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Diablo 3 Strategy: Gearing Up for the New and Poor

One day soon, you will be penniless.

One day soon, you will be penniless.

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!

Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

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 DiabloWikiIronborn 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 DiabloWikiMagic 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.

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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’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:

Hello everyone!

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! :D

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.

Resource Management

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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Diablo 3 v2.0.1 Patch Notes

Posted 25 Feb 2014 by

The live Diablo 3 realms remain down as last night’s scheduled maintenance has not yet completed. It was scheduled to end at 11am, but the ETA went to 3pm, and was then backed up another 5 hours, because patches are technical issues.

The maintenance period has been extended until approximately 8:00 PM PST. We apologize for any inconvenience and will provide additional updates as they become available.

In the meantime, how about the patch notes? They are novel-sized, incorporating all of the new features, plus all the changes to monsters, difficulty, Paragon, Cursed Chests, Quests, and much more during the PTR testing.

Diablo III – Patch 2.0.1 v.

Below you will find the patch notes for the most recent update for Diablo III, patch 2.0.1.


DiabloWikiPools of Reflection have been added to the game.

  • Pools of Reflection provide a 25% bonus to experience
  • This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies
  • Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times
  • This experience bonus persists on logout
  • DiabloWikiNephalem Glory has been added to the game

  • Occasionally during battle, monsters will drop Power Globes when damaged or killed
  • Power Globes grant the Nephalem Glory buff, which causes players to deal additional damage in the form of golden lightning bolts and increases their movement speed for a short time
  • This buff can stack up to three times
  • New Character statistics have been introduced

  • These include DiabloWikiToughness, DiabloWikiHealing, DiabloWikiSplash Damage, DiabloWikiCooldown Reduction, and DiabloWikiResource Cost Reduction
  • DiabloWikiLife Steal has been redesigned and is now less effective at higher character levels
  • At level 60, Life Steal is reduced to 10% effectiveness
  • That’s just the start of general stuff and the patch notes do not include the character skill changes, which Blizzard says they will present in a more comprehensive format in the days to come. (Nevalistis says the full patch notes are 55 pages long.)

    Click through for the rest of today’s patch notes.

    Players now have the ability to resurrect in multiple places when they die in non-Hardcore games

  • You may choose to either DiabloWikiresurrect at your body, in town, or at the last checkpoint you encountered
  • Players may not resurrect at their body during a Boss encounter
  • Players may only resurrect at their body a maximum of three times in a row
  • Player hit boxes have been adjusted to more closely represent character models

  • Both male and female models of the same class share the same size hit box
  • DiabloWikiFollowers now automatically level with characters

    DiabloWikiQuests now occasionally grant item rewards when completed during the leveling process

    DiabloWikiGold can no longer be traded

    Graphics engine has been updated to support reflections

  • Reflections can be turned on in the Options > Video menu
  • Note: This setting is not recommended for players running minimum system specifications

    Many bosses have had their mechanics revisted and retuned. The following bosses have received the largest changes to their encounters

  • DiabloWikiMaghda
  • DiabloWikiSiegebreaker
  • DiabloWikiAzmodan
  • DiabloWikiIskatu
  • In addition, the enrage timers for the following Bosses will only be enabled in Torment I and above

  • DiabloWikiThe Butcher
  • DiabloWikiZoltun Kulle
  • DiabloWikiBelial
  • DiabloWikiGhom
  • DiabloWikiSiegebreaker
  • DiabloWikiRakanoth

    All classes have undergone significant revision. Additional details and patch notes will be available in the near future. In the meantime, we encourage you to log in and explore the new changes for yourself!


    DiabloWikiCrafting has received several quality of life changes

  • Crafting materials have been condensed into two item level tiers: 1-60 and 60-70
  • This change is to reduce the amount of stash space consumed by crafting materials and simply older crafting recipes
  • All crafting materials currently in character inventories and stash have been converted accordingly
  • All crafted items will now roll with stats appropriate to the character crafting them, using the Loot 2.0 Smart Drop system
  • Please note that items designed to roll specific stats, such as the Archon Armor patterns, are exempt from this system
  • Items purchased from vendors are now flagged as such, and cannot be salvaged

    The difficulty system has been completely revised

  • Nightmare, Hell, and Inferno modes have been removed
  • Difficulty is now dynamic and monsters will level up with your characters
  • There are now five difficulty settings to choose from: Normal, Hard, Expert, Master, and Torment (1-6)

  • Master unlocks upon completing Act IV
  • Torment unlocks upon reaching level 60
  • Torment level includes a difficulty slider, offering an additional six adjustments with increasing rewards and more powerful monsters
  • Each level offers new bonuses and rewards, visible in the difficulty selection menu
  • You can now lower your difficulty setting in-game
  • However, increasing your difficulty still requires exiting your current game
  • This option is disabled in Hardcore mode
  • To account for these changes, monster density has been adjusted across all Acts

    DiabloWikiCursed Chests

  • Chests and Shrines around Sanctuary now have a chance to be cursed, starting an event once they are inspected
  • Like other events, completing a Cursed Chest or Shrine provides a small gold and experience reward, as well as either a Radiant Chest or a random Shrine buff
  • These events offer a variety of challenges, including endless monster waves, timed events, and potentially spawning bosses out in the open world
  • DiabloWikiInfernal Machines

  • Torment level difficulty is now required to use Infernal Machines

    Itemization has undergone a major overhaul

  • Legendary and Set items are now Bind on Account
  • Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired
  • The DiabloWikiSmart Drop system has been implemented

  • All items that drop have a chance to roll as “Smart Loot”
  • Smart Loot items roll intelligently based on the character being played (example: A Wizard is more likely to find items with Intelligence or bonuses to Wizard skills than a Barbarian)
  • Class specific items will no longer roll stats inappropriate to their class (example: Intelligence will no longer appear on Mighty Weapons or Belts)
  • New item affixes have been added to the game

  • This include Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, and specific Class Skill Bonuses
  • Item properties have been separated into two categories: Primary and Secondary
  • Primary Stats include: Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets, and all new affixes listed above
  • Secondary Stats include: Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
  • This is to prevent stats that directly and indirectly increase character power from competing with one another
  • Stat ranges on items have been narrowed significantly.

  • Example: instead of an item having a stat range of 1-200 Strength, its range might now be something like 140-200.
  • Legendary powers now roll in a range, instead of a static amount
  • Example: The Legendary Spirit Stone “DiabloWikiThe Laws of Seph” has the legendary affix “Using DiabloWikiBlinding Flash restores [75-100] spirit”
  • Players can now view the stat ranges of items by pressing and holding CTRL while an item’s tooltip is open
  • All Legendary items have been reworked with one or all of the above points in mind
  • Potions have been condensed to a single type; they now provide 60% of your total health when consumed
  • All Potions currently in character inventories or stashes will be converted to the new Potion type

    Monster affixes have been revisited and retuned

    DiabloWikiArcane Enchanted

  • Spawn effect now shows which direction it will start rotating
  • DiabloWikiDesecrator

  • Damage now begins low, but quickly ramps up to its maximum damage
  • DiabloWikiFrozen

  • Increased the number of Frozen crystals spawned by monsters with this affix
  • Frozen no longer increases how many crystals are spawned based on the number of players in the game
  • Frozen crystals now deal area of effect damage over time to players as they build up to their explosion
  • DiabloWikiJailer

  • Now does a small amount of damage when applied to the player
  • DiabloWikiVortex

  • Now does a small amount of damage when applied to the player
  • DiabloWikiMortar

  • Now has an outer impact area that does less damage than the center of impact
  • Now detonates if they vertically hit a wall
  • DiabloWikiPlagued

  • Monsters with this affix now sometimes drop a pool under players as well as under themselves
  • DiabloWikiReflects Damage

  • No longer reflects a portion of incoming damage
  • Now reflects a fixed amount of damage per attack
  • Elite and Champion monsters now have five new possible affixes

  • DiabloWikiFrozen Pulse: A shard of ice follows targets around before freezing in place and pulsing cold damage in a small area
  • DiabloWikiOrbiter: A nexus of electrical energy appears, surrounded by additional balls of lightning that orbit in a large area
  • DiabloWikiPoison Enchanted: Summons globules of poison matter that spread in a cross pattern, dealing damage to those caught in their wake
  • DiabloWikiThunderstorm: A powerful bolt of lightning strikes the ground, emanating a small wave of electrical energy
  • DiabloWikiWormhole: A pair of portals appears, dealing damage as it tears unfortunate targets from their location and transports them elsewhere
  • Monster density has been revisited

  • Density has been retuned around the new Difficulty system
  • Elite and Champion packs can now spawn in a larger variation of pack sizes

    Wasp projectiles can now be dodged and blocked


    The DiabloWikiParagon leveling system has been completely revamped

  • There is no longer a cap on the number of Paragon levels a player can gain
  • Paragon levels are now account-wide and shared across all characters
  • Note that Paragon levels are tracked independently between Hardcore and Normal modes
  • Players no longer gain static bonuses upon achieving Paragon Levels and bonuses currently earned by players have been removed
  • Players now earn Paragon points each level to spend in one of four separate categories: DiabloWikiCore, DiabloWikiOffense, DiabloWikiDefense, and DiabloWikiUtility
  • Players with existing Paragon levels have been granted the appropriate number of points to distribute amongst these categories
  • With these changes in mind, the Paragon leveling curve has been updated
  • Note that all Paragon experience earned across all characters prior to this patch has been totaled and recalculated into your new account-wide Paragon level
  • Paragon points can be allocated by clicking the Paragon button in the Character Paper Doll and Inventory screen (Default Hotkey C)

    Clans and Communities have been added to the game


  • Anyone may create a Clan, and doing so gives access to the Clan window (default hotkey N)
  • Joining or creating a clan displays your clan tag next to your name
  • Clan members can view the Members Roster, a private chat channel, and a News & Info tab for Clan affairs and information in the Clan window
  • Clans support up to 120 members and require an invitation to join
  • Players may only be a member of one Clan at a time
  • DiabloWikiCommunities

  • Anyone may create a Community, and can view their Community details in the Social tab (default hotkey SHIFT + O)
  • Community members have access to their Members Roster, a dedicated chat channel, and a News & Info tab for sharing stories and Community information
  • Players may join any number of Communities they wish
  • Communities do not have a membership limit; however, if the number of members exceeds 100, only Officers and above will be displayed in the Members Roster
  • Communities can be designated as Private or Public; Private Communities require invitation to join
  • Communities are organized by categories, including but not limited to Classes, Regional, and Game Type

    Several quality of life changes have been applied to the User Interface

  • The Difficulty and Game Creation menus have been completely redone
  • The in-game Menu has been revised
  • The waypoint list has been replaced with a waypoint map
  • Skill tooltips now show damage type if Advanced Tooltips are enabled
  • Several new social options have been added to support Clans and Communities
  • These can be accessed in the Options > Gameplay menu
  • New chat colors associated with Clans and Communities have been added
  • There is now an option to enable icons for dropped items instead of text

  • This can be enabled in the Options > Gameplay menu
  • There is now an option to automatically skip all cut scenes

  • This can be enabled in the Options > Gameplay menu
  • Item labels for Gold piles are no longer displayed

  • This is to reduce visual clutter; values are still displayed when gold is picked up
  • You know it’s a long patch notes when they don’t even have room for all the class skill changes. I won’t say that every single skill and rune effect has been modified, but at least 75% have been.

    We’ve got a “Newcomer’s Guide to Diablo 3 version 2″ coming up shortly, with firsthand info and input from a lot of PTR testers. In the meantime, f you’ve got questions about how any of the new stuff works, ask away in comments and we’ll answer it here or work it into the upcoming tutorial.

    Tagged As: | Categories:, Diablo 3 Patches