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Diablo Immortal's New Class Legendaries - Guide Writer Insights & Opinions
[Immortal]
由
Tharid
发表于
2022/07/22,11:40
With this week's
Diablo Immortal post-launch content patch
, Blizzard has released a total of 36 new Legendary items. Due to the possibly huge implications in terms of build changes, we have asked our Diablo Immortal guide writers to discuss the newly introduced legendary items and their powers. Each class got one item for each slot, for a complete new armor set, which we have included for you to look at.
Diablo Immortal Content Patch 07/20Diablo Immortal Build Tool
Barbarian
New Barbarian armor, partially awakened.
不灭雄心
(Legs): Ground Stomp now rips open the ground, dealing damage to enemies in front of you. Maximum 2 charges.
Whirlwind is the only viable AoE DPS option for Barbarians. Adding legendaries to enhance Ground Stomp could help to give more build diversity but I don’t think this legendary is enough.
怯懦者之灾
(Shoulders): Activating Wrath of the Berserker now immediately reduces the Movement Speed of all nearby enemies by 80%.
Pretty much useless. Barbarians already have a lot of crowd control in their kit and it’s in a slot where other upgrades would be better.
五魔爪
(Chest): Whirlwind now shreds armor, increasing all damage enemies take by 2%, stacking up to five times.
10% more damage taken! The Gathering is a great legendary for PvP so it won’t be replaced but in PvE for more damage, this could be a nice option, synergizing well with Ground Stomp.
本我狂热
(Main Hand): When Frenzy is fully stacked, each attack unleashes 918 (1k8gs) damage to all enemies in front of you. Cannot occur more often than once every 0.4 seconds.
This would take the place of Stonefall in Single Target situations. This will deal approximately 2K7 DPS at 1k8 GS, so it’s a good change from Stonefall. It could be decent in AoE too but is still worse than Whirlwind. Not a bad legendary overall but would have liked a lower cooldown (or no cooldown) to match the attack speed fantasy from Frenzy.
锤落灰飞
(Off Hand): Hammer of the Ancients now randomly drops hammers in the targeted area multiple times.
This one is too shady. How many times do the hammers drop? What’s the damage per Hammer? How many Hammers drop per second? Is it just the initial Hammer striking multiple times? It would replace The Remembered which is really strong, I don’t think it will be a great legendary but there is some potential.
撼地奔行
(Head): Undying Rage also increases your Movement Speed by 50%.
This could be good in PvP. When Undying Rage procs, you want to stick to your targets or run away and this legendary would help. It could be the new bis Head for PvP
Crusader
New Crusader armor, partially awakened.
被遗忘的救世者
(Main Hand): Falling Sword now calls flames from the heavens that Burn enemies.
This could have really interesting synergy with some of the other Falling Sword legendary powers, namely Tumult’s storm of blades or Little Lance’s surge effect. Crusader’s Burn is a little OP to begin with … for example, my Power Steed build is focused in a big way on extending and enhancing the damage of Draw and Quarter’s Burn.
Three of these six new legendaries are pushing Burn damage. At this point, the writing’s on the wall: We’ve got one or many new viable builds coming. Does “Burnsader” have a good ring to it?
消罪圣言
(Chest): Condemn now immediately detonates all of its damage on the enemies it hits.
This power just makes me laugh: You wait no more for big boom. Talk about buffing Crusader PVP gameplay. That poor enemy player with one-quarter of their health bar left is now at even greater risk, as is your perimeter as you leave your allies to chase that porting Wizard down.
黎明将至
(Chest): Consecration now protects you and nearby party members, decreasing damage taken by X%.
I still want to see the franchise’s take on a pure support class, but until then, I can get by on powers like this. It’s a little insane to consider how this is going to work in conjunction with Conjuration of Light or Many-Eyed Aegis. I’m looking at you, Gorgothra.
公正命运
(Legs): Sacred Chain no longer constrains enemies, instead forming a chain of flames between enemies which Burns other enemies that touch it.
This is cool stuff, I see many opportunities for it in both PVP environments and Challenge Rifts/Path of Blood. Maybe we can no longer fear corridors?
怒火凝视
(Head): Shield Glare now Burns enemies for X damage over Y seconds.
With the Bonebearer synergy, we now definitely have some major Darthsader vibes going on. Unfortunately, it’s a little unclear how the two would work together. Would the two powers translate into two stacking DoT effects? Because that would be awesome, and it would make my single-star Everlasting Torment feel right.
天堂余照
(Shoulders): Judgment now conjures a continuous beam of light from the heavens which moves under your control.
I wonder if the Slow effect of Judgement is going to work with this legendary power. If so, I easily see this being a go-to in battlegrounds. Imagine shooting off a Spinning Shield with Sinkhold Cross equipped and then guiding a slow effect to hold an enemy player where the shield is spinning. Nice.
Demon Hunter
New Demon Hunter armor, partially awakened.
游猎遗赠
(Shoulders):
逃脱
now launches X homing rockets at nearby enemies when activated, each dealing Y damage.
多重射击
builds have a much better choice in
陨火
while DHs who like
憎恨之雨
probably want
冰雹肩铠
. Once again, once we see how this works, it might have some applications in PvP or challenging content. It's hard to imagine giving up DPS for it, though.
记忆深刻
(Head):
憎恨
now increases your critical strike chance by X% but causes you to lose Y% of your Life every second.
Competes with
逝去者的视界
and generally doesn't seem as good.
精准如流
(Main Hand):
多重射击
now fires all arrows in a targeted direction and can strike the same enemy multiple times.
多重射击
builds generally are using
火焰恶意
, so you have to ask yourself, how much damage do I miss out on during single target fights? It's at least interesting, and I'll probably at least play with it if I get one.
微末之伤
(Off Hand):
暗影飞刀
now also causes enemies to Bleed for X damage over Y seconds.
饥饿者
and
不协者
are probably the top competitors. If this makes a big improvement on single target damage, DHs who like channeling may well choose this.
碎刃战裤
(Legs):
刀扇陷阱
now scatters multiple mines that will explode when stepped on, but it can no longer have multiple charges.
考夫的无情怒火
and
不协者
are probably the top competitors. This might see some niche use but currently one does not see too many trap DHs running around.
腐蚀外套
(Chest):
烟雾弹
now hurls an acid bomb that damages enemies continuously.
暗影守望者胸甲
and
憎恨之心
are both widely used. It seems to take away the big benefit of
烟雾弹
, which is the concealment. Maybe there is something we are missing, but this looks very unlikely to be used
Monk
New Monk armor, partially awakened.
临终迟悟
(Head): Exploding Palm Bleed effect now has a 30% chance to be detonated by other attacks.
This is the only legendary I'm truly excited about since I'm a fan of the Seven-Sided Strike/Exploding Palm/Cyclone Strike trifecta. This gives a third way to detonate Exploding Palm besides (a) Bleeding enemies dying while Exploding Palm is on them within the 5-second Bleeding Palm window and (b) detonating Exploding Palm by killing them with Seven-Sided Strike. This gives a chance for
any attack
to detonate Exploding Palm, and not just when the target dies.
There is only one halfway decent Head for this build (
弱点洞察
, which increases Exploding Palm max charges by 1), but this one is far better. The only problem may be for monks who use either Inner Sanctuary or Shield of Zen as their fourth skill for defense, as these are heavily represented in Head legendaries.
拳师的气场
(Main Hand): Seven-Sided Strike now repeatedly attacks in the same direction, knocking back the enemy each time.
This is curiously similar to the new Imprisoned Fist Endless Trial legendary in how it works, although it adds the knockback. Generally, builds around Seven-Sided Strike stress gathering up large groups, pulling them together, and attacking them all at once. I'm not sure what PvE purpose would be solved by driving everything into the same direction with Knockback, which has a high probability of breaking up your grouping. Pugilist's Presence also takes the same slot as the super popular
灵行者
, which places a runic circle inside which all enemies will be struck by spirit allies. This is just so much better for most purposes ... except perhaps PvP.
Pugilist's Presence seems to have some potential for PvP, which answers the quest of why you'd want the knockback driving in a single direction. Knockback can be extremely useful in PvP, both for putting enemies off-guard and for interrupting attacks. And
灵行者
is less useful in PvP because players can just move out of or avoid the runic circle, something PvM monsters just aren't smart enough to do.
饥饿之蚊
(Legs): Flying Dragon damage increased by 2% for each enemy hit, up to a maximum increase of 20%.
Flying Dragon has its adherents and is often the fourth skill used along with the Seven-Sided Strike/Exploding Palm/Cyclone Strike instead of a defensive skill. Until now, there was no Legendary for Flying Dragon, and those who like it will welcome this addition. As a bonus, it's for the Legs, which doesn't have a lot of strong competition, unless you prefer Flying Kick to Flying Dragon. This legendary might make some Flying Kick users change their tune.
The only other possible competitor is
风暴之道
, which some Monks use to add a defensive element to Cyclone Storm. However, for the DPS-forward Monks who prefer Flying Kick ... well, the best defense is a good offense.
无心可降
(Shoulder): Imprisoned Fist now continually launches punches in a direction you can change while channeling. Using Imprisoned Fist will slowly consume its energy, which will recover while Imprisoned Fist is not in use.
Imprisoned Fist is a very occasional choice in high-level PvP for monks (almost never seen in PvE), and perhaps this could be an interesting change that would allow a little less of a random element to PvP attacks. Most monks use some combination of Seven-Sided Strike/Exploding Palm/Cyclone Strike in both PvE and PvP, particularly due to synergies that exist between Seven-Sided Strike and Exploding Palm. This is probably angling to become a replacement for Seven-Sided Strike for PvP, especially with the addition of the new Head legendary Numb Realization that can detonate Exploding Palm instead of using Seven-Sided Strike with the
熏香之息
Chest for that purpose.
I have a couple of concerns about how Endless Trial will work in actual play. First, while it states that you can change directions while channeling, this may be more difficult in practice than in theory. Second, waiting for the channel to recover may not be as easy to do in a PvP situation, where you don't get a lot of chance to rest. It will depend on how quickly this regains it charge. All that remains is testing. However, my fear is that this latest attempt to make Imprisoned Fist relevant won't work as intended.
响臂
(Offhand): Wave Strike turns into a pneumatic ball that pulls in and continually damages enemies.
I
think
this is meant to serve as a possible alternative to Cyclone Strike, acting like the Wizard's Black Hole. However, there are two concerns here. First, there is no discussion about the range of this Wave Strike/Black Hole modification, or whether this is larger than an unmodified Cyclone Strike. Second, Wave Strike's two other legendaries that aren't on the offhand -- increasing damage by 10% (Chest) and increasing range by 20% (Main Hand - and is that range of the pull-in effect or range of the ball when it goes?) compete with stronger Legendaries for those slots, so modifying this would be at the expense of a
lot
of power elsewhere. The possible advantage to using Wave Strike rather than Cyclone Strike for this purpose is that Wave Strike has a slightly lower cooldown (9 seconds) than Cyclone Strike (12 seconds).
This one will need in-game testing to determine the radius of the Wave Strike effect, how it works with other Legendaries, and how it compares in damage and effectiveness to Cyclone Strike. This is one legendary where I'm not seeing the point. If you are using Cyclone Strike, it's generally to pull in as many enemies as you can into the tightest group possible to hit with your other abilities, and Cyclone Strike does its job very well (and the competitor offhand
风暴之眼
is more attractive here). A replacement isn't really wanted or needed.
盲视之袍
(Chest): Cyclone Strike now produces a dust storm that impairs enemy vision and deals damage.
This is another one where I believe this might be intended for PvP, although it can have some defensive property for all situations.
The biggest problem here is that this competes for a slot with
熏香之息
, which is a near must-have if you are using Seven-Sided Strike to detonate Exploding Palm. It has two other strong contenders for Cyclone Strike with
风暴之灵
and
暴风之心
. It's a "meh" entry in a very strong field, even for PvP, where
暴风之心
may be a preferred solution for sowing chaos in the ranks.
Necromancer
New Necromancer armor, partially awakened.
苦难之弧
(Main Hand): Bone Spirits now bounces whenever it hits a wall.
Arc of Misery is definitely a Challenge Rift advantage, especially in Hell maps where the walls are oddly curved, and in Cathedral-like maps with narrow corridors. However, not so great in the open world for lack of walls most of the time, and certainly, I wouldn’t want to be sitting duck in PvP channeling Bone Spirits hoping that a Barbarian, Crusader or Demon Hunter comes near a wall. I’d rather have a skill that allows me to shoot on the go like Skeletal Archers or the Skeletal Mage that shoots continuous beams, or a skill that helps me to out of sticky situations.
刺毛披风
(Chest):
亡者之甲
now causes your summons to continuously damage nearby enemies, but no longer protects them.
Cloak of Quills is a great choice for players that use the
炎荒
号令石魔
,
临终接引
亡者法师
and the base Skeletal champions from
亡者战士
. All summoned minions in melee range means the equivalent of a constant immolation aura damage against enemies. Now that I think about it,
亡者之墙
with
永恒奴役法衣
should technically gain the continuous damage to enemies in theory. It would be like having
火葬诱惑
ignited without wearing Pyre's Allure and without using
魂火
-- which would be great for those who prefer
尖矛
. We'll have to wait and see if that's possible.
窸窣之肤
(Legs):
镰刀切割
now increases all damage you deal by 2% for each enemy hit, up to 10%, for 3 seconds.
精魂引爆
Necromancers are going to be happy with this Legendary Item. After launch, there were no Legendary Items for the
镰刀切割
skill. With this power, your
精魂引爆
and other skills get bonus damage over a period of time, and that bonus increases depending on how many mobs you hit with the Grim Scythe up to a max percent. Makes me wonder if this makes
亡魂
worthwhile in a
精魂引爆
build.
仆役共主
(Shoulders): Bone Armor now reduces all continuous damage you take by 40%.
This sounds great on paper. Have you ever been in the Path of Blood Level 50 where this big Glutton demon spews acid clouds or the big serpent that drops poison all over the place? Or the annoying demon boss that breaths fire in a cone area? This legendary item should technically take care of that issue.
精巧之伤
(Head):
邪矛
now causes enemies to decay, dealing 859 damage for 3 seconds.
Ahh, finally something that makes
邪矛
worthwhile.
邪矛
is not so great for Corpse Explosion Necromancers because both skills together share the same corpse resources. But on a Summoner Necromancer,
邪矛
with this Legendary Item might be fun. Summon a
亡者之墙
with the
永恒奴役法衣
legendary to generate 5 corpses on the ground, then throw
邪矛
at enemies for a poison-like debuff.
黑魂守御
(Off Hand): Skeletal Mage now shoots continuous rays at enemies.
亡者法师
now turns into Symmetra, or gets Wizard's
瓦解射线
? I can't wait to see that animation in action and how much damage it deals compared to other variants of Skeletal Mage. Now That I think about it, the question is whether the beam does AOE damage to multiple enemies, or pierces through the first target to damage enemies behind it. This Legendary Item has my full attention paired witih
连锁宝石
.
Wizard
New Wizard armor, partially awakened.
无向之刃
(Main Hand):
奥术洪流
now launches missiles at random enemies around you.
For both cold and fire builds, as of now, there are better choices for this slot. Intriguing though to think if a build could be made around this underused skill.
噬能之冰
(Shoulders):
冰霜射线
now creates an ice shield each time it damages an enemy, absorbing X damage and stacking up to 10 times.
For cold at this point, the obvious choice is
灼热审判
because of the channeling effect into the
冰棱水晶
. This does provide some survivability, though, so it is a potential item for challenging content.
火焰乱舞
(Head):
灼烧之球
now hurls a ball of magma that bursts when it strikes an enemy, creating a pool of magma that Burns and Stuns enemies.
There is no standard head item for fire builds, and this looks like a definite plus if you play firestorm.
九九原始奥义
(Legs):
奥术洪流
damage increased by X%.
Both Fire and Cold have better choices. But, again, maybe this opens up the possibility of builds based around
奥术洪流
.
活化咒能
(Chest):
冰霜射线
now creates an illusion that channels a beam of frost in the targeted direction.
Cold builds have a much better choice in general in
混沌枢纽
. But, once we see how this works, it might have some applications in PvP or challenging content. It's hard to imagine giving up DPS for it, though.
风化之眼
(Off-Hand):
奥术旋风
now also applies a X% reduction to Movement Speed for Y seconds.
Fire builds have a much better choice in
不悔狂风
. Again, once we see how this works, it might have some applications in PvP or challenging content. It's hard to imagine giving up DPS for it, though.
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