage reduced |
A | B | C | D | E | |
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1 | Type | Skill | OLD | NEW | Notes |
2 | Basic | Decompose | Generate Essence: 6 per second Lucky Hit Chance: {#}% Tear the flesh from an enemy, dealing {30/33/36/39/42/45/48/51/54/57}% damage per second and forming a usable Corpse with the flesh every 2.5 seconds. Tags: Basic, Darkness, Channeled, Damage, Shadow Damage Over Time, Essence, Corpse. | Generate Essence: 7 per second Lucky Hit Chance: {#}% Tear the flesh from an enemy, dealing {30/33/36/39/42/45/48/51/54/57}% damage per second and forming a usable Corpse with the flesh every 2.5 seconds. Tags: Basic, Darkness, Channeled, Damage, Shadow Damage Over Time, Essence, Corpse. | More Essence Gen |
3 | Basic | Bone Splinters | Generate Essence: 5 Lucky Hit Chance: {#}% Fire 3 bone splinters, dealing {22.5/24.8/27/29.3/31.5/33.8/36/38.2/40.5/42.8}% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Tags: Basic, Bone, Damage, Physical, Essence. | Generate Essence: 6 Lucky Hit Chance: {#}% Fire 3 bone splinters, dealing {8/8.8/9.6/10.4/11.2/12/12.8/13.6/14.4/15.2}% damage each. Each subsequent time an enemy is hit by the same cast of Bone Splinters, you gain 1 Essence. Tags: Basic, Bone, Damage, Physical, Essence. | Huge Damage nerf |
4 | Basic | Enhanced Bone Splinters | Bone Splinters has a 30% chance to fire 2 additional projectiles if cast while you have 50 or more Essence. Tags: Basic, Bone, Damage, Physical, Essence. | Bone Splinters has a 25% chance to fire 2 additional projectiles if cast while you have 50 or more Essence. Tags: Basic, Bone, Damage, Physical, Essence. | 5% nerf |
5 | Core | Blood Lance | Essence Cost: {#} Lucky Hit Chance: {#}% Throw a blood lance that lingers in an enemy for 3 seconds, dealing {45/49.5/54/58.5/63/67.5/72/76.5/81/85.5}% damage to the enemy and all other lanced enemies. Tags: Core, Blood, Damage, Physical, Essence. | Essence Cost: {#} Lucky Hit Chance: {#}% Throw a blood lance that lingers in an enemy for 3 seconds, dealing {67.5/74.3/81/87.8/94.5/101.3/108/114.8/121.5/128.2}% damage to the enemy and all other lanced enemies. Tags: Core, Blood, Damage, Physical, Essence. | 50% damage buff |
6 | Core | Paranormal Blood Lance | While at least 2 enemies or a Boss are affected by Blood Lance, you gain +15% Attack Speed and Blood Lance's Essence cost is reduced by 2. Tags: Core, Blood, Damage, Physical, Essence. | While at least 2 enemies or a Boss are affected by Blood Lance, you gain +15% Attack Speed and Blood Lance's Essence cost is reduced by 3. Tags: Core, Blood, Damage, Physical, Essence. | Essence cost buff |
7 | Core | Enhanced Bone Spear | Bone Spear breaks into 3 shards when it is destroyed, dealing {10/11/12/13/14/15/16/17/18/19}% damage each. Tags: Core, Bone, Damage, Physical, Essence. | Bone Spear breaks into 3 shards when it is destroyed, dealing {25/27.5/30/32.5/35/37.5/40/42.5/45/47.5}% damage each. Tags: Core, Bone, Damage, Physical, Essence. | Damage buff |
8 | Core | Imperfectly Balanced | Your Core Skills cost x{5/10/15/20/25/30/35/40/45/50}% more Essence, but deal x{10/20/30/40/50/60/70/80/90/100}% increased damage. Tags: Damage, Essence, Core. | Your Core Skills cost x{3/6/9/12/15/18/21/24/27/30}% more Essence, but deal x{5/10/15/20/25/30/35/40/45/50}% increased damage. Tags: Damage, Essence. | Cost and Damage nerfed |
9 | Macabre | Corpse Explosion | Lucky Hit Chance: {#}% Detonate a Corpse, dealing {75/82.5/90/97.5/105/112.5/120/127.5/135/142.5}% damage to surrounding enemies. Tags: Corpse, Corruption, Damage, Physical, Cooldown. | Lucky Hit Chance: {#}% Detonate a Corpse, dealing {50/55/60/65/70/75/80/85/90/95}% damage to surrounding enemies. Tags: Corpse, Corruption, Damage, Physical, Cooldown. | 50% damage nerf |
10 | Macabre | Plagued Corpse Explosion | Corpse Explosion deals x10% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack. Tags: Corpse, Corruption, Damage, Physical, Cooldown. | Corpse Explosion deals x8% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack. Tags: Corpse, Corruption, Damage, Physical, Cooldown. | Damage nerf |
11 | Macabre | Fueled by Death | You deal x{4/8/12/16/20/24/28/32/36/40}% increased damage for 4 seconds after consuming a Corpse. Tags: Damage, Corpse. | You deal x{3/6/9/12/15/18/21/24/27/30}% increased damage for 6 seconds after consuming a Corpse. Tags: Damage, Corpse. | Damage nerf, duration buff |
12 | Corruption | Skeletal Mage Mastery | Increase the damage and Life of your Skeletal Mages by x{15/30/45/60/75/90/105/120/135/150}%. Tags: Damage, Life, Minion. | Increase the damage and Life of your Skeletal Mages by x{20/40/60/80/100/120/140/160/180/200}%. Tags: Damage, Life, Minion. | Flat buff, scaling buff |
13 | Corruption | Decrepify | Essence Cost: {#} Curse the target area. Enemies afflicted by Decrepify are Slowed by {40/43/45.8/48.5/51.1/53.5/55.8/58/60.1/62.1}% and deal {20/20.9/22/23.1/24.3/25.4/26.6/28/29.4/31.1}% less damage for 10 seconds. Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction. | Essence Cost: {#} Curse the target area. Enemies afflicted by Decrepify are Slowed by {40/43/45.8/48.5/51.1/53.5/55.8/58/60.1/62.1}% and deal {20/20.9/22/22.9/23.8/24.6/25.4/26/26.6/27.3/28/28.7/29.1/29.4/29.8/30.2/30.4/30.6/30.8/31.1}% less damage for 10 seconds. Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction. | Some weird mid-level scaling small changes |
14 | Summoning | Blighted Corpse Tendrils | Corpse Tendrils has a 20% chance when damaging enemies to drop a Blood Orb. Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical. | Corpse Tendrils has a 30% chance to drop a Blood Orb when damaging enemies. Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical. | Increased blood orb chance |
15 | Ultimate | Bonded in Essence | Every 5 seconds, your Skeletal Priest's Healing will Heal your skeletons for {20/40/60/80/100/120/140/160/180/200}% of their Maximum Life. Tags: Minion, Healing. | Every 5 seconds, your Skeletal Priest's Healing will Heal your Skeletons for an additional {20/40/60/80/100/120/140/160/180/200}% of their Maximum Life. Tags: Minion, Healing. | wording changed to clarify skill effect |
16 | Ultimate | Death's Defense | Your Minions cannot lose more than {75/50/25/0/-25/-50/-75/-100/-125/-150}% of their Maximum Life from a single damage instance. Tags: Life, Damage Reduction, Minion. | Your Minions cannot lose more than {75/60/45/30/15/0/-15/-30/-45/-60}% of their Maximum Life from a single damage instance. Tags: Life, Damage Reduction, Minion. | Nerf to minion survival |
17 | Ultimate | Golem Mastery | Increase the damage and Life of your Golem by x{15/30/45/60/75/90/105/120/135/150}%. Tags: Life, Minion, Damage. | Increase the damage and Life of your Golem by x{25/50/75/100/125/150/175/200/225/250}%. Tags: Life, Minion, Damage. | Buff |
18 | Book of the Dead | Golem | Passive: You are protected by a Golem with {#} Life that attacks for {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage. When your Golem dies, it respawns after 20 seconds. | Passive: You are protected by a Golem with {#} Life that attacks for {26.9/29.6/32.3/35/37.7/40.4/43.1/45.8/48.5/51.2}% damage. When your Golem dies, it respawns after 20 seconds. | Golem base damage nerf |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Type | Skill | OLD | NEW | Notes |
2 | Core | Advanced Twisting Blades | When your Twisting Blades return, your active Cooldowns are reduced by 1 second per enemy they passed through, up to 3 seconds. Tags: Core, Cutthroat, Imbueable, Damage, Physical, Energy. | When your Twisting Blades return, your active Cooldowns are reduced by 0.25 second per enemy they passed through, up to 3 seconds. Tags: Core, Cutthroat, Imbueable, Damage, Physical, Energy. | 75% CDR nerf |
3 | Core | Enhanced Penetrating Shot | Penetrating Shot deals x20% increased damage per enemy it pierces. Tags: Core, Marksman, Imbueable, Damage, Physical, Energy. | Penetrating Shot deals x10% increased damage per enemy it pierces. Tags: Core, Marksman, Imbueable, Damage, Physical, Energy. | x10% damage nerf |
4 | Agility | Reactive Defense | Gain {4.5/9/13.5/18/22.5/27/31.5/36/40.5/45}% Damage Reduction while inflicted with Control Impairing Effects. Tags: Damage Reduction, Crowd Control. | Gain {6/12/18/24/30/36/42/48/54/60}% Damage Reduction while inflicted with Control Impairing Effects. Tags: Damage Reduction. | DR Increase |
5 | Subterfuge | Countering Smoke Grenade | Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 2 seconds instead if the enemy is Vulnerable. Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown. | Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable. Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown. | +1 second if vuln |
6 | Subterfuge | Concealment | Cooldown: {#} seconds Vanish from sight, gaining an advanced form of Stealth for 4 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants +25% Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment. Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement. | Cooldown: {#} seconds Vanish from sight, gaining an advanced form of Stealth for 4 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment. Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement. | movement speed bonus |
7 | Subterfuge | Subverting Stealth | The Skill that breaks Concealment makes enemies Vulnerable for 3 seconds. Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement. | The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds. Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement. | vulnerable duration increased |
8 | Subterfuge | Countering Poison Trap | Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated. Tags: Subterfuge, Trap, Damage, Poison, Cooldown. | Poison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated. Tags: Subterfuge, Trap, Damage, Poison, Cooldown. | chance increased |
9 | Subterfuge | Countering Dark Shroud | While you have at least 2 active shadows from Dark Shroud, gain +10% Critical Strike Chance. Tags: Subterfuge, Damage Reduction, Cooldown. | While you have at least 4 active shadows from Dark Shroud, gain +8% Critical Strike Chance. Tags: Subterfuge, Damage Reduction, Cooldown. | Dark Shroud needs more active shrouds to have less crit than before |
10 | Subterfuge | Subverting Dark Shroud | Each active shadow from Dark Shroud grants you +3% increased Movement Speed. Tags: Subterfuge, Damage Reduction, Cooldown. | Each active shadow from Dark Shroud grants you +4% increased Movement Speed. Tags: Subterfuge, Damage Reduction, Cooldown. | Movement speed increased |
11 | Subterfuge | Agile | Using a Cooldown increases your Dodge Chance by {3/6/9/12/15/18/21/24/27/30}% for 2 seconds. Tags: Dodge, Cooldown. | Using a Cooldown increases your Dodge Chance by {4/8/12/16/20/24/28/32/36/40}% for 3 seconds. Tags: Dodge, Cooldown. | dodge value increased, duration increased |
12 | Subterfuge | Mending Obscurity | While Stealthed, you Heal for {1/2/3/4/5/6/7/8/9/10}% Maximum Life per second. Tags: Stealth, Healing. | While Stealthed, you Heal for {3/6/9/12/15/18/21/24/27/30}% Maximum Life per second. Tags: Stealth, Healing. | tripled heal value in stealth |
13 | Imbuements | Poison Imbuement | Cooldown: {#} seconds Lucky Hit Chance: {#}% Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply {70/77/84/91/98/105/112/119/126/133}% of their Base damage as additional Poisoning damage over 5 seconds. Tags: Imbuement, Damage, Poison, Cooldown, Imbueable. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply {100/110/120/130/140/150/160/170/180/190}% of their Base damage as additional Poisoning damage over 5 seconds. Tags: Imbuement, Damage, Poison, Cooldown, Imbueable. | Damage increase |
14 | Imbuements | Blended Poison Imbuement | Critical Strikes with Poison Imbued Skills deal x30% increased Poisoning damage. Tags: Imbuement, Damage, Poison, Cooldown, Imbueable. | Critical Strikes with Poison Imbued Skills deal x75% increased Poisoning damage. Tags: Imbuement, Damage, Poison, Cooldown, Imbueable. | Damage increase |
15 | Imbuements | Enhanced Shadow Imbuement | You have +25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement. Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable. | You have +15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement. Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable. | Crit chance reduced |
16 | Imbuements | Precision Imbuement | Imbued Skills gain +{5/10/15/20/25/30/35/40/45/50}% increased Critical Strike Chance. Tags: Critical Strikes, Imbuement. | Imbued Skills gain +{3/6/9/12/15/18/21/24/27/30}% increased Critical Strike Chance. Tags: Critical Strikes, Imbuement. | Crit chance reduced |
A | B | C | D | E | |
---|---|---|---|---|---|
1 | Type | Skill | OLD | NEW | Notes |
2 | Basic | Enhanced Spark | Each time Spark hits its primary target, it has a 20% chance to hit up to 3 additional enemies, dealing {5.6/6.2/6.7/7.3/7.8/8.4/9/9.5/10.1/10.6}% damage. If there are no other enemies to hit, Spark instead deals x20% increased damage to its primary target. Tags: Basic, Shock, Damage, Lightning. | Each time Spark hits its primary target, it has a 40% chance to hit up to 3 additional enemies, dealing {5.6/6.2/6.7/7.3/7.8/8.4/9/9.5/10.1/10.6}% damage. If there are no other enemies to hit, Spark instead deals x20% increased damage to its primary target. Tags: Basic, Shock, Damage, Lightning. | chance doubled |
3 | Basic | Glinting Spark | Spark grants +2% increased Critical Strike Chance per cast for 3 seconds, up to +10%. Tags: Basic, Shock, Damage, Lightning. | Spark grants +2% increased Critical Strike Chance per cast for 5 seconds, up to +8%. Tags: Basic, Shock, Damage, Lightning. | duration increased, cap reduced |
4 | Core | Charged Bolts | Mana Cost: {#} Lucky Hit Chance: {#}% Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing {17.5/19.2/21/22.7/24.5/26.2/28/29.8/31.5/33.2}% damage each. Tags: Core, Shock, Damage, Lightning, Mana. — Enchantment Effect — When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them. | Mana Cost: {#} Lucky Hit Chance: {#}% Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing {28/30.8/33.6/36.4/39.2/42/44.8/47.6/50.4/53.2}% damage each. Tags: Core, Shock, Damage, Lightning, Mana. — Enchantment Effect — When you Stun an enemy, there's a 40% chance to release 3 Charged Bolts from them. | damage increased |
5 | Core | Enhanced Charged Bolts | Hitting an enemy at least 3 times with same cast of Charged Bolts releases a lightning nova, dealing 15% damage to enemies around them. Tags: Core, Shock, Damage, Lightning, Mana. | Hitting an enemy at least 3 times with the same cast of Charged Bolts releases a lightning nova, dealing 24% damage to enemies around them. Tags: Core, Shock, Damage, Lightning, Mana. | damage increased |
6 | Core | Incinerate | Mana Cost: {#} per second Lucky Hit Chance: {#}% Channel a beam of fire, Burning enemies for {9.1/10/10.925/11.825/12.75/13.65/14.55/15.475/16.375/17.3}% damage per second. Damage per second increases over 4 seconds, up to {49.1/54/59/63.9/68.9/73.7/78.6/83.6/88.4/93.4}%. Tags: Core, Pyromancy, Channeled, Damage, Burn, Mana. — Enchantment Effect — Every 20 seconds, a serpent spawns and Incinerates enemies for 6 seconds. | Mana Cost: {#} per second Lucky Hit Chance: {#}% Channel a beam of fire, Burning enemies for {12.25/13.475/14.7/15.925/17.15/18.375/19.6/20.825/22.05/23.275}% damage per second. Damage per second increases over 4 seconds, up to {66.2/72.8/79.4/86/92.6/99.2/105.8/112.5/119.1/125.7}%. Tags: Core, Pyromancy, Channeled, Damage, Burn, Mana. — Enchantment Effect — Every 18 seconds, a serpent spawns and Incinerates enemies for 8 seconds. | base damage increased 33% at level 1 |
7 | Core | Chain Lightning | Mana Cost: {#} Lucky Hit Chance: {#}% Unleash a stream of lightning that deals {42/46.2/50.4/54.6/58.8/63/67.2/71.4/75.6/79.8}% damage and chains between Nearby enemies and you up to 6 times, prioritizing enemies. Tags: Core, Shock, Damage, Lightning, Mana. — Enchantment Effect — Chain Lightning forms automatically after spending 100 Mana. | Mana Cost: {#} Lucky Hit Chance: {#}% Unleash a stream of lightning that deals {36/39.6/43.2/46.8/50.4/54/57.6/61.2/64.8/68.4}% damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies. Tags: Core, Shock, Damage, Lightning, Mana. — Enchantment Effect — Chain Lightning forms automatically after spending 100 Mana. | base damage reduced 14% at level 1, one less chain |
8 | Core | Greater Chain Lightning | If Chain Lightning bounces off of you, its next hit deals x25% increased damage. Tags: Core, Shock, Damage, Lightning, Mana. | If Chain Lightning bounces off of you, its next hit deals x10% increased damage. Tags: Core, Shock, Damage, Lightning, Mana. | modifier damage reduced by x15% per bounce off you |
9 | Core | Enhanced Ice Shards | Ice Shards have a 15% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies. Tags: Core, Frost, Frozen, Damage, Cold, Mana. | Ice Shards have a 40% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies. Tags: Core, Frost, Frozen, Damage, Cold, Mana. | baseline bounce improved |
10 | Core | Elemental Dominance | Your Core Skills deal x{4/8/12/16/20/24/28/32/36/40}% increased damage when cast above 50 Mana. Tags: Mana, Damage, Core. | Your Core Skills deal x{3/6/9/12/15/18/21/24/27/30}% increased damage when cast above 50 Mana. Tags: Mana, Damage, Core. | damage reduced |
11 | Defensive | Flame Shield | Cooldown: {#} seconds Lucky Hit Chance: {#}% Engulf yourself in flames for {2/2.2/2.4/2.6/2.8/3/3.2/3.4/3.6/3.8} seconds, Burning surrounding enemies for {23.4/25.7/28.1/30.4/32.8/35.1/37.4/39.8/42.1/44.5}% damage per second. While Flame Shield is active, you are Immune. Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown. — Enchantment Effect — Flame Shield automatically activates when you take fatal damage. Can only happen once every 120 seconds. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Engulf yourself in flames for {2/2.1/2.2/2.3/2.4/2.5/2.6/2.7/2.8/2.9} seconds, Burning surrounding enemies for {40/44/48/52/56/60/64/68/72/76}% damage per second. While Flame Shield is active, you are Immune. Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown. — Enchantment Effect — Flame Shield automatically activates when you take fatal damage. Can only happen once every 120 seconds. | level-duration scaling reduced, burning damage increased |
12 | Defensive | Frost Nova | Cooldown: {#} seconds Unleash a torrent of frost, Freezing enemies around you for 2 seconds. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. — Enchantment Effect — Lucky Hit: Your Conjuration Skills have a 30% chance to unleash a Frost Nova when hitting enemies. | Cooldown: {#} seconds Unleash a torrent of frost, Freezing enemies around you for 3 seconds. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. — Enchantment Effect — Lucky Hit: Your Conjuration Skills have up to a 30% chance to unleash a Frost Nova when hitting enemies. | duration increased |
13 | Defensive | Enhanced Frost Nova | Killing enemies Frozen by Frost Nova reduces its Cooldown by 2 seconds, up to 6 seconds per cast. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. | Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. | CD reduction reduced (this is a nerf) |
14 | Defensive | Mystical Frost Nova | Frost Nova makes enemies Vulnerable for 4 seconds, increased to 8 seconds against Bosses. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. | Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses. Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown. | less vuln duration vs bosses |
15 | Defensive | Ice Armor | Cooldown: {#} seconds A Barrier of ice forms around you for 6 seconds, absorbing {#}% of your Base Life in damage. While Ice Armor is active, 10% of your damage dealt is added to its Barrier. Tags: Defensive, Frost, Barrier, Cooldown, Damage. — Enchantment Effect — Upon getting hit, you have a 5% chance to apply Ice Armor. | Cooldown: {#} seconds A Barrier of ice forms around you for 6 seconds, absorbing {#}% of your Base Life in damage. While Ice Armor is active, 5% of your damage dealt is added to its Barrier. Tags: Defensive, Frost, Barrier, Cooldown, Damage. — Enchantment Effect — Upon getting hit, you have a 5% chance to apply Ice Armor. | less barrier gained from damage |
16 | Defensive | Mystical Ice Armor | Damage against Vulnerable enemies contributes 100% more to Ice Armor's Barrier. Tags: Defensive, Frost, Barrier, Cooldown, Damage. | Damage against Vulnerable enemies contributes 50% more to Ice Armor's Barrier. Tags: Defensive, Frost, Barrier, Cooldown, Damage. | less barrier gained from damage against vulnerable |
17 | Conjuration | Hydra | Mana Cost: {#} Lucky Hit Chance: {#}% Summon a 3-headed hydra for 12 seconds. Each head spits fire at enemies, dealing {30/33/36/39/42/45/48/51/54/57}% damage. Maximum 1 active Hydras at a time. Tags: Conjuration, Pyromancy, Damage, Fire, Mana. — Enchantment Effect — After spending 300 Mana, a 5-headed Hydra spawns for 5 seconds. | Mana Cost: {#} Lucky Hit Chance: {#}% Summon a 3-headed hydra for 10 seconds. Each head spits fire at enemies, dealing {12/13.2/14.4/15.6/16.8/18/19.2/20.4/21.6/22.8}% damage. Maximum 1 active Hydras at a time. Tags: Conjuration, Pyromancy, Damage, Fire, Mana. — Enchantment Effect — After spending 300 Mana, a 5-headed Hydra spawns for 5 seconds. | Base damage reduced from 30% to 12% at level 1, this is a 60% damage nerf, and -2 seconds duration |
18 | Conjuration | Ice Blades | Cooldown: {#} seconds Lucky Hit Chance: {#}% Conjure a pair of ice blades for 6 seconds that rapidly slash enemies for {30.7/33.7/36.8/39.9/42.9/46/49.1/52.1/55.2/58.3}% damage and have a 30% chance to make them Vulnerable for 2 seconds. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. — Enchantment Effect — For every 20 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Conjure a pair of ice blades for 6 seconds that rapidly slash enemies for {23/25.3/27.6/29.9/32.2/34.5/36.8/39.1/41.4/43.7}% damage and have a 30% chance to make them Vulnerable for 2 seconds. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. — Enchantment Effect — For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy. | Damage nerfed, Enchantment nerfed 50% (now requires twice as much CD's spent) |
19 | Conjuration | Enhanced Ice Blades | Ice Blades's Cooldown is reduced by 1 second each time it hits a Vulnerable enemy. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. | Ice Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. | CDR reduction nerfed |
20 | Conjuration | Summoned Ice Blades | 50% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. | 20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills. Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown. | CDR global % nerfed |
21 | Conjuration | Align the Elements | You gain {5/10/15/20/25/30/35/40/45/50}% Damage Reduction against Elites for each second you haven't taken damage from one, up to 50%. Tags: Damage Reduction, Elite Monsters. | You gain {1/2/3/4/5/6/7/8/9/10}% Damage Reduction against Elites for each second you haven't taken damage from one, up to 40%. Tags: Damage Reduction, Elite Monsters. | DR total nerf, DR /sec nerf |
22 | Conjuration | Protection | Using a Cooldown grants {10/20/30/40/50/60/70/80/90/100}% of your Maximum Life as a Barrier for 5 seconds. Tags: Barrier, Cooldown. | Using a Cooldown grants {10/20/30/40/50/60/70/80/90/100}% of your Maximum Life as a Barrier for 2 seconds. Tags: Barrier, Cooldown. | Barrier duration reduced from 5 seconds to 2 |
23 | Mastery | Meteor | Mana Cost: {#} Lucky Hit Chance: {#}% Summon a meteor that strikes the target location, dealing {50/55/60/65/70/75/80/85/90/95}% damage and Burning the ground for {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage over 3 seconds. Tags: Mastery, Pyromancy, Damage, Fire, Mana, Burn. — Enchantment Effect — Lucky Hit: 3% chance for a Meteor to fall on enemies. | Mana Cost: {#} Lucky Hit Chance: {#}% Summon a meteor that strikes the target location, dealing {80/88/96/104/112/120/128/136/144/152}% damage and Burning the ground for {35/38.5/42/45.5/49/52.5/56/59.5/63/66.5}% damage over 3 seconds. Tags: Mastery, Pyromancy, Damage, Fire, Mana, Burn. — Enchantment Effect — Lucky Hit: Up to a 8% chance for a Meteor to fall on enemies. | 60% damage buff, enchantment buff, fire build will be the meta group build I'll bet |
24 | Ultimate | Deep Freeze | Cooldown: {#} seconds Lucky Hit Chance: {#}% Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 12.5% damage, and Chilling enemies for 20%. When Deep Freeze expires, it deals an additional 100% damage. Casting Deep Freeze again ends the effect early. Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction. | Cooldown: {#} seconds Lucky Hit Chance: {#}% Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 25% damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals an additional 100% damage. Casting Deep Freeze again ends the effect early. Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction. | damage doubled |
A | B | C | D | E | F | |
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1 | CLASS | TYPE | NAME | OLD | NEW | Notes |
2 | Barbarian | Offensive | Aspect of Limitless Rage | Each point of Fury you generate while at Maximum Fury grants your next Core Skill x{2/4}% increased damage, up to x{60/120}%. | Each point of Fury you generate while at Maximum Fury grants your next Core Skill x{1/2}% increased damage, up to x{15/30}%. | Huge nerf 240% top end -> 60% |
3 | Barbarian | Offensive | Aspect of Berserk Ripping | Whenever you deal direct damage while Berserking, inflict {22/40}% of the Base damage dealt as additional Bleeding damage over 5.0 seconds. | Whenever you deal direct damage while Berserking, inflict {20/30}% of the Base damage dealt as additional Bleeding damage over 5.0 seconds. | small nerf |
4 | Barbarian | Utility | Aspect of Anemia | Lucky Hit: Direct damage against Bleeding enemies has up to a {31/40}% chance to Stun them for 2.0 seconds. | Lucky Hit: Direct damage against Bleeding enemies has up to a {20/30}% chance to Stun them for 2.0 seconds. | Lucky Hit reduced |
5 | Barbarian | Other | Ramaladni's Magnum Opus | Skills using this weapon deal x{0.7/1}% increased damage per point of Fury you have, but you lose 2.0 Fury every second. | Skills using this weapon deal x{0.1/0.3}% increased damage per point of Fury you have, but you lose 2.0 Fury every second. | damage reduced |
6 | Druid | Offensive | Aspect of the Stampede | Gain 1 additional Companion. In addition, your Companion Skills deal x{100/150}% bonus damage. | Gain 1 additional Companion. In addition, your Companion Skills deal x{10/20}% bonus damage. | Damage massively reduced, all companion active skills got big buffs |
7 | Druid | Offensive | Stormchaser's Aspect | Tornado will seek up to {1/5} targets. | Tornado will seek up to {1/3} targets. | Tornados seek 2 less targets |
8 | Druid | Resource | Tempest Roar | Lucky Hit: Storm Skills have up to a {15/25}% chance to grant 10.0 Spirit. Your base Storm Skills are now also Werewolf Skills | Lucky Hit: Storm Skills have up to a {15/25}% chance to grant 4.0 Spirit. Your base Storm Skills are now also Werewolf Skills | Less spirit gained |
9 | Generic | Offensive | Accelerating Aspect | Critical Strikes with Core Skills increase your Attack Speed by +{20/40}% for 3.0 seconds. | Critical Strikes with Core Skills increase your Attack Speed by +{15/25}% for 5.0 seconds. | Attack speed is nerfed |
10 | Generic | Offensive | Aspect of Inner Calm | Deal x{3/10}% increased damage for each second you stand still, up to x30.0%. | Deal x{5/10}% increased damage for each second you stand still, up to x30.0%. | bottom line is better |
11 | Generic | Offensive | Conceited Aspect | Deal x{23/33}% increased damage while you have a Barrier active. | Deal x{15/25}% increased damage while you have a Barrier active. | bottom line is worse |
12 | Generic | Offensive | Aspect of Retribution | Distant enemies have a 15.0% chance to be Stunned for 2.0 seconds when they hit you. You deal x{30/50}% increased damage to Stunned enemies. | Distant enemies have a 8.0% chance to be Stunned for 2.0 seconds when they hit you. You deal x{20/40}% increased damage to Stunned enemies. | chance reduced, damage reduced |
13 | Generic | Offensive | Rapid Aspect | Basic Skills gain +{23/33}% Attack Speed. | Basic Skills gain +{15/30}% Attack Speed. | Attack speed is nerfed |
14 | Generic | Offensive | Edgemaster's Aspect | Skills deal up to x{24/34}% increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource. | Skills deal up to x{10/20}% increased damage based on your available Primary Resource when cast, receiving the maximum benefit while you have full Primary Resource. | damage is nerfed |
15 | Generic | Offensive | Aspect of the Expectant | Attacking enemies with a Basic Skill increases the damage of your next Core Skill cast by x{5/10}%, up to x50.0%. | Attacking enemies with a Basic Skill increases the damage of your next Core Skill cast by x{5/10}%, up to x30.0%. | damage is nerfed |
16 | Generic | Offensive | Smiting Aspect | You have x{12.5/25}% increased Critical Strike Chance against Injured enemies. While you are Healthy, you gain x{25/50}% increased Crowd Control Duration. | You have x{10/20}% increased Critical Strike Chance against Injured enemies. While you are Healthy, you gain x{20/40}% increased Crowd Control Duration. | nerfed |
17 | Generic | Utility | Exploiter's Aspect | You have +20.0% increased Crowd Control Duration and deal x{20/50}% increased damage to Unstoppable enemies. | You have +20.0% increased Crowd Control Duration. While enemies are Unstoppable, you deal x{20/50}% increased damage to them. | wording updated |
18 | Generic | Utility | Melted Heart of Selig | Gain 100.0% Maximum Resource. In addition, when you take damage, drain {3/6} Resource for every 1.0% of Life you would have lost instead. | Gain 30.0% Maximum Resource. In addition, when you take damage, drain {3/8} Resource for every 1.0% of Life you would have lost instead. | 70% nerf baseline, worst roll is worse than before |
19 | Generic | Utility | Harlequin Crest | Gain {5/8}% Damage Reduction. In addition, gain +2.0 Ranks to all Skills. | Gain {10/20}% Damage Reduction. In addition, gain +4.0 Ranks to all Skills. | best unique in the game is even better? |
20 | Generic | Resource | Starlight Aspect | Gain {10/20} of your Primary Resource for every 20.0% of your Life that you Heal. | Gain {10/20} of your Primary Resource for every 25.0% of your Life that you Heal. | small nerf |
21 | Generic | Resource | Ring of Starless Skies | Each consecutive Core Skill cast reduces the Resource cost of your next Core Skill by {5/10}%, up to a maximum of 30.0%. | Each consecutive Core Skill cast reduces the Resource cost of your next Core Skill by {8/12}%, up to a maximum of 40.0%. | buff |
22 | Generic | Defensive | Aspect of Might | Basic Skills grant 25.0% Damage Reduction for {4/8} seconds. | Basic Skills grant 20.0% Damage Reduction for {2/6} seconds. | DR nerfed and duration nerfed |
23 | Generic | Defensive | Aspect of the Deflecting Barrier | While you have a Barrier active, there is a {20/30}% chance to ignore incoming direct damage from Distant enemies. | While you have a Barrier active, there is a {7/13}% chance to ignore incoming direct damage from Distant enemies. | nerfed ~66% |
24 | Generic | Defensive | Temerity | Effects that Heal you beyond 100.0% Life grant you a Barrier up to {50/100}% of your Maximum Life that lasts for 30.0 seconds. | Effects that Heal you beyond 100.0% Life grant you a Barrier up to {40/80}% of your Maximum Life that lasts for 8.0 seconds. | massively nerfed |
25 | Generic | Mobility | Ghostwalker Aspect | While Unstoppable and for 2.0 seconds after, you gain +{10/25}% increased Movement Speed and can move freely through enemies. | While Unstoppable and for 4.0 seconds after, you gain +{10/25}% increased Movement Speed and can move freely through enemies. | duration buffed |
26 | Necromancer | Offensive | Aspect of Explosive Mist | Blood Mist triggers Corpse Explosion on surrounding Corpses. When Blood Mist detonates a Corpse, its Cooldown is reduced by {0.5/1.5} seconds. | Blood Mist triggers Corpse Explosion on surrounding Corpses. When Blood Mist detonates a Corpse, its Cooldown is reduced by {0.2/0.5} seconds. | Nerfed, new topend is the old bottom |
27 | Necromancer | Resource | Hulking Aspect | Your Golem has a {10/30}% chance to reduce its active Cooldown by 2.0 seconds and a {5/15}% chance to spawn a Corpse each time it damages an enemy with its normal attack. | Your Golem has a {1/4}% chance to reduce its active Cooldown by 2.0 seconds and a {0.5/2}% chance to spawn a Corpse each time it damages an enemy with its normal attack. | Massive nerf |
28 | Rogue | Offensive | Trickshot Aspect | Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal {30/40}% of Penetrating Shot's Base damage and do not split. | Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. These side arrows deal {10/25}% of Penetrating Shot's Base damage and do not split. | Side arrows nerfed |
29 | Rogue | Offensive | Bladedancer's Aspect | Twisting Blades orbit for a short time after they return to you, dealing {10/20}% of Twisting Blades' return damage per hit. Based on the distance the blades returned, the orbit damage increases up to {20/40}% of the return damage. | Twisting Blades orbit for a short time after they return to you, dealing {10/15}% of Twisting Blades' return damage per hit. Based on the distance the blades returned, the orbit damage increases up to {20/30}% of the return damage. | Damage nerfed |
30 | Rogue | Resource | Energizing Aspect | Damaging an Elite enemy with a Basic Skill generates {5/8} Energy. | Damaging an Elite enemy with a Basic Skill generates {3/7} Energy. | Nerfed |
31 | Sorcerer | Offensive | Serpentine Aspect | You may have 1.0 additional Hydra active, but Hydra's duration is reduced by {20/25}%. | You may have 1.0 additional Hydra active, but Hydra's duration is reduced by {20/30}%. | Roll range expanded in a nerf way |
32 | Sorcerer | Defensive | Aspect of the Unwavering | Taking direct damage has a {5/10}% chance to reset the Cooldown of one of your Defensive Skills. | Taking direct damage has a {2/6}% chance to reset the Cooldown of one of your Defensive Skills. | Nerfed |