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D2R 3.2 Best Warlock Builds Tier List (S14 & RotW)

Season 14 of Diablo 2 Resurrected, the second run of Reign of the Warlock, goes live on May 22nd, 2026 at 5:00 PM PT / 8:00 PM ET. Patch 3.2 brings extensive Warlock rebalancing, reverted some of the harshest PTR nerfs, fixed a long list of bugs, and reworked Heralds and Sunder Charm distribution. Several builds rose, a couple fell, and the class as a whole is in the best balance state since launch. This ranking covers every viable Warlock build for Season 14, where each one fits in the meta, and how they perform across the activities that matter most.


D2R Season 14 Warlock Tier List - Best Warlock Builds for Leveling & Endgame (3.2 RotW)

The Warlock is the newest class added to D2R, and Reign of the Warlock continues to expand the kit with reworks to Bind Demon, Miasma Chains, Engorge, and Demonic Mastery. The class now offers a wider range of viable archetypes than it did on release: minion-focused, magic-damage casters, melee weapon attackers, bow-based hybrids, and old-school summon flavors all have a home. Some builds were trimmed back, others gained ground from item additions like Hellwarden's Will, Sling, and the Guardian/Protector jewels.

The list below ranks every build worth running for Season 14, with one paragraph of overview and ratings on Leveling, P8 Terror Zones, Uber Kill, Elite Hunting, Density Destroying, and MF Farming.


1. Tainted Warlock / Taintlock (S Tier)

  • Leveling: ⭐⭐⭐⭐☆

  • P8 Terror Zones: ⭐⭐⭐⭐⭐

  • Uber Kill: ⭐⭐⭐⭐☆

  • Elite Hunting: ⭐⭐⭐⭐⭐

  • Density Destroying: ⭐⭐⭐⭐⭐

  • MF Farming: ⭐⭐⭐⭐⭐

Taintlock is the strongest Warlock build of Season 14 and the spec everyone is theorycrafting around. Three Tainted minions launching 19k–23k explosive fireballs that radius-damage and chase enemies remains unmatched even after the patch 3.2 nerfs. The Blood Boil synergy was reduced from 30% to 20% per point, but the more impactful change is that Tainted now correctly counts as a fire skill for bonus item levels. Magefist, Hellfire Torch, Flickering Flame, and any +fire-skills source finally works on Tainted minions, which is a massive net buff to the build's gear ceiling. The core loop is summon three minions, drop Death Mark or Blade Warp to lock them in place like turrets, and let them shoot. Engorge's attack speed and Demonic Mastery's attack speed are now both skill-based instead of item-based, giving minions a much larger effective IAS pool. The build's main weakness is fire immunes — negative enemy fire resistance from gear does not apply to Tainted, so Sunder Charms and a Lower Resist source (Infinity, Plague, or the budget option of Pus Spitter shot through Mirrored Blades on swap) are required. Even so, fully geared with Enigma, Mang Song's Lesson, Hellwarden's Will, and Soul Drainer, P8 terrorized Chaos Sanctuary and Baal waves clear cleanly, and farming Cows, LK, and Travincal is excellent.


2. Abyss Magic Warlock (S Tier)

  • Leveling: ⭐⭐⭐⭐⭐

  • P8 Terror Zones: ⭐⭐⭐⭐⭐

  • Uber Kill: ⭐⭐⭐⭐⭐

  • Elite Hunting: ⭐⭐⭐⭐☆

  • Density Destroying: ⭐⭐⭐⭐⭐

  • MF Farming: ⭐⭐⭐⭐⭐

The magic-damage Warlock got considerable attention in patch 3.2 and lands firmly in S tier alongside Taintlock. Miasma Chains was overhauled in three meaningful ways: the casting delay is completely removed, the active-chain limit scales from 5 up to 10, and Blade Warp no longer breaks chains. On top of that, Enhanced Entropy now correctly grants the Abyss radius bonus from skill levels (capped at 11 yards), and the Miasma Bolt double-tick bug was properly fixed without breaking the cloud damage and delay, both of which were reverted to pre-PTR values. The build's massive endgame gains come from Patch 3.2's new magic-damage gear flood — Hellwarden's Will, Sling, Geed's Wager, Arreat's Law, and Mephisto's Grimoire all add more magic-resist reduction to the stack. With this gear, you can comfortably push past -40% enemy magic resistance before facets, and Abyss/Chains hits players-8 monsters for tens of thousands of damage per pulse. The reason this is the most consistent endgame farmer in Season 14 is simple: there are effectively no magic immunes in the game. You don't need Sunder Charms, you don't need a curse weapon swap, you don't need to babysit minions through fire-immune zones. Every TZ, every Uber, every farming target is on the menu without a gear adjustment. Leveling is the smoothest of any Warlock spec, and Uber Tristram is genuinely trivial since magic resistance reduction works on Mephisto, Diablo, and Baal alike.


3. Mirrored Blades Bow Warlock / Bowlock (A Tier)

  • Leveling: ⭐⭐⭐⭐☆

  • P8 Terror Zones: ⭐⭐⭐⭐☆

  • Uber Kill: ⭐⭐⭐⭐☆

  • Elite Hunting: ⭐⭐⭐⭐⭐

  • Density Destroying: ⭐⭐⭐½☆

  • MF Farming: ⭐⭐⭐⭐☆

The Bowlock is the most flexible Warlock chassis in Season 14. Patch 3.2 fixed several quiet bugs that held it back, the character screen now correctly displays Mirrored Blades' attack rating bonus, the first-arrow damage modifier bug is fixed, and held-button auto-attack on controllers works properly. Multiple flavors are viable: fire Bowlock with Flickering Flame, magic Bowlock with the new -magic-resist gear, physical Bowlock built around Windforce or six-faceted Faith, and a surprisingly intact Procalock that procs Crushing Blow and Open Wounds layers off Mirrored Blades pulses. The biggest selling point is its synergy with Taintlock — Mirrored Blades plus Pus Spitter on weapon swap is the cheapest endgame Lower Resist source in the game, enabling Tainted minions to hit fire immunes without spending a high rune on Infinity or Plague. Many players in Season 14 will start as a Bowlock for the smooth leveling, transition to a hybrid mid-game, then commit to whichever build their gear ends up supporting. The damage profile is consistent rather than spiky, you won't post Echoing Strike screenshots with this build, but you also won't get instagibbed by reflect or Thorns Heralds, and you don't need attack rating because Mirrored Blades' AR bonus does almost all the heavy lifting. The weakness is density: Bowlock pulses cleave well in tight chokepoints but struggle in wide-open zones like Cow Level or River of Flame compared to Tainted/Abyss radius damage.


4. Hex Purge Echoing Strike Warlock (A Tier)

  • Leveling: ⭐⭐⭐☆☆

  • P8 Terror Zones: ⭐⭐⭐⭐☆

  • Uber Kill: ⭐⭐⭐⭐⭐

  • Elite Hunting: ⭐⭐⭐⭐⭐

  • Density Destroying: ⭐⭐⭐☆☆

  • MF Farming: ⭐⭐⭐½☆

Echoing Strike took the heaviest nerfs of any Warlock skill in patch 3.2 and slid down from S tier to A. Damage bonuses now combine additively instead of multiplicatively, the always-hit bug was fixed (so attack rating actually matters again), and weapon damage scaling went from 75% to 90% — a small buff that doesn't come close to recovering the multiplicative loss. Players who were pushing 140k on-screen in Season 13 will see closer to 30k–40k on equivalent gear. The silver lining is that the durability-loss fix was reverted, so ethereal Death, Doom, Breath of the Dying, Fortitude, and Arioc's Needle are once again officially supported and won't degrade. The reason this build holds A tier rather than dropping further is the Hex Purge variant. Hex Purge triggers five explosions per Echoing Strike volley, and that proc scaling is largely unaffected by the additive damage fix because Hex Purge contributes its own independent damage layer. Building around Hex Purge proc damage with Bane on weapon, an ethereal Breath of the Dying or Death base, and Bane stacked on gloves and helm gives you cleave-style packs with surprising AoE coverage. Single-target performance against Ubers is where this build genuinely shines — Hex Purge stacks rapidly on a single target, and the proc damage doesn't care about magic or fire immunity since it's split across multiple element types. The catch is the new attack rating requirement: with the always-hit bug fixed, you need either an Angelic ring/amulet combo, a Demon Limb prebuff, or strong AR rolls on gear to actually land swings against Hell-tier monsters.


5. Blood Boil Warlock (A Tier)

  • Leveling: ⭐⭐⭐☆☆

  • P8 Terror Zones: ⭐⭐⭐⭐⭐

  • Uber Kill: ⭐⭐⭐⭐☆

  • Elite Hunting: ⭐⭐⭐⭐☆

  • Density Destroying: ⭐⭐⭐½☆

  • MF Farming: ⭐⭐⭐⭐☆

Blood Boil Warlock is one of the bigger winners of Season 14, climbing from a middling B-tier slot to a solid A-tier contender. Blood Boil went from an "it's okay, I guess" build, comparable to a wind druid in respectability, to arguably one of the highest raw damage outputs of any Warlock spec. The Tainted demons received enormous indirect buffs relative to the rest of the class, and they now deal absurd damage on their own. The core loop involves summoning two Tainteds and one Defiler, consuming a Tainted for bonus fire damage, and then spamming Blood Boil at close range while your pets tear everything apart. The Defiler covers AoE since Blood Boil's range cap keeps it somewhat single-target oriented, even with the patch 3.2 buff to 7 yards at level 10+. Engorge adds another burst layer on top. The sheer damage numbers are hard to argue with — Blood Boil is a spammable ability that hits like a truck, and the Tainteds add a second layer of fire damage that other builds can't match. It also benefits from weapon damage scaling; slotting an Insight into an ethereal Colossus Voulge pushes on-screen damage close to 3k physical on top of the fire component. Survivability is the tradeoff — your mercenary will die constantly, and your minion's health drains fast, forcing you to babysit healing. The playstyle is chaotic, juggling Blood Boil spam, minion management, and potion chugging all at once. A Prayer mercenary helps, and Holy Freeze might be worth testing, but expect to lose your merc repeatedly against tough packs and Heralds. Blood Boil scores lower for leveling because it demands decent weapon quality and enough skill points in the demon tree before it truly comes online.


6. Apocalypse Fire Warlock (B Tier)

  • Leveling: ⭐⭐⭐½☆

  • P8 Terror Zones: ⭐⭐⭐☆☆

  • Uber Kill: ⭐⭐⭐☆☆

  • Elite Hunting: ⭐⭐⭐½☆

  • Density Destroying: ⭐⭐⭐⭐☆

  • MF Farming: ⭐⭐⭐☆☆

Apocalypse is the spiritual successor to the original Diablo I skill of the same name, and patch 3.2 left it largely untouched aside from a minor visual fix. The skill's hidden party trick is its fire pierce that breaks fire immunities — even though the tooltip still shows enemies as immune, Apocalypse damage actually goes through, which lets it kill Doom Knights and other fire immunes without a Sunder Charm. The downside is that this pierce only applies to Apocalypse's own damage, not to your other fire skills like Ring of Fire or Flame Wave. The build typically runs Apocalypse as the primary AoE, Flame Wave as a secondary layer, and Ring of Fire/Hex Siphon as a leveling carry into Hex Siphon as a permanent mana sustain tool once you hit 24. Gear is fairly forgiving — Hellplaque, Magefist, Peasant Crown with a Tir rune, Stealth, Rhyme shield, and a Lore helm get you through Nightmare without trouble. Endgame setups want a Sunder Charm and Infinity to cover the worst fire-resistant zones like River of Flame. The build is fun, flavorful, and viable, but it can't match the throughput of Tainted, Abyss, or Hex Purge variants on equivalent gear. Apocalypse demands cast-and-pray timing, and you spend a lot of time dodging while waiting for the next cast to land. Density clearing in TZs is where it shines most thanks to the wide AoE, but uber kill and elite hunting fall behind the top builds.


7. Summon Warlock / Bind Demon Build (B Tier)

  • Leveling: ⭐⭐☆☆☆

  • P8 Terror Zones: ⭐⭐⭐☆☆

  • Uber Kill: ⭐⭐☆☆☆

  • Elite Hunting: ⭐⭐⭐☆☆

  • Density Destroying: ⭐⭐⭐⭐☆

  • MF Farming: ⭐⭐⭐☆☆

Bind Demon got the most extensive rework of any Warlock skill in patch 3.2. The chance to bind now starts at 20% (up from 10%) and scales linearly to 56% (up from 25%). There's a new audio cue when a target cannot be bound, frenzied demons are now bindable, and the invulnerable-bound-minions bug is fixed. Demonic Mastery now grants two demons at five hard points and three demons at ten hard points, making the build less hard-point-hungry than the PTR version suggested. Maximum demon count requires hard points, but most other modifiers still scale from soft points so +skills gear still matters. The core loop is fun and low-input — walk into a pack, bind two or three demons, let them tank and spread chaos while you spam a filler skill like Blood Boil or Ring of Fire. Health caps were buffed beyond PTR values, so demons now survive long enough to feel like real teammates. Density-clearing in Cows and Worldstone is genuinely strong because each bound demon contributes its full unique-monster damage profile, including bosspack mods. The reason this lands in B tier is twofold. First, Bind Demon now requires 10 base points to bind champions, 15 for uniques, and 20 for super uniques like Hephasto and the Smith — a heavy hard-point investment. Second, the cursed-modifier Amplify Damage proc was nerfed from 75% chance to cast down to 5%, gutting the build's main party-utility appeal. The "free Conviction" Bound Demon trick is also gone — Conviction translates to Fanaticism, Holy Fire becomes Might, Holy Shock becomes Vigor. Uber kill is weak because you can't bind Ubers themselves and your supporting damage skill isn't strong enough to solo them in a reasonable time.


8. Ring of Fire Leveling Warlock (Leveling Specialist)

  • Leveling: ⭐⭐⭐⭐⭐

  • P8 Terror Zones: ⭐⭐☆☆☆

  • Uber Kill: ⭐☆☆☆☆

  • Elite Hunting: ⭐⭐☆☆☆

  • Density Destroying: ⭐⭐⭐☆☆

  • MF Farming: ⭐⭐☆☆☆

Even after the patch 3.2 nerfs to base damage scaling, Ring of Fire remains the smoothest leveling skill in the entire Warlock arsenal. It releases a volley of expanding hellfire in all directions that fireball-novas through packs, one-shotting screens through Normal at level 15 with nothing but a +3 Ring of Fire dagger gambled from Akara. A couple of Tir runes in your armor and helm cover mana-after-each-kill needs until level 24, when Hex Siphon unlocks and gives you both mana and life on every kill you secure with the build. From there, Ring of Fire carries you through Nightmare without much fuss, especially once you pick up Magefist, a Lore helm, and any insight rolls. The build does hit a wall in late Nightmare and early Hell where fire resistance starts to matter, which is why most players respec into Tainted, Abyss, Echoing Strike, or Blood Boil once they reach the level 60–70 range. P8 throughput, uber kill, and farming all fall off compared to dedicated endgame specs, but for the first 60 levels, nothing else gets you up the curve faster.


D2R 3.2.0 Patch Notes & Changes To Warlock in Season 14

The 3.2.0 patch targets nearly every corner of the Warlock class, from demon binding and skill damage to gear restrictions and aura pools. The PTR went live on April 14 and ran through April 21, giving players a full week to test four character templates focused on Miasma (level 15), Flame (level 18), Bind Demon (level 30), and Echoing Strike (level 80).

Here's what changed and why it matters for your build planning.

  • Two-Handed Weapons Now Require a Grimoire

Warlocks can no longer equip a two-handed weapon alongside a shield. If you want to wield a two-hander in one hand, the other hand must hold a Grimoire, the Warlock's class-specific off-hand item. This kills the popular Spirit Shield and Phoenix Shield setups that gave the Warlock access to massive FCR, resistances, and enhanced damage on top of already powerful two-handed weapons like Breath of the Dying or Obsession.

In the endgame, Arzal's Mistos was already the best-in-slot Grimoire for most builds, so this change doesn't rock the boat too hard at the top end. However, it has a huge impact on progression and mid-game gearing. You'll need to find or craft a Grimoire early, something like a Rhyme runeword in a Grimoire, just to be able to use an Insight polearm. No more slapping on an Ancient's Pledge and calling it a day. Expect Grimoire prices, especially Arzal's Mistos and Arzal's Diablo, to climb.

  • Bind Demon Requires Hard Skill Points

This is one of the most impactful adjustments in the entire patch. Bind Demon now gates the type of demon you can capture behind hard point investment: 10 base points for a champion (blue monster), 15 for a unique (gold-named), and 20 for a super unique like Hephasto or the Travincal Council members.

Previously, you could dump one point into Bind Demon, stack plus-all-skills gear, and walk away with a god-tier conviction aura super unique that could face-tank Uber Mephisto. That era is over. If you want a powerful bound demon, you're committing 15 to 20 hard points into this skill alone.

On top of that, the binding process itself is harder. The synergy from Death Mark has been cut from 1% to 0.5%, the benefit from a monster's missing health has been reduced, and the bind check now only occurs on the 24th frame instead of every two frames. You'll have to channel the skill for a full second, and the demon needs to be at low health for a reliable bind, more like catching a Pokémon at low HP rather than just tapping it once.

A max health cap has also been introduced per demon, so Player 8 demons won't be unkillable walls anymore.

  • Demonic Mastery Now Costs Hard Points Too

Max demon count from Demonic Mastery now scales only with base skill point investment, not soft points. You can't simply wear plus-skills gear to reach three bound demons. For most builds that aren't fully committed to a summoner playstyle, this means you're probably looking at around a 10-point investment and settling for fewer demons. Dedicated demon builds will still max this out and reap the full benefit, which is exactly how it should be.

  • Cursed Affix Gutted - Amp Damage Down to 5%

The cursed affix on bound demons had its chance to cast Amplify Damage slashed from 75% to 5%. At first glance, this seems like it destroys the entire mechanic. However, if you're running a Holy Freeze cursed demon, the cold aura hits every nearby monster simultaneously. With 10 or 20 monsters in range, each getting a 5% proc chance independently, you still get reasonably frequent amp damage applications, and when it procs, it applies in an area. Holy Freeze cursed remains the go-to setup, though it won't feel as instant or reliable as before.

  • Aura Pool Overhauled

Conviction, Holy Fire, Holy Lightning, Blessed Aim, and Might have been removed from the random aura pool that bound demons can roll. They're replaced by Fanaticism, Vigor, Thorns, and Concentration. Holy Freeze can still appear on a bound demon.

You can still bind a demon that natively has Conviction, such as a specific super unique that spawns with it, but you need those 15 or 20 hard points to capture it. For most players, the practical aura options are now Fanaticism (great for melee and summon builds), Concentration (solid all-around), Holy Freeze (still the crowd-control king paired with cursed), Vigor (a fun utility choice), and Thorns (an interesting addition for summoner-style builds).

  • Sigil Lethargy Loses Its Damage Taken Stat

This might look like a small line in the patch notes, but it's arguably one of the most far-reaching changes for every physical damage Warlock build. Sigil Lethargy used to include a "damage taken" modifier that functioned as a reduction to enemies' physical damage resistance, similar to how Conviction strips elemental resistances. It could increase your physical damage output by 30% to 100% depending on the situation, and it could even break physical immunities.

That stat is gone. Against non-immune monsters, this is roughly a 30% damage loss. Against physical immune targets, the loss is closer to 40% or more. Every build that deals physical damage: Echoing Strike, Cleave, Mirrored Blades, demon attacks, takes a hit from this single removal.

The silver lining: Sigil Lethargy still slows enemies and reduces their defense, so you'll actually be casting it more than before because the minus defense now matters for attack rating calculations.

  • Echoing Strike: Multiple Nerfs Stack Up

Echoing Strike received a collection of nerfs and bug fixes that collectively reduce its output to roughly 12-13% of its previous damage. Here's each piece:

Synergy bonus reduced from 5% to 3%. This lowers both the off-weapon enhanced damage and the flat damage added to the skill. It's somewhere around a 10% loss on its own, not enormous, but it compounds with everything else.

Damage bonus changed from multiplicative to additive. This is the single largest damage hit. Previously, Echoing Strike double-dipped on its damage bonus; it added flat damage to your weapon, then multiplied your entire output by the skill's bonus again at the end of the equation. That extra ~5.5x multiplier is gone. The bonus now sits in the same bucket as your other off-weapon enhanced damage, where there's already around 800-2,000%. The result is the skill now does about 22% of what it did before from this fix alone - a 77.5% damage reduction.

Echoing Strike now rolls to hit. This was a bug fix. The skill was never intended to auto-hit like Smite. At level 99 against level 99 monsters, most builds were sitting at around a 20-30% chance to actually land the strike. You will now need to solve for attack rating through gear (Angelic Ring + Amulet combo as a starter, ignore target's defense weapons, or minus enemy defense stats) and through skills like Hexbane and Sigil Lethargy, which both reduce enemy defense.

Echoing Strike now consumes weapon durability. Ethereal weapons are no longer the slam-dunk choice. Without a Zod rune socketed, your ethereal Arioc's Needle or ethereal Insight will break. The actual damage loss from losing the ethereal bonus is only about 12.5%, since so much of Echoing Strike's damage comes from flat additions rather than base weapon damage. But the practical cost of constantly repairing weapons, or being forced into indestructible options, adds a new layer of gearing consideration.

Combined with sigil lethargy's nerf and cursed affix reduction, the total damage output of a fully geared Echoing Strike Warlock drops to somewhere around 10-13% of its pre-patch numbers. And yet, because the skill was doing such absurdly high damage that it overkilled every regular monster by a factor of ten, it may still clear normal content at a respectable pace. Bosses, Ubers, and high-tier Heralds will be noticeably harder, but trash clearing might feel closer to normal than you'd expect.

  • Blood Boil: Radius Slashed

Blood Boil's radius has been completely restructured. Previously, it could reach up to 16 yards — which covers from the center of your screen to its edge, essentially hitting everything visible. Now, it's locked behind level thresholds: 2 yards at levels 1-4, 3 yards at levels 5-9, and a maximum of 4 yards at level 10 and above.

Four yards is roughly the distance from your character's feet to the top of their head. This means Blood Boil will now only damage the pack of monsters immediately around your demons, rather than nuking the entire screen.

On the positive side, a bug fix now properly applies the Summon Tainted synergy to Blood Boil damage (30% per level), and the skill itself wasn't touched in terms of raw damage numbers. But the area-of-effect reduction is massive and fundamentally changes how the build plays. You'll likely need to lean on Sigil Death to group enemies tightly for Blood Boil to be effective.

  • Fire Skills Toned Down

Ring of Fire has been reduced to deal damage comparable to Frost Nova. For a skill that allowed players to flip on Players 8 and steamroll everything from level 6 onward, this is a dramatic reduction. It may still have utility for staggering enemies, but as a damage tool, it's largely dead in the endgame.

Flame Wave received an approximate 15-50% damage reduction (sources vary). Given how strong Flame Wave was, and still is, many players feel even a 50% cut might not be enough to knock it out of the top tier. The fire playstyle of Flame Wave plus Apocalypse remains viable; it just won't feel as effortless during the leveling process.

  • Miasma Skills Rebalanced

Miasma Bolt had its cloud damage reduced by 50%, a delay was added before clouds spawn, and the double-tick bug was fixed. This skill was destroying fire-immune bosses in Act 4 Normal with a single skill point, which was clearly not intended.

Miasma Chains lost 50% cloud damage and the exponential ticking bug was fixed, but the casting delay was removed and an active limit of five chains was introduced. The playstyle now resembles the Assassin's trap mechanic — you lay down multiple chains and manage their placement strategically rather than just casting one or two and watching everything melt. This actually makes the build more engaging to play even if the raw numbers are lower.

  • Herald and Sunder Charm Drop Changes

The terror zone and herald system received a full rework. Heralds now spawn and begin hunting you as soon as you kill any monster in a terror zone (not just elites), and the chance for a herald to appear increases with each kill in the same zone. The intent is for players to see both a Tier 1 and Tier 2 herald within a single terrorized zone.

Latent Sunder Charms can now drop from any monster, terrorized or not, and are part of the regular magic find drop pool. Player count no longer modifies shard drop rates or heavily modifies charm drop rates from heralds. The increased charm drop chance now begins at Tier 2 heralds instead of Tier 4. If a herald fails to drop a charm, there's a boosted chance of something else desirable like an amulet or charm.

Colossal Ancient Statues also drop from non-terrorized act bosses now, removing the frustrating time-gating that locked statue farming behind terror zone rotations.

These changes collectively mean that casual and solo players will have a far more reasonable path to acquiring Sunder Charms and World Stone Shards without needing full parties or marathon farming sessions.


The real meta will crystallize once the PTR feedback is processed and the final patch goes live for the next ladder season. Until then, test everything you can on the PTR, and start planning your point allocations now, because the days of one-point wonders are officially behind us.