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.
Lots on this show, including PTR Patch 2.1′s big changes, legendary item buffs, Paragon 1000 achieved, the Stash space emergency and micro-transactions, Diablo 3′s story and “demon soul hooks,” and Blizzcon 2014 Diablo 3 expansion announcement expectations. Featuring Flux, N3rdwords and Neinball.
Approximate topic starting times:
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Diablo 3 Forum Watch #87: Fan Reactions to v1.0.3Posted 21 Jun 2012 by
The v1.03 patch has been out for a few days now, giving most players enough time to try it out and then write forum posts describing their reactions. I skimmed dozens of examples of that tonight, trying to get some sense of the overall reaction… and I can’t. There’s no absence of data — I read hundreds of player comments — there’s just too much disagreement to draw any conclusions.
Lots of people think Inferno is still too hard, or even harder thanks to the higher repair costs, while others think it’s now too easy, or that Blizzard fixed/tweaked/nerfed the wrong things. Some fans are just about ready to give up on D3, while others say that’s absurd just 6 weeks into the game, after just one small content patch. (You’d need solid rubies for lenses to get glasses so rose-tinted that you judged any game system in D2C, especially items, as well-balanced and crafted just six weeks after release.)
Here are a bunch of links and some quotes from pertinent forum threads. The assignation of the threads goes mostly by the OP, but that might not mean much, since most of them have dozens of replies with agree and disagree spread all throughout. But first, the vote, since the quotes are long enough that we’ll be continuing below the click through.
On the whole, what do you think of the changes made in v1.03?
- 3) Changes were a mixture of good and bad. (45%, 2,227 Votes)
- 1) I approve of the changes. (34%, 1,655 Votes)
- 2) I disapprove of the changes. (15%, 730 Votes)
- 4) Haven't tested / no opinion. (6%, 299 Votes)
Total Voters: 4,910
Chaosmage provided some pleased feedback on a good public game.
I never died for no reason except my own errors, I found so plentiful of rares it was almost ridiculous (I only got 15% mf from my pants) and butcher dropped a 900dps bow with high stat bonuses for me. (I gonna make a DH now, yes playing with self-found is actually possible now)
Everybody in the party was able to do decent damage and take a few hits if necessary. The melees weren’t grinded by Molten and we ranged never instagibbed by Vortex. The DH provided some decent base ranged damage, my WD some spike range and CC, the Monk buffs and immediate melee aoe and the Barb spike meele, CC and tanking.
We cleared every champ and elite and some dungeons and hadn’t to skip a single pack. But it was also hard at times, frozen has become really nasty but still no death zerging. The game is now balanced.
Click through for lots more, pro, con, and in between.
Vishos doesn’t exactly offer positive feedback, since he thinks Inferno is too easy now, but since the negative coverage below is fully-stocked already, I’m quoting this one here. Vishos provides his char stats and some background info, then compares the v1.03 play to how it used to be.
Prior to this morning I was able to grind out a 5 stack Siegebreaker kill, but it took me a solid 45+ minutes. I would also die at least once to most champion packs, and anything with double anti-melee abilities (descrator, molten, fire chains, plagued) was simply not worth even trying to bring down. Specifically soul ripper elite packs I couldn’t even touch. Siegebreaker himself I had to kite until he began his triple strike move, then leap behind him, dps for 5 seconds or so, and charge away before his next strike. Took me a solid 5 minutes to kill him on average.
Post patch, I can now run through all white mobs without stopping, taking minimal (less than 5% damage) on the way through. I didn’t die to a single elite pack, including a desecrator, mortar, nightmarish, fire chains soul ripper pack. I had my 5 stack in about 10 minutes. Siegebreaker I was able to face tank, leap with iron impact on cooldown, charge with 8% healing rune on cooldown and that was it. Just stood there and dps’d. Never dropped below 50% hp.
An approach I didn’t see elsewhere came courtesy of SlowMoe, who says his machine performance is much improved since v1.03.
One of the best v1.03 posts I’ve read is this one, in which BeingMused covers the Good and Bad of v1.03. Unsurprisingly, in this world of staking out strong partisan opinions and then arguing for/against them, his long and balanced post has no replies as of yet, while numerous identical pro/con screeds have dozens. He touches on Inferno changes, Ilvl drop rates, crafting changes, repair costs, and more. Short quote:
- Inferno balance: Mostly good. You are given a lot more leeway defensively, which has made a gigantic difference playing as melee. Prior to the patch I could easily solo Act2 with a few pieces of MF gear, but Act3 was a bit too dicey for my tastes (doable in a party, of course). Post the patch, without any build tweaks, I could immediately jump into Act3 and solo it. I could even shift some of my defensive skills towards offense. I think that is good for build freedom. The only people who I knew who were having a rougher go of things were DH and Wizard friends who had not prepared for the IAS change, and were used to killing off-screen enemies via glass cannony, super high DPS setups. They’ve just got to figure out a more flexible build setup. A DH friend who *had* already shifted away from an IAS build was doing just as well as before, if not better.
The only downsides: it feels like enemy HP is too high compared to their damage. This might speak to my lack of DPS, but it seems like they could have nerfed damage a little bit less and nerfed monster health a little bit instead. That impression might change with more gear/skill changes. Also, while the gaps between the Acts were too high, I still liked the fact that elites in Act4 were overwhelmingly difficult – it gives me a very long term goal of something to work towards in softcore.
The thread with the most replies thus far is Azzure’s, in which he fears that he’s done with the game, at least until future patches improve things. He’s full of complaints, including that Inferno is too hard, that builds are too limited by Inferno’s difficulty forcing so many defensive skills, the boring item system, the broken legendary/set items, those both dooming the RMAH, the “terriblness” of the story/dialogue, the broken crafting system, and more. With over 200 replies, you can bet many/most/all of those points are disputed, redirected, and discussed in great detail.
Summercy thanks Blizzard for ruining the game and thus allowing him to break his addiction. His three points of hate: IAS nerf, destructibles drop nerf, and repair costs increase.
Add I Bring Realm Down to the list of “higher repair costs are terrible since I die a lot)” applicants. An hour of unsuccessful Inferno Belial battles in a big party = now I’m poor. (I do wonder what sort of gains any player expects from a play session composed entirely of dying repeatedly against one of the hardest single bosses in the game?)
RPGLegend does not live up to his name by ranting about many things and saying that Blizzard has lost their touch.
Next to the increased repair costs, the most common complaint was from players whose glass cannon DHs and Wizards are now useless, thanks to the nerfs to Increased Attack Speed. Oddly, perhaps since Blizzard gave warning about this one and explained their reasoning, most of the players sound resigned and maybe depressed, but not angry or raging, the way they were about some of the other complaint issues.
As always on the Internet and in real life, it’s easier to complain than praise, and people are more motivated to make themselves heard for a problem than for a compliment. In that light, it’s not surprising that we’ve got a ton of complaints, most of them focused on the same few issues. Throw in your comment if you like, but be sure you vote, as that should give us a better sense of the overall community consensus than the vocal minority that always fills forums and comment threads.