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Diablo Immortal's New Class Legendaries - Guide Writer Insights & Opinions
이모탈
2022/07/22 시간 11:40
에
Tharid
에 의해 작성됨
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.
긍지
(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.
겁쟁이의 최후
(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.
다섯 마수
(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.
미치광이
(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.
가루반죽
(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.
전율
(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.
잊힌 구원자
(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?
면죄부
(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.
여명
(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.
공정한 운명
(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?
분노의 응시
(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.
천국의 여정
(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.
수렵꾼
(Shoulders):
탈출
now launches X homing rockets at nearby enemies when activated, each dealing Y damage.
다발 사격
builds have a much better choice in
우박불
while DHs who like
복수의 비
probably want
우박의 어깨 방어구
. 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.
살인마
(Head):
복수
now increases your critical strike chance by X% but causes you to lose Y% of your Life every second.
Competes with
망자의 환영
and generally doesn't seem as good.
몰살
(Main Hand):
다발 사격
now fires all arrows in a targeted direction and can strike the same enemy multiple times.
다발 사격
builds generally are using
불타는 앙심
, 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.
자창
(Off Hand):
투검
now also causes enemies to Bleed for X damage over Y seconds.
굶주린 자
and
혼란
are probably the top competitors. If this makes a big improvement on single target damage, DHs who like channeling may well choose this.
칼날바지
(Legs):
칼날 덫
now scatters multiple mines that will explode when stepped on, but it can no longer have multiple charges.
코프의 가차없는 분노
and
혼란
are probably the top competitors. This might see some niche use but currently one does not see too many trap DHs running around.
매염
(Chest):
연막
now hurls an acid bomb that damages enemies continuously.
죽음 감시의 흉갑
and
복수의 심장
are both widely used. It seems to take away the big benefit of
연막
, 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.
뒤늦은 깨달음
(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 (
파괴적 통찰력
, 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.
싸움꾼의 카리스마
(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
정령의 손길
, 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
정령의 손길
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.
굶주린 모기
(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
폭풍의 길
, 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.
끝없는 시험
(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
향의 숨결
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.
비명봉
(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
태풍의 눈
is more attractive here). A replacement isn't really wanted or needed.
맹목자
(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
향의 숨결
, 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
폭풍 정령
and
폭풍의 심장
. It's a "meh" entry in a very strong field, even for PvP, where
폭풍의 심장
may be a preferred solution for sowing chaos in the ranks.
Necromancer
New Necromancer armor, partially awakened.
고난의 낫
(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.
가시 망토
(Chest):
뼈 갑옷
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
황폐의 칼날
골렘 지배
,
종말의 환영
해골 마법학자
and the base Skeletal champions from
해골 지배
. All summoned minions in melee range means the equivalent of a constant immolation aura damage against enemies. Now that I think about it,
뼈의 벽
with
끝없이 움켜쥐는 예복
should technically gain the continuous damage to enemies in theory. It would be like having
매혹적인 불길
ignited without wearing Pyre's Allure and without using
영혼의 불꽃
-- which would be great for those who prefer
뼈 창
. We'll have to wait and see if that's possible.
대규환
(Legs):
사신의 낫
now increases all damage you deal by 2% for each enemy hit, up to 10%, for 3 seconds.
시체 폭발
Necromancers are going to be happy with this Legendary Item. After launch, there were no Legendary Items for the
사신의 낫
skill. With this power, your
시체 폭발
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
뼈 영혼
worthwhile in a
시체 폭발
build.
향유
(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.
괴란
(Head):
시체 창
now causes enemies to decay, dealing 859 damage for 3 seconds.
Ahh, finally something that makes
시체 창
worthwhile.
시체 창
is not so great for Corpse Explosion Necromancers because both skills together share the same corpse resources. But on a Summoner Necromancer,
시체 창
with this Legendary Item might be fun. Summon a
뼈의 벽
with the
끝없이 움켜쥐는 예복
legendary to generate 5 corpses on the ground, then throw
시체 창
at enemies for a poison-like debuff.
저녁 기도
(Off Hand): Skeletal Mage now shoots continuous rays at enemies.
해골 마법학자
now turns into Symmetra, or gets Wizard's
파열
? 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
죽음의 사슬
.
Wizard
New Wizard armor, partially awakened.
난발자
(Main Hand):
비전 격류
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.
이글루
(Shoulders):
서리 광선
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
이글거리는 심판
because of the channeling effect into the
얼음 수정
. This does provide some survivability, though, so it is a potential item for challenging content.
불바다
(Head):
불태우기
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.
99가지 비밀
(Legs):
비전 격류
damage increased by X%.
Both Fire and Cold have better choices. But, again, maybe this opens up the possibility of builds based around
비전 격류
.
각성의 기원
(Chest):
서리 광선
now creates an illusion that channels a beam of frost in the targeted direction.
Cold builds have a much better choice in general in
혼돈의 중심
. 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.
경계의 눈
(Off-Hand):
비전 바람
now also applies a X% reduction to Movement Speed for Y seconds.
Fire builds have a much better choice in
거침없는 질풍
. 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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