Monday, 29 May 2017

My Theory on Blood Raven/Moreina's fall


We all know that the Blood Raven in D2 is the canon version of D1's rogue player. I'm quite interested at her downfall. This is my theory.

This is the Blood Raven quest's introduction in D2. Given by Kashya

"My Rogue scouts have just reported an abomination in the Monastery graveyard! Apparently, Andariel is not content to take only our living. Blood Raven, one of our finest captains in the battle against Diablo at Tristram, was also one of the first to be corrupted by Andariel. Now, you'll find her in the Monastery graveyard raising our dead as zombies! We cannot abide this defilement! If you are truly our ally, you will help us destroy her."

From her description, the Blood Raven was influenced by Andariel.

Akara and Charsi's lines proved that she was the rogue in D1

"Blood Raven fought valiantly against Diablo in the catacombs beneath Tristram...She was never quite the same afterwards. It is now obvious she brought an evil influence back with her."

"Blood Raven was the leader of a Rogue band that once fought Diablo at Tristram."

"Akara felt something was wrong even before Andariel descended upon us. She feared that Blood Raven had stumbled upon some evil force beneath Tristram. I wish we had acted then..."

We also know that she was influenced with darkness by fighting Diablo's minions.

The Book of Tyrael has a small section telling us her story, and giving her true name out

Moreina (deceased)

Amid the Darkening of Tristram, a cowled and shadowy figure arrived in the town to battle the forces of the Burning Hells. Her name was Moreina, and she was one of the highly skilled rogues from the Sisters ofthe Sightless Eye. When at last evil had been purged from Tristram, this brave woman ventured back to her order. But she carried something dark with her-a silent madness that ate away at her once noble heart. Assuming the name Blood Raven, she fell into league with the Lesser Evil Andariel and assaulted her fellow rogues before finally being killed.

So Tyrael's account side with Akara and Charsi, that Diablo 1's event was what mainly turned Moreina mad.

However, from Kashya and Warriv's line, we know that Blood Raven was undead, not demon.

"Death has done nothing to weaken Blood Raven's combat skills. If anything, she's more deadly than ever."

"Hmmm...How can one kill what is already dead?"

Also we all know that after she was killed, her spirit will release waves of lightning to kill off all the undead she had summoned, then perish. It proves her spirit was not really corrupted.

We can also observe the other two D1 heroes.

The warrior turned evil because he put Diablo's soulstone on his head.

The sorcerer didn't ally with the demons, he went to seek power and turned completely mad after got into the Sanctuary, possibly possessed by the power and spirit of Horazon.

They didn't simply turned to be demons' servants by fighting them.

My theory is:

Moreina's mind was never totally corrupted, the darkness she had carried with her had changed her to become worse than she once was, so she was used by Andariel, then the Lesser Evil killed her and turned her into undead servant. When she was killed by the players, her spirit was released from the undead shackle and washed away the darkness, used her final strength to redeem her mistake.

Monday, 22 May 2017

Convention of Elements is the worst item in the game.



It promotes a game play where for 12 seconds of the game you don't do anything. You run around, making sure that you survive and that you don't cast your spells/skills so that they are not on cooldown when the 4 seconds come in which you can must cast all your skills to do your damage. Do you know what casting skills is called? PLAYING THE GAME. I'm sorry for yelling, I'm very frustrated with many of the developers decisions but for me this one takes the cake. Convention of Elements came to be as an alternative to Stone of Jordan. You see Stone of Jordan was seen by, well everybody, as a very boring item that provides such a damage boost that it was seen as a must play. What is the developers solution to this problem? An item that is far more boring since it promotes that you do not actually play the game for 3/4 of the time. The biggest problem is just how powerful it is; To a point where you feel like you are forced to play it and there you are, casting your skills with almost no damage most of the time, feeling frustrated and then finding that "oh wait, my skills are on cooldown now that the element of my build has come up, ups, I guess I'll wait for 16 more seconds to be able to do anything" or, you can have the joy of just running around, not doing anything but trying to survive because it's not your time to play the game.



Yes I am frustrated. Yes I am angry. Diablo 3 was in development for 7 years and it has been 5 years since it is out. 12 years should be enough time to make a game that is fun to play. Many of you remember the state that it came out in, so I won't say that progress has not been made, but it sure seems like it has stopped. And there is so much more to be angry and frustrated about. So why am I writing this? Because I love the game. I have spent a stupid amount of time playing D3 and I will most probably keep on playing it, but something has got to happen to make this game fun again. Things like Convention of Elements and Set Dungeons are just not fun. I won't go into Set Dungeons so that we stay on point and topic. Games are suppose to be fun and somewhere along the way when the developers were brainstorming for things that are new and unusual they forgot to ask themselves if those things are fun.



Please remove or rework Convention of Elements, sooner rather then later, not an year from now, that is very much too late, do it while there are still people who enjoy the game. Thank you for reading. Try to forgive my anger, I would not shout if I did not care.

EDIT: I agree with what a lot of people have stated, don't remove or rework Convention of Elements. There are people who actually enjoy that play style. These people are clearly mad, but they too should enjoy Diablo 3, but I digress. Instead we need items in the ring slot that can be placed in the Kanai Cube, that are of a similar power level to CoE but different play style. Preferably a play style that does not cause 80% of us, judging by the response on this thread, to be bored and frustrated.

Wednesday, 17 May 2017

Path of Diablo: Ladder Reset Announcement (May 12)



The new ladder will start on May 12


New to Path of Diablo? Click here to learn how you can join us this ladder reset.

Patch Information
Alongside the ladder reset we will be releasing Patch #11 (Kyanite). The tentative and finalized patch notes we will be released sometime between now and the release. The patch itself will also release one or two days before the reset so that you can help test it for bugs in singleplayer.

Season 2 Ladder Rankings

The current ladder rankings will end on May 5th. This means if you want to improve your rank on the ladder page you have a week to do so. After this point the saved ladder will be available at https://pathofdiablo.com/p/?ladder . The servers will remain available until closer to the reset time. On reset day, characters will be converted over to non-ladder.

Ladder Reset Times

  • London (UK) May 12 @ 6pm (18:00)
  •  New York (US) May 12 @ 1pm (13:00
  • Frankfurt (GER) May 12 @ 7pm (19:00) 
  • San Francisco (US) May 12 @ 10:00am (10:00) 
  • Dallas (US) May 12 @ 12:01pm (12:00) 
  • Sydney (AUS) May 13 @ 3am (3:00) 
  • Moscow (RU) May 12 @ 8pm (20:00) 


Screenshot with more times

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Monday, 1 May 2017

Necromancers: Singularity Mage Build



I've been having a blast messing around with the Necromancer class and trying new things. Given the state of Revive and the impending changes to the skill, I've been trying to find fun alternative builds that still work around summoning, which has always been one of my favorite paths in Necromancer-like classes from D2 and other games as well. What I've found is a fun build with some potential is one revolving around Skeleton Mage, focusing on the Singularity rune. I figured I'd share my build and see what you all think would be good ideas for potential growth (I'm a seasoned but by no means hardcore D3 player, just a grad student doing his best to procrastinate writing a thesis):

Build Goal: To generate as much resource (essence) as fast as possible to dump into skeleton mage - singularity. More of these guys doing insane damage is the name of the game, so most of this build is focused in three major areas: 1. Larger essence pool (kind of like boulder toss or DH with the UE set) 2. Minion attack speed bonus 3. Fast resource generation (arguably the most important part)


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Let's break it down.

Primary Skill: Bone Spikes - Path of Bones I really like this skill because it allows me to stay out of the fray and be rewarded for doing so, and it also gives pretty strong targeting advantages (can target behind cover, etc). It creates decent amounts of essence but largely it's just a way to do some damage from the safety of distance.

Secondary Skill: Skeleton Mage - Singularity This is the centerpiece of the build, and it's because of the huge damage boost from dumping a large, full essence pool into a beastly necro-cannon. They attack quickly, but it's still single target damage which is something that I want to talk about later. Still, I haven't run the actual numbers, but the feel is good and most of my preliminary building has been based on feel in T1-T2 with barely any itemization (also more on that later).

Skill Bar 1: Command Skeletons - Enforcer (also playing with Frenzy) These guys are awesome and I love the mechanic at work that summons them. One of my worries with summoner builds is the constant need to check back in on the summoning skill to resummon dead minions, and in a game like D3 with such a crazy high visual load to process, that can be overwhelming. Luckily, auto-summoning solves this problem, and the skeletons are actually worth a damn as a source of damage and as meat shields. They can also be moved fairly easily by activating them (a glaring weakness of skeles in D2), so what isn't there to love? I like to reduce the essence cost of repositioning them so I don't lose potency with the mages, but frenzy really gives them a nice damage buff which helps with things like Rift Guardians. Love it.

Skill Bar 2: Frailty - Aura of Frailty This skill is amazing, and I'm even playing the less click happy version of it just so I don't get overloaded with button clicks. There is a nice synergy that happens with some itemization later here regarding radius, but honestly, you could get even more utility out of it by making it targeted and using something like Scent of Blood. You run the risk of losing too much essence this way through repeated casting, which the aura prevents, but the damage output might be worth it.

Skill Bar 3: Devour - Devouring Aura This starts really hammering in on goal 3. As you move around you are bound to stumble across your sea of corpses, and this helps to spike you up to full essence ASAP. It synergizes well with mobility skills that get you close to fresh corpses, and it has some nice itemization tie-ins (like Aura of Frailty). More on that later, but I love this skill.

Skill Bar 4: Blood Rush - Metabolism I'm a sucker for good mobility skills, and I have to say this one is really doing it for me. Strong utility, and the life cost is really not that bad with a little bit of life on hit or other recovery. Love this skill and it never really feels like I don't have it when I need it, which makes me a safe and happy demon murderer. Also keeps your skin healthy and blemish-free.

Passives: This is where I tend to suck at character building, but just sticking to my goals listed above puts me in some obvious choices. Here is what I'm going with so far:

Life from Death - You are constantly using corpses with devour (I mean it. All the damn time), and popping health globes makes that a high recovery endeavor. On top of that, using Reaper's Wraps turns this into a resource generating machine. More resource = more mages = more damage.

Eternal Torment - I love perma-curses and it makes managing frailty a lot easier. This is more of a convenience than a need though, so this could really be replaced with something else if you're not as lazy as I am.

Extended Servitude- Longer lasting mages means more damage. Need I say more?

Overwhelming Essence - This pumps up your essence pool by 40, which translates into 120% more damage. Nice. This one is pretty obvious for this build and I don't think there is a reason to ignore it.

That more or less sums up the build in terms of skills. I find I can frequently run around with 3 or so full power singularity mages no problem, and I'm sure that can be pushed by someone more willing than I. Itemization really helps here with the resource generation and utility of the build. As I said earlier, the Reaper's Wraps takes huge strides toward getting more big mages out, and Burst of Wrath in the cube is another great option to get fast essence. I've found that avarice band in the cube works wonders with the auras because that makes them reach almost across the whole screen as the gold pickup radius expands, and combining with Boon of the Hoarder and Goldwrap makes you tanky as all hell in non-GR rifting. This is one of my big worries for the build though... when there is no gold, the range on the auras is not so great. More tinkering here would surely produce better results. Other obvious items are Tasker and Theo to get minion AS as high as possible, and Convection of Elements (maybe? I haven't really tested effects on summons) to boost damage. The rest is more or less me just messing around and playing with what I have, what I've found. I can clear T1 very easily no sweat with minimal itemization, and I'm sure I could get this up to T6 without much hassle.

Build Issues: One thing I've noticed is, as I said earlier, this build actually relies a lot on gold capture to pump up the aura radius. This is actually the main reason that I might abandon the aura runes for the skills in favor of more powerful but more demanding versions of these skills. Another issue is that mages are single target damagers, and rather non-targeted at that. More mages helps, but CC could be a bit of an issue down the road. I think that this would be even more viable if the mages did a very small radius of splash damage just to up the viability a little bit for moderate crowds. It already decimates champion and boss packs, but huge volumes of trash take a little time to chew through. Maybe that's just asking for the sun, the moon, and the stars in the sky, but I like the feeling of clearing trash a la DH Multishot builds so I guess I just want it all.

I would love ideas, feedback, or even discussion about possible skill changes from a dev point of view to facilitate a build like this. Just wanted to share my excitement for the beta and the class and see what all of y'all are up to!

Good luck and happy hunting!