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Guide: Legendary Gems

legendary gems guideLegendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year.   They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.

The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via DiabloWikiUrshi, the NPC who appears after Greater Rifts are cleared.

While the developers are calling them “legendary gems” these socketables have nothing in common with regular DiabloWikigems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.

Legendary Gems Listing

While the Legendary Gems are still undergoing development on the DiabloWikiPTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.

 

DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
 DiabloWikiEnforcer
 enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
 DiabloWikiMoratorium
 Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.

hardrock

Trophies

Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.

Threads

Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads

Likes

Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Nephalem Valor System Pros and Cons

Posted 20 Dec 2012 by

Following the earlier complaints about Monster Power, here’s a post from a fan who doesn’t like the Nephalem Valor system at all, and wants a return to those Diablo 2 cheese-flavored Pindleskin run type games.

After testing out the Nephalem Valor system for the last 6 months, I have become pretty disappointed with it. When I first heard about the system, I was really excited. I immediately thought “GREAT! Now we don’t have to farm one spot all the time, and there will be motivation to move all over the world!”. For a while, I really enjoyed the system.

Now, I am realizing that it feels really dumb. It doesn’t feel fun to go out and hunt down Elite packs, just to get 5 stacks of this buff, before you start MFing. I always liked to turn to Diablo when I had 20 minutes before I had to leave the house for work or class, I could get in a couple Mephisto runs and maybe get some quick loot to be excited for when I got home. That is no longer possible, seeing that it will often take 20 minutes just to get your 5 stacks up. Now, a magic find run that could be 5 minutes has turned into 45 minutes. Diablo used to be the contrast to WOW for me, because it was casual, and had immediate gratification, wheras you’d have to dump lots of time to accomplish something in WOW. Now that’s how it feels in Diablo 3.

This post isn’t meant to be a Diablo to WOW comparision, or a casuals vs. hardcore players type of thing. What it comes down to for me is that doing magic find runs for loot (what this whole game is about) feels like it’s too arduous and grindy of a process. I propose you remove Nephalem Valor, and just let us farm where we want and when we want. Up the quality of boss loot, and don’t make us travel all over the world to do a MF run.
Lylirra: Overall, we think Nephalem Valor does a great job at addressing two core needs. First, it helps make sure that extremely short play sessions (i.e. < 1 minute) are not the optimal way to play. Second, there's a lot of value in being able to swap your skills at will and tailor your builds to the environment around you, but there's also gameplay to finding a build that really works for you in a variety of situations -- we like that NV helps balance these two concepts, and allows players to feel like there is some commitment to a skill build without also feeling like they’re locked into that build forever. So, while there are definitely some issues with the current design, we currently think that the pros outweigh the cons of how the game would probably feel if the system were not in place.

That said, you're right -- the system isn't perfect, and we're definitely looking at ways we can do better. Certainly, one of our goals is to allow people to play game sessions that are about 5 to 10 minutes in length and still be rewarded well, but we need to make sure that in the process we don't make rapidly flipping games the go-to method. It's all about striking the right balance for a wide variety of players, and we'll definitely be keeping your feedback in mind (as well as other threads on the topic) as we explore options for how to improve NV.

Maybe this guy is playing on MP9 or something, but 20 minutes to get up 5 stacks is crazy. Fast farmers do entire Alkaizer runs in ~10 minutes, and that entails killing maybe... 25-30 bosses? I've done a million of those runs, usually with a couple of other areas tacked on, but the numbers of bosses vary a lot from game to game, and I've never exactly counted. It's a lot more than 5 at least, and you can usually get that many just in the Keep Level 2, if you start your run at the top. If you start at the bottom you'll get 2 or 3 stacks in the Arreat Core, and be into 5 stacks early in the Arreat Crater level 2.

That aside, this seems like an, "agree to disagree" sort of issue, since as Lylirra points out, the OP's main points are all exactly in contradiction to the stated goals of the NV system. Personally, I think NV works well and I enjoy getting five stacks. I can emphasize with the OP though, since I'm not good at doing fast, discrete runs. Once I have 5 stacks I don't want to stop, which is why my DiabloWikiAlkaizer Runs tend to include several levels not included in the standard course.

You guys still enjoying NV? Does anyone really want to go back to Pindleskin type runs? We saw those early in D3, when Zoltan Kulle was run like a dog, more for experience and gold than item drops, but if such runs were still very valuable, The devs would have to entirely rework the continuing quests system to stop it. That and/or changing around all of the waypoint locations, etc. Which is another way of saying that it's not going to happen and that might just be bad news for people who only want to play 15m a time and can't get the hang of quick Alkaizer Run.


Additional posts in the same thread, adding some details:

“5 to 10 minutes in length and still be rewarded well” Is that really one of your goals for this game? o wait this is subjective what do you mean by “well” If that is your goal, the please show effort of proving that, right now 5 to 10 minutes will get me like maybe a full bag of crap rares.
I think you might have misunderstood. We’re saying that’s a goal we want to achieve, that it’s an improvement we want to make as it exists currently. :)

Also are you just balancing the game around Plvl 100?
No, not “just.” We take a lot of different factors and play styles into consideration.

I will laugh so hard if they remove NV and allow people to swap skills at will.
There are no current plans to remove NV, but we do feel like we there are ways that we could continue improve the system to allow for a broader variety of play styles (i.e. shorter play sessions, as mentioned).


Tagged As: | Categories: Blue Posts, End Game, Lylirra