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.
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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Diablo 3 Legendary Item Passive Bonuses: RoS DataminingPosted 19 Sep 2013 by
Following up our presentation of all the Diablo 3 character skill changes and additions from the datamined pre-alpha version of Reaper of Souls, here’s an organized list of all the passive legendary item bonuses. The bonuses are sorted by item type and bonus type, for easier comprehension than the unsorted data dump you might have seen previously. These bonuses are mostly on rings, and it’s likely that most of them will appear on the same (new) legendary ring, the way the Stone of Jordan and Mara’s Kaleidoscope can each spawn in about 60 different flavors now.
Bear in mind that like the other datamined info, this is from a pre-alpha version of Reaper of Souls. Many of the modifiers will certainly change between now and release, and many more will be added to the list. (There’s only one Crusader skill bonus now vs. more than a dozen for some of the other characters, for example..)
We do not know which item(s) these modifiers are on, and it’s not always clear if they are class-specific, or only work for one class. (Or if the item the property is tied to is a class-specific item.) Some of the non-ring modifiers are probably inherent properties always found on a given item, while others may be semi-random, or there might be several assigned to the same item of which only one will spawn each time.
Click through for new/upcoming item bonuses for Weapons, Belts, Boots, and nearly 100 ring bonuses, all sorted by type and class and often annotated.
It’s not known if these procs are for just one class or for all. Axes are generally a Barbarian item, but it’s not a Mighty Weapon, and the second is a dagger, not a Ceremonial Knife.
This one sounds like a really powerful proc. Playing in a fast farming game in Inferno, characters seldom go more than 15 seconds between health orbs. (Witch Doctors only get 10 seconds on the Gruesome Feast stack, and fast players can keep that active more than half the time.) Pickup radius will help with this one, of course.
This sounds like it would be awesome for HC, but I play HC and it doesn’t excite me. I’d use the item if it had good stats, but 1) most HC chars have other death cheating passives from skills, and 2) “a chance” isn’t good enough. You need to know if it’s going to work or not to play with the added confidence of a death cheating talent. There are other item procs that are 100% functional, and that’s what you’d prefer when it could be the difference between now and forever.
Awaiting the glorious day Wyatt keeps referencing when Thorns becomes viable. I just hope the item with this property is called “Game of Thorns.”
(This sounds like Fire Walkers, but none of the other current item procs appear in the RoS datamining, so perhaps this is a new bonus on a different pair of boots? But why, when it’s essentially the same as Fire Walkers?)
(This sort of “stand still and gain a bonus” is coming to some new class skills. The most similar is the new Wizard new passive Unwavering Will that provides +20% Armor, +20% Resistances, and +10% damage if you stand still for 2 seconds. Wonder if this item proc would stack with that one?
These are the PlayStation 3 pre-order promo item, the Leoric’s Gauntlets. There’s no reason to expect to see this item for the PC, in RoS or anywhere else.
All the remaining item properties in this article are rings. There are a ton of them, 88 by my count, which is far more than all the other (currently known) procs added together. Likely many/most of these ring properties are found on the same ring, which will spawn with some unknown stats + one randomly-chosen passive skill bonus. We don’t yet know what kind of other affixes the item will boast, but as much as the devs keep saying they want to make Legendary items really desirable, I’d bet on the overall properties being better than you see now on SoJs, which are useful (or not) based entirely on their skill bonuses.
For easier comprehension, the ring bonuses are sorted by the type of property, with class-specific bonuses grouped at the last. Many of these classifications are just our best guess for now; it’s possible that some of the ones that sound like general purpose bonuses are class-specific.
Rings: Offensive Bonuses
(This would be a great way to finally notice/realize just how often you pick up health globes. Whenever I play my DH I’m amazed at the dozens of globes littering the battlefield; I never see them with melee chars since I’m drinking 90% of them down as soon as they appear.)
(This sounds amazingly fun. It would be almost a constant blasting, as quickly as you can kill 10 enemies on most levels.)
(I really enjoy stacking bonus procs. I want this already. As always the “chance” is the key point. 1%? 50%?)
(Sounds like one of the effects granted by Nephalem Globes in the console.)
Rings: Defensive Bonuses
(Possibly Wizard-only? If not it’s a great bonus for any melee class, since it slows all enemies and really slows incoming projectiles.)
(This would have to come with a short duration, would it not?)
(Barbs don’t need it since they get that for free with perma-WotB… oh wait.)
(This sounds like a version of the Nephalem Globes that are so wildly popular with Diablo 3 console players.)
(Holy elemental effects heal? Other players? Your character? Need more context to evaluate this change.)
Rings: Miscellaneous Bonuses
(To what effect? Can you still fight? If you turn into a Gobby do you start dropping gold and items from your inventory? Do other characters see the transformation and feel the urge the beat the candy out of you?)
(That sounds very cool. Which Elite Affix would be best? Extra Health? Can you get Arcane and start dropping your own needles? Could you get Vortex or Teleport? )
(This was named previously as a WD effect, as a sort of perma-Spirit Walk. Sounds like it’s for anyone now, and it just avoids collisions.)
(I’ve long thought that shrine bonuses would be cool affixes. Double duration of all shrines, or a Fleeting Shrine effect ever time you hit any kind of shrine. All bonuses until death sounds gigantic, though. I assume it would reset each new game, but even so you’d want to do nearly full act clears with this item on, since once you got all six (or more in Ros?) in effect, or even just Fleeting and Frenzied, your killing speed would increase dramatically.
(This one has triggered some debate as to what the tooltip means. There are two theories: #1) It means you could choose to put more than one rune effect of the same skill on your hotbar at once. So you could use two or three different types of Whirlwind, for example. #2) It would enable all (or at least more than one) rune effect at the same time. That sounds like amazing chaotic fun, but wildly OP and technically unworkable. What about skills where the resource cost is so high that casting all 5 at once would cost 2 or 3x your entire pool? And imagine how OP it would be with projectiles; you’re sending out 5 of them at once? A Wizard is casting 5 different flavors of Hydras on top of each other in the same spot? I think it’s clearly option #1, but no examples of “skills with 2 great rune effects I want to use both” leap to mind. If you’ve thought of some, please list it in comments since I’m curious.
(Keep in mind that this is Loot 2.0 where “white” items don’t drop that often. Imagine it in the current game? You’d have 5 legendaries per level. Also, this bonus was seen on the new version of the Puzzle Ring, as previewed at the Gamescom 2013 RoS presentation. It’s possible that some of these other ring procs might spawn on that item as well.)
Rings: Shield Bonuses
Likely added since the Crusader is designed to work best with a shield, but Hardcore Monks and Barbarians will appreciate them also. (Assuming they’re not Crusader-only bonuses.) It would be nice if there was some sign of a successful block added to the game. Diablo 2 had the whole shield block animation and that was an actual strategic element with fast block affixes and such. D3 did away with that, but there’s no visual or sound cue when you’re blocking; perhaps a little word could appear on it the way you see *block block block* when firing arrows at Skeletal Shieldmen?
(This is a deceptively huge bonus, akin to doubling your blocking percentage, in a game where even a 5 or 10% bonus to blocking chance makes a huge difference in shield quality and price.)
Rings: Follower Bonuses
(So your follower could use all 8 of their skills, rather than just 4 of them? That’s a nice bonus, but not exactly game-changing. After all, 2 or 3 of their tiers are just lame attack skills that don’t matter much one way or the other, and they’ve all only got one big buff that you really want. It’s not like Lyndon has CC and/or CD on the same tier, where getting both at once would be an awesome bonus.)
Rings: Barbarian Bonuses
(Or until Tyrael blows up Mt. Arreat. Whichever comes first.)
Earthquake is a very damaging and powerful skill with a lengthy cooldown, so getting free uses of it all the time would be quite a powerful bonus.)
(Ignore Pain lasts 5 seconds normally with a 30s cooldown, so this would apparently turn the skill into an Aura, allowing for 100% uptime.)
Rings: Demon Hunter Bonuses
(Presumably monsters would attack the clone? Does it have hit points? Whichever, it’s a flashback to the Amazon’s Decoy skill, and that makes me happy.)
(This skill now costs 10 Hatred, but turning it into a generator would do more than just add 13 Hatred per use. It would let a DH pair Elemental Arrow with another Hatred spender like Rapid Fire and let her keep up Hatred without any use of the less-damaging Hatred generator skills. As such this would actually be more powerful than a property that granted a big bonus to Hatred generation rate.)
(Duplicating the proc bonus of Calamity with any weapon?)
(An approximation of the death cheating passive I keep pushing for this class to possess. Yet I am not entertained.)
(Would this just drop the default, no-rune form of the skill? What if you had Caltrops on your hotbar; would it use the rune effect you had selected?)
(Strafe is massively buffed in RoS and the main limit on using it now is the high Hatred cost. DHs must use one or two passives for more Hatred and usually Bat Companion as well, so this item would make a big difference on the entire build.)
Rings: Crusader Bonuses
Obviously Crusader bonuses are still a work in progress, with only one implemented thus far.
Rings: Monk Bonuses
(There’s a cooldown on the skill, so Monk’s couldn’t just spam this for infinite Spirit.)
(Building a Monk with enough Spirit/sec to maintain TR most/all of the time requires multiple spirit regen items and at least two passives, so this would make a huge difference.)
(This would be amazing, effectively giving the Monk 9 active skills and providing permanent large offensive and defensive bonuses at the same time.)
(The new and improved version of Dashing Strike costs 50 spirit, so this is quite a resource boost.)
(This skill used to do 30% and was raised to 50% in a patch. This new 100% sounds tempting, but with all of the Monk’s AoE everything in range of the explosion is usually down 50% hps by the time the marked target blows up anyway. An effect that doubled the radius of the explosion would actually be a lot more powerful.)
(Mystic Ally is currently a drunk, so this would help. But the main limit on the power of that magical minion is the low damage, not the AI, so this wouldn’t be too big a bonus.)
Rings: Witch Doctor Bonuses
(This is the same bonus provided by the Life Link rune effect, so presumably a WD could get that bonus while using another rune effect.)
(Since most WDs cast Spirit Walk to escape from dangerous situations when swarmed by enemies, this is of dubious benefit. Perhaps as a boost to traveling between groups, since the WD moves faster in spirit form…)
(Fetish Army lasts 20 seconds with 120 second cooldown and they hit quite quickly, so it seems like you’d be able to keep it up almost 100% of the time with this item property in effect.)
Rings: Wizard Bonuses
(Wormhole allows multiple teleports within 1 second.)
(The “build-changing” debate property itself.)
Lots of cool bonuses, and there must be many dozens more to come, to even out the classes a bit. Excite!