Diablo3: Infernal Machine and Hellfire Bosses

Here is a detailed explanation of the materials and recipes for the Infernal Machine and the Hellfire Ring.

What is the Hellfire Ring?

This ring gives the following properties. Created from defeating bosses inside the Infernal Machine.

- Either Str, Dex, Vit, or Int
- 4 Random Props
- +35% exp
- Launches Explosive Ball of Hellfire on Attack.

these guys hold onto the pieces for each attempt of the Infernal Machine that you want to have. The last guy in Act4 contains the plans only which you get once and your done with him. Be sure to kill each Keywarden with 5 stacks of Nephalem Valor.

Odeg The Keywarden Act 1 Spawns inside the Fields of Misery. He has a chance to spawn anywhere in the whole map. This boss will drop the Key of Destruction.

Odeg's Abilitys

Has Jailer
Main attack is Spear Throw
Has a triple-fireball attack

Sokahr the Keywarden Act 2 Spawns inside the Dahlgur Oasis. Spawns anywhere inside the boundarys of the Oasis. He will drop the Key of Hate.

Sokahr's Abilitys

Sokahr is a Dune Dervish/Magewraith, so his main attack is spinning
Has Missile Dampening with a natural thorns
Mortar And Electrified

Xah'Rith the Keywarden Act 3 Spawns in the Stonefort area. On the way to him you should be able to find the required 5 elites to stack your NV now. Drops the Key of Terror.

Xah'Rith's Abilitys

Illusionist Mob with Teleport.
Uses Corpse Rain spell.
Slows with a Cold Spell.

Nekarat the Keywarden Act 4 Found inside the Silver Spire Level 1. Very large demon with a curse that removes 75% of healing done. Drops the Plans: Infernal Machine.

Nekarat's Abilitys

Diablo Lightning Attack and AoE Fire

Nekarat seems like the hardest so far. He should be kited. Make sure to have your 5 NV Stacks.

To craft the Infernal Machine you must be a Level 10 Artisan Blacksmith.

Finding the Realm of Chaos.

To get inside you must start the game on the quest Return to New Tristram. The healer in act 1 town will now have a door behind him that you can break down. Inside you enter an empty room which you can now use the Infernal Machine inside. This opens a portal to either Realm of Chaos / Turmoil or Discord. Each has 2 unique bosses.

Infernal Machine = Key of Destruction x1 Key of Hate x1 Key of Terror x1 Gold x1200

Hellfire Ring
(any type) = Vengeful Eye x1 Devil's Fang x1 Writhing Spine x1 Gold x50,000

Hellfire Ring Plan can be bought off of Squirt the Peddler in Act2 town.

The Eye, Fang and Spine are dropped from inside the Infernal Machine worlds. Combines with the Hellfire Ring Plan makes your new Ring.

How does Monster Power effect drop rates of Keys and Pieces?

It doesn't look like any of the items have a 100% drop rate. It seems to drop about 75%-80% of the time. I made my ring using a MP Level 7. I would guess each MP Level adds 10% chance to drop.


Diablo3: 1.05 Patch PTR Patch Notes

Here is the Patch Notes for the 1.05 patch which is currently on the Diablo 3 PTR.

Originally posted on battle.net


New System: Monster Power
Similar to the "Players 8" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.

New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber” versions of some of Sanctuary's most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring

Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:

  • When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
  • Opening a Resplendent Chest will grant one stack of Nephalem Valor    
  • Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
  • If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location  
  • Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
  • Several events have had Unique monsters added to them for this purpose  
Experience Shrines can now appear in Inferno difficulty    Two new shrines have been added to all difficulty levels:
    Empowered Shrine – Increased resource regeneration and reduced cooldowns
    Fleeting Shrine – Increased movement speed and pickup radius 

Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy    The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):

  • Normal: 20% to 0%
  • Nightmare: 30% to 15%
  • Hell: 40% to 25%
  • Inferno: 40% to 25%  
Crowd control effects will now be affected by diminishing returns.


Search parameters will now save when switching between the gold and real-money auction house 

An additional sortable column has been added to the results window

This column will have a drop-down box populated with each of the Preferred Stats that players indicated for their search (only one Preferred Stat can be selected at a time)  

The Preferred Stat list is now sorted alphabetically 

A button has been added to allow players to quickly reset Preferred Stat filters to "None"    Players can now search for +Damage on off-hand items.

When searching for items to purchase, an option to "autofill" stats based on what the player is currently wearing has been added, Similarly, when selling an item, a "Find Similar" button has been added to allow players to quickly search for items currently up for auction that have similar stats  

Bug Fixes
When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before falling back to using an open slot in your inventory.

The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories.

Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly  

The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III    A new item delivery system has been added that will allow Blizzard to send items directly to players (you may see us testing this feature over the course of the PTR).

An Achievement button has been added to the in-game hotbar.

Players can now link Achievements in chat.


Players can now customize their banner in-game while in town.

Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)

New unlocked banner rewards are now highlighted so they can be found more easily  

Players can now change font color (per channel) and size.

Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing.

Several additional improvements have been made to in-game chat to increase usability. 

Azmodan Bug Fixes

Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned      


Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here!  

Active Skills
        Battle Rage
Duration increased from 30 seconds to 120 seconds    
        Hammer of the Ancients
Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated.

Skill Rune – Smash
The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player              
Skill Rune – The Devil's Anvil
Movement speed reduction increased from 60% to 80%              
Skill Rune – Iron Impact
Now grants 100% bonus armor per enemy hit for 3 seconds              
Cooldown reduced from 15 seconds to 12 seconds          
Rend should now more reliably hit enemies that are running away
Skill Rune – Mutilate
Mutilate has been redesigned to slow enemies by 60% for the duration of Rend              
Skill Rune – Run Like the Wind
Proc coefficient reduced from 0.2 to 0.08
      Threatening Shout
Cooldown reduced from 15 seconds to 10 second
Skill Rune – Grim Harvest
Now also has a chance to drop a health globe              
      War Cry
Cooldown reduced from 30 seconds to 20 seconds
Fury generated reduced from 30 to 20
Skill Rune – Charge!
Fury generated reduced from 60 to 40             
Skill Rune – Impunity
Bonus resistance reduced from 50% to 20%              
Fury cost from 16 to 9
Skill Rune – Blood Funnel
Healing increased from 1% to 2% of Maximum Life per Critical Hit              
Passive Skills
Bonus Fury regeneration increased from 10% to 20%          
     Inspiring Presence
Healing increased from 1% to 2% Maximum Life per second          
Fury regeneration has been quadrupled, increased to 2 Fury every 1 second (up from 1 Fury every 2 seconds)          
Demon Hunter
Active Skills
        Bola Shot
Explosion radius increased from 7 yards to 17 yards
Skill Rune – Volatile Explosives
Explosion radius increased from 14 yards to 20 yards              
Chakram will now always fire a projectile, regardless of distance or if an enemy is targeted          
Added a 30-second cooldown
Reduced each Companion's attack cooldown from 1.5/2 seconds to 1 second
Weapon damage increased from 30% to 38%, but they can no longer critically hit               Companion's damage now scales with attack speed
Skill Rune – Wolf Companion
  • Wolf Companion has been redesigned to be a more durable pet: 
  • Now has comparable durability to one Zombie Dog  
  • New attack: 120-degree Cleave with a 10-yard radius that hits for 94% weapon damage               
Skill Rune – Spider Companion
  • Spider Companion has been redesigned to be a more durable pet:
  • Has slightly more durability than the Wolf Companion 
  • New attack: 120-degree Cleave with a 10-yard radius that hits for 38% weapon damage and Slows every enemy it hits by 60% for 2 seconds              
Skill Rune – Boar Companion
  • Boar Companion has been redesigned to be a more durable pet:
  • Has more durability than the Spider Companion
  • New attack: Single-target attack that hits for 38% weapon damage
  • Provides (155 @ 60) Life per second and a 15% bonus to all resistances for the Demon Hunter   
     Evasive Fire
Skill Rune – Shrapnel has been replaced with a new rune: "Hardened"
Hardened increases your Armor by 50% for 3 seconds and replaces the backflip              
Skill Rune – Parting Gift
Weapon damage increased from 45% to 55%
Poison bomb delay reduced from 1.2 seconds to 0.6 seconds              
  • Cost changed from 10 Discipline to 30 Hatred 
  • Increased from weapon damage from 55% to 88%
  • Players can now have two turrets active at once, but an 8-second cooldown has been added to compensate 
Sentry can no longer critically hit
Skill Rune – Spitfire Turret
Weapon damage increased from 8% to 15%              
Skill Rune – Vigilant Watcher
Vigilant Watcher has been redesigned and now reduces the cooldown of Sentry by 2 seconds instead of increasing the duration              
Skill Rune – Chain of Torment
Weapon damage increased from 80% to 100%              
      Shadow Power
Base spell changed from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds             
Skill Rune – Night Bane
Changed from 4 Hatred per second for 3 seconds to 3 Hatred per second for 5 seconds              
Skill Rune – Blood Moon
Changed from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds              
Skill Rune – Gloom
Changed from 65% damage reduction for 3 seconds to 35% damage reduction for 5 seconds              
Skill Rune – Shadow Glide
Changed from 40% movement speed increase for 3 seconds to 30% movement speed increase for 5 seconds              
     Spike Trap
Skill Rune – Sticky Trap
Explosion radius increased from 8 yards to 16 yards              
Skill Rune – Bandolier has been replaced with a new rune: "Echoing Blast"
Echoing Blast gives your Spike Traps three charges with a minimum delay of 1 second between each explosion, and deals damage as Poison              
Movement speed increased from 65% to 75%
Hatred cost reduced from 16 to 12
Skill Rune – Equilibrium has been replaced with a new rune: "Emberstrafe"
Emberstrafe leaves behind fire trail that deals 65% weapon damage per second for 2 seconds              
All rune variants now allow you to walk through enemies while active          
Can now be used while under the effect of roots, including Jailer (and will break the effect)               Skill Rune – Trail of Cinders
Reduced damage from 1500% to 300% weapon damage over 3 seconds
Trail can now stack              
Skill Rune – Acrobatics
Cooldown reduced from 15 seconds to 10 seconds              
Passive Skills
     Custom Engineering
Adds the ability to have a third Sentry turret out a time
Now also increases the maximum number of Spike Traps you can have out to 6          
     Numbing Traps

Damage reduction reduced from 25% to 20%, but now also works with Grenades and Sentry          
Now also increases Life, Armor, and Resistances by 10%          
     Thrill of the Hunt
Thrill of the Hunt has been redesigned:
Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds.
Enemies can only be rooted once every 7 seconds. This does not affect Sentry.
Now displays a buff icon when ready to use          

Active Skills
        Breath of Heaven
Skill Rune – Infused with Light
Bonus Spirit regeneration increased from 6 to 8 additional Spirit per hit for 5 seconds              
        Dashing Strike
The strike animation after dashing now scales with attack speed          
       Mantra of Evasion
Skill Rune – Wind Through the Reeds
Run speed bonus increased from 5% to 8%              
Passive Skills
        Beacon of Ytar
Cooldown reduction increased from 15% to 20%          
Near Death Experience
Cooldown reduced from 90 seconds to 60 seconds          
 Now also works on Freeze and Immobilize effects (note: the tooltip will not say Freeze, because Freezes are classified as a Stun)          

Damage reduction reduced from 25% to 20%          
      Seize the Initiative
Conversion of Dexterity to Armor reduced from 100% to 50%          
Witch Doctor
Active Skills
        Spirit Barrage
Skill Rune – Well of Souls
Will now seek out targets up to 40 yards (up from 25 yards)              
        Wall of Zombies
Cooldown reduced from 25 seconds to 20 seconds
Skill Rune – Pile On
Changed from 745% weapon damage with a 25-second cooldown to 500% weapon damage with a 10-second cooldown and the radius has been slightly increased              
Passive Skills
        Gruesome Feast
Now shows a buff icon when you have active stacks        

         Fetish Sycophants
Proc chance increased from 3% to 5%         

         Jungle Fortitude
Damage reduction reduced from 20% to 15%          
Active Skills
        Archon: Slow Time
Slow increased from 30% to 60%    
Arcane Power cost reduced from 45 to 40 (Snowbound cost will remain the same at 20 Arcane Power)     
          Energy Armor
Armor bonus reduced from 65% to 35%      
Skill Rune – Prismatic Armor
Resistance bonus reduced from 40% to 25%              
Skill Rune – Ancient Guardian
Health threshold increased from 35% to 50%              
Skill Rune – Dartling has been replaced with a new rune: "Vigoron"
Vigoron regenerates Life every second for the wizard              
All runes now properly benefit from Arcane Dynamo's five-stack damage buff
Fixed an issue that could sometimes cause the heads of the Hydra to become separated from the base when cast near a wall         

        Ice Armor
Now reduces damage from melee attacks by 8%      
       Magic Missile
Base weapon damage increased from 110% to 125%
 Skill Rune – Charged Blast
Weapon damage increased from 143% to 162%              
Skill Rune – Split
Weapon damage increased from 50% to 56%
Angle of damage reduced from 30 degrees to 20 degrees              
Skill Rune – Seeker
Weapon damage increased from 121% to 138%             
Skill Rune – Penetrating Blast
Pierce chance increased from 70% to 100%              
Delay between cast and impact reduced from 2 seconds to 1.25 seconds
Arcane Power cost reduced from 60 to 50
        Ray of Frost
Movement speed reduction increased from 30% to 60%
Duration of slow increased from 3 seconds to 4 seconds
Arcane Power cost reduced from 20 to 16 per period
Skill Rune – Numb
Movement speed reduction increased from 60% to 80%              
Skill Rune – Cold Blood
Arcane Power cost reduced from 12 to 10 per period              
Skill Rune – Sleet Storm
Weapon damage increased from 215% to 333%
Proc scalar reduced from 0.25 to 0.1875              
Skill Rune – Black Ice
Weapon damage increased from 193% to 387% over 3 seconds              
        Slow Time
Cooldown reduced from 20 seconds to 15 seconds
Movement speed reduction increased from 30% to 60%
Skill Rune – Time Shell
No longer reduces the size of Slow Time              
Skill Rune – Perpetuity
Now reduces cooldown to 12 seconds (from 16 seconds)              
        Spectral Blade
Weapon damage increased from 135% to 165%
Angle of damage increased from 60 degrees to 90 degrees
 Range increased from 10 yards to 15 yards (range of Thrown Blades will remain at 20 yards)           Skill Rune – Deep Cuts
Weapon damage from Bleed increased from 35% to 45% over 3 seconds              
Skill Rune – Healing Blades
 Removed Critical Hit requirement              
        Storm Armor
Ability has been redesigned to periodically deal 100% weapon damage as Lightning to nearby enemies
Skill Rune – Reactive Armor
Redesigned to deal 70% weapon damage as Lightning to ranged and melee attackers              
Skill Rune – Strike Back has been renamed "Thunder Storm"
                All other runes remain unchanged              
Now breaks roots
Skill Rune – Reversal
Now ignores line of sight when returning to the casting location              
        Wave of Force
Cooldown reduced from 15 seconds to 12 seconds
Skill Rune – Force Affinity
Cooldown from 12 seconds to 9 seconds              
Passive Skills
            Unstable Anomaly
Increased health threshold from 20% to 30%
Now heals the player to 45% of Maximum Life and slow targets that are knocked back by 60% for 3 seconds          
Crafting materials can now stack to 500

Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground

Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
    Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
This is being done to accommodate the change of item affixes rolling at the monster’s level rather than the item's level (detailed further in the Items section below)  

Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1


Now heals both the Templar and the player when cast
 Can now be cast when the player is below 75% health (up from 50%)          
Mana regeneration bonus increased from 2 to 4 Mana per second          
Cooldown reduced from 60 seconds to 30 seconds
Affected radius increased from 6 yards to 10 yards
Removed the health threshold for when Intervene can be cast
Spell will now cast whenever the player is hit and off cooldown, regardless of the player's currently health %              
Now also reduces the movement speed of enemies that the Templar hits by 60% for 3 seconds          
Basic ranged attack weapon damage increased from 25% to 40%        Skills
Cooldown reduced from 6 seconds to 5 seconds          
         Poison Bolts
Weapon damage of initial hit increased from 40% to 100%
Poison now deals 40% weapon damage over 2 seconds (instead of over 3 seconds)          

Affected radius increased from 4 yards to 6 yards
Cooldown reduced from 45 seconds to 25 seconds          
            Mass Control        
Cooldown reduced from 60 seconds to 30 seconds          
             Powered Armor
Armor bonus reduced from 15% to 5%          
             Reflect Missiles          
Reflect Missiles has been replaced with Missile Ward
Missile Ward reduces incoming damage from ranged attacks by 6%              
Bug Fixes
    Magic Find and Gold Find values inherited from Followers should now respect the 300% cap        Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)  
The cast time for identifying Rare items has been reduced to 1 second

The cast time for identifying Legendary items has been increased to 4 seconds

The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added

Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)

Class-specific items will now drop more often

Items below iLevel 58 no longer drop in Inferno difficulty

Square-quality gems no longer drop in Inferno difficulty

Monk class Skill bonuses can now roll on shields

Additional health per monster in multiplayer games has been reduced from 75% to 70%

Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power

Sand Shark AI has been improved:

Sand Sharks can now use an "Under Sand Attack" while burrowed. The "Under Sand Attack" causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage.

Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them.  

Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Opressor fire breath attacks should now do reduced damages to pets and followers

Two-handed skeleton executioners have had their escape radius reduced. The "coolup" has been increased on the Fallen Lunatic’s suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode

Bug Fixes

Damage caused by the Reflects Damage affix can no longer be dodged

Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)

The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time

Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic     
Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up")  
Shrines will now buff all players that are within the shrine’s radius or in the same level area

Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from

The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield

Fixed a bug where buffs on other players weren’t displaying correctly in the party UI

Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members

Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials 

Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius  


WoW: Theramore's Fall Unlocked

Theramore's Fall Sceneria WoW MoP

Starting September 17th-24th only players may queue up at level 85 for Theramores Fall. This is a new instance that can be later completed by characters at level 90 in Mists of Pandaria only.


- For the event you must be level 85 and have ilevel 353 gear to queue.

- These new Scenarios are not intended to be lengthy, can be completed by a party of friends or randoms regardless of class or specs balance.

- Down the road Theramore will eventually be replaced back to its original state.

- Jaina has a new in-game model after the attack on Theramore. Her hair has become white.

From Blizzard " Garrosh is obsessed with expanding his empire and views Theramore and Jaina as threats to his power. While the Alliance has strong reinforcements, nothing is too unethical for him to use as a military advantage. "

Limited Time Rewards:

Feats of strength for completing this Sceneria Theramore's Fall.
Also these limited time items Theramore Tabard for Alliance and Mini Mana Bomb for Horde.


WoW: Quickest Way to Max Enchanting 525-600

This guide can be used to help get Realm First or get all the new enchants before other people to make tons of gold in MoP.

150 Maelstrom Crystal = 90 Maelstrom Crystal + 90 Heavenly Shard
200 Spirit Dust = 60 Spirit Dust + 25 Mysterious Essence
~46 Enchanting Vellum.

Getting Ready:
1) Make sure that you are in a level 25 guild and you have 90 Maelstrom Crystal + 90 Heavenly Shards.
2) As soon as the servers come up run to Enchanting Trainer and learn Zen Master Enchanter.
3) Buy all the Spirit Dust from the auction house until you get 200. You could also buy all the green items but you will need about 70.

To save time spam the chat if you cannot find enough or are too expensive. Make sure to do it through the trade window and not mail.

1) 525-540 Enchant Chest - Peerless Stats x20-30
2) 540-550 Enchant Bracer - Major Dodge x2
3) 550-577 Enchant Chest - Superior Stamina x9
4) 577-597 Enchant Chest - Glorious Stats x4
5) 597-600 Enchant Off-Hand - Major Intellect x1


You will get about 3 Spirit Dust each Disenchant.

Upwards Conversion:

5 Spirit Dust = 1 Mysterious Essence - Mysterious Essence
5 Mysterious Essence = 1 Ethereal Shard - Ethereal Shard
5 Ethereal Shard = 1 Sha Crystal - Sha Crystal

Downwards Conversion

1 Sha Crystal = 2 Ethereal Shard - Sha Shatter
1 Ethereal Shard = 3 Mysterious Essence - Ethereal Shatter
1 Mysterious Essence = 3 Spirit Dust - Mysterious Diffusion


Diablo3: Upcoming 1.05 Defensive Skill Changes

Diablo 3 1.05 Patch Notes

All the upcoming changes for defensive skills coming to all the classes and ways they will be changing Inferno to go along with those changes. From Dev Journal.

We're taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including direct nerfs to skills like wizard Energy Armor and the Barbarian War Cry - Impunity. However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:

Reduce the effectiveness of select defensive skills
Reduce monster damage by more than the mitigation lost by these skills
Putting both changes together, players actually take less damage than before

- Why We're Making This Change

Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forgo these "mandatory" skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor. Just how mandatory are these skills?

As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.

This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We’re all in favor of people being able to build their character for survivability, but there needs to be a balance.So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Let's bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.

The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:

In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%
In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%
If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage.
This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5.

Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).

Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.

A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4
In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity
If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage
This means incoming damage would have to be less than 84% of the current value on live (4158/4942) in order for the game to feel the same.

As it happens, we’re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigator in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that don't currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.

Here's a quick rundown of what's changing in terms of defensive skills in 1.0.5.


War Cry - Impunity: Bonus resistance reduced from 50% to 20%.
Leap - Iron Impact: We’re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds. So if you don't hit any targets, you won't get any armor. If you hit 5 targets, you'll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown - grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.

Demon Hunter:

In the case of the demon hunter, the class is a bit too binary. If you're playing a glass cannon Smoke Screen build, then you're invulnerable most of the time, and when you make a mistake, you die instantly. If you're using Shadow Power - Gloom with a legacy Natalya's set, then you have near constant uptime of 65% damage reduction, but if you're not using the legacy Natalya's set, Shadow Power - Gloom is a luxury.
Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. 

All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.


The strongest monk defensive skill is One With Everything. We've mentioned it before and it bears repeating - this is something we would like to fix someday, but we're going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
Resolve: Damage reduction reduced from 25% to 20%.
Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a “Super Tanky Monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter.

Witch Doctor:

Jungle Fortitude is being reduced from 20% to 15% damage reduction.


Energy Armor: Armor increase reduced from 65% to 35%.
Energy Armor - Prismatic Armor: Resistance increase reduced from 40% to 25%.
It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.

- Why You Nerf Inferno?

Alright, so let's recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. For others, you may be skeptical but you're at least intrigued at the possibility that you'll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you don't use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!"

For people in this last group, 1.0.5 is bringing the "Monster Power" system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II ”players X” option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.


Diablo3: Patch 1.05 Sneak Peak

Some more info from Blizzard with future 1.05 patch changes.

Posted from Blizzard D3 Site

We’ll have articles in the coming days providing all the details on the upcoming patch, but we wanted to give you a sneak peek at what major features to expect.

Defensive Skill Changes

In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”

New Event: Infernal Machine

The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.

New System: Monster Power

Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.

This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.


WoW: Activision-Blizzard Placing Tracking Codes in your Screen Shots

Bar-codes placed inside your World of Warcraft screen shots were found to contain encrypted information about you.

Inside the very center of any screen shot taking inside the WoW Screenshot tool has a barcode which displays information about your Username, Server IP address and the time the screen shot was taken. Up above is a sample taken from a screen shot that has been sharpened to show the code.

It doesn't look like any personal information is encrypted inside your images. Dating back to WotLK patch is when we can first see this being used.


Diablo3: Best AFK Leveling Technique

afk leveling spot diablo 3 d3 fire surv

Okay lots of work was put into this method. With this you can permanently AFK level your paragon or a new character. We will use the death survival bonus when within 5% of life left after combat.

The spot I will talk about uses the poison fire on the way to Belial in the Act 2 Palace Normal Mode. I receive 335 experience when I survive a near-death. This method will allow you to get double that up to 670 exp. The best part of it all we will make that experience come in every second for as long as we AFK. Using resistance and Life Regen items we can make this happen permanently.

How To:
We must balance our life regeneration and poison resistance to reach a perfect balance to we can stay within 5% of life left to receive the survival bonus and to not heal more than that.

Find the spot I listed in the screen shot above in the act 2 palace. If you get it perfect you will be able to intersect to poison paths. Now balance your resistances and poison so that you stay at the same amount of life indefinitely. (Getting within 0.2% will allow you to afk about 6 hours.)

The actual damage spots do not line up with the graphics in the game. Don't get to held up on where it looks like the fire is coming from and experiment.

Added Experience from gear will not work. Don't bother.

Here is a way to calculate how much Life Regen you will need.
1) Write down your current health (A)
2) Go on the green fire for 1 cycle
3) Write down your health (B)
4) Do this equation" (Life Regen I Need) = [(A)-(B)]/5 . In simple words calculate the damage you will receive and divide it by 5. That is the Health Regeneration / Second you need for this to work for your Character.


WoW: Mists of Pandaria Dungeons

Dungeon and Raid locations and descriptions.


Temple of the Jade Serpent (Level: 85-86) First dungeon inside the expansion MoP. Located inside the Jade Forest. Residents: Sha of Doubt

Siege of Niuzao Temple (90) Island Western Townlong Steppes. Mantid

Mogu'shan Palace (90) East Vale of Eternal Blossoms. Mogu and Ancient Pandaria Rulers

Gate of the Setting Sun (90) On the Great Pandarian Wall between Dread Wastes and Vale of Eternal Blossoms. Mantid attacking Shado-Pan

Shado-Pan Monastery (90) Summit of Kun-Lai. Shado-pan Clan

Stormstout Brewery (90) Valley of the Four Winds. Chen Stormstout, Li Li, Hozen, Virmem and Alementals


Mogu'shan Vaults - Must be entered from flying/air. Kun-Lai Summit.

Terrace of Endless Spring
- The Veiled Stair east of The Vale

Heart of Fear - South-Western Dread Wastes


WoW: Get Items from Dungeon without Staying

marador instance dungeon wow

Simple trick to make gold and have items sent from the dungeons you queue for.

First join the LFG queue and once inside a dungeon make your way to any boss. This will not work if any trash mobs are present so make sure they are cleared.
2) Once at the boss you want the items from go ahead and attack the boss. You don't need to stay long just 2-3 attacks and then right click your portrait and leave instance.
3) Once out of the dungeon just requeue and do the same thing.

About 1-5 minutes after leaving an instance you will get the drops you would have rolled for and gold in the mail. *This only works if the party you leave kills the boss.

You must kill the first boss in every instance or you will become a deserter.
I was able to continuously be sent 25 gold mails along with drops if the party rolled greed.


SC2: How to Download HoTS UPDATED

heart of the swarm hots beta downlod hots

This will only work offline now due to the beta hasn't started but I've found the download links and I'll tell you how to play!

Okay first the download locations. Download from Blizzard US - Download from Blizzard Europe

I've updated how to play more efficiently. The old method is still below.

New Method:

1) Make sure you downloaded the client from above and install. If you get any errors be sure to remove any old Starcraft 2 Beta files on your computer.

2) Download the Map Pack for updated maps AI improvements. Extract once downloaded. Click Here to Download Map Pack Antiga Shipyard.

Antiga Shipyard is provided with different computer AIs. The default one is BNET AI very easy which can be very easy and boring. The other ones are based on Green Tea AI with four levels of difficulty without resources cheating. GT AI Hard is similar to a gold/platinum human player.

3) If experienced with opening the maps go ahead and play or else more steps below to walkthrough the process.

4) Open the Starcraft II Beta Map Editor.

5) Open a HOTS Beta Map from the modified Pack.

6) Click YES when the dependency box appears.

7) You might have to adjust some of the Map > Player Properties to select your race and computer opponents.

8) Also adjust the File > Preferences for Game Speed settings.

9) Go to File > Test Document to play.

If an error pops up just uncheck the box!

Old Method:
Now if you were in the Arcade 1.5 beta you must clear the cache and uninstall any remains of it.

Now the beta is installed to play offline you open up the map editor. Ai opponents can be added by going in to player properties and change players to AI, set their difficulty and even their race. You can also give them a head start in tech or units, anything you want really. Just make sure to add their starting points to a map or use one with them added.

In the editor just load from there and you are able to play the beta before the servers come up.

If the above doesn't work try these steps.

1) Download MPQEditor Link
2) Open it
3) Open the swarm files (Swarm.SC2Mod) and extract them to a temporary folder (1 by 1 or else it will lose data because the mqp editor doesn't seem to be fully compatible with these files, some files will ask you to overwrite I hit no to everything)
4) Open the editor, New -> Mod -> WoL dependency. Save As, file type "SC2Components", hit save
5) This will create a new folder. For me it's StarCraft II 2012 Beta\Mods\merge.SC2Mod (folder)
6) Paste your extracted contents (step 3) in this new folder
7) Reopen the editor, open the merge.SC2Mod folder (for me it created some errors but it ended up okay)
8) Save it as .SC2Mod (file), this will take a while
9) In the editor New -> Training map -> Custom -> Modify -> Add other -> merge.SC2Mod (file)

Here is a look at merging.