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|
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.
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.
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.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
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Crushing Blow is OP in Reaper of Souls: Nerf ComingPosted 26 Nov 2013 by
The early stand out strategy/overpowered property in Reaper of Souls is the Crushing Blow modifier. Yes, it’s returned from Diablo 2 and it works much the same, cutting 25% of the current health off of normal enemies and 12.5% off of bosses. It’s not a big deal on lower difficulty levels where you can take out enemies in just a few hits, but when you get to higher difficulty levels, Crushing Blow becomes enormously powerful.
Big enemies on Torment IV have “billions” of hit points, enough to make even those 800k and 1000k and 1200k DPS figures feel flaccid. But when you’ve got 40% Crushing Blow and a fast attack, any monster’s hit points will simply melt away. (Providing you can survive long enough to turn up the heat.) Blizzard is aware of this and has a tweak planned for the next beta patch, as EU Blue Vaneras shared:
The developers’ intentions with Crushing Blow is for it to be competitive with stats like Increased Attack Speed, Critical Hit Chance, or Critical Hit Damage, but obviously it will need some tuning if it clearly trumps all of those other stats.
We are of course interested in reading more of your thoughts on Crushing Blow, so please keep posting your feedback on it
Currently, a Crushing Blow hits for 25% health against normal monsters, for 12.5% health against elites, and it will hit for 5% health against bosses after the next beta patch has launched.
Keeping in mind that Crushing Blow is subject to changes and tuning since it has to compete with other stats (Increased Attack Speed, Critical Hit Chance, and Critical Hit Damage), what are your thoughts on these percentages?
To give you guys some insight into this, and bear in mind that number are a lot higher in RoS than in D3V. In Reaper of Souls, with good gear and offensive skills/passives, it isn’t hard to get 1,000,000+ DPS. Which sounds great, and dominates the lower difficulty levels, but that DPS means nothing on higher levels of Torment where bosses have literally billions of hit points.CB spawns in the 5-8% range on gloves, shoulders, rings, amulets, and weapons. (And probably some legendaries in other slots, though I’ve not seen them yet.) It’s super effective, especially on higher difficulty levels, but it requires and rewards specialization. Since going the Crushing Blow route, my DH has loaded up on hit points and resistance and especially on life regen (Brooding is 1.5 in RoS, but it stacks to 3x if you remain motionless.), exchanged Critical hit Chance and flat DPS for more Crushing, shifted all of her Offensive Tab Paragon Points into Attack Speed for more proc chances, etc. She’s now dealing 200k lower DPS than a couple of days ago and is *less* effective on lower difficulty levels, but much better at higher difficulty levels where the big Crushing Blow % chance chews chunks off of the huge monsters in ways that DPS alone could not.
Is this cheesy? You could argue so, but I don’t really think so since it’s working as designed. Crushing Blow isn’t some one-stat-dominates-all play options the way some things (Barbarians) are now in the live game, Like I said, my Demon Hunter is actually worse at lower difficulties now, in exchange for being able to chew hps off of the giant enemies. And the focus on CB and higher diffs changes how I play; no longer am I about mobility and evasion; now I’m built as a tank to deal the most hits possible in a short time and isn’t that what the game is all about? Different skills and affixes working together to support new builds or play styles?
The question then becomes what can you do better with the traditional trifecta stats than with CB, and aside from dominating lower difficulty levels (where there’s FAR less danger of death) I’m not sure what the answer is. Maybe if CB came with slower attack speed, or was only found on certainly legendaries so it was a real trade off?