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|
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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Faster Movement Speed ItemsPosted 23 Dec 2012 by
Here’s a full list of faster Movement Speed items in Diablo III, including all the odd legendary and set armor pieces. The article follows the same form as our previous compilation of all the maximum Magic Find and Gold Find gear, In both cases, it’s possible to greatly exceed the in-game cap on the property, which is 25% from Faster Run gear (though skills and the Fleeting Shrine can boost that much higher).
Moving fast is fun and makes for quicker runs, and it’s actually essential for some builds, where the character is in a perpetual race against cooldowns and active skill timers that can only be refreshed by landing more critical hits or soaking up more health orbs.
How much fast is enough? Early players may find just boots to provide enough of a boost, but as players gear up more is usually sought. In a design feature unpopular with most players, the game caps the faster run at 25% improvement from gear. Since the biggest bonus you can get from any item is 12%, and most of the end game items provide exactly that much bonus, most players are happy with two 12% items and don’t bother using a third just to add 1% more speed. (Skills and the Fleeting Shrine add on top of that speed, which is one reason Barbarians with Sprint are so popular.)
Most builds don’t really *need* that much footspeed, but when shopping for Diablo 3 gear, it’s best not to confuse “need” with “want.” Run fast, kill fast, farm fast. Give into the dark side. It is your destiny.
Faster Movement Speed from Boots
The affixes that provide faster movement speed can spawn on Magical and Rare boots, and this property is considered almost mandatory on a good pair of boots. More footspeed is almost always a good thing, but some boots (such as Ice Climbers) can have such good stats that players will use them even without faster movement. (Though they’re much more valuable with MS than without it.) It’s also possible to get great boots that do *not* have Movement Speed, for quite cheap, since that one stat is so sought after that any boots without it are much lowered in value.
Many legendary and set boots have faster movement as an inherent property, and others can spawn with faster movement as one of their random affixes. Those properties can not stack on the same item, so the biggest bonus you can ever get from any boots in the game is 12%.
Here’s the full list of set and legendary boots with their item level and Movement Speed Increased listed, including the few that do not have MSI as an inherent mod.
That’s just the boots. Click through for the full list of all set and legendary items that add to run speed, sorted by equipment slot.
None of the set amulets provide faster run. Two of the legendary amulets do, but they’re both mid-level and thus unheard of in the end game.
One of the set rings and one of the legendary rings grant faster run as a property.
There are no legendary helms or set helms (including partial set bonuses) that grant faster movement speed. This includes normal helms and all of the class-specific helms for the Wizard, Witch Doctor, and Monk.
Plenty of legendary helms grant Faster Attack Speed, but none grant Faster Movement Speed. Besides, how could your hat make you run faster? As a famous defense attorney once concluded, it doesn’t make sense. It does not make sense!
Like the helms, none of the set shoulders or legendary shoulders grant faster movement speed.
None of the set chest armor provides faster run, but a pair of the legendary chests do.
None of the set bracers provide faster run, but two of the legendary bracers do, and thanks to it and their faster attack speed, Lacuni Prowlers are by far the most popular bracers in the game.
None of the set belts provide faster movement, but one fairly-obscure legendary belt does. It’s a Mighty belt, and as such will only fit around a Barbarian’s waist.
None of the set gloves or legendary gloves provides faster movement speed.
One of the set pants grant faster movement speed, and that mod, plus the AS, makes Inna’s Temperance one of the most popular pants in the game. One legendary pants has the modifier as well, but they’re lower level and thus very hard to touch.
Grouping shields, quivers, mojos, and sources all together, since they all come up dry. There are no set off-hand items or legendary off-hand items that add movement speed.
Saved Weapons for last and put them all in one group, instead of by type, since there aren’t very many of them and since no one uses them anyway. Since there are no off-hand weapons with faster run, there’s little difference between one-handed and two-handed weapons. The Monk and Barb can dual wield a number of these combos, giving those two classes an additional advantage in faster run potential.
So what’s the fastest you can move in Diablo III? Sadly, just 25% from items, but here’s a list of all the fastest possible options. This does not include skill boosts to faster run or the Fleeting Shrine.
As with MF/GF, you can easily exceed the 25% in-game hard cap on this modifier. But just for fun, let’s add it up. 12 Amulet + 23 (11+12) Rings + 0 Helm + 0 Shoulders + 12 Body Armor + 12 Bracers + 11 Belt (Barb only) + 12 Pants + 12 Boots + 21 (9+12) Weapon = 115% for the Barb only. Monk comes in second, 11% back since he can’t wear the belt, and the other classes are 9 back of the Monk since they can’t dual wield and there are no off-hand faster run items.
That’s from 10 possible items for the Barb. And a good thing he’s out in front too since the poor Barb class is so slow and weak in D3 at this point, with really no skills at all to accelerate his movement through and between enemy packs. Finally he catches a break! *cough*
How much faster run do you guys find essential? At this point I feel really slow with less than 24%, but I’m not playing a spin2win Baba either. I imagine after a day of that brute sprinting around, all the other classes feel very slow, and not just on killing speed.
Also, has anyone put faster run rings/amulets/weapons on their Follower? I haven’t tried it and it hardly seems necessary, since Followers have that double speed run mode they click on any time you get a bit ahead, and if they fall off the screen they just teleport. But it might be entertaining to watch them try to keep up if you were really stacked up on run speed?