Legendary 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 Urshi, 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 gems 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 PTR, 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.
|Bane of the Powerful|
|Bane of the Trapped|
|Boon of the Hoarder|
|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.|
|Gem of Efficacious Toxin|
|Gogok of Swiftness|
|Mirinae, Teardrop of Starweaver|
It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
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Blizzcon 2011 PvP Demo: The Demon HunterPosted 28 Oct 2011 by
There’s been general agreement among fans who tested the Clvl 60 chars in the Blizzcon PvP demo that the Demon Hunter was the weakest class. (Just as most agree that the Witch Doctor was the strongest. Opinions differ on the Barb, Monk, and Wizard.) Both The Eliminator and Wolfpaq were down on the Demon Hunter during our during our podcast earlier this week, but why? What were players doing wrong with the DH in the Arena demo, or was the problem with the character build itself? (Which players could not adjust.)
This report should go some distance towards answering that question. It’s by The Eliminator, and he runs down all of the Demon Hunter’s skills and runes, talks about what they did right and wrong, and offers suggestions to improve the build for the future. (Most of which involve MOAR DMG PLZ!)
Here’s the introduction; click through for the full report, and his improved Demon Hunter PVP build.
The Demon Hunter
The class that most thought was the weakest was the Demon Hunter. Although she did the least amount of damage she was extremely good a escaping danger. I didn’t die a whole lot as the DH because I always tried to keep enough Discipline to Vault to safety, to use Smoke Screen, or even Evasive Fire to retreat out of combat. Using mobility was where the Demon Hunter shone. If you paid attention, you could almost always get out of trouble.
Where the DH was weak was her damage output. I think that was mainly because the build itself could have been better. Some classes could get anywhere from 4-6k damage with critical hits, while the Demon Hunter was lucky to get a 1k hit, and even that only worked when the target was already weakened by being hit by a Wizard’s Frost Nova.
As the only Hatred Generator it was a skill I used a lot. This skill did about 200-400 on a normal hit and 500-750 for a crit (around 1k when someone was already debuffed by Frost Nova). The damage wasn’t terrible because there was no cooldown the hits were just about instant (unlike most projectile attacks of the other classes) You could pop off 7 hits with this skill in about 2 seconds, which works out to an average of around 1575 damage/sec.
I used this skill to frustrate Monks and Barbs, because every time they got into melee range, the backflip portion of the skill would kick in. One or two backflips was all I needed to get way from a Barb because both of his distance closer skills (Ancient Spear and Leap Attack) had 10 second cooldowns. The Monk on the other hand was a test of how long they wanted to chase me until I had enough and used Smoke Screen to escape.
Evasive Fire is a descent skill, though the damage is a little on the weak side. If it did just a little more, it would be awesome. Would I wanted a different Hatred generator in the Demon Hunter’s build? Maybe Hungering Arrow would have been better, because it could have been fired from behind cover, and since the shots could have homed in on enemies, and hit more than one target each. Furthermore, it has a higher damage potential with proper runestones.
I don’t know what it was with this skill but it just didn’t seem to slow targets down as much as it says it was. I guess it has to be the tiny 12 yard radius. The skill only slowed targets down for one to two strides. Comparing it to the effectiveness of the Witch Doctor’s Grasp of the Dead it was a joke. Although Grasp of the Dead’s debuff was a lot less, its radius of effect was twice as big and it did damage over time. This skill would have been more useful if it was runed with any other rune besides Golden. They need to either make the trap radius bigger or when an enemy crosses the trap gives them a debuff that stays for a few seconds.
This was the only Hatred spender of the build, and although the skill looked cool it really lacked the punch it needed to be an effective skill. Hits with this skill averaged a measly 50-125 on normal hits and 100-200 crit. (Like I said earlier, they did a bit more if a target was debuffed by Frost Nova) Although the projectiles from this hit very rapidly, around 10 per second, perhaps a third of them were usually blocked or dodged. Considering that, only 7 hits per second for about 100 per hit = 700 damage a second, which was not sufficient.
The homing missiles that Fire Support gave you had very little added bonus. In fact the skill would have been much better off with the Alabaster or Indigo rune, for this build. The only time this skill came into its own was when you used Shadow Power with it. Would I have picked another skill instead, maybe but if I did most of the skills would have had to be changed as well. This skill needs more DPS.
This skill was great for getting way from danger. Two uses of this skill put you on the other side of the map. So long as you didn’t put yourself in a corner or run into one of the high walls, you were safe and free to try to find a health globe. When using this skill the Demon Hunter could cross over enemy traps and not be slowed at all. If a Barb tried to use his Ancient Spear to pull you in you could just Vault and it wouldn’t hit you. Vault could also be used to chase down enemies that were low on health, which I did do a few times. The skill was a little redundant with “Tumble” (Evasive Fire) but it still came in handy. If I was making this build I probably would have taken Vault and left out Evasive Fire.
This skill increased the damage output, and was also the only source of healing for the Demon Hunter. Without this skill Rapid Fire would not have been worth using. The life regen from this skill was not as good as it could have been, had the Demon Hunter had bigger DPS skills.
I will say this, the skill looks fantastic and even though the damage addition was marginal, it just was a fun skill to have going. It came with psychological benefits as well, since other players would see the Demon Hunter’s appearance transform and run, expecting attacks as dangerous as those the Wizard dished out in Archon form. Sadly, that was not the case.
For this build “Blood Moon” was the only way to go. If you used this skill with Smoke Screen and shot up a few targets with Evasive Fire you could heal yourself and deal damage while completely invisible to the enemy.
One of these best escape skills in PvP. Not only did this skill break the Demon Hunter out of any crowd control debuff, but you could attack for the duration of the skill while remaining invisible. The mistake most players made was when they used it with Rapid Fire, since the stream of glowing projectiles gave away their location. Better was to use Evasive Fire, since it did not show your location.
With no cooldown the Demon Hunter could use this skill repeatedly, to remain invisible for an extended period. This was the DH best skill of this build. If this build had Impale, Evasive Fire and this skill, the reactions to the class would have been much different.
Demon Hunter passives
Unfortunately I don’t remember the Passives so I can’t talk about what impact they might have had on the build. That’s what I get for playing the class first and only one time.
The Demon Hunter PvP build at Blizzcon was high on survivability and movement and low on damage. I have to question most of this build though. Why so many discipline skills? Why not have one less and have one more DPS skill? Even if the runes were changed the Demon Hunter would have had a better build. In the end the class just didn’t do what you would want in a PvP build… big damage, of course. I see potential in the class and that’s good. I can’t wait to get my hands on the class and make some bad ass assassin that shoots from the shadows and everyone wonders where death is coming from.
Blizzcon 2011 PvP Arena: Hands-On Reports: