Madden 25 : Best Core Elites to Elevate Your Team

In Madden 25 Ultimate Team (MUT), Core Elites are foundational players that can help you establish a dominant squad. Whether you’re focusing on offense or defense, knowing which Core Elites stand out is essential for success. To give your team an edge, consider mut coins madden 25 from U4GM. Use the code ‘jean7’ for a 5% discount and get started on building your dream team.

Madden 25

Elite Offensive Powerhouses

Leading the charge on offense, Patrick Mahomes (Chiefs) and Christian McCaffrey (49ers) are must-haves with their 84 OVR ratings. Mahomes offers unmatched passing abilities, while McCaffrey is a dual-threat in the backfield, making them indispensable in any lineup.

Wide receivers like Tyreek Hill (Dolphins) and Justin Jefferson (Vikings), both at 84 OVR, are also top-tier choices. Their speed and agility make them perfect for outmaneuvering defenders and securing those crucial touchdowns.

Elite Defensive Game-Changers

On the defensive side, Sauce Gardner (Jets) and Jalen Ramsey (Dolphins) top the list of cornerbacks with their 84 OVR ratings. These defenders are excellent for shutting down opposing wideouts, giving your defense a significant boost.

In the trenches, defensive ends like Maxx Crosby (Raiders) and Myles Garrett (Browns) are equally formidable, each with an 84 OVR. Their ability to pressure the quarterback is vital for disrupting the opponent’s offense.

Maintaining Value Throughout the Season

These Core Elites may start with lower overalls due to the game’s power curve, but they maintain value throughout the season. Whether you decide to keep them on your roster or sell them for Coins or Training, they remain useful assets.

Zenless Zone Zero: A Deep Dive into Qingyi’s Gear and Abilities

We are looking forward to the release of Qingyi’s banner in Zenless Zone Zero,allowing us to explore her gear, abilities, and game mechanics. First Impressions will provide insights into her strengths and potential, with a full guide available after her banner is released. If you are looking for an efficient gaming experience in Zenless Zone Zero, visit U4GM where you can find the best deals on Zenless Zone Zero accounts for sale and boosts to ensure you stay ahead of the game.Use discount code “jean7” in u4gm for an extra 5% off.

Qingyi ZZZ

Qingyi Profile

Qingyi is a dynamic stun unit known for her smooth combos and high damage output. Her abilities integrate seamlessly, making her an interesting and powerful character. Notably, she offers damage amplification abilities, which is exceptional for a non-support unit.

Basic Attack

Qingyi’s basic attack consists of a four-hit combo. The third attack in the sequence can be repeated continuously by repeatedly tapping the attack button, leading to a powerful dunk on the fourth attack. This mechanic allows for extended damage output and creates opportunities for enhanced attacks.

Charge Attack: Magic Flower

Qingyi’s charge attack, Magic Flower, is a heavy attack that can be used in succession to other attacks. While it may not stand out on its own, it complements her overall combat strategy.

Flash Link Mechanic

Qingyi’s unique gameplay feature, Flash Link, is a meter that charges up damage. When the meter is over 75%, she enters the Flash Link state, unlocking a new charge attack. This state allows up to five charge attacks followed by a finishing attack, with perfect timing allowing for a perfect dodge.

Qingyi's Dodge and Counterattack abilities

Dodge and Counterattack

Qingyi’s Dodge and Counterattack abilities are simple but effective. Her Dodge Counterattack deals Electric damage and can seamlessly transition into her basic attack combo. This synergy allows for continuous damage output while dodging enemy attacks.

Special Abilities and EX Special

Qingyi’s normal Special and EX Special Attacks are powerful tools in her arsenal. Especially the EX Special, which can be extended for increased damage and a stun effect. This extension costs more energy, but maximizes her potential in long fights.

Chain Attacks and Passive Skills

Her chain attacks deal a lot of shock damage, which is further enhanced by her passive skills. The enhanced charge attack increases the enemy’s stun damage multiplier, which stacks up to 20 times for a significant boost. Perfectly dodging during finishing attacks amplifies these effects, especially against non-boss enemies.

Qingyi's signature weapon

Signature Weapon: Superb

Qingyi’s signature weapon, Superb, provides an impressive boost to Combat Impact. Combat Impact stacks with each basic attack, up to 30 times, for a total increase of 21%. When stacked 15 times or more, her team receives a 20% damage buff, improving overall performance.

Zenless Zone Zero Events – A Complete List of Current and Upcoming Events

Why Choose Qingyi?

Qingyi is an excellent stun unit with high damage output and smooth gameplay. Her ability to seamlessly transition between attacks and skills makes her a versatile and enjoyable character. While she may not replace a dedicated DPS unit, her damage amplification and stun abilities make her a valuable addition to any team.

Qingyi is a phenomenal character in Zenless Zone Zero, offering a mix of high damage, fluid combos, and stun ability. Her unique mechanics and abilities make her an interesting and effective choice for players looking for versatility and power. Visit U4GM for the best Zenless Zone Zero accounts and cheap Zenless Zone Zero Boost to ensure you stay ahead of the game.

Master College Football 25’s Dynasty Mode: From Rookie to Recruiting Master

The return of College Football 25 is big news, especially for fans of Dynasty Mode. This version not only brings back the excitement of game day, but it also significantly enhances Dynasty Mode, where players can take on the role of head coach and recruiting master of their favorite college team. The excitement of building a strong program from the ground up, developing the best recruiting class, and making strategic decisions that will impact your team for future seasons are the highlights of Dynasty Mode.

Whether you are a seasoned veteran or a newcomer, mastering the new features of Dynasty Mode is the key to success. In-depth recruiting tools, more realistic player development, and dynamic AI that adapts to your coaching style are just a few of the updates worth exploring. Get ready to discover, recruit, and build a college football dynasty that rivals the legends.

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College Football 25

Dynasty Mode Introduction

When you start Dynasty Mode, you will be asked whether to choose Single Player or Cloud Multiplayer. After choosing Single Player, you can import a custom roster or use the game’s default roster. Next, select your team and role (Head Coach, Offensive Coordinator, or Defensive Coordinator) and create a new coach. There are three different categories for coaches: Recruiter, Motivator, and Tactician. If you want to have the best advantage in recruiting, then Recruiter is the best choice.

Once you have completed coach creation, you will sign a contract with the school, enter Dynasty Mode and set up your recruiting board to start looking for potential players. You can set up to 35 player goals per recruiting cycle and give out up to 35 scholarships.

College Football 25: Detailed Player Portraits and Equipment Customization

Optimizing Recruiting Strategy

Understanding where your school stands in the current rankings is key to optimizing your recruiting strategy. If you are a 1.5-star school, it will be difficult to recruit a 5-star player. Take advantage of your school’s geographic advantage and find players who like to stay close to their hometowns and bring them to visit.

Each prospect has different motivations for choosing a school, including academic prestige, athletic facilities, brand exposure, campus lifestyle, championship contenders, coaching stability, coaching reputation, conference prestige, playing time, professional potential, playing style, proximity to home, program tradition, and stadium atmosphere.

When allocating recruiting time, you can devote different amounts of time to a school based on its standing. The clock icon next to each prospect indicates the maximum number of hours per week you can focus on that prospect. By upgrading your coach’s recruiting abilities, you can increase the amount of time you spend on your prospect.

The specific time allocations are as follows:

  • Offer scholarships: 5 hours
  • Search social media: 5 hours
  • Direct messaging players: 10 hours
  • Contact friends and family: 25 hours
  • Arrange official campus visits for players: 40 hours

Use soft sell, hard sell, and persuasion to help prospects stay away from other schools.

EA 'College Football 25'

Depth Chart and Team Needs Assessment

At the start of the season, your roster is capped at 85 players. If you exceed that limit, you will need to cut or encourage current players to transfer. Keeping track of how many veterans you have on your roster, and how many you need to replace in the offseason, is an important step in optimizing your recruiting strategy.

Coach Abilities and XP Management

In College Football 25, coaches progress as the season unfolds, gaining XP and leveling up. Each level up brings some currency that can be spent in the coach menu. Accumulating XP is not just about killing time, but also about achieving coach XP goals, including draft goals, play goals, recruiting goals, and statistical goals.

Mastering College Football 25’s recruiting skills is key to building a college football dynasty. Whether it’s by upgrading coach abilities, managing time, or attracting top recruits, every choice you make will impact the legacy of your team. Take advantage of these tips to keep your recruiting game strong and become the mastermind behind the next unbeatable college football powerhouse.

Zenless Zone Zero: Best Anby Demara Build Guide

As a member of the cunning hare in Zenless Zone Zero, Anby Demara is a swordplay stun unit that excels in close combat, taking advantage of her electric attributes and speed. This article will provide you with the best Anby build guide, including W engine, team configuration, and drive disk recommendations, to help you maximize Anby’s combat potential. If you want to quickly improve Anby’s combat effectiveness, you can choose cheap Zenless Zone Zero boost , which will greatly reduce your time investment in the game.

Anby

Best W Engine Choice for Anby

1. Demara Battery Mark II (A-level)

In ZZZ, Anby’s best W engine is the Demara Battery Mark II (A-level), a signature equipment that takes advantage of her electric attributes. Its effects are as follows:

  • Increases Electric Damage by 15%: Boosts Anby’s overall output.
  • Increases the energy generated by evading counterattacks or auxiliary attacks: Allows Anby to use EX special attacks more frequently, causing significant damage.

How to get it

Players can get the Demara Battery Mark II by purchasing the Eridu Welcome Gift for $0.99/£0.99 via the in-game store “24 hours”. This set allows you to pick a W engine from four available options, saving time on regular signal searches.

2. The Restrained (S-level)

If you don’t want to spend money, another W engine suitable for Anby is The Restrained (S-level). Its effects are as follows:

  • Basic attack damage and stun effect increase by 6% for 8 seconds, stacking up to 5 times: Improve Anby’s sustained combat ability and control effect.

How to get it

The Restrained can only be obtained through the signal store or the limited-time Dissonant Sonata banner, requiring players to spend time grinding Residual Signal or have enough luck.

Best Anby Build in Zenless Zone Zero

Best Drive Disc Choice for Anby

The Perfect Balance of Shockstar Disco and Thunder Metal

Shockstar Disco (4-Piece Set)

  • 4-Piece Set Effect: Each Basic Attack, Dash Attack, and Dodge Counterattack inflicts a 20% stun boost, making it easier for Anby to stun her target.

Thunder Metal (2-Piece Set)

  • 2-Piece Set Effect: Electric damage increased by 10%.

How to Get It

Shockstar Disco:

  • When you first unlock Drive Discs (approximately 9-10 hours into the campaign), it may be obtained as a reward.

Thunder Metal:

  • Complete the “Hunter and Hound Daily Cleanup” quest given to you by Roland at Scott Outpost (the “Intermission” stage of Chapter 2 of the campaign story), which will take approximately 17-20 hours of in-game time.

Zenless Zone Zero Best Character Tier List

Tips

After completing the above quests, the Bardic Needle Music Store will be unlocked, allowing you to create additional Drive Discs for existing Drive Discs. At this stage, collecting the required number of Shockstar Disco and Thunder Metal discs should not be a problem.

With the best W engine, team configuration and reasonable matching of drive discs, Anby Demara can play an excellent combat role in Zenless Zone Zero. I hope that the guide in this article can help you build the strongest Anby and easily defeat various enemies.

Diablo 4: Heartseeker Rogue Endgame Build Guide

The Heartseeker Rogue in Diablo 4 is a range-focused Marksman built around the ability of the same name. This new build allows players to remain highly mobile while letting out a barrage of arrows, which can swiftly clear out rooms and drain boss health bars. In this guide, we will show you how to make this build, including skills, aspects, items and more!

Best Heartseeker Rogue Skills

The Heartseeker Rogue is among the more straightforward builds in Diablo 4. The goal of the build is to set up your Heartseeker basic attack to deal with most of your damage while obtaining the Victimize bonus as much as possible. The second major part of this build is your mobility. As a Rogue with lower health than other classes in Diablo 4, it’s essential to keep a distance from your opponents. Dash, Shadow Step, and Caltrops all allow you to do this easily. Below are all the Skills you need to unlock to make this build work.

Heartseeker(Basic): Fires an arrow that deals damage and increases your Critical Strike Chance against the target.
Stutter Step(Core): Getting a Critical Strike increases Movement Speed by 15% for 4 seconds.
Caltrops(Agility): The player leaps backward and throws caltrops on the ground. These deal damage and slow enemies by 50%.
Shadow Step(Agility): The player becomes Unstoppable and gains 50% movement speed for two seconds. Any attacks from behind deal increased damage.
Dash(Agility): A dash forward that propels the player and deals damage to any enemy caught in their path.
Dark Shroud(Subterfuge): A protective shroud that gives 8% Damage Reduction per active Shadow, with 5 Shadows in total.
Smoke Grenade(Subterfuge): A projectile that dazes enemies for four seconds.
Victimize(Key Passive): A passive effect, wherein dealing damage to a Vulnerable target has a 50% chance of creating an explosion. Damage done to Victimized targets is increased.
Inner Sight(Priority Quest Reward): Certain enemies will be marked. Attacking marked enemies fills your Inner Sight meter. Whenever full, the player receives unlimited energy and an increased Critical Strike Chance for four seconds.

Best Heartseeker Rogue Aspects

Below are all the recommended Aspects you should pursue for the Heartseeker Rogues in Diablo 4.

Might(Helm): Grants 20% damage reduction.
Undying(Chest): When you use Skills, you heal. The amount you heal is doubled if you are below 50% health.
Concussive Strikes(Hands): Damaging enemies have a 20% chance to inflict Daze.
Umbrous(Legs): Critical Strikes with Marksman Skills (including Heartseeker) can grant an additional Dark Shroud charge.
Frostbitten(Feet): Enemies struck by your grenade have a chance to inflict Frozen for two seconds.
Adaptability(Amulet): When below 50% Energy, Basic abilities begin to generate Energy. When above 50% Energy, basic skills 40 – 80% increased damage.
Edgemaster(Ring): Skills deal increased damage based on your available Energy.
Retribution(Ring): Ranged enemies have a 10% chance of being dazed for two seconds whenever they strike you.
Moonrise(Ranged): Damaging enemies with your basic skill gives a 4% increased attack speed for 10 seconds, stacking up to 5 times. Whenever you reach five stacks, you gain a 40 – 80% increase in damage and movement speed.
Rapid(Main Hand): Basic Skills gain increased Attack Speed.
Inner Calm(Off-Hand): Gain increased damage. This bonus damage triples if you stand still for at least 3 seconds.

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Best Gems For Heartseeker Rogue

The gems you want to use for this Rogue build in Diablo 4 are chosen following the same idea applied to the equipment. You should look for Emerald for weapons. This gem increases Critical Strike Damage to Vulnerable Enemies when used in weapons. A second good option is Sapphire which grants 20% Vulnerability Damage. A solid option to equip in your Armor pieces is the Skull gem, which increases the Healing Received. Although you don’t have many sources of healing as a rogue, this will make your potions more potent.

It ends here. We hope this article is helpful for your Heartseeker Rogue Endgame Build in Diablo 4. Best of luck!

Diablo 4 Season 4 1.4.0 Patch Notes

Season 4 of Diablo 4 has some of the most base game changes that we’ve seen to date and Patch 1.4.0 is promising to say the least. Ahead of the full launch of Loot Reborn, all of the changes and new content can be found in the notes below.

Updates From the Public Test Realm

Feature Updates

There is no longer a chance for Masterworking to fail.
The Masterwork animation has been removed for non-milestone Ranks (1-3, 5-7, etc).
The Tempering Result screen now shows the result affix, its roll, and the affix range.
Various UI improvements for the Tempering and Masterworking experiences.
Added multiple tiers of Masterworking Material caches that transmute far more materials than were previously available.
A visual indication has been added to the imprint UI which indicates which Legendary affixes are currently equipped.
You can now search the term ‘equip’ or ‘equipped’ within the Codex of Power to list currently equipped affixes.
We’ve added an inventory icon to indicate items that have at least one Greater Affix.
When D4 items with Greater Affixes drop in-game, they will also have the same icon to indicate they possess a Greater Affix.

Helltide and The Pit

The Party member that spends the Runeshards to open the Pit gets 100% of the Masterworking materials, the rest of the party receives half the amount.
Artillery and Blast Wave shrines no longer spawn in the Pit.
Hellborne spawn chance in Helltide zones has been increased.
Baneful Heart drop rate has been adjusted to be more consistent.
Overall loot quality from the Blood Maiden has been improved.
Loot quality has also been improved for players that contribute materials to summon the Blood Maiden, as a contribution bonus reward.
Doomsayer variants, which used to drop a Chest of Doomsaying on defeat, will now drop the contents of a Doomsaying Chest on death with no additional Cinders cost.

Balance Adjustments

Many Tempering affixes that were either over-performing or under-performing have been adjusted to meet intended power levels.
The Tempering Affix for Maximum Size increase for various skills and effects, such as Dust Devils or Bone Spirit, is now capped at 100%.

Itemization Updates

For full details on Itemization including Legendary Aspects and the Codex of Power, Item Affixes, Greater Affixes, Tempering, Masterworking, please read our Season 4 blog here.

Here are some of the major items coming with Itemization updates:

Extracting an aspect now upgrades it in the Codex of Power. All Aspects now exist in the Codex of Power.
Various item affixes have been updated and the overall pool of affixes has been condensed. Additionally, Greater Affixes have been introduced.
Appearing only on Ancestral Legendary and Unique items, these are more powerful (1.5x) versions of normal affixes.
Each item affix has a chance to be a Greater Affix in World Tier IV.
New Tempering and Masterworking Systems allow deeper customization of items and access to new affixes.
Legendary items dropped from enemy level 95+ are always 925 item power.
Unique Items can now drop earlier in the game:
World Tier III Unique Items now drop as non-Sacred in World Tier I and II.
World Tier IV Unique Items now drop as Sacred in World Tier III.
Uber Unique Items can start dropping from monster level 55, drops at 925 item power.
The Minimum levels required to equip Sacred and Ancestral items has been reduced.
Sacred: 35
Ancestral: 55

Game Updates

Accessibility

New Character Highlights

We have added an option to highlight NPC’s, characters and enemies found within Sanctuary to make them easier to distinguish against different environments.
Standard Highlight
Sets the in-game lighting to emphasize the dark and gritty world of Sanctuary as intended.
Additional Highlights
Greatly increases the contrast for the characters within the world. In-game options can be used to modify the intensity, as well as the colors.

Helltide Reborn

Helltide has been updated to provide more challenges and rewards.

Helltide Threat

As you battle through Helltides, you will generate Threat – how much will be determined by the difficulty of monster and how often you’re securing Tortured Gifts within Helltide.
There are three Helltide Threat Tiers that each increase the danger and frequency of monster ambushes. At Tier 3, you will become Hell-Marked.
Achieving maximum Threat will initiate a brief ambush frenzy of maximum enemy density. The ambush will end with a final Hellborne spawn, an immensely powerful agent of Hell, resurrected from the tortured souls of Sanctuary’s most powerful champions.
There are five variants representing each Class in Diablo IV.
Upon activating the Hellborne ambush, your Threat will reset.
Dying will reset your Threat.

Accursed Ritual

Baneful Hearts can primarily be earned through opening Tortured Gift chests and can be used at the Accursed Ritual location. Baneful Hearts can also drop from:
Hellborne Demons
Doomsayers
A scene of shocking gore, the Accursed Ritual is the ultimate testament to the disturbing lengths the followers of Hell will go to appease their dark wishes. It is here where you can begin the Accursed Ritual.
Deposit three Baneful Hearts to begin the ritual, and you will be swarmed with a dense demonic ambush. Other players within your subzone will be alerted that the ritual has begun if they wish to join you in your fight.
This ambush will climax with the arrival of the Blood Maiden, an immensely powerful demonic creature who will offer great reward upon her death.

World Tier I and II adjustments

A version of Helltide has been introduced for World Tiers I and II, with the following adjustments:

All Tortured Gifts are Mystery chests.
No roaming bosses.
Monster density adjusted to match expected difficulty of World Tier III and IV.

New Items

General

Unique Items

Tyrael’s Might – Unique Chest Armor

While at full Life, your Skills unleash a divine barrage dealing damage.

Yen’s Blessing – Unique Boots

Casting a Skill has a 40-60% hance to cast a Non-Mobility, Non-Ultimate Skill that is currently on Cooldown. This effect can only occur once every 8 seconds.

Legendary Aspects

Aspect of Frosty Strides

While below 45-60% Life, Evade Freezes Close enemies for Cold Damage and applies Vulnerable to them for 3 seconds.

Aspect of Concussive Strikes

Lucky Hit: Damaging an enemy has up to a 20% chance to Daze them for 2 seconds. You deal 5-20% increased damage to Dazed enemies.

Barbarian

Unique Items

Arreat’s Bearing – Unique Pants

Ancients you summon are empowered.
Korlic creates an Earthquake that deals Physical damage over 4 seconds when he leaps.
Talic leaves behind Dust Devils that deal damage while he whirlwinds.
Madawc ignites the ground Burning enemies for an additional damage over 4 seconds when he upheaves the ground.

Twin Strikes – Unique Gloves

After casting Double Swing 4 times, your next Double Swing will hit 2 additional times, each dealing 10-25% increased damage.

Legendary Aspects

Aspect of Fierce Winds

Your Shout Skills create 3 Dust Devils that deal damage to enemies along their path.
Your Dust Devils are 5%-20% bigger and deal 1% increased damage for each 1% their size is increased.

Druid

Unique Items

Earthbreaker – Unique Ring

Landslide causes the ground to erupt in tectonic spikes which continue to deal 0.6-0.9 damage over 2 seconds. Casting Landslide in this area has a 20-30% chance to cause additional Landslide pillars to spawn within.

Wildheart Hunger – Unique Boots

When you Shapeshift into a Werewolf or a Werebear, you gain Wildheart for 5 seconds. Wildheart grants you 1%-1.5% increased damage with Shapeshifting Skills every 2 seconds, stacking 20 times.

Legendary Aspects

Aspect of Fevered Mauling

When you hit at least 1 enemy with Maul, increase its Attack Speed by 1%-2.5% and you gain 1%-3% Damage reduction for 5 seconds, stacking up to 5 times.

Necromancer

Unique Items

Ebonpiercer – Unique Amulet

Blight also shoots 4 smaller projectiles that pierce enemies and deal Shadow damage over 3 seconds.

Cruor’s Embrace – Unique Gloves

Blood Surge consumes Corpses to cause mini novas, dealing damage. Damage is increased by 10% per target drained by the initial cast, up to 50%. Damage is also increased by 20% for each Corpse consumed.

Legendary Aspects

Aphotic Aspect

Skeletal Priests empower your Skeletal Warriors’ attacks to deal Shadow damage and have a 5%-20% 5%-15% chance to Stun enemies for 1.5 seconds.

Rogue

Unique Items

Scoundrel’s Kiss – Unique Ring

Rapid Fire now lobs exploding arrows that deal 15%-25% increased damage.
Scoundrel’s Kiss projectile pattern is now more predictable.

Saboteur’s Signet – Unique Ring

Casting Flurry has a 15-30% chance to release Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills have a 2% 5% Lucky Hit Chance.

Legendary Aspects

Aspect of High Velocity

Barrage arrows now pierce through 1 enemy.
Barrage has 10%-20% increased Attack Speed.

Sorcerer

Unique Items

Fractured Winterglass – Unique Amulet

Casting Frozen Orb has a 35-50% chance to spawn a random Conjuration when it explodes. Lucky Hit: Your Conjurations have up to a 50-70% 70-100% chance to launch a Frozen Orb at Nearby enemies.

Flameweaver – Unique Gloves

Casting Fire Bolt through your Firewall causes it to split into 4 bolts, each dealing 80-100% more damage.
Flameweaver now splits Firebolts to 3 instead of 4, and damage buffed to 30-70% from 10-30%.

Legendary Aspects

Aspect Of Tenuous Destruction

Deal 25-40% increased damage while you have no Defensive Skills on your Action Bar.

Flamethrower’s Aspect

Incinerate splits into 3 beams, each dealing 70-85% of normal damage.

Balance Updates
General

Unique Items

Banished Lord’s Talisman

Updated visuals and sounds to indicate that your next Core Skill will Overpower.
Critical Strike Overpower damage reduced from 80-120% to 20-60%.
Resources needed for guaranteed Overpower reduced from 300 to 275.

Tibault’s Will

Damage increase while Unstoppable reduced from 20-40% to 10-20%.
Damage increase persists for 1 second longer after being Unstoppable.

Razorplate

Razorplate has been updated to function within the new Masterworking system.
Now has four Thorns affixes instead of no affixes.
New Unique Power: Thorns has a 10% chance to deal 100-150% increased damage.

Legendary Aspects

Disobedience

Armor stacks no longer fall off independently. They now refresh or reset at the same time.
Armor gain changed to 25-40%.

Assimilation

Previous – You have 8% increased Dodge Chance versus enemies affected by Damage Over Time effects. When you Dodge you gain 5-10 of your Primary Resource.
Now – You have 8% increased Dodge Chance. When you Dodge, Fortify for 5-10% 5-20% of your Maximum Life.

Of Retribution

Chance to Stun increased from 8% to 10%.
Now increases damage to Stunned and Knocked Down enemies.

Of Inner Calm

Previous – Deal 5-10% increased damage for each second you stand still, up to 40%.
Now – Deal 5-10% increased damage. Triple this bonus after standing still for 3 seconds.

Of the Crowded Sage

Previous – You Heal for (0-181) Life per second for each Close enemy, up to (4-605) Life per second.
Now – You have 8% increased Dodge Chance. Successful Dodges restore 5-20% of your Maximum Life.

Bold Chieftain’s

Now usable by both Barbarians and Druids.

Needleflare

Now also applies Thorns to Necromancer minions.

Hectic Aspect

Cooldown Reduction reduced from 2-4 seconds to 1-2 seconds.

Miscellaneous

Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player’s attributes.
Skill tags have been updated everywhere to allow more Aspects and other effects to affect more skills and abilities. Examples:
Applicable “Shout” skills for Druid and Barbarian are now tagged as Shouts.
New Chain tag for abilities like Chain Lightning and Rabies.
New Mobility tag for abilities that move and or teleport the player, such as Caltrops or Teleport.
More skills are now tagged as Core skills, such as Sorcerer Mastery Skills and other skills which use resources like Bone Spirit.
Additionally, various Aspects have been updated to account for these changes.
Damage Reduction granted by Fortify has been increased from 10% to 15%.
Cooldown Reduction is now capped at 75%.
Physical Damage calculation against Damage Reduction now caps at level 100.
The Maximum Evade Charges affix has been increased from 2 to 3.
The Attacks Reduce Evade’s Cooldown affix has been increased from .8 to 1.5 seconds.
The Evade Grants Movement speed affix has been increased from 50% to 125%.
All Resistance from Amulets has been increased from 19% to 25%.
Single element resistance on Rings has been increased from 8% to 10%.

Barbarian

General

Barbarian’s 10% innate Damage Reduction has been removed.
Legendary powers that require Call of the Ancients to be equipped no longer have that requirement.
Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from. Additionally, the following updates have been applied for Dust Devils:
The maximum number of Dust Devils that can be active at once is now 15. Dust Devils now move more quickly and dissipate sooner.

Skills

Charge

Damage reduced from 250% to 180%.

Power Charge

Cooldown Reduction per Target Hit reduced from 3 to 2 seconds.
Cooldown Reduction for hitting a Boss reduced from 6 to 4 seconds.
Maximum Cooldown Reduction reduced from 9 to 6 seconds.

Furious Hammer of the Ancients

Previous – Hammer of the Ancients deals 1%[x] increased damage for each point of Fury you had when using it.
Now – Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 10 Fury you had when using it.

Violent Rend

Rend’s Damage against Vulnerable enemies increased from 12%[x] to 25%[x].

Rupture

The initial damage dealt from Rupture is now guaranteed to Overpower.

Call of the Ancients

Korlic Leap damage increased from 104% to 156%.
Korlic Frenzy damage increased from 39% to 59%.
Talic Whirlwind damage increased from 65% to 98%.
Madawc Upheaval damage increased from 195% to 293%.

Kick

Range of damage increased from 2.2 meters to 3 meters.
Additional damage when enemy is knocked into a wall increased from 70% to 105%.

Power Kick

Damage per 10 Fury consumed increased from 20% to 25%.

Passives

Unbridled Rage

Bonus damage reduced from 135%[x] to 100%[x].

Weapon Expertise

Polearm Expertise

Lucky Hit chance increased from 10%[x] to 15%[x].
Damage while Healthy increased from 10%[+] to 15%[x].

Two-Handed Mace Expertise

Fury gain increased from 2 to 5.
Previous – You deal 15%[x] increased Critical Strike damage to Stunned and Vulnerable enemies while Berserking.
Now – You deal 15%[x] increased Critical Strike damage while Berserking.

Two-Handed Axe Expertise

Vulnerable Damage reduced from 15%[x] to 10%[x].

One-Handed Axe Expertise

Critical Strike Chance against Injured enemies increased from 5%[+] to 10%[+].

Paragon

Marshal Glyph

Cooldown reduction reduced from 4 to 2 seconds.

Blood Rage Legendary Node

Damage increased by Berserking bonus reduced from 25% to 10%, and caps at 30%[x] damage bonus.

Crusher Glyph

Additional Bonus: Overpower damage reduced from 30%[x] to 20%[x].

Dominate Glyph

Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.
Additional Bonus
Previous – After not Overpowering for 30 seconds, your next attack will Overpower.
Now – Every 30 seconds, your next attack will Overpower.

Seething Glyph

Additional Bonus: Fury gain on enemy kill increased from 3 to 5.

Legendary Aspects

Aspect of Sundered Ground

Description reworded for clarity, no functional change.
Previous – Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.
Now – Every 25 seconds, your next Upheaval cast is guaranteed to Overpower and deals 10-25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.

Earthstriker’s Aspect

Bonus Overpower Damage reduced from 35-50%[x] to 15%-30%[x].

Aspect of the Relentless Armsmaster

Fury Generation while all three Walking Arsenal bonuses are active increased from 20-35% to 35-65%.

Windlasher’s Aspect

Previous – Casting Double Swing twice within 1.5 seconds creates a Dust Devil that deals 0.22-0.32 damage to enemies behind the target.
Now – Casting Double Swing creates a Dust Devil that deals 0.35-0.5 damage to enemies in its path. Triple the amount of Dust Devils created if Double Swing is cast twice within 2 seconds.

Devilish Aspect

Previous – After generating 100 Fury, your next attack that deals direct damage creates a Dust Devil that deals 0.24-0.38 damage to enemies behind the target.
Now – After generating 100 Fury, your next direct damage creates 3 Dust Devils that deal 0.4-0.6 damage to enemies in their path.

Dust Devil’s Aspect

Previous – Whirlwind leaves behind Dust Devils that deal 0.22-0.32 damage to surrounding enemies (1 Dust Devil every 1.5 seconds).
Now – Whirlwind leaves behind Dust Devils that deal 0.4-0.6 damage to enemies in their path (1 Dust Devil every 0.75 second).

Aspect of Fierce Winds

Dust Devils created reduced from 5 to 3.

Veteran Brawler’s

Now increases the damage for Charge, Leap, and Kick.
The timer on the buff has been removed.

Of Giant Strides

Previous – Reduces the Cooldown of Leap by 3-5 seconds per enemy hit, up to a maximum of 9 seconds.
Now – Reduces the Cooldown of Leap by (2.5-5) seconds per enemy hit, up to a maximum of 9 seconds. Hitting a Boss with Leap provides the maximum cooldown reduction.

Of Anemia

Previous – Lucky Hit: Direct damage against Bleeding enemies has a 15-30% chance to Stun them for 2 seconds.
Now – Lucky Hit: Damaging Bleeding or Vulnerable enemies has a 15-30% chance to Stun them for 2 seconds.

Of Vocalized Empowerment (Previously Of Echoing Fury)

Now equippable by both Barbarians and Druids.
Previous – Your Shout Skills generate 2-4 Fury per second while active.
Now – Your Shout Skills generate 5-10 Primary Resource per second while active.

Unique Items

Rage of Harrogath

Previous – Lucky Hit: Up to a 20-40% chance to reduce the Cooldowns of your non-Ultimate Skills by 1.5 seconds when you inflict Bleeding on Elites.
Now – Lucky Hit: Inflicting Bleeding on an enemy has up to a 20-40% chance to reduce the Cooldowns of your Skills by 1 second.

Azurewrath

Damage dealt when Freezing enemies increased from 2.0-3.0 to 3.0-4.5.
Can now trigger from Non-Core skills.

Fields of Crimson

The blood pool now makes enemies take increased damage from all damage types.
Damage bonus increased from 20% to 30%.

Ancient’s Oath

Bonus damage duration increased from 3 to 5 seconds.

Druid

Spirit Boons

Packleader

Cooldown reset chance increased from 20% to 25%.

Energize

Spirit restoration increased from 10 to 20.

Masochistic

Critical Strike Healing increased from 3% to 5%.

Wariness

Reduced damage from Elites increased from 10% to 15%.

Skills

Claw

Damage increased by ~10% (.25 to .28).
Enhanced Claw
Attack Speed increased from 15% to 20%.

Maul

Damage increased by ~10% (.24 to .26).
Enhanced Maul
Fortify increased from 5% to 8%.

Raging Pulverize

Stun duration increased from 2 to 3 seconds.

Shred

Damage increased by 10%.
Enhanced Shred
Healing increased from 2% to 4%.

Debilitating Roar

Now categorized as a Shout skill.

Wolves

Wolves now gain Unstoppable when the Skill is cast.
Health increased by 200%.
Respawn reduced from 10 seconds to 5 seconds.

Hurricane

Damage increased from 134% to 187%.

Petrify

Prime Petrify
Previous – Petrify’s effect durations are increased by 1 second.
Now – Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second.
Supreme Petrify
Previous – Killing an enemy affected by Petrify grants 25 Spirit.
Now – Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.

Lacerate

Damage increased by 22%.
Prime Lacerate
Previous – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes.
Now – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage.
Supreme Lacerate
Previous – Lacerate’s initial strike is guaranteed to Critically Strike and deals 150% increased damage.
Now – Whenever Lacerate Critically Strikes, you deal 4% increased damage for 10 seconds, up to 40% your Shapeshifting Skills deal 4% increased damage for 10 seconds, up to 40%.

Passives

Call of the Wild

Damage increased from 10% to 12%.

Quickshift

Previous – When a Shapeshifting Skill transforms you into a different form, it deals 7% increased damage.
Now – When Shapeshifting into a new animal form, you deal 1% increased damage for 3 seconds, up to 6%.

Heightened Senses

Previous – Upon Shapeshifting into a Werebear or Werewolf, gain 4% Damage Reduction against Elites for 5 seconds.
Now – When Shapeshifting into an animal form, Werebear grants 2% Damage Reduction and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active.

Clarity

Previous – Gain 2 Spirit when transforming into Human form.
Now – After casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by 5%, up to 15%.

Digitigrade Gait

Movement Speed increased from 3% to 4%.

Legendary Aspects

Of The Changeling’s Debt

Previous – Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120-124% of the Poisoning damage and consume the Poisoning.
Now – You deal 25-40% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.

Of The Unsatiated

Previous – After killing an enemy with Shred, your next Werewolf Skill generates 25-32% more Spirit and deals 25-32% increased damage.
Now – After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 10-25% increased damage when cast above 50 Spirit.

Of The Blurred Beast

Damage increased from 25-32% to 25-35%.

Nighthowler’s

Previous – Blood Howl increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.
Now – Blood Howl is now a Shout Skill and increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.

Raw Might

Now all Shapeshifting Skills contribute to the buff stacks.
Damage increased from 35-50% to 40-55%.
Stun duration increased from 2 to 3 seconds.

Shepherd’s

Now Wrath Skills also gain increased damage from Companions.

Mangled

Previous – When you are struck as a Werebear you have a 25-40% chance to gain 3 Spirit.
Now – While in Werebear form, you gain 10-25 Spirit every 8 seconds.

Of Mending Stone

Killing an enemy with any Skill now replenishes the Barrier as well as Earth Skills.

Of Vocalized Empowerment (Previously of Echoing Fury)

Now equippable by both Barbarians and Druids.
Previous – Your Shout Skills generate 2-4 Fury per second while active.
Now – Your Shout Skills generate 5-10 Primary Resource per second while active.

Unique Items

Fleshrender

Damage bonus increased from 10% to 15%.
Previous – Debilitating Roar and Blood Howl deal damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.
Now – Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.

Waxing Gibbous

Life On Kill replaced with Spirit On Kill.

Paragon

Tracker Glyph

Poisoning damage effect duration increased from 33% to 40%.

Bane Glyph

Poison effect double damage chance increased from 10% to 15%.

Shapeshifter Glyph

Critical Strike Chance increased from 20% to 25%.

Wilds Glyph

Damage increased from 120% to 130%.

Inner Beast Legendary Node

Previous – After Shapeshifting, your Spirit costs are reduced by 10% for 5 seconds, up to 30%.
Now – After Shapeshifting, your Spirit costs are reduced by 5% for 10 seconds, up to 45%. If you reach 10 stacks, this bonus resets and reduces the Cooldown of your Ultimate Skill by 5 seconds.
Necromancer
Skills
Enhanced Blight
The Tooltip now correctly references the defiled area for the Slow effect.
Blood Mist
Removed the movement speed reduction.
Golem
This ability can now be activated while crowd controlled. Activating this ability makes the player Unstoppable.
Decompose
Reworded description to be more consistent with the use of Corpses.
Interval reduced from 1.5 seconds to 1 second.
Increased channeling Essence generation from 8 to 10 per second.
Upgrades now activate when spawning corpses instead of channeling for 1 second.
Enhanced Decompose
Decompose now causes an explosion [40% weapon damage] when creating a corpse or when the target dies.
Now also generates 10 Essence when creating a corpse.
Acolyte’s Decompose
Previous – Every 1.5 seconds, Decompose makes Enemies Vulnerable for 4 seconds.
Now – Decompose explosions make enemies vulnerable.
Initiate’s Decompose
Movement Speed bonus is now on Decompose explosions instead of channeling.
Bonus Movement Speed duration increased from 5 to 8 seconds.
Army of the Dead
Increased spawn rate of Volatile Skeletons by 50%.
Supreme Army of the Dead spawn rate adjusted to match Volatile Skeletons.
Is now categorized as a Summoning skill.
Passive
Inspiring Leader
Previous – After you have been Healthy for at least 2 seconds, you and your Minions gain 4/8/12%[+] Attack Speed.
Now – While you are Healthy, you gain 4/8/12%[+] increased critical chance and your Minions gain 6/12/18%[+] increased Critical Strike Chance.
Kalan’s Edict
Previous – After you have not taken damage in the last 2 seconds, your Minions gain 15% Attack Speed. This bonus is doubled while you have at least 7 Minions.
Now – Your Minions gain 3% Attack Speed for each active Minion.
Book of the Dead
Skeletal Warriors will now run ahead of the Necromancer more often, and can initiate combat.
Skirmishers – Removed 3 second limit from the second upgrade.
Reapers
First Upgrade
Previous – Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by 2 seconds.
Now – Wind-up attacks now reduce one of your active Cooldowns by 3 seconds.
Defenders
Now Taunts in an area around them, instead of negating damage every 6 seconds from the first upgrade.
Second upgrade changed from increasing Thorns inherited from the player to Defenders reduce damage taken by 99%.
Shadow Mages
Attacks now pierce.
First upgrade
Previous – Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen toon the same enemy more than once every 5 seconds.
Now – You deal 3%[x] increased damage for each active Shadow Mage.
The second upgrade now has an additional Shadow Bolt fired every 3 attacks, down from 4. Additional Shadow Bolt now occurs every 2nd attack after the second upgrade.
Cold Mages
Attacks now gain 3 Essence from the first upgrade.
Attacks now apply Vulnerable without condition.
Bone Mages
First Upgrade
Previous – Reduce the Life cost of your Bone Mages’ Attack from 15% to 10%. After being alive for 5 seconds, Bone mages deal 40%[x] increased damage.
Now – Bone Mages now cast Bone Splinters or Bone Spear every 6th attack if it is on your Action bar. Bone Mages have a 25% chance to cast Bone Splinters or Bone Spear if it is on your equipped Skills.
Second Upgrade
Previous – Each time a Bone Mage dies from its own attack they leave behind a corpse and Fortify you for 20% of your Maximum Life.
Now – Bone Mages drop a corpse when they die. Bone Mage attacks will grant 3% of Maximum Life Fortify.
Blood Golem
Golem now absorbs 30%, up from 15%, from the first upgrade.
The second upgrade active ability from Golem also heals the player for 5% of Maximum Life for each enemy drained.
Bone Golem
First Upgrade
Previous – Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a corpse.
Now – Spawn 5 corpses around the Golem where its ability is used.
Second Upgrade
Previous – Your Bone golem gains 10% Maximum Life and the amount of Thorns it inherits from you is increased from 30% to 50%.
Now – Your Bone Golem unleashes Bone Spikes when taking damage.
Iron Golem
First upgrade
Now casts the Shockwave every 2 attacks instead of 4.
Shockwave damage increased from 40% to 154%.
Second upgrade
Now also pulls enemies in instead of applying Vulnerable.
Legendary Aspects
Blood-soaked Aspect
Previous – Your movement speed is no longer reduced while Blood Mist is active.
Now – While in Blood Mist form, increases movement speed by 20%.
Unyielding Commander Aspect
Previous – While Army of the Dead is active, your Minions gain 70-84% Attack Speed and take 90% reduced damage.
Now – While Army of the Dead is active, your Minions deal 70-100% increased damage and take 90% reduced damage.
Occult Dominion
Also increases the max number of Skeletal Warriors by 2.
Blood Getter’s
Previous – Your Maximum number of Skeletal Warriors is increased by 2.
Now – Your Skeletal Priests also empower you at 55-70% effectiveness.
Flesh-Rending
Previous – When Decompose spawns a Corpse, gain 25-40 Essence.
After: When Decompose explodes, gain 25-40 Essence.
Rotting
Previous – Decompose can chain and burst up to 2 additional targets. When Decompose spawns a Corpse, it has a 50-100% chance to spawn a Corpse under all afflicted targets.
After: Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deals 15-30%[x] increased damage.
of the Damned
Previous – You deal 40-50%[x] increased Shadow damage to enemies afflicted by both Decrepify and Iron Maiden.
After: You deal 40-50%[x] increased Shadow damage to enemies afflicted by any Curse.
of Untimely Death
Previous – Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Overpower damage on your next Overpowering attack, up to a 30-60%[x] bonus.
After: Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Critical Strike Damage on your next Critical Strike, up to a 30-60%[x] bonus.
of Potent Blood
Previous – While Healthy, Blood Orbs grant 10-25 Essence.
After: Blood Orbs grant 10-25 Essence.
Unique Items
Ring of Mendeln
Previous – Lucky Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to explode for X Physical damage.
Now – Every 6th attack from each Minion is empowered, exploding for X Physical damage.
Lidless Wall
Lucky Hit Chance increased from 5-25% to 15-30%.
Bloodless Scream
Essence gain increased from 7-10 to 15-20.
Paragon
Control Glyph
Previous – Additional Bonus: You and your Minions deal 10%[X] increased damage to Slowed or Chilled enemies or, instead, 20%[X] increased damage to Stunned or Frozen enemies.
Now – Additional Bonus: You and your Minions deal 20%[X] increased damage to Crowd Controlled targets.
Deadraiser Glyph
Additional Bonus maximum bonus buffed to 15%[X].
Dominate Glyph
Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.*
Cult Leader Paragon Node
Previous – Your Minions deal 15%[X] increased damage for each 20%[X] of Attack Speed Bonus they have.
Now – Your Minions deal 30%[X] increased damage for each 20%[X] of Attack Speed Bonus they have, up to a maximum of 100% Attack Speed Bonus.
Rogue
Stun Grenades (granted by various aspects) base stun duration increased from .5 to 1 second.
Skills
Inner Sight
While the Inner Sight gauge is full, you also gain 25%[+] Critical Strike Chance for 4 seconds.
Attacking enemies that are not marked will fill the gauge but at 5% of the normal rate.
Preparation
Reduced energy requirement from 100 to 75.
Flurry
Damage increased from 66% to 75%.
Volley
Can now be cancelled slightly earlier from another skill.
Passive
Victimize
Fixed an issue where this wasn’t activating and scaling from certain instances.
Increased chance to proc from 45% to 50%.
Paragon
Exploit Weakness Legendary Node
Maximum increased damage buffed from 15%[x] to 25%[x].
Leyrana’s Instinct Legendary Node
Previous – When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your next 3 Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus.
New: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus while Inner Sight’s gauge remains full.
Chip Glyph
Increased physical damage bonus from 6.6% to 9.9% for each 5 Dexterity purchased within range.
Legendary Aspects
Aspect of Encircling Blades
Increased damage range buffed from 10-25% to 15-30%.
Opportunist’s
Previous – When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal Physical damage and Stun enemies for 0.5 seconds.
Now – When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills deal 25-40% more damage.
Trickster’s
Now additionally increases Grenade Skill damage by 25-40%.
Of Surprise
Now additionally increases Grenade Skill damage by 25-40%.
Of Artful Initiative
Grenade Skill damage increase is now a range with higher potential, increased to 25-40%.
Of Uncanny Treachery
Previous – Dealing direct damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 15-21% Control Impaired Duration Reduction for 4 seconds.
Now – Dealing damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. When Stealth breaks, you gain 10-15% 85-100% Dodge Chance for 2 seconds.
Of Siphoned Victuals
Previous – Lucky Hit: Damaging a Vulnerable enemy with a Core skill has up to a 10-20% chance to drop a Healing Potion.
Now – Damaging a Vulnerable enemy with a Non-Basic Skill has a 5-20% chance to drop a Healing Potion.
Frostbitten
Previous – Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage against Frozen enemies.
Now – Enemies hit by your Grenade Skills have the same chance as your Critical Strike Chance to be Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage to Stunned or Frozen enemies.
Escape Artist’s
Number of attacks dodged reduced from 2-7 to 2-5.
Smoke Grenade Dodge effect Cooldown has been reduced from 45 to 20 25 seconds.
Of Quickening Fog
Maximum Dash Cooldown Reduction is reached from hitting 3 enemies, reduced from 5.
Of Volatile Shadows
Previous – When a Dark Shroud shadow was removed, you would trigger an explosion around yourself that dealt Shadow damage.
Now – When a Dark Shroud shadow is removed, you trigger an explosion around yourself that deals Shadow damage and applies Shadow Imbuement to each enemy it hits.
Blast Trapper’s
Previous – Lucky Hit: Dealing direct damage to enemies affected by your Trap skills has up to a 30-50% chance to make them Vulnerable for 3 seconds.
Now – Lucky Hit: Dealing damage to enemies affected by your Trap skills has a 15-30% chance to cause an explosion that deals Shadow Damage and applies Vulnerable for 2 seconds.
Of Lethal Dusk
Previous – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 1-5% Maximum Life on Kill for 6 seconds.
Now – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth grants you 10-25% Maximum Life.
Vengeful
Previous – Lucky Hit: Making an enemy Vulnerable has up to a 40-60% chance to grant 3% increased Critical Strike Chance for 3 seconds, up to 9%.
Now – Lucky Hit: Damaging a Vulnerable enemy has a 25% chance to create an Arrow Storm at the location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% more damage.
Of Arrow Storms
Previous – Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the enemy’s location, dealing physical damage over 3 seconds. You can have up to 5 active arrow storms.
Now – Lucky Hit: Your Marksman Skills have up to a 36% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% increased damage.

Resistant Assailant’s

When using Concealment, Resistance and Max Resistance have increased duration from 4 to 6 seconds.

Unique Items

Writhing Band of Trickery

Reduced cooldown from 10 to 6 seconds.

Beastfall Boots

Damage bonus reduced from .5-1.5% per Energy consumed to .25-.75%.
Energy restored from using a Cooldown increased from 5 to 15.

Eaglehorn

Damage bonus increased from 40-60% to 50-70%.

Skyhunter

Damage bonus increased from 10-30% to 20-40%.

Sorcerer

Mastery Skills are now also considered Core Skills.

Enchantments

Frost Nova Enchantment

Chance for conjuration skills to case a Frost Nova increased from 30 to 35%.

Frost Bolt Enchantment

Chill amount increased from 15% to 18%.

Flame Shield Enchantment

Previous – Flame Shield automatically activates upon taking fatal damage. This effect can only happen once every 120 seconds.
Now – Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.

Skills

Frozen Orb

New Functionality: Travel distance is now controllable.
Damage increased by 20% (.34 to .41).
Enhanced Frozen Orb
Previous – When cast above 40 Mana, Frozen Orb’s explosion damage is increased by 45% against Elites and 30% against all other enemies.
Now – While Healthy, the explosion of Frozen Orb deals 45% increased damage.

Greater Frozen Orb

Vulnerable chance increased from 30% to 40% and duration increased from 2 to 3 seconds.

Ice Armor

Enhanced Ice Armor
Mana Regeneration increased from 25% to 30%.
Shimmering Ice Armor
Previous – Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3.23 seconds.
Now – While Ice Armor is active, you reduce its Cooldown by 1 2 seconds for every 50 Mana you spend.
Mystical Ice Armor
Previous – Damage against Vulnerable enemies contributes 50% more to Ice Armor’s Barrier.
Now – While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies.

Shimmering Frost Nova

Previous – Frost Nova generates 4 Mana per enemy hit.
Now – Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges generate 20 Mana.

Flame Shield

Enhanced Flame Shield
Previous – Flame Shield grants 25% increased Movement Speed while active.
Now – Flame Shield has a 50% larger burn radius.
Mystical Flame Shield
Previous – You gain 25% Mana Cost Reduction while Flame Shield is active.
Now – After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill within 10 seconds is a guaranteed Critical Strike.

Teleport

Enhanced Teleport
Previous – Teleport’s Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
Now – You gain 30% Movement Speed for 3 seconds after Teleporting.
Mystical Teleport
Previous – For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.
Now – Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3.

Supreme Deep Freeze

Now applies Vulnerable for 5 seconds when it ends.

Ice Shards

Damage increased by 28% (1.25 to 1.6).
Enhanced Ice Shards
Ricochet chance increased from 40% to 50%.

Hydra

Baseline maximum amount increased from 1 to 2.

Lightning Spear

Damage increased by 8% (.15 to .16).

Greater Charged Bolts

Damage increased from 25% to 35%.

Incinerate

New Functionality: Gain 15% baseline Damage Reduction while channeling.
Damage increased by 10% (.76 to .84).

Passives

Elemental Attunement

Cooldown reset chance increased from 5% to 7%.

Mana Shield

Damage Reduction increased from 7% to 8%.

Devouring Blaze

Crowd Controlled enemies now provide the damage bonus instead of Immobilized.

Conjuration Mastery

Previous – You gain 1% increased damage for each active conjuration.
Now – You gain 1% increased damage, 1% Movement Speed, and 2% Mana Generation for each active Conjuration.

Convulsions

Lucky Hit Chance increased from 3% to 5%.

Shocking Impact

Damage increased by 100% (.2 to .4).

Elemental Dominance

Damage increased from 3% to 4%.

Legendary Aspects

Bounding Conduit

Previous – Gain 15-30% Movement Speed for 3 seconds after Teleporting.
Now – Teleport’s Cooldown is reduced by 1.0-2.5 seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.

Of Frozen Orbit

Damage increased from 30-40% to 45-60%.

Of Concentration

Previous – Your Mana Regeneration is increased if you have not taken damage in the last 2 seconds.
Now – Casting a Conjuration Skill grants you 10-20% 10-25% Damage Reduction for 5 seconds.

Of Abundant Energy

Chance to chain to an additional enemy increased to 35-50%.

Snowguard’s Aspect

Damage reduction increased from 10-25% to 15-30%.

Of Singed Extremities

Now both Immobilize and Stun trigger the Slow effect.

Of Conflagration

Previous – While channeling Incinerate, your Burning damage is increased by 25-40%.
Now – While channeling Incinerate, your Burning damage is increased by 25-40%. Enemies hit by Incinerate explode, Burning all surrounding enemies for over 6 seconds. This effect occurs once per 3 seconds.

Of Splintering Energy

Previous – Lightning Spear has a 35-50% chance to spawn an additional Lightning Spear when you cast it.
Now – Casting Lightning Spear always spawns an additional Lightning Spear and increases your damage with Lightning Skills by 10-25% for 3 seconds.

Shattered

Enemies no longer need to die while Frozen to trigger the bonus damage.
Damage increased from 25-40% to 30-45%.

Unique Items

Staff of Lam Esen

Critical Strike Damage Damage to Close Enemies replaced with Ranks of Charged Bolts.

Tal Rasha’s Iridescent Loop

Maximum stacks now capped at four.
All Resistance variants increased from 8%/3% to 10%/4%.

Flamescar

Ember damage increased by 25%.

Staff of Endless Rage

Damage bonus increased from 20-40% to 40-60%.

Esu’s Heirloom

Evade Grant’s Movement Speed Affix duration increased from 2 to 3 seconds.

Paragon

Tactician Glyph

New Functionality: Now lasts 4 seconds longer for each Defensive Skill not on your Action Bar.

Winter Glyph

Cold damage increase maximum raised from 15% to 18%.

Loot Updates

All items dropped in World Tier III will now be Sacred.
All items dropped in World Tier IV will now be Ancestral.
Item rarity drop chances have been adjusted. After level 28, the majority (~80%) of gear dropped that is not legendary will be rare. Additionally, chances to drop legendary items now scales more after reaching Level 50.
Item Power now increases every 5 levels after 50 instead of on a linear scale.

Elixir Updates

Existing Elixirs

All weak, strong, and potent Elixirs have been removed and replaced with the following, more powerful versions which are available at Level 50.

Elixir of Cold Resistance
Cold Resistance increased by 20%, Maximum Cold Resistance increased by 4%.
Experience gained increased by 5%.
Elixir of Cold Resistance II
Cold Resistance increased by 30%, Maximum Cold Resistance increased by 6%.
Experience gained increased by 8%.
Elixir of Fire Resistance
Fire Resistance increased by 20%, Maximum Fire Resistance increased by 4%.
Experience gained increased by 5%.
Elixir of Fire Resistance II
Fire Resistance increased by 30%, Maximum Fire Resistance increased by 6%.
Experience gained increased by 8%.
Elixir of Lightning Resistance
Lighting Resistance increased by 20%, Maximum Lightning Resistance increased by 4%.
Experience gained increased by 5%.
Elixir of Lightning Resistance II
Lighting Resistance increased by 30%, Maximum Lightning Resistance increased by 6%.
Experience gained increased by 8%.
Elixir of Poison Resistance
Poison Resistance increased by 20%, Maximum Poison Resistance increased by 4%.
Experience gained increased by 5%.
Elixir of Poison Resistance II
Poison Resistance increased by 30%, Maximum Poison Resistance increased by 6%.
Experience gained increased by 8%.
Elixir of Shadow Resistance
Shadow Resistance increased by 20%, Maximum Shadow Resistance increased by 4%.
Experience gained increased by 5%.
Elixir of Shadow Resistance II
Shadow Resistance increased by 30%, Maximum Shadow Resistance increased by 6%.
Experience gained increased by 8%.
Elixir of Iron Barbs
Armor increased by 300, Thorns increased by 150.
Experience gained increased by 5%.
Elixir of Iron Barbs II
Armor increased by 500, Thorns increased by 250.
Experience gained increased by 8%.
Elixir of Fortitude
Maximum Life increased by 10%.
Experience gained increased by 5%.
Elixir of Fortitude II
Maximum Life increased by 20%.
Experience gained increased by 8%.
Elixir of Destruction
Overpower damage increased by 7%, Vulnerable damage increased by 7%.
Experience gained increased by 5%.
Elixir of Destruction II
Overpower damage increased by 15%, Vulnerable damage increased by 15%.
Experience gained increased by 8%.
Elixir of Precision
Critical Strike Chance increased by 4%, Critical strike damage increased by 25%.
Experience gained increased by 5%.
Elixir of Precision II
Critical Strike Chance increased by 6%, Critical strike damage increased by 35%.
Experience gained increased by 8%.
Elixir of Advantage
Attack speed increased by 7%, Lucky hit increased by 7%.
Experience gained increased by 5%.
Elixir of Advantage II
Attack speed increased by 15%, Lucky hit increased by 15%.
Experience gained increased by 8%.
Elixir of Resource
Resource cost reduced by 10% 15%, Maximum Resource increased by 10.
Experience gained increased by 5%.
Elixir of Resource II
Resource cost reduced by 20% 30%, Maximum Resource increased by 25.
Experience gained increased by 8%.

New Elixirs

Elixir of Holy Bolts
After killing an enemy, holy bolts fire from the corpse of that enemy.
Experience gained is increased by 6%.
Elixir of Momentum
After killing an enemy, increase Movement Speed by 3% for 5 seconds, this effect stacks up to 15 times.
Experience gained is increased by 6%.

User Interface and User Experience

Esu’s Heirloom now denotes the bonus Critical Strike Chance based on Movement Speed in the Item’s tooltip, instead of as a buff on the buff bar.
A new option for camera to zoom further out has been added in the Graphics Options section of the Settings menu.
Crafting materials now have rarities associated with them.
New notifications related to the expiration of migrated Seasonal stashes has been added.
Search through your Stash now supports filtering by Item Power.
‘Drop item’ can now be used when selecting Ctrl+Click on Keyboard.
The Skill Tree can now be navigated with the D-pad on controller.
Miscellaneous changes made to improve overall readability throughout the game.

Gauntlet

Players who earned a Seal of the Worthy for a given week in the Gauntlet now have a 100% chance of being rewarded a Unique Item.
Boss Monsters won’t drop a shrine if they have been regenerated by the Pillar of Proving.

Nightmare Dungeon Rotation

The following Dungeons will be available as Nightmare Dungeons throughout our next season.

World Tier III
Light’s Watch
Zenith
Belfry Zakara
Earthen Wound
Faceless Shrine
Light’s Refuge
Forgotten Ruins
Renegade’s Retreat
Sepulcher Of the Forsworn
Tomb of the Saints
Garan Hold
Jalal’s Vigil
Sarat’s Lair
Betrayers Row
Champions Demise
Shifting City
World Tier IV
Dead Man’s Dredge
Forbidden City
Hallowed Ossuary
Kor Dragan Barracks
Mercy’s Reach
Rimescar Cavern
Tormented Ruins
Sanguine Chapel
Akkhan’s Grasp
Bastion of Faith
Blind Burrows
Endless Gate
Fetid Mausoleum
Ghoa Ruins
Heathens Keep
Leviathan’s Maw
Maugan’s Works
Serpents Lair
Steadfast Barracks
Collapsed Vault
Conclave
Crusaders Cathedral
Deserted Underpass
Inferno
Prison of Caldeum
Renegades Retreat
Shivta Ruins
Sirocco Caverns
Uldur’s Cave
Yshari Sanctum
Aldurwood
Broken Bulwark
Flooded Depths
Howling Warren
Lubans Rest
Mariners Refuge
Oldstones
Underroot
Vault of The Forsaken
Wretched Delve
Betrayer’s Row
Bloodsoaked Crag
Buried Halls
Carrion Fields
Charnel House
Guulrahn Canals
Komdor Temple
Path of the Blind
Whispering Vault

Miscellaneous

Traversal skills such as Leap and Teleport can now easily travel the distance to go to the edge of the screen. This will improve parity with Mouse and Keyboard players.
Note: with Ultrawide monitors, you may not traverse to the edge of your monitor as traversal abilities have a set maximum distance they can travel to.
More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved.
Experience rewards from completing Dungeon Events have been increased.
Damage over time effects will no longer interrupt channeled skills.
Channel times for interactable objects, such as picking up Bloodstones or activating switches, have been adjusted from various times of 1-2 seconds down to .75 seconds.
Legendary Items and Unique Items can now be traded. This only includes unaltered items. Imprinting, Enchanting, Tempering, or Masterworking an item will bind it your account.
Mounts can now be spurred in town.*(The local PTA has commissioned the Town Crier to implement scrolls of speeding to no avail).
Glyph Experience gains have been increased by 25%.
Flat Damage from Lucky Hit procs can be Critical Hits, but still cannot Overpower.
The bonus experience for World Tiers II, III and IV have been increased.
World Tier I: Unchanged.
World Tier II: Increased from 20% to 50%.
World Tier III: Increased from 100% to 150%.
World Tier IV: Increased from 200% to 250%.
Nightmare Dungeons that have been empty for 2 minutes will now be automatically closed instead of being reset.
The Gold cap has been increased from 9 trillion to 99 trillion.
Mutterlock chests now additionally drop 500 obols.
World Boss Health has been greatly increased for World Tiers III and IV.
Increased Murmuring Obols maximum capacity from 2,000 to 2,500.
Players can now change their hairstyle in the wardrobe.

Bug Fixes
Accessibility

Fixed an issue where the Screen reader did not identify check marks in the Challenge Menu.
Fixed an issue where the Screen Reader did not announce various pieces of information in the Clan Menu.
Fixed an issue where the Screen Reader did not announce Stats and Skill Used text in the Hall of Fallen heroes.
Fixed an issue where the Screen Reader did not announce currency types in the Character panel.
Fixed an issue where the Screen Reader did not announce anything in the Stash Search input field.
Fixed an issue where the Screen Reader did not identify the text in the Party Invitation request Pop up.
Fixed an issue where the Screen Reader could malfunction when switching tabs in the Renown page.

Gameplay

Barbarian

Fixed an issue where Iron Skin did not benefit from bonus Barrier Generation sources.
Fixed an issue where Upheaval cast by Madawc with Call of the Ancients would not stun with the Supreme Upgrade enabled.
Fixed an issue where the tooltip for the Aspect of Ancestral Charge did not denote that the damage bonus is multiplicative.
Fixed an issue where the Rumble Glyph did not fully give bonus damage to all Earthquake effects.
Fixed an issue where some non-skill damage effects, such as Metamorphosis or Gohr’s Devastating Grips, could grant stacks of Furious Upheaval.
Fixed an issue where the Aspect of Ancestral Charge legendary could occasionally stop functioning properly.
Fixed an issue where the guaranteed Overpower from the Earthstriker’s Aspect could not be used by Ground Stomp.
Fixed an issue where each hit from Ancients summoned by the Aspect of Ancestral charge would grant stacks of the Flawless Technique Legendary Paragon node.
Fixed an issue where Call of the Ancients was not properly scaling with Ultimate Skill Damage affixes.

Druid

Fixed an issue where the bonus damage from the Wild Impulses passive was additive instead of multiplicative.
Fixed an issue where Hurricane was not displaying decimal values for its duration when affected by the Endless Tempest passive.
Fixed an issue where the damage bonus from the Aspect of Retaliation bonus could apply twice.
Fixed an issue where Storm Strike and Claw could attack in place instead of attempting to path the player.
Fixed an issue where Blood Howl would not heal the player or properly regenerate Spirit when equipped with the Nighthowler’s Aspect.
Fixed an issue where the Fortify values generated by Safeguard was using Base Life instead of Maximum Life.
Fixed an issue where the multiplicative damage from the Wilds Glyph did apply for passive attacks from companions.
Fixed an issue where Earthspike would deal increased damage exponentially when hitting multiple stacked targets.
Fixed an issue where additional Landslides from the Aftershock Aspect didn’t fully apply the Enhanced Landslide upgrade modifier.
Fixed an issue where the Inner Beast Legendary Paragon node did not trigger with the automatic Shapeshift granted by Mad Wolf’s Glee or Insatiable Fury.
Fixed an issue where the bonus Attack Speed and Critical Strike chance granted by the Nighthowler’s Aspect was inconsistently applied for minions.
Fixed an issue where Blood Howl would not work properly when Ravens was also equipped.
Fixed an issue where the Spirit Glyph would only stack once instead of the intended six times.
Fixed an issue where Shred could target invisible enemies.

Necromancer

Fixed an issue where the bonus from the Bone Graft Legendary Paragon Node, which should only trigger from damage, could be triggered when enemies were made Vulnerable by Enhanced Bone Prison.
Fixed an issue where the bonus Movement speed from Death’s Approach was not active while in town.
Fixed an issue where the Requiem Aspect was granting lower Maximum Essence per minion than intended.
Fixed an issue where a Golem attack initiated right after dismounting wouldn’t complete.
Fixed an issue where Shadow and Bone Mages did not cast Blizzard when using the Coldbringer’s Aspect.
Fixed an issue where Skeleton Reapers had inconsistencies when targeting enemies.
Fixed an issue where the Movement Speed bonus from Death’s Approach was marked as multiplicative when it was additive.
Fixed an issue where the Movement Speed bonus from the Corporeal glyph would persist after unequipping the Glyph, or when the player had no active minions.
Fixed an issue where the chance for Skeleton Reapers to spawn a corpse was much lower than displayed.
Fixed an issue where casting Bone Spirit very close to an enemy could cause the skill to no track properly and miss.
Fixed an issue where Hewed flesh did not trigger Necrotic Carapace.

Rogue

Fixed an issue where Enhanced Shadow Imbuement always granted extra Critical Strike Chance instead of just on injured targets.
Fixed an issue where the tooltip for the Chilling Weight passive did not denote increased chill amount in the next rank up tooltip.
Fixed an issue where Shadow Clones weren’t inheriting Ultimate Skill damage from the No Witnesses Legendary Paragon node.
Fixed an issue where Thorns damage could apply Skyhunter’s Critical Strike Effect.
Fixed an issue where the Glyph Upgrade pedestal could spawn directly on top of a player if a Nightmare Dungeon was completed while casting Barrage.
Fixed an issue where the Aspect of Surprise calculated damage in a way that was inconsistent with other grenade effects.
Fixed an issue where Enhanced Rapid Fire was giving less Critical Strike Chance than expected.
Fixed an issue where non-offensive skills, such as Concealment, could consume the buff from Impetus.

Sorcerer

Fixed an issue where the bonus damage from the Torch and Tactician Glyphs were additive instead of multiplicative.
Fixed an issue where the Frigid Breeze passive would activate on any type of damage, instead of just cold damage.
Fixed an issue where Esu’s Ferocity was applying increase Critical Strike Damage to all damage types, instead of just Fire Damage.
Fixed an issue where Frozen Orb was applying vulnerable to frozen enemies without the Greater Frozen Orb upgrade.
Fixed an issue where the Destructive Ice Shards vulnerable effect could be applied by free Ice Shards casts granted by the Ice Shards Enchantment.
Fixed an issue where the effect from the Aspect of Searing Wards could be consumed by free casts granted by the Firewall enchantment.
Fixed an issue where other players in the party could trigger the Fireball enchantment effect when far away from the Sorcerer.
Fixed an issue where the damage bonus for the Winter Glyph was additive and not multiplicative.
The tooltip for the Aspect of Engulfing Flames now properly describes that it can grant both effects simultaneously.
Fixed an issue where the Mana Reduction from the Efficiency aspect only benefited Incinerate for the first second of channeling the ability.
Fixed an issue where the additional Ice Shards from the Aspect of Piercing Cold were dealing more damage than intended.
Fixed an issue where Frozen Orbs fired from the Enchantment effect did not prioritize targeting enemies on-screen.
Fixed an issue where Meteorites summoned by the Armageddon Aspect wouldn’t deal damage.
Fixed an issue where the tooltip for Incinerate did not accurately reflect how much Mana it consumed.
Fixed a rare issue where Crackling Energies could fail to spawn.

General

Fixed an issue where a player’s defensive capability could prevent Fortify from being applied.
Fixed an issue where a Monster, with both affixes active, could pull the player to the new Teleporter location with the Vortex ability.
Fixed an issue where the animation for Echo of Lilith’s Death from Above attack didn’t sync up with the actual area of effect for the damage.
Fixed an issue where players could be damaged while using a traversal.
Fixed an issue where the damage bonus from the Conceited Aspect did not get applied by the Barrier granted by Soulbrand.
Fixed an issue where sometimes enemies would not be immobilized when they should be.
Fixed an issue where Aberrant Cinders would remain on the ground after the Helltide had ended.
Fixed an issue where the player could be unable to move freely when changing the World Tier and using a Town Portal at the same time.
Fixed an issue where Attack Speed Magic Paragon Nodes granted less attack speed than the tooltip stated. The value now matches the tooltip.
Fixed an issue where the Unstoppable effect from the Eluding Aspect could trigger when the player was higher than 35% life.
Fixed an issue where free casts of abilities, such as Sorcerer’s Frozen Orb Enchantment effect, were triggering Evade Cooldown Reduction from the affix that reduces Evade Cooldown when attacking.
Fixed an issue where Monsters would stop spawning during the Cursed Shrine event if all present monsters were killed by leveling up.
Fixed an issue where you couldn’t interact with the Altar for the Venous Mote collection Whisper bounty.
Fixed an issue where a Bloodmarked Player did not count as an elite enemy for the Aspect of Protector in PvP.
Fixed an issue where Aberrant Cinders, which could picked up but had no functionality, remained on the ground after Helltide ended.
Fixed an issue where the visual effect from a Blood Blister explosion could be invisible if the Blood Blister itself was not visible.
Fixed an issue where the Blood Boiling and Metamorphosis Aspects were not scaling properly with weapon damage.

Quests and Dungeons

Fixed an issue where the Drowned Seahag in Mariner’s Refuge could drop no loot.
Fixed an issue where the Uncorrupted Flesh could not spawn during the Perceived Threat Quest.
Fixed an issue where using a town portal after killing Demotath during the Depths of Despair quest could block progression.
Fixed an issue where re-entering the quest dungeon for Exhuming the Forgotten could cause a server disconnect.
Fixed an issue where you would not be able to leave the Gauntlet after a party member joined, and it was voted to stop the run.
Fixed an issue where the Slay All Enemies objective in Guulrahn Canals, Luban’s Rest, and Conclave could fail to complete and block progression.

User Interface and User Experience

Fixed an issue where the affix preview window at the Occultist showed a fixed value instead of a range of values.
Fixed an issue where the key would not display in the key binding Menu if F8 was set as a binding.
Fixed an issue where the tooltip for X’fal’s Corroded Signet implied a larger area of effect than the ring actually did damage in.
For controller players that attempt to move and cast an ability but lack the resource for that ability, you will continue to move that direction until you have enough of your class’s resource. At which point, you will stop moving and cast that ability. This has been fixed so that the player will stop moving even when they don’t have enough resources to cast.
Fixed an issue where the damage reduction from Harlequin’s Crest didn’t display in Character Stats while in Town or mounted.
Fixed an issue where swapping key binding presets wouldn’t persist between play sessions if that was the only setting changed.
Fixed an issue where the Edgemaster’s Aspect could sometimes not appear when searching the Stash.
Fixed an issue where the Glacial Aspect’s tooltip in the Codex of Power was inaccurate.
Fixed an issue where unequipping a Paragon Board that has two unlocked Gate Nodes not connected to each other would result in other boards becoming unequipped.
Fixed an issue where powers on items that scaled with player attributes, such as the powers of Deathless Visage or Fleshrender, did not properly display the scaling bonus.
Fixed an issue where Trade Chat could still be entered even when it was disabled in the settings.
Fixed an issue where the Feats of Strength completion percentage was not accurate when all challenges were completed.
Fixed an issue where the number of affixes were inconsistent between Nightmare Sigils and the spawned Nightmare Dungeon.
Fixed an issue where the Inspect window could persist on the screen and block the trade window when trading in Local Co-Op.
Fixed an issue where comparisons involving affixes acquired via enchanting were not accurate.

Miscellaneous

Fixed various instances where some items were class-restricted when they shouldn’t be.
Fixed an issue where Ancestral items could only be gambled for when the player’s character was Level 73 or higher.
Fixed an issue where Vampiric Pacts from the Season of Blood could still drop in certain instances.
Fixed an issue where weather effects during Helltide could stop functioning while moving through an area affected by Helltide.
Various performance, stability, visual, and UI improvements.

And that’s all there is to Patch 1.4.0 in Season 4 of Diablo 4. Now is the time to prepare your builds and get ready for the Pit.

MLB The Show 24 Releases Massive Update

MLB The Show 24 has just released a massive update, packed with exciting new content for players to enjoy. The update includes a variety of new packs, a new Legend, and a host of other features that are sure to delight fans of the game.

New Packs Galore

The update brings a plethora of new packs to the game, including a Show Classics pack, a Seasons award pack, a new Chase card, and a headliner. These packs are stuffed with exciting new cards, including a maxed-out Jesse Winker card that is perfect for use as a DH or pinch hitter. Other notable cards include a Yon Moncada card with good clutch and decent hitting stats, a Bobby Miller card with impressive hitting and K9 stats, and a Trent Gisham card with max Fielding and good speed. It includes some paid packs, so we need to have more cheap mlb the show 24 stubs on hand, which can be used to purchase the packs of our choice.

New Packs

Season Awards and New Legends

The update also introduces new Season Awards, featuring cards such as a Nick Senzel card with maxed-out stats against lefties, a Max Fried card with a good hit and BB9, and a Pete Alonso card with good power and clutch. The big news, however, is the introduction of a new Legend – CC Sabathia for the Yankees. This card is available through storylines and is sure to be a hit with fans.

Season Awards

Other Updates and Features

In addition to the new packs and Legends, the update also brings an update to Jeter, making him a 90 overall Captain. This is a great addition for players who want to build a strong Yankees-themed team. The update also confirms that Team Infinity 3 has been confirmed, with 99 overalls, which is sure to shake up the game’s meta.

Community Reaction

The community is abuzz with excitement over the new update, with many players expressing gratitude for the new content. However, some players have also expressed frustration with the game’s structure, feeling that the new cards are too expensive and that the game’s economy is not well-balanced. Despite these concerns, the update is a clear win for fans of MLB The Show 24, offering a wealth of new content to enjoy.

Looking Ahead

With the update comes a sneak peek at what’s to come, including a new Legend on May 10th and the return of Double XP next weekend. The game is also introducing a new rank, new Battle Royale, and a new event – Mother’s Day Conquest map. These additions are sure to keep players engaged and excited about the game’s future.

Overall, the latest update to MLB The Show is a massive win for fans of the game. With its wealth of new content, exciting new packs, and introduction of a new Legend, there’s never been a better time to jump into the game.

Monopoly GO Color Set Guide

In Monopoly GO, a complete color set is a group of properties that have the same color on the board, and it offers many advantages in the game, such as building a property empire and collecting substantial rents. If you want to dominate the board and crush your opponents, mastering how to secure a complete Monopoly GO Color Set is crucial. In this article, we’ll cover everything you need to know about complete Monopoly GO Color Sets, including what they are, how to obtain them, and their benefits.

What Is a Monopoly GO Color Set?

In Monopoly GO, a Color Set comprises two to three Property Tiles of the same color. Each group forms a unique Color Set, which players can acquire by adding properties.

You complete a Color Set by placing Hotels on Property Tiles of the same color. The game features eight Color Sets: Brown, Light Blue, Magenta, Orange, Red, Yellow, Green, and Dark Blue. By filling these same-colored avenues with Hotels, created from five Houses each, you achieve that Color Set. When a Set is complete, the Hotels glow. Landing on a glowing tile next time will win you a prize — and allow you to recollect the Properties to start over.

How To Complete a Monopoly GO Color Set?

To complete a color set in Monopoly GO, you need to collect green houses, similar to the board game. You earn these green houses whenever you upgrade an attraction, and they are randomly allocated spots when you return to the board. Once five green houses have been placed on a property, they combine into a hotel.

Additionally, each property belongs to a color set of two or three properties. When you have hotels on all properties of a color set, you complete the color set and get to spin the Color Set Wheel for rewards. After spinning the Color Set Wheel, the hotels are removed, and the color set is empty again. You need to collect more houses to complete it again. An event that allows you to spin the wheel twice, earning more rewards, randomly appears at any time for a very limited duration, so make sure to keep an eye out to catch it before it disappears! There’s the potential for significant rewards if you’re lucky.

Benefits of Completing Monopoly GO Color Sets

The two main advantages of having a complete Monopoly GO Color Set are building houses and hotels and increasing rent.

Building Houses and Hotels

Once you have a complete Monopoly GO Color Set, you can start building houses and hotels on your properties. This increases their value and makes them more attractive for other players to land on. It also helps prevent other players from completing a Monopoly GO Color Set of their own, as they will have to pay you higher rent if they land on your properties.

Increasing The Rent

Another advantage of having a complete color set is the ability to increase the rent you can charge other players who land on your properties. The rent depends on the number of houses and hotels built on your properties, as well as their color. The more complete color sets you have, the higher rent you can collect from other players. This will help you earn more money and bankrupt your opponents faster.

We hope this clears up any confusion surrounding the color sets of Monopoly GO! For more help, why not visit U4gm? This is also the best place offers the cheapest Monopoly GO Stickers for sale – with delivery times of just a few minutes and a 100% safe purchasing experience without any risk of scams.

Season 3 Early Pros and Cons: A Review of Diablo 4

Diablo 4 Season 3 has brought both positive and negative aspects to the highly anticipated action role-playing game. Let’s explore the early pros and cons to give players an idea of what to expect from this update.

Season 3 Early Pros and Cons: A Review of Diablo 4

Pros:

  • The inclusion of actual dungeons with traps and obstacles adds strategy and critical thinking to the gameplay, making each run more engaging and rewarding.
  • The increased mob density in the new dungeons creates a more intense and action-packed atmosphere, especially as players progress to higher levels.

Cons:

  • The design choice of using grey traps on grey floors with grey walls in dim lighting has frustrated players. The lack of contrast makes it difficult to discern the traps, leading to unnecessary delays.
  • The repetitive pattern in the Vault design, where players must wait for a door to open coupled with a rotating ice line, creates frustrating delays that disrupt the flow of the game.
  • The implementation of the Minion system relies heavily on RNG, making the leveling process tedious and luck-dependent. This randomness detracts from the sense of progression and strategic decision-making. Additionally, getting the right D4 items is very difficult.
  • The seasonal character in Season 3 lacks distinctiveness compared to characters in the eternal realm, leaving players with an underwhelming experience and uncertainty about the purpose and impact of the minion.

Conclusion:

In conclusion, Diablo 4 is an evolving game, and future updates may address these concerns. The introduction of the Gauntlet and leaderboard systems holds promise for improvements. With adjustments, Diablo 4 has the potential to become the captivating experience fans have anticipated.

Diablo 4: The Rise of the Shred Druid in High-End Gaming

Diablo 4 has always been a playground for strategic and creative gamers. Recently, the Shred Druid build has emerged as a formidable force in the game, competing with and surpassing traditional favorites like Ball Lightning and Hoda. With players like Ace of Spades leading the way, the Shred Druid redefines the meta in Diablo 4.

Diablo 4: The Rise of the Shred Druid in High-End Gaming

The Emergence of the Shred Druid

Breaking Records

Ace of Spades recently achieved a remarkable feat with the Shred Druid, completing the T25 in just 4 minutes. This incredible solo performance has made the Shred Druid a top-tier build on the map.

Gameplay and Strategy

The Shred Druid build is not for the faint-hearted. It demands skill and understanding, particularly at the start, where it can feel squishy. The key lies in its ability to scale toughness with the glyph, significantly reducing damage from poisoned enemies.

Key Build Components

  • Accelerating Aspect: Increases attack speed during shredding, pivotal for damage output.
  • Dual Wield Setup: Incorporates offensive and defensive gear, including Stormclaw for offense and Accelerating for the main hand.
  • Shape Shifting Abilities: Provides additional damage reduction and bonuses, crucial for survival and efficiency.

Tactics and Playstyle

Maximizing Damage Output

  • Snapshotting: A critical technique in this build involves snapshotting with a two-hander and an amulet to amplify abilities.
  • Utilizing Poison: The Shred Druid leverages poison mechanics, notably Andariel’s Visage and Andariel’s heavy damage.
  • Resource Management: Balancing aspects and glyphs is essential to maintain a steady flow of resources during combat.

Gameplay Dynamics

  • Mobility and Speed: The build allows rapid movement through dungeons, which is crucial for speedrunning.
  • Balancing Offense and Defense: While focusing on damage output, the build also requires adequate defense to survive high-tier challenges.

Community and Future Prospects

Leaderboard Impact Ace’s record-breaking run has sparked interest in the Shred Druid build, with many players now exploring its potential. This shift has introduced diversity in the gameplay and strategies within the Diablo 4 community.

Adaptability and Balance

The build’s success build brings into question the balance of skills and Diablo 4 items in Diablo 4. Developers might need to consider adjustments to maintain a fair and competitive environment.

Conclusion

The Shred Druid’s rise to Druid’s ence in Diablo 4 highlights the game’s evolving game’s cape and the creativity of its player base. The game remains dynamic and engaging as players continue experimenting with innovative builds and strategies. Whether you’re a season or new to the game, exploring the Shred Druid build offers a unique and challenging experience in Diablo 4.