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Mar 1 2022 05:29am
Quote (qbqbqbbqb @ Mar 1 2022 05:07am)
Where is redemption aura on act 3 merc mentioned? I don’t see it on patch notes… just replacing frozen armor with chilling armor.


I mentioned this in an earlier reply but they have since removed the line about Redemption aura
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Mar 1 2022 05:35am
Quote (TheEmotionalSupport @ Mar 1 2022 05:29am)
I mentioned this in an earlier reply but they have since removed the line about Redemption aura


Ok. That’s great. I thought auras would be uncharacteristic of the ironwolves. There are ways to make non act 2 mercs great without giving them auras.

I think the new act 5 merc is very interesting, but expensive to gear.
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Mar 1 2022 05:39am
Quote (qbqbqbbqb @ Mar 1 2022 05:35am)
Ok. That’s great. I thought auras would be uncharacteristic of the ironwolves. There are ways to make non act 2 mercs great without giving them auras.

I think the new act 5 merc is very interesting, but expensive to gear.


Sorry for the confusion! I wish I could update the original post and clear things up a bit. Just mentioned the previous reply to acknowledge that I am already aware of the issue.
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Mar 1 2022 05:42am
The shaman Druid is gonna be amazing with this patch!
More pets? Buffed geddon and no wasted points to get?
Casting delays removed/reduced? Holy fire !!
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Mar 1 2022 05:49am
So ptr will start when?
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Mar 1 2022 05:51am
One thing I will say about the Zoo druid is they could do with one more adjustment to make it more fun - Have the creepers/vines work like Prayer and Meditation, in that the vines further down the tree maintain the abilities of the vines above them. So a solar creeper would spread poison damage, regen life, and regen mana if hard points were invested in each, for example. Solar Creeper could also use either damage reduction or the ability to be untargetable to further incentivize investing the three points to get it as a one (three) point wonder.

This post was edited by TheEmotionalSupport on Mar 1 2022 05:51am
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Mar 1 2022 06:20am
"Leap and Leap attack now have a minimum jump height and duration"

RiP Trav Leap Builds



"Added chance to not consume quantity per level (Up to 50%)"
"Critical strikes with throwing weapons now replenish quantity"

Hello Throw Barb

"Act V Mercenaries can now gain + Barbarian skill bonuses from gear"

"Plague can now be used on Claws and Daggers in addition to Swords"
Poison Dagger Necro!!!!!1111


"Optimized inventory quick-move actions to reduce delay"
HECK YES

"Fixed an issue where fire enchanted monsters were doing too much damage in Nightmare difficulty"

This post was edited by MeatballMike on Mar 1 2022 06:29am
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Mar 1 2022 06:22am
Quote (MeatballMike @ 1 Mar 2022 13:20)
"Leap and Leap attack now have a minimum jump height and duration"

RiP Trav Leap Builds


exactly my thought, although were gonna have to see how far you actually have to jump... i got a feeling its gonna be noticeable though... at least they buffed shoutbarb, so might just have to switch to that (can play pretty smoothly with ladder start gear like spirits, lore, smoke etc)
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Mar 1 2022 06:31am
Quote (TheEmotionalSupport @ Mar 1 2022 06:51am)
One thing I will say about the Zoo druid is they could do with one more adjustment to make it more fun - Have the creepers/vines work like Prayer and Meditation, in that the vines further down the tree maintain the abilities of the vines above them. So a solar creeper would spread poison damage, regen life, and regen mana if hard points were invested in each, for example. Solar Creeper could also use either damage reduction or the ability to be untargetable to further incentivize investing the three points to get it as a one (three) point wonder.


I think the vines should just be scrapped and replaced with some form of summon resist and summon mastery like the nec has
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Mar 1 2022 07:07am
Quote (Cammz @ Feb 28 2022 04:28pm)
Lawbringer is about to become endgame Frenzy Barb





Pretty happy about a lot of these. Dumb as it sounds, I'm glad they reverted Plague Jav. By reducing the duration before without keeping all the damage all they did was make it so you have to throw more.
Plague being in Daggers is an interesting win - It's no DWeb but it's a budget alternative (Cham <<<<<< Dweb.) Combined with Trang Set, rolling a 2-skiller should be sufficient.

Werewolf changes I'm cautiously optimistic. It seems like what it will do is push really high damaging weapons to the front since they'll more easily hit their cap. Hitting a higher cap than before was desperately needed I think. I wouldn't mind something in his repertoire giving him Defense though. Currently Fort is pretty much required to be hell-viable; where as a Barb I can wear literal garbage and between Shout, BO, and IS solo through the end of hell by 70-75; Druid has a hard time in Act 1/2 with all the archers lol.

I think an A5 merc with Grief + Lawbringer might be almost as good as a normal Frenzy barb haha. I honestly wouldn't be surprised if we see a Paladin build where you just support your merc.

The A3 change to Redemption is actively working against it for the Necro. As it was, a Fire A3 had some chance of being fun because he'd offer you Enchants, if mediocre. Now it eats your corpses.

A very underrated change is the Holy-Bolt hitting demons. That means Venom Lord packs are on the table and a whole slew of other areas for an FoH Pally. That might be a new budget clearer since you can nuke mobs off the Magic damage and pretty much ignore the lightning part of it, then be a Zealot or something.

This post was edited by CyborgBipBoop on Mar 1 2022 07:20am
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