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|
It’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:
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!
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.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
- Looking for a high Ed Bonesnap
- Ring of Royal Grandeur Farming Exploit?
- Max block rate using Shael in homunculus?
- RoS: How are you Demon Hunters doing?
- Travincal tourney (RFO) interest and discussion…
- Bored Games Thread...
- Single-player LOD, searching for decent sorc orb
- What does the item mod "bloody" do?
- Most certainly not the last thing i'll ever wish for…
- I got 5 RORGS with very minimal effort and so can…
- Single lightning bolt kills 45 cows
- Official 2013 OTF Dungeons and Dragons Thread!!
Ironborn #10: Crafting Legendary/Set Items in RoSPosted 23 Dec 2013 by
Crafting in D3 has its ups and downs – sometimes you’ll get a good roll and other times you’ll wonder why you bother. Thankfully, crafting in RoS is significantly improved, making it a more reliable way to get gear upgrades. Today, I’ll discuss how craftable set and legendary items serve as an intermediate class of gear in the beta, and how they might benefit self found players in the expansion.
Crafting Rares Isn’t Really That Important
With Loot 2.0, rare items have gotten a helpful boost to their stats. They now have narrower stat ranges and cool new affixes. If that weren’t enough, enchanting in RoS knocks out one useless stat on each rare – so a slight tweak from the Mystic makes more of your items upgrades.
But you really won’t need to craft rares, since they drop like candy in RoS. Instead, you’ll most likely salvage them to enchant items, or to create craftable legs and sets.
Craftable Leg and Set Items Are Their Own Tier of Gear
You can think of the new craftable leg and set items as falling between rare items and found legendary and set items, both in terms of power and difficulty to acquire. Though they cost a unique crafting material to create, they have special affixes not found on rares. Plus, unique mats are moderately farmable, so it takes less time to get them than to stumble across found-only legendary and set items.
In the beta, the crafting plans for these fall mostly from Horadric Caches you get for completing all bounties in an act in Adventure Mode. For now, the unique stats on these items make them worth pouring mats into the crafting machine (see examples below).
How Hunting Unique Materials Works
The special mats required to use legendary and set recipes drop mostly from unique monsters. In D3C, these purple-text monsters only appeared five to ten percent of the time in their respective spawn location, but in RoS they appear about five times as often or more. At the same time, they only drop their unique crafting material around a quarter of the time or less.
This means in order to craft a legendary or set item, you must 1) find the crafting recipe, 2) go to the location where the monster spawns, 3) hope that it spawns and 4) hope it drops its unique crafting mat when you kill it. From what I’ve played, the drop rates on unique mats seem a tad low. A third chance of dropping sounds about right.
The Big Picture: Crafted Legendary and Set Items As An In-Between Gear Class
One of the frustrations self found players have in the base game is with gear progression. When you max out your rare items, there’s little to do in the game except hope for a legendary or set item to drop. Crafted legendary and set items seem to be Blizzard’s answer to that problem.
- Crafted legendary and set plans drop less often than rares, but more often than found-only legendaries and set items
- The unique items required to craft them are somewhat farmable, even if you can’t always depend on a unique monster appearing, or the fact that they’ll drop their unique mat
- The special affixes on crafted legs and sets are better than those on rares, but not quite as good as those on found-only legendary and set items
Add it together and you can see why the devs took this approach. These items are better than rares, and give you something to work toward while waiting for the best stuff in the game to drop.
I don’t know yet whether crafted legendary and set items will unlock new builds, or what plans you can find when playing on higher difficulties. But the idea behind them seems potentially very cool.
Crafting For Every Player
I hope the devs design crafting to work as well for the guy who pours his mats into one character, as the guy who distributes mats evenly across many characters. The former will hit a gear wall sooner, and he needs a crafting goal beyond just collecting a few unique mats.
It’s possible the devs will create crafted legs and sets that rival their found-only counterparts in terms of power. These items may become long-term goals for people who invest lots of time in one character – but they may require multiple unique crafting mats.
What do you all think of crafted items as a class of gear between rares and found-only legs and sets? Do these recipes sound boring or interesting? And does hunting them down sound like fun or a chore?
Ironborn is a column exploring self-found play and related topics by Waterfiend, who will be crafting like a madman when RoS hits. Got an idea for a column? Share it in the comments!