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Here is a build for the Rogue class that focuses on melee and cold skills. This build will be both fun to play but incapable of dealing significant damage. It excels in both offense and defense. This is why I selected a combination of defensive skills and aspects along with powerful damage dealing abilities.
Let’s start with the skill tree and look deeper into this build.
*For the basic skill, I picked Puncture and allocated points all the way to Fundamental Puncture. I think this is a must-have skill for a melee Rogue. I was taught by throwing blades first and making enemies vulnerable before using my core skills.
*As for core skills, I maximized Flurry and picked Improved Flurry. This skill will make all enemies vulnerable if one of them is already vulnerable.
Flurry is a fun skill to play in close combat, and it’s faster than Twisting Blades in my point of view. This build is a high level melee Rogue. But here is a problem. While I was playing the Rogue class in betas, I realized that Rogue was one of the weakest defensive characters. This was because I always lost my life easily.
So, as the game gets tougher and after level 50 or when you play on World Tier 3, you need to put some skill points into defensive skills. Therefore, I maximize Sturdy, which grants me a 12% close damage reduction. And I also maxed Siphoning Strikes, which heals me for 3% when I critically strike a close enemy.
*For agility skills, I maximized Weapon Mastery for increased damage and picked Dash for mobility. I want to speedrun dungeons and be able to get out of tricky situations quickly. Also, I picked Methodical Dash to reduce the cooldown a bit.
*Now, let’s go over the Subterfuge Skills. Here, I maximize Dark Shroud, which I think is one of the most critical skills in the endgame, especially for the melee Rogue that fights in close combat. I picked Countering Dark Shroud to gain an 8% Critical Strike Chance when I have at least 4 active shadows. This skill will make my melee Rogue more resilient, which I believe will play a major role in world title 3 and 4.
Additionally, I maxed Exploit, which gives me an 18% increased damage to healthy and injured enemies. And I also maxed Malice, which deals increased damage to vulnerable enemies.
*Moving on to imbuement skills, I picked Cold Imbuement. I maxed this skill and also picked Mixed Cold Imbuement, which gives me a 20% increased damage to chilled or slowed enemies and doubles the damage if they are frozen. This is a very useful skill, especially when combined with certain aspects that I will show you later.
Furthermore, I picked Frigid Finesse, which increases damage against shield and frozen enemies. Lastly, I selected Precision Imbuement, which increases Critical Strike Chance by 9%.
*For the ultimate skills, I chose Shadow Clone and upgraded to Supreme Shadow Clone. Initially, you can’t imbue this skill. But there’s an aspect that will make it immunable, which I will show you later in the gear section. I also selected passives like Adrenaline Rush for increased energy regeneration and Haste, which gives me movement speed or attack speed, depending on how much energy I have left.
*As for the key passives, I picked Close Quarters Combat. This skill increases my attack speed by 10% when damaging a close enemy with Marksman or Cutthroat Skill. When both bonuses are active, I deal a 20% increased damage against Crowd Controlled enemies.
So, if I cast Puncture and then Flurry, I will activate both bonuses, which will give me a 20% attack speed and an additional 20% increased damage against Crowd Control enemies.
To conclude, this build focuses on melee, cold skills, offense and defense, which I believe will be a strong build for World Tier 3 and beyond. I might consider changing Flurry to Twisting Blades if I’m not completely satisfied with the Cold Flurry. However, that’s a decision I will make later as I progress in the game.
Now, let’s go over the gear.
Here, we have all the skills I picked for this build: Puncture, Flurry, Dash, Dark Shroud and Shadow Clone.
And the specialization for this build is Combo Points, which I think will create a nice chain effect with some aspects and key passive skill, like Close Quarters Combat.
For gems, I chose an Emerald for increased damage to vulnerable enemies on my weapon, a Ruby for maximum life on my armor and a Skull for 250 Armor on my jewelry.
Now, let’s go over the aspects.
First, let’s start with the helm. I chose Aspects of Disobedience. This aspect increases my armor for 4 seconds when I deal damage, which makes my Rogue even more resilient.
For the chest armor, I picked the Aspect of Might. This aspect gives me a 20% Damage Reduction. When I use a basic skill, it will come in handy as I’ll be using basic skills in combat.
As for the gloves, I chose Frostburn. these gloves are great for a cold melee Rogue with the lucky hit. I have a chance to restore energy and can freeze enemies for 2 seconds. Since I picked passives that increase damage against frozen enemies, these gloves will be very useful.
For pants, I picked the Aspect of the Protector, which basically grants me a barrier when I damage an Elite. It’s also great for defense.
As for boots, I chose a pair of unique boots (Penitent Greaves) that leave behind a trail of frost, chilling enemies and increasing damage against shield enemies. And this pair of unique boots is fantastic in combination with the Cold Imbuement skill.
For the ranged weapon, I picked the Aspect of the Expectant that increases the damage of my next core skill when I use a basic skill.
Now, moving on to the Amulets, I selected the Aspect of Corruption that gives my imbuement skill 20 to 40 percent increased potency against vulnerable enemies, which I consider is a very powerful ability.
For the first ring, I picked the Aspect of Unstable Imbuements, which triggers an explosion around my character. When I activate Cold Imbuement, this skill will chill enemies around me and deal damage. It’s amazing because I would chill enemies and then use Cold Flurry for additional damage thanks to the passive skills that increase damage to chilled and frozen enemies.
On my second ring, I chose the Aspect of Imitated Imbuement, which grants my Shadow Clones imbuement skill. As I mentioned before, Shadow Clones is not imbueable at the start. But this aspect applies the imbuement skill and now my Shadow Clones will do cold damage to enemies.
For my dual wielding weapons, I picked the Accelerating Aspect. When I critically strike with a core skill, it grants me increased attack speed for 3 seconds. Additionally, there’s the Aspect of Encircling Blades, which makes Flurry damage enemies in a circle around me and deal with increased damage.
That’s all for the Cold Assassin Rogue build. Please note that this is a Level 50 build, and some skills require gold to upgrade. So, you’ll need to have plenty of Diablo 4 Gold ready to consider this build.
In this guide, I’ll be showcasing another unique build we tested in Season 4 PTR, which is the powerful Frozen Orb Sorcerer with Fractured Winterglass unique Amulet at its core. This is an incredible endgame build that combines Frozen Orb with a spell, creating an effect that can easily reach high levels and permanently freeze enemies.
It’s no problem with Pit of Artificers endgame newly introduced in Season 4. Personally, Pit Tier 159 was the highest we could open with this build at the time. So, at least with the scaling we have on PTR, getting all the way to Pit Tier 200 is pretty easy. So it’s safe to say this is one of the best builds out there, especially for a Sorcerer.
How it works is that Fractured Winterglass gives it a chance to spawn any random Conjuration whenever you cast Frozen Orb. So Ice Blades, Lightning Spear or Hydra and those Conjurations will spawn and throw their own Frozen Orbs. These Orbs can move back and forth and explode around like you know.
Basically, you’ll see about 20 Frozen Orbs exploding all the time. What’s more, if you have Aspect of Frozen Orbit, it can also cause Frozen Orbs to explode three times.
What this means is that you actually have a lot of Lucky Hit triggers, you have a lot of opportunities to trigger those Conjurations summon spawns, and you have Lightning Spears flying around all the time to deal a lot of damage.
Additionally, Frozen Orb synergize well with Conjuration Mastery Passive, providing additional damage and mana regeneration. So the more Conjurations you have, the more these scales up, the more you can spam everything. So it all synergize with each other in a really crazy way, making this build powerful.
You might feel that with the build going roughly the way I’ve shown it, it might be a little weak. Since our goal in Season 4 is to get into Pit Tier 200, the bar is a little higher, but the unique Fractured Winterglass will definitely help you get there.
This is one of the new Diablo 4 items dropped by Lord Zir in World Tier 4. It gives you a 35-50% chance of generating random Conjuration when casting Frozen Orb Explosion. If Lucky Hits, your Conjurations have a whopping 70-100% chance of launching Frozen Orbs at nearby enemies. Before getting Fractured Winterglass, Frozen Orb Sorcerer dealt mediocre damage and struggled to maintain mana.
While this build will still work on the starting Sorcerer, we strongly recommend switching to Chain Lightning Sorcerer build before you get Fractured Winterglass. Because Frozen Orbs deplete resources quickly, starting at a whopping 40 mana, and requiring specific equipment to maintain mana to continuously cast Frozen Orbs.
They’ve buffed Frozen Orbs quite a bit since I played it in Season 1. As I mentioned, this is pretty good, especially for leveling. When you're not looking for truly high-end content, and you don't have to fight millions of monsters like a boss, Frozen Orb Sorcerer is always the best choice.
But like I mentioned before, Aspect of Frozen Orbit has great synergy with Frozen Orbs, so you have to find it at least once. This will change your settings for more Conjurations.
And in Season 4, you can now choose where to detonate Frozen Orbs. When you play the game using your mouse and keyboard, it moves to your cursor. I think when you play with the controller, it just goes to your target or, like, a random set distance.
So it’s not like there was always a fixed long range where you had to constantly reposition yourself to really cast accurately. If you want, you can even stand on top of your enemies and throw Frozen Orbs into their faces. This also makes using it easier and better. Because you are guaranteed to always explode on the target, and the radius is very large.
But I have to say, I think this build will last a long time against all of these bosses. Therefore, boss battles are definitely a weakness of Frozen Orbs. But don’t worry, you can increase boss damage by optimizing settings. Once you are fully equipped, you can enter Pit Tier 200 and even clear speed will be fast.
We can also take a quick look at Paragon Board. We have six boards, six glyphs, and one or two very influential legendary nodes.
First, Icefall causes you to deal extra damage to vulnerable enemies. Additionally, we have Frigid Fate here, which also deals extra damage to vulnerable targets based on your cold damage. This number may seem a bit low, but you can actually Temper the cold damage, or non-physical damage, to maximize the effect of this Frigid Fate board.
There are also Paragon nodes that are basically just for stacking a lot of defenses. So we have a lot of life and similar damage reduction here, such as Damage Reduction from Vulnerable, Damage Reduction from Burning, Damage Reduction from Chilled. Because we need to be as tanky as possible to ensure we can survive the high-end content in Pit and those Uber bosses.
The rest is just like you know, grab some really important stuff like damage modifiers like Winter Glyph, and Destruction Glyph which can crit scale. Additionally, there’s a Conjurer Glyph here that increases their duration, so you have a really nice damage bonus.
All in all, this Frozen Orb build is a powerful and fun build for Sorcerer in Diablo 4 Season 4. But anyway, we still need to wait for the final patch notes. Let’s wait and see!
Here, we’ll take a deep dive into the newly introduced endgame activity in Diablo 4 Season 4: Pit of Artificers. With this guide, you’ll learn the requirements for entering this new endgame, the mechanics of Pit, and what rewards you’ll receive for completing it.
From dungeon mechanics to Masterworking materials and Stygian Stones, we’ve broken down all the essentials to help you overcome this challenge. Don’t miss it if you like concise and informative guides. May your adventures in Pit of Artificers be both meaningful and enjoyable! Let’s start!
Pit of Artificers is a new endgame activity in Diablo 4 Season 4. Before entering, you first need to be in World Tier 4, and then you must run Tier 46 Nightmare Dungeon to complete this Priority Quest.
Obelisk for entering Pit is located in Cerrigar next to Waypoint. But please note that every time you enter Pit, Runeshards are required to enter. Runeshards come from completing most endgame activities, such as Nightmare Dungeons, Helltide Chests, Legion Events, and Whisper Caches.
This Pit has a tier system like Nightmare Dungeon. The higher the dungeon tier you enter, the higher level enemies you will fight, and of course, the more Diablo 4 Gold and loot you will receive upon completion.
After entering Pit, a timer will start, and defeating enemies will fill up the progress bar. Your goal is to fill this progress bar before time runs out.
There are multiple tilesets in Pit containing different types of enemies connected through portals. But I must remind you, try to avoid dying in Pit of Artificers! Because this will reduce your remaining time depending on how many times you die.
Once you complete the progress bar, you’ll get a portal to the boss stage. Defeating the boss will stop the timer and complete your dungeon run. Depending on how much time you have left, this will determine how many additional levels you will unlock.
After completing Pit of Artificers endgame, you will be able to obtain some equipment, but more importantly, some Masterworking materials and Stygian Stones.
For Masterworking materials, you have Obducites, Ingoliths, and Neathirons. The materials you get depend on the tier of Pit you run. You can use these Masterworking materials at Blacksmith to upgrade your gear, which replaces the old Blacksmith upgrade system.
You can masterwork your gear a total of 12 times. Every level up except every 4 will increase all your affixes by 5%, while levels up to 4, 8, and 12 will increase random affixes by 25%.
Neathirons and Ingoliths can be converted by Alchemist at a conversion rate of 1 to 5. This avoids the trouble of being unable to upgrade the gear because we cannot find suitable materials.
Stygian Stones can be used on any endgame boss to generate a level 200 version of that boss as well as summoning materials. These bosses have a much higher drop rate than the original version. In order to defeat these bosses, you need to be well geared or have extensive experience in mastering the boss mechanics.
Anyway, that’s it for this quick guide to Pit of Artificers. Let’s look forward to what other exciting new content there will be in Diablo 4 Season 4. Good luck and have fun!
With Diablo 4 Season 4 PTR over, I’m back with my brand new Firebolt Sorcerer. This is a new Firebolt build for Season 4 based on Flameweaver Unique Gloves. So in this guide, let’s talk about how this new build works and what the highlights are.
I believe many players know that the new season will introduce a new endgame system with 220 tiers, Pit of Artificers. Even though I haven’t fully unlocked all tiers in PTR, this build can be easily run and even go all the way through T200, at least on PTR.
I also don’t expect this build to be significantly nerfed compared to other builds that have performed so well. So I think this will be relatively close to what we see in the live patch.
The build centers on Flameweaver Gloves, which allow players to unleash devastating Firebolt attacks. This Diablo 4 items will split Firebolt into multiple projectiles when you fire it. These projectiles can also fire at the same target, so you can produce pretty crazy single target damage output.
Basically, you have these Unique Gloves and you know where to put Firebolt. It’s actually a positioning-like game where you have to try to place Flameweaver in the right spot, such as right in front of an enemy, and Firebolt will impale all enemies.
You can also choose to keep Firebolt away from AOE and knock down the entire pack with a single attack, or you can try to place it in front of the elite and then hit them with many projectiles.
All in all, this build has a very interesting new play style that differs completely from other builds I’ve played so far.
The way this build is setup is based on DoTs, as Firebolt actually attaches a sizeable portion of DoTs damage. You could also try to make it like a hit-crit build, but I think DoTs might be the more correct choice. Because it’s actually one of the few similar non-crit builds.
Since your burning effect stacks on enemies, you can burn monsters easily. Then you just watch them melt as you run away, dying in your wake. So that’s really fun.
But for a more precise setup, I guess we’ll have to wait for the final patch notes, as I expect there will be quite a few balance changes. There will be more of these builds as we progress and once we have the final patch notes.
Beyond that, this build has incredible survivability. Because this is a basic attack build with a very high attack speed, you can have effects like starting a new life on your item with each click. But more importantly, you can also have other Legendary Powers, like Hectic.
Hectic is something very useful in building. Every time you attack five times with a basic skill, it reduces your cooldown. Since this is basically what you’re doing all the time, you can refresh your cooldown often. Especially useful for your Flame Shield.
Some players may be concerned that Flame Shield is at risk of being nerfed in the new season. But regardless, even if it is nerfed or even removed, you can still provide the benefits of this Hectic effect to all other skills here, such as Frost Nova, Teleport, and Inferno.
So you can do different combinations here. It will constantly reset your cooldown with this Hectic Power. In fact, you could even try putting it on an amulet if you want to reset your cooldown faster.
Excitingly, I also took down some level 200 Uber Bosses with this build. Because you only need to press more on your Flame Shield and Ice Armor to further increase the efficiency of your build. Even if you don’t play all the mechanics perfectly, it’s easy to survive these bosses.
Anyway, for now I just wanted to highlight how this new Flameweaver Firebolt Sorcerer build works. I think it’s pretty cool and definitely something to look forward to.
While Firebolt build isn’t expected to be the absolute best in Diablo 4 Season 4, it’s expected to be one of the best-performing Sorcerer builds. Overall, Season 4 promises to offer a wider range of viable Sorcerer builds for players to explore. Let’s wait and see!
As we all know, the gradual decline of Blizzard’s action role-playing game was reversed in 2014. In that year, Diablo 3 pre-Reaper of Souls expansion patch called 'loot 2.0' almost saved the company's decline in the ARPG field. Both game critics and ordinary players believe that it was undoubtedly a shot in the arm at the time, re-injecting strong vitality into Blizzard. But times have changed, and today, 10 years later, Diablo has once again become depressed. It is still unknown whether Diablo 4 Season 4, which is expected to be released on May 14, 2024, can continue its previous glory, but Blizzard seems to be very confident in this.
Blizzard's Diablo 4 Public Test Realm (PTR), launched from April 2 to April 9, showed players the comprehensive changes in the fourth season's project settings in advance. It has now received a lot of positive feedback in the market, such as "Diablo 4 is good now", "Diablo 4 should use Season 4 as the initial release content" and so on. After experiencing the first three Seasons, players' enthusiasm for Diablo 4 has actually declined significantly, as can be seen from the number of real-time online players and real in-game popularity. Based on people's current impressions of Season 4, it seems that the new season is likely to have a strong enough attraction to bring back those players who have lost it, and even bring in new players who are eager to try Diablo 4 but have never done so.
Diablo 4 boss Rod Fergusson also said in an interview with the famous game news site IGN that they have put a lot of effort into the development and maintenance of Diablo 4. I totally understand the entire Diablo IV development team. No matter which project it is, from launch to full display in front of players, and if it can receive a lot of praise from users, then this will undoubtedly be the greatest encouragement for every team member who works hard.
At the same time, they are also very willing to listen to players' opinions and are working hard to make the game content more challenging and playable every season. Therefore, they launched PTR during the current Season 3 period to collect feedback from players. This is a very good time, giving developers the opportunity to adjust the upcoming content in time before the release of Season 4. Keeping pace with the times and always focusing on user experience is the secret to maintaining a game's long-term excellent vitality.
In addition, Rod Fergusson also said that they have completely subverted the way loot works and what we call itemisation in Diablo 4 Season 4. It will allow more possibilities and also mobilize players’ enthusiasm for exploration, which is exciting. Everyone can take part in it and practice. We can see it from the player participation in PTR that some people who have never participated in a season before have also tried PTR this time. It shows that the measures taken by Blizzard this time are very wise and should have a huge positive effect on Diablo 4 to attract new players.
Season 4 has also added a lot of approachable changes, which is to allow more people to understand the working mechanism of various things in Diablo 4. You know, those different attributes and affixes can be really confusing, especially for people who have never played Diablo or even an ARPG. Even if this group of potential people wants to try Diablo 4, they don’t have enough energy and confidence to play it well. So in order to solve this embarrassing problem, devs makes various things in the game clearer and easier to understand. In this way, players can immediately know what they are when they see something unfamiliar. Use the tempering system and the Masterworking system. Is it useful to you, and what action should you take next? Open up more information and autonomy to players, so that more and more people can have their own ideas.
At the same time, Rod Fergusson is proud that many people have said that they are working hard to return to the game and wait for Season 4. This is a genuine compliment to all developers for their tireless efforts. They go to great lengths to test the limits of how things can develop. Taking what everyone really finds interesting and successfully implementing it in the game efficiently is what they will continue to research next.
Some players said that the changes presented in PTR this time are so significant that they are very similar to‘loot 2.0’ that appeared in Diablo 3 in the past, and are just like the core mechanism of Diablo 4. So they infer based on this that it will most likely be the core of Diablo 5 in the future. This speculation is not unreasonable. Rod Fergusson said that Diablo is originally a role-playing game with the core of obtaining loot. Kill monsters, get loot, become stronger, and then challenge more powerful monsters to get more valueable Diablo 4 items or other loot, and the cycle continues in this order.
But in this PTR, the changes shown differ completely from the game logic that has been solidified in the past. They hoped that the system would have a certain degree of depth and complexity, but realized that it exceeded the goal. This will be a scope for future updates, but what kind of experience upcoming Diablo 4 Season 4 and the more distant Diablo 5 will bring us depends on the next development and market feedback. Let us wait and see!
Those playing Diablo 4 Season 4 PTR will probably find that the developers have made massive changes to the core system, and on top of that, there’s also been a ton of additions to the endgame content. This includes some major changes to the endgame boss ladder.
In Season 4, we will have a new boss that can be used to farm Uber Uniques. This new boss is called Tormented Echoes. They spawn at level 200 and have a huge amount of life.
In this guide, we’ll detail everything you need to know about these Tormented Echoes. Let’s get straight to it!
First, they added a new member to Boss Ladder, Andariel. She will be in the same camp as Uber Duriel and share the same loot table.
So this just gives you another boss you can face without having to target farm Andariel. It gives you a chance to get more summoning materials to get Uber Uniques.
Looking past Andariel now, the developers have actually made a big addition to the boss slider, and Tormented Echoes will affect all boss ladders.
So with the addition of Andariel and these bosses, they’re all going to have Uber versions that are going to be very difficult and drop more gear. Therefore, it is crucial to create a build that is entirely focused on killing very difficult bosses before Diablo 4 Season 4 begins.
Season 4 will have six Torment bosses, each requiring a special material called Stygian Stones to summon them. You can get it by completing Pit.
You’ll first unlock Pit of Artificers dungeon in this Torment World tier via a priority quest, which will introduce you to Runeshard currency required to open it. You can obtain Runeshard from Whispers by opening Legion or Helltide chests, or completing Nightmare Dungeons.
To start, you’ll get one or two Stygian Stones per run, and you’ll need three in total to summon Tormented Echoes.
It’s also important to note that, like other boss materials, Stygian Stones can be traded between players. So when Season 4 arrives, you’ll be able to purchase them with Diablo 4 Gold. Remember, if you complete Pit of Artificers with a team, only the team leader will be rewarded with Stones.
But you’ll also need a lot of normal boss summoning materials, so you can go to Helltide or Nightmare Dungeons to defeat any of the other ladder bosses, and collect materials to face some of the more tough bosses.
It should be noted that these Torment bosses require more summoning materials than the normal version of the boss, but these bosses will also give you a lot of loot. No matter which level 200 Torment Boss you face, they will all drop 925 Item Power gear.
This change is important because if you face Beast in the Ice or Lord Zir, they are not guaranteed to drop level 925 gear on normal difficulty, like Duriel.
This means you have a better chance of getting your top unique items. And because these Torment bosses simply drop more unique items and loot, you’ll increase that chance exponentially, too.
And considering Season 4’s upcoming Greater Affixes system, where Legendaries and Uniques will drop Greater Affixes, increasing that affix’s stats by 1.5x.
This means that being able to farm many unique items is important to making your build incredibly powerful. Once your character is strong enough, you’ll be able to kill any of these level 200 bosses with ease.
Also Read: A Potential Top-Tier Build For The Bone Spear Necromancer In Diablo 4 Season 4 Revealed
You can summon these Torment bosses in common lairs and altars in Torment World Tier. But like I said, each boss summons requires five times the materials. For example, to summon Torment Varshan, you need five of each Malignant Body Part instead of one. Thankfully, it’s now easier to get boss materials, as they drop more frequently.
Although Tormented Echoes don’t appear to have any new attacks, they will spawn at level 200, and any elites they summon in battle will also have a higher level, so before facing any of them, make sure your The characters are at their best.
Defeating these Torment bosses will net you better rewards than the regular version, including 925 Item Power gear, and a guaranteed Resplendent Spark on your first kill.
Overall, I think one of the best things about Diablo 4 is that there are so many bosses and the range of different difficulties faced when challenging them. You can focus almost entirely on killing bosses to get almost all the loot you want.
So instead of having a good build to get into Nightmare Dungeons super fast, you can just make a boss-killer build and go face off against increasingly hard bosses. That’s all I wanted to discuss.
As an action RPG, Diablo 4 is set to undergo a significant metamorphosis. You may play this enormous update early through Blizzard’s “PTR,” or public test realm, which opens on April 2.
Players on PCs that use the Battle.net launcher (excluding Steam players) get the opportunity to test out Blizzard’s revamped loot progression from April 2 to April 9. This includes 2 new crafting systems that allow you to personalize your things.
While not all of the Diablo 4 Season 4 improvements, such as the exclusive seasonal mechanics, will be available on the PTR, there are new Diablo 4 Items, adjustments to the class balance, and a brand-new endgame dungeon to try out and give feedback on prior to the final update going live on May 14.
Blizzard has provided the schedule for accessing the Diablo 4 Season 4 PTR, yet the precise launch time remains undisclosed. Based on past experiences, it is anticipated to become accessible for download and play at the following approximate times:
It is not possible to preload the PTR before then at this time.
Season 4 PTR content is available for download and play for PC users who have purchased Diablo 4 on Battle.net or Game Pass. All you need to do is download the game and modify the version in the app.
To play and download Diablo 4 Season 4 PTR, follow these steps:
The primary focus of the Season 4 PTR is to evaluate the acquisition and enhancement of loot at maximum level. To expedite testing, Blizzard offers the option to instantly elevate any character to level 100 through an NPC named “PTR boost” located in Kyovashad.
Initially, players must complete the game’s prologue and opt to bypass the campaign via the provided selection on the character select screen. Blizzard mentioned that this prerequisite might become unnecessary with an upcoming PTR update. Afterward, players should navigate to Kyovashad within the Fractured Peaks region and engage in dialogue with the PTR boost NPC. From there, they can choose the option to elevate their character to the maximum level.
Boosted characters on the PTR will receive a range of bonuses tailored to facilitate testing, such as:
Additionally, Blizzard emphasizes the ability to create new characters continuously to accumulate these rewards on your PTR account.
All additional skill points, paragon points, or unlocked potions attained by completing the regional renown objectives in the regular game will transfer over to the PTR, along with your cosmetic unlocks. It’s important to note that nothing from the PTR will carry over to the live game.
The Diablo 4 Season 4 patch notes contain over 10,000 words, but as you delve into the game, you’re likely to discover even more changes. Altering the mechanics of loot in an action RPG inevitably impacts various aspects of the game. Consequently, your gear, class, and builds will undergo significant transformations compared to previous iterations, effectively marking the onset of Diablo 4’s 2.0 era.
In the upcoming Diablo 4 Season 4 PTR, players can anticipate significant changes:
Loot drops will be reduced, but individual items will be more potent, with Legendary drop rates doubled in the PTR.
Players will have the ability to trade Legendary and Unique items (excluding Ubers) with others.
The introduction of Tempering and Masterworking will enable players to customize and upgrade their items by applying stats.
The Codex of Power will serve as a repository for all discovered Legendary powers.
Helltide events will now occur in all world tiers, featuring increased enemy numbers and a new summonable boss.
The Pit, a new feature, will allow access to timed endgame dungeons with over 100 tiers of difficulty.
Andariel, a new boss, will offer loot similar to that of Duriel.
All bosses will have a level 200 "Tormented" variant, providing enhanced rewards.
Players will have the option to zoom the camera out further than before.
Barbarian nerfs are expected, while necromancer buffs will bolster minion builds.
The PTR is scheduled to conclude on Tuesday, April 9, followed by the transition from Season 3 to Season 4 on May 14. Details regarding unique aspects of the new season have not yet been disclosed by Blizzard but are anticipated to be revealed by the end of the month.
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