A forum question from VeeSe spurred an interesting forum discussion; what’s the best way to gear up for a new player in Reaper of Souls? It’s largely a hypothetical question for most of us now, but that’ll change when Patch 2.1 goes live and and Ladder Seasons begin. If you create a seasonal character you start with nothing; no gold, no materials, no gems, no gear, paragon points, no leveled up artisans… you’ll even be scrounging for gold to buy your stash tabs!
I was just wondering what the best way to build wealth was for someone who was new and didn’t have great items yet. I read a lot of these threads and guides and the recommended items are just so far out of reach, like I don’t have any of them pretty much. I have one character up to 70 but he’s not strong enough to really do anything besides Normal bounties and rifts.
Is the best way of building wealth just to keep grinding bounties and the occasional rifting in Normal? I’m at the point now where if I try to enchant a legendary I have, I better get it in 2-3 tries because I don’t have the materials to keep going after that and I have to grind for awhile to get enough to try again a couple times, and that doesn’t seem too productive. I’m still expecting the answer to be just to keep grinding bounties since they are the most rewards per time spent and at some point it will exponentially get better once I am able to get to do Torment rifts or something.
So what’s the best way to go about it? Where are the fastest places to level, what are the best ways to find gear, and where can you earn the most gold?
RoS =/= D3v
Considering the question made me to realize how much different the answer is in the current version of the game, whether Reaper of Souls or D3v2. Back in D3v the best way to gear up was via the Auction House (though that would have been different if we’d had seasons then). I spent my first couple months of D3 playing softcore, and when I switched over to Hardcore the best way to gear up was… to grind Act One Inferno on MP0 and collect gems and Tomes of Secret, which sold for very large amounts of gold in the Auction House. I could play a dozen hours like that and find 1 or 2 good items, while earning enough gold to buy good items for all my other inventory slots. (Which is why going Ironborn in D3v was such a bold commitment.)
That economic model is entirely gone in the game today. Not only is the Auction House gone, but everything you find that might be worth selling is BoA. Hell, even the gold itself is BoA. On the other hand, you find good gear about 50x as often as we did in D3v, which was the whole point in Blizzard making those changes. Because it’s more fun to farm your own gear and use only what you find yourself, than it is (was) to find gear and sell it for the gear you really wanted. (At least that’s the theory.)
Reaper of Souls Gear-Up Tips
So for the OP’s question… there’s no simple, obvious answer, but it’s interesting to consider. The overall key to gearing up in RoS is difficulty level. In D3v players needed a lot of Magic Find to start finding a decent amount of legendary items, and characters could boost their MF by raising the difficulty level, and/or via Paragon Levels + gear. In the current game, MF is pretty much irrelevant, and almost all increased gear benefits come from higher difficulty level. Thus the question, “how do I gear up past level 70?” is really asking, “how do I survive on higher difficulty levels past level 70?”
Some question suggestions:
Stick to one Character
Smart Loot means that most of the gear you find will be themed for your class. That means regular upgrades, and also more Souls, since you’ll be salvaging redundant gear, rather than spreading legendaries around to multiple different characters. Plus with all the game rewards tied to difficulty level, you can get one character up in Torment and build wealth quickly… then your alts can gear up very quickly with plenty of Souls and Shards at their disposal.
The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
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Blizzard Defends Enchanting Legacy Items ChangesPosted 5 Feb 2014 by
The Blues have responded to the predictable fan complaints over the news that legacy items would no longer be enchantable in Reaper of Souls. Blue quotes below, but I found it funny that some fan quoted the initial Mystic info that all items would be enchantable. If we’re going back that far, look at what else the NPC was set to do at that point! Quote from the original August 2010 Artisan FAQ, which is archived in DiabloWiki.net.
The Mystic didn’t even appear in Diablo 3, nor did scrolls, spell runes, charms, or enchanting! Things change during development, and you can either ask for zero info and updates during the process, or accept that what you hear 2 or 3 years in advance might not be quite like that in the final game. That’s basically the point the Blues made today, so let’s hear them say it with their purty mouths.
We’ve always said that details can and likely will change over the course of development. This happens to be one of those times.
I want to point attention back to the larger issue. Most players and devs are in agreement that the basic item affix system in D3 is a mess. DPS is by far the most important stat which makes Crit Chance the most important affix for damage and proc-triggering, high damage makes Life Steal way OP, attributes are a mess since each char’s mainstat is hugely important while the offstats are irrelevant, the mainstats are very unequal in their secondary benefits (armor from STR and ResAll from INT are much better than Dodge from Dex), etc.
The details about itemization and affixes are open to debate, but no one says the D3 system is perfect, or anything near perfect. Thus leading up to Reaper of Souls, many players (myself included) hoped the devs would rethink and rework the whole itemization system. Other players went farther, arguing for a total tabula rasa, with nothing from D3 carried over into RoS and a clean start at lvl 1 for everyone. (Which we may yet get on an opt-in basis via ladders.)
Obviously the devs didn’t do that, opting to tinker with the itemization and make major changes to the combat engine. Those systems are much improved in RoS, but still handicapped by a lot of sub-optimal remnants from D3, which I think was retained mostly since the devs (correctly?) thought fans would revolt if their D3 chars and gear was just erased in the expansion.
But… now we’re pretty much at that point anyway, aren’t we? Without enchanting all your D3 gear will be replaced by 70 or shortly afterwards, all the new end game gear is BoA, gold and mats are all BoA, there’s no Auction House, etc. Obviously the devs can’t just wipe away all the current itemization and start a fresh approach to it now, with the game due in less than 2 months, but given the current start of affairs, do you guys wish they’d planned that all along?
Click through for much more Blue explanation and apology for the new enchanting nerf news, plus a vote to survey what you guys think of this change.
I’d also like to throw out there that some players seem to think this means you can’t enchant level 1-60 items at all, when that isn’t true. Items gained prior to the 2.0.1 patch hitting the live servers will be unable to be enchanted. Anything you gain after the patch launches and before the expansion, however, are eligible to be enchanted.
Ah, so it’s a case of “True at the time, untrue now”!
Don’t you guys think that maybe, just maybe, this policy of yours to dish out information that can be retracted at any point is a little problematic?
Lylirra: As Nevalistis noted, the goal of each of the “first look” blogs we’ve published (there’s been a few: the Mystic, Westmarch, Adventure Mode, and the Crusader) has been to provide players a first look at the development of certain features in Reaper of Souls. They’re not wholesale previews; rather, they’re a snapshot of what’s being worked on. It’s a way for us to include our community in the development process and feel involved — or, at the very least, informed. Same can be said for all the posts we’ve made about the expansion, too.
For the Mystic “first look” blog specifically, it never actually says that Legacy items can be enchanted. However, in the posts where we did state that Legacy items could be enchanted, we very likely prefaced the information with the caveat that the functionality is as of current design and/or was subject to change based on testing and additional development. We actually say this about most everything in Reaper of Souls — to the point where some have lovingly mocked us for it — as until something is shipped, it’s subject to change. And even then, it’s possible that we’ll make adjustments to a feature that’s gone live, if we feel it’ll make the in-game experience better.
Getting back to your main point, though, the alternative would be not to communicate any information until development is 100% complete and those changes are already out the door. That’s not a scenario we’re super keen on, so it’s highly unlikely that we’ll shift our approach and not talk about future content. We want to share information with players during development cycles, and we want you to know what’s coming. Not only does this give players the opportunity to provide feedback and be a part of the development process directly, but it also enables you to make informed decisions about the product itself. That last part is also very important to us.
I definitely understand where you’re coming from, and why you’re suggesting that we just never talk about upcoming content until is 100% certain. There are upside and downsides to everything, though. In this case, the downside of our approach is that when something is still in development, that thing is likely to go through multiple changes — changes that may not always be favorable to you personally. The upside of our approach is you know we’ll communicate those multiple changes to you, too. Our current approach allows for much more transparency, and (ideally) empowers you guys more than if we just didn’t talk about anything at all.
PS – I think it’s important to call out that, when it comes to content that’s in development and not yet final, we don’t always know that a change is needed until it’s needed. Or that we’re going to change something until we know that we’re going to change something. By this I mean, when we share information with our players about something that’s still in development (like how a feature works, for example), the information we share is always true when we communicate it. It’s not like we’re sharing stuff we already know is going to change before it ships. We just always provide that “subject to change” caveat, because we realize, with testing and feedback, changes may be required that we can’t always anticipate.
Lylirra can’t say it, but I’d love to see her just say, “Let’s cut the shit. Do any of you people *really* think that certain imported D3 gear should be the best gear in RoS simply because there are affixes or affix ranges in D3 that don’t appear in RoS? Or are you just digging up Mystic info from 3 years ago to have something to bitch about?”
It’s a reasonable question, and one I wonder myself. I don’t want certain legacy items to be the best forever since the itemization rules have changed in RoS. And I don’t want the itemization rules in RoS to have to be tweaked in a few certain ways just to make RoS gear better than some few legacy items. And I don’t want special different rules and exemptions on legacy enchanting. So while I think it’s kind of lame, especially to announce so late in the dev cycle, I grudgingly agree that removing enchanting from all legacy stuff is a better option than the other even more half-assed alternatives.