Test Rings

Mairhouse Feb 18, 2015

  1. Mairhouse

    Mairhouse Member
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    I had been scouring the net for a list of the test rings in the new editor. There is a thread in this forum where a member has taken the time to post some of the rings they had discovered (user 44Locke I believe), but I was not finding the rings I knew were out there. Also, I just happened upon that thread instead of finding via search for "test rings".

    As a result, I went through all the test rings yesterday. I did not have a ton of time, so I recorded only the ones I found relevant to the current builds that I am seeing, or that I found interesting.

    NOTE: The speed items below are either A) 100% chance to increase movement speed, or B) increase movement speed 100% (I do not recall exactly and my notes were not clear). Either way, they help boost speed quite a bit.

    NOTE: I have not yet tested each of the rings, but the ones I have tested work.
    • 743: increase effect of any gem socketed into ring by 100%
    • 725: After casting dashing strike (monk) emit lightning damage at 100% weapon damage.
    • 716: Companion calls all companions for Demon Hunter;
    • 701: 100% chance to increase movement speed for 2 seconds when you case justice (not sure how this will work for speed because I think Justice is a hammer through that requires you to stop);
    • 700: Steed charge double duration;
    • 674: 100% chance to increase movement speed when you fear an enemy;
    • 639: 100% chance to increase movement speed when you use a warcry (barb);
    • 624: Instead of five zombie dogs (WDr), you spawn on gargantuan zombie dog;
    • 612: enemies become lighting rods that do 100% weapon damage, which jumps to five other enemies (this skill is rather long and I just took crib notes - so check it out for full details);
    • 586: wall of zombies (WDr) spews acid;
    • 581: emit lightning damage at 100% of weapon damage that spreads to five enemies (also another long skill that includes additional craziness - check it out for fill details);
    • 566: Critical hit gives chance to increase movement speed and attack speed;
    • 541: receive 100% of spirit regeneration received from items (monk) (again, check this one out for exact verbiage).
    • 520: chance on attack to summon murderous crows.
    Yes, there are many more test rings out there. However, large portions are not operational, do not contain any skill, or are invaluable skills. Another large portion includes each individual passive available to the heroes spread out as one passive per test ring. These are worthless because you can simply add the passives as an affix.

    My thought is that if you are looking through test rings, then you know how to mod your gear as you want it. As a result, almost all (valuable) skills that are available on the test rings can be provided for in the affixes either on the test ring or on your other items.

    I have learned a lot from the work of others on this forum. Thank you and I hope this information is helpful to some. Good luck!
     
  2. RandomConcept64

    RandomConcept64 RandomConcept64
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    Nice share mate, useful info in here!
     
  3. montekano

    montekano Newbie
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    Hey thanks for doing that. Seems like it could be fun to have played around with.
     
  4. sk

    skunknugz1309 Newbie
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    can someone with the test rings copy or post there save game data ps3 plz
     

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