Blizzard
Game Updates
New Items and Tempering Recipes
The
Alchemist Control Rogue Temper Manual will not be available in Patch 1.5.0. It will return with Patch 1.5.1.
All Classes
Tempering RecipesWorldly Finesse - Offensive
- +X% Critical Strike Damage
- +X% Vulnerable Damage
- +X% Overpower Damage
- +X% Ultimate Damage
Rogue
Unique ItemsShroud of Khanduras – Unique Chest Armor
- grants Immune for 3 seconds, but your Evade Cooldown is increased by 9-3 seconds. Evading while Dark Shroud is active leaves behind an explosion that deals Shadow damage and pulls in enemies.
Legendary AspectsAspect of Nebulous Brews – Mobility
- Using a Healing Potion grants 35-50% Movement Speed for 3 seconds. After moving
30 20 meters, you spawn a Healing Potion.
Galvanized Slasher's Aspect – Resource
- Lucky Hit: Damaging an enemy with a Mobility Skill has a 15-30% chance to fully restore your Energy. Your Maximum Energy is increased by
10-25 15-30 .
Aspect of Iron Rain – Offensive
- has a 35-50% chance to create an Arrow Storm where it explodes, dealing Physical damage over 3 seconds. Your Arrow Storms continuously apply Vulnerable.
Breakneck Bandit's Aspect – Offensive
- Flurry deals
15-30% 25-40% increased damage and has a 20% chance to Stun enemies for 3 seconds with each hit.
Mired Sharpshooter's Aspect – Utility
- Caltrops is now a Marksman Skill that periodically throws 5-20 piercing daggers over its Duration, each dealing Shadow damage and applying Vulnerable for 3 seconds.
Tempering RecipesSubterfuge Expertise- Increased damage.
- Increased Size.
- Increased damage for each Shadow.
- Increased damage on Next Attack after entering Stealth.
Rogue Persistence- Increased Maximum Life Percentage gained while is active.
- Increased Maximum and All Resistance Percentage for 5 Seconds from Health. Potions.
- Increased Skill Ranks of .
- Increased Skill Ranks of Aftermath.
Balance Updates
All Unique items have received an update to better align them with our current design philosophy for Unique items.
Rogue
- Maximum Arrow Storms increased from 5 to 7.
- Preparation
Previous – Every 75 Energy you spend reduces your Ultimate Skill's Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills. - Now – Spend 75 Energy to reduce your Ultimate Skill's Cooldown by 5 seconds. Ultimate Skills reset other Cooldowns and grant 15% Damage Reduction for
8 10 seconds.
Now gain 11% more increased Skill Damage from their primary Core Stat.
- Gain 1% increased Skill Damage for every 9 primary Core Stat, reduced from 10 primary Core Stat.
Skills- Damage increased by 50% (0.2 to 0.3).
- Previous – Quickly stab your victim for damage and shift, allowing you to move freely through enemies for 4 seconds.
- Now – Quickly stab your victim for damage and shift, making you Unhindered for 4 seconds.
Developer's Note: Unhindered allows you to move through enemies and prevents your Movement Speed from being lowered.- Enemies moved through needed to activate Daze reduced from 5 to 3.
- Control Impairing Effect Duration Reduction increased from 20% to 30%.
- Return damage bonus increased from 30% to 35%.
- Damage increased by 11% (0.72 to 0.8).
- Previous – Damaging an enemy with increases your Critical Strike Chance against them by 8% for 3 seconds.
- Now – Damaging an enemy with Shadow Step Dazes and applies Vulnerable to them for 3 seconds.
- Previous – Enemies damaged by are Stunned for 2 seconds.
- Now – After Shadow Stepping, you gain 20% Damage Reduction for 3 seconds.
- Previous – 's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.
- Now – Damaging an enemy with Shadow Step Stuns them for 2 seconds and reduces its Cooldown by 3 seconds.
- Damage increased by 25% (0.32 to 0.4).
- Additional functionality: Dash Slows enemies hit by 30% for 3 seconds.
- Previous – Enemies damaged by take 15% increased Critical Strike Damage from you for 5 seconds.
- Now – Casting Dash increases your Critical Strike Chance by 10% for 5 seconds.
- Previous – Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.
- Now – At the end of Dash, Knock Down surrounding enemies for 2 seconds and deal 350% of its damage to them.
- Previous – Dealing damage to Crowd Controlled enemies with reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast.
- Now – Dash has 1 additional and its Charge Cooldown is reduced by 2 seconds.
- Damage increased from 94% to 130%.
- Lucky Hit Chance increased from 10% to
13 20% .
- Previous – Each time damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
- Now – Each time Flurry damages an enemy, it has a 10% chance to apply Vulnerable for 3 seconds and deals 1% increased damage for 5 seconds after hitting a Vulnerable enemy, up to a total of
50 25% .
- Previous – Evading through an enemy will cause your next to deal 30% increased damage and Stun enemies hit for 2.5 seconds.
- Now – Successive casts of Flurry increase its damage by
15 10% and reduce its Energy cost by 10%, up to 3 times.
- Previous – deals 20% increased damage to Vulnerable targets. If Flurry hits any Vulnerable enemy, it will make all enemies hit by that cast Vulnerable for 3 seconds.
- Now – Casting Flurry dashes you to the target and Heals 10% of your Maximum Life.
- Damage increased by 13% (0.4 to 0.45).
-
Critical Strike Chance bonus increased from 5% to 10%.
- You can now only lose 1 Dark Shroud shadow every 1.5 seconds.
- Previous – 's shadows have a 14% chance to not be Consumed.
- Now – Each active Dark Shroud shadow grants you 5% increased Movement Speed and also has a 15% chance to not be Consumed.
- Previous – Each active shadow from grants you 4% increased Movement Speed.
- Now – You Heal for 10% of your Maximum Life when a Dark Shroud shadow is removed.
- You only need 1 active shadow to get the bonus Critical Strike Chance instead of 2.
- Critical Strike Chance increased from 8% to 10%.
- Additional functionality: Smoke Grenade now deals 45% Physical damage, has a 25% Lucky Hit Chance, and its Skill Ranks now give increased damage and Cooldown Reduction.
- Previous – Enemies affected by take 25% increased damage from you.
- Now – Enemies hit by Smoke Grenade take 25% increased damage from you for 5 seconds.
- Previous – Lucky Hit: Dealing direct damage to enemies affected by has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.
- Now – Hitting an Elite or Boss with Smoke Grenade reduces its Cooldown by 5 seconds.
- Previous – If an enemy is Vulnerable, Slowed, or Chilled then will Daze them for 20% longer.
- Now – Smoke Grenade now deals Poison damage and applies another 45% Poisoning damage over 5 seconds.
- Poisoning Duration increased from 5 to 6 seconds.
- Previous – 's Poisoning Duration is increased by 1 second.
- Now – Casting Poison Imbuement generates 30 Energy, increased by 2 for each Nearby Poisoned enemy.
- Damage increased by 36% (0.11 to 0.15).
- Poison damage bonus increased from 10% to 15%.
- Chance to reset Imbuements increased from 30% to 40%.
- New functionality: Now deals 10% increased damage per enemy it pierces.
- Previous – deals 10% increased damage for each enemy it pierces.
- Now – Casting Penetrating Shot and hitting a Boss or Elite with it has a 25% Chance to fire an additional shot for free.
- Casting Speed has been increased by 30%.
- Lucky Hit Chance increased from 2% to 4%.
- Cooldown reduced from 55 to 50 seconds.
Passive- Renamed to Unstable Elixirs.
- Previous – After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds.
- Now – Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by 6% for
5 10 seconds.
- Previous – Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy.
- Now – Evading through an enemy Dazes them for 2 seconds. Your Evade Cooldown is reduced by 0.25 seconds when you Daze an enemy.
- Previous – When you Critically Strike a Dazed enemy they are Knocked Down for 0.5 seconds.
- Now – Dazing or Stunning an enemy increases your Critical Strike Chance by 2% and Critical Strike Damage by 2% for 5 seconds, both up to 12%.
- New functionality: Added visuals to show when the effect is ready.
- Previous – After moving 12 meters, your next Non-Basic attack deals 7% increased damage.
- Now – After moving 15 meters, your next Core or Ultimate attack deals 8% increased damage. While the damage bonus remains, your Agility and Subterfuge Skills deal
4 5% increased damage.
- Previous – You deal 3% increased damage to Vulnerable enemies.
- Now – You deal 4% increased damage to Vulnerable or Knocked Down enemies.
- Previous – You gain 1% increased Attack Speed for each enemy you've Poisoned, up to 15%.
- Now – Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by 1% for 8 seconds, up to 5%.
Developer's Note: The maximum stack potential increases by 5% with each Skill Rank.- Previous – Every 100 Energy you spend grants you 5% increased Lucky Hit Chance for 5 seconds.
- Now – Every 100 Energy you spend grants 15% of your Maximum Life as a Barrier for 3 seconds.
- Previous – After using an Ultimate Skill, restore 30 Energy.
- Now – While an Ultimate Skill is on your Action Bar, you Heal for 0.5% Maximum Life every second. After using an Ultimate, restore 25 Energy.
- Dagger damage to Healthy enemies increased from 5% to
6 7% .
Key Passives- The Explosion damage of Victimize has been increased by ~50% to compensate for a bug fix, detailed below.
- Previous – Cutthroat Skills grant a stack of Momentum for 8 seconds if they either hit a Stunned, Dazed, or Frozen enemy, or hit any enemy from behind. While at 3 stacks of Momentum you gain 20% increased Damage Reduction, 30% increased Energy Regeneration, and 15% increased Movement Speed.
- Now – Casting a Cutthroat Skill grants a stack of Momentum. Casting a Non-Cutthroat Skill removes a stack of Momentum. For each stack of Momentum, you gain 3% Damage Reduction, 3% Maximum Energy, 3% Energy Regeneration, 3% Movement Speed, and 5% Damage. This can stack up to 10 times .
Legendary Aspects- Previous – Gain a free Dark Shroud shadow every 3 seconds when standing still. Each Dark Shroud shadow grants 2.5-4.0% increased Damage Reduction.
- Now – Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants 2.5-4.0% increased Damage Reduction.
- Previous – Lucky Hit: Your Marksman Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 30-40% increased damage.
- Now – Lucky Hit: Your Marksman and Cutthroat Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 45-60% increased damage.
- Arrow Storm Damage increased from 25-40% to 45-60%.
- Damage bonus to increased from 2.5-10% to 4.5-12%.
- Previous – also throw a cluster of exploding Stun Grenades that deal total Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.
- Now – Caltrops and receive Stun Grenade benefits and throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.
- Poison damage bonus to Frozen enemies increased from 15-30% to 20-35%.
- Toxic Pool Poisoning damage increased by 24%.
- Dark Shroud shadow Explosion damage increased by 50%.
- Previous – Each stack of the Momentum Key Passive Heals you for Life per second and grants you 5% Damage Reduction.
- Now – While at maximum stacks of the Momentum Key Passive, your Cutthroat Skills deal
20-35 30-45% increased damage and you become Unstoppable for 3 seconds every 8 seconds.
Unique Items- Previous – 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% Lucky Hit Chance.
- Now – Casting a Core Skill has a 15-30% chance to throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades gain 5% Lucky Hit Chance.
- Ranks of Concussive changed to Ranks of Malice.
- Vulnerable Damage changed to Dexterity.
- Previous – Lucky Hit: Hits with this weapon have up to a 30-40% chance to deal double damage and Knock Back the target.
- Now –
Barrage has a 30-40% chance to Knock Back or Knock Down enemies with each hit and deal double damage. Hits of Barrage have a 30-50% chance to deal double damage and Knock Down enemies.
- Explosion radius increased by 10%.
- The visual effect for the Physical damage has been improved to be more consistent.
- Decoy Trap damage increased by 8%.
- Previous – Your is always Imbued with all Imbuements at once.
- Now – Your Rain of Arrows is always Imbued with all Imbuements at once and receives your Arrow Storm benefits.
Paragon – Legendary Node
- Previous – Your Marksman Skills grant your next Cutthroat Skill 25% increased damage. Your Cutthroat Skills grant your next Marksman Skill 25% increased damage.
- Now – Your Marksman Skills grant your Cutthroat Skills 25% increased damage for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25% increased damage for 8 seconds.
– Legendary Node
- Previous – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%.
- Now – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%. A Nearby Staggered Boss provides the maximum bonus.
– Legendary Node
- Previous – Whenever you deal damage to a Vulnerable enemy, they take 1% increased damage from you for 6 seconds, up to 25%.
- Now – Lucky Hit:
Direct damage to a Vulnerable enemy has up to a 45% chance to increase your damage by 1% for 25 seconds, up to 50%. At 50 stacks, this bonus resets and you Execute all Nearby Non-Boss enemies. Hitting a vulnerable enemy has up to a 60% chance to increase your damage by 1%x for 25 seconds, up to 25%x. At 25 stacks the bonus remains for 6 seconds then expires.
– Legendary Node
- Is now capped at a maximum damage bonus of
35 45% . - Duration increased from 8 to 10 seconds.
Developer's Note: This is to compensate for increased sources of Ultimate Skill Damage added to the Rogue Paragon Board this season.Leyrana's Instinct – Legendary Node
- Is now capped at a maximum damage bonus of 35%.
– Rare Node
- Execute Chance changed to Ultimate Damage.
- Magic Nodes in this cluster that gave Execute Chance now give Ultimate Damage.
– Rare Node
- Damage to Healthy changed to Ultimate Damage.
- Magic Nodes in this cluster that gave Damage to Healthy now give Ultimate Damage.
Bug Fixes
Gameplay
General
- Fixed an issue where the was calculating using base Life instead of Maximum Life.
- Fixed an issue where Damage over Time effects were receiving the bonus from the %Damage Stat twice.
- Fixed an issue where was doing excessive amounts of damage to bosses while also being hit by other monsters.
- Fixed an issue where the could be active alongside other Elixirs.
- Fixed an issue where Evade could trigger .
- Fixed an issue where Elite Scorpion enemies with the Teleporter Affix didn't actually teleport.
- Fixed an issue where the was not restricted to Rogues.
- Fixed an issue where Items could disappear when opening many caches at once.
- Fixed an issue where did not properly work with Overhealing effects.
- Fixed an issue where couldn't be imprinted onto Pants.
- Fixed an issue where the player couldn't be revived if the player trying to revive them died right before the revive channel would have finished.
- Fixed an issue where the effect of Incense did not persist after death.
- Fixed an issue where using a Town Portal and using a Waypoint, or interacting with the World Tier statue, at the same time could cause the player to get stuck.
Rogue
- Fixed an issue where certain Stun Grenade effects didn't properly function.
- Fixed an issue where and lost stacks when triggering Lucky Hit or other on-hit effects.
- Fixed an issue where the Tempering Affix that grants bonus life while is active didn't function.
- Fixed an issue where the Tempering Affix that grants bonus damage per active Dark Shroud was granting more damage than intended.
- Fixed an issue where the Tempering Affix that grants bonus Resistance and Max Resistance after using a Health Potion did not increase Maximum Resistance.
- Fixed an issue where did not increase damage as expected.
- Fixed an issue where the had 10% Lucky Hit Chance instead of 25%.
- Fixed an issue where did not Daze targets after applying 3 stacks.
- Fixed an issue where didn't gain damage from its stacks if it was imbued.
- Fixed an issue where the damage bonus from was additive instead of multiplicative.
- Fixed an issue where the Bonus Movement from could be lost when switching equipment.
- Fixed an issue where the upgrade didn't reduce the Cooldown of Dash by the full, intended amount.
- Fixed an issue where could generate multiple combo points when additional resource generation was high.
- Fixed an issue where used with and the Repeating Aspect behaved inconsistently.
- Fixed an issue where didn't deal damage with .
- Fixed an issue where Rapid Fire did not have a range limit when used with .
- Fixed an issue where would properly function when a Core Skill hit a target that wasn't explicitly aimed at.
- Fixed an issue where made targets Vulnerable after 2 hits instead of 3.
- Fixed an issue where didn't trigger Movement Speed from the .
- Fixed an issue where didn't display its duration on the Skill icon on your Action Bar.
- Fixed an issue where was double dipping its damage multiplier. A compensatory buff to Victimize was made here, as mentioned above.
- Fixed an issue where the Tempering affix for granting bonus movement speed per active did not function properly.