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.
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Diablo 3 Strategy Items: Life Steal and Life on HitPosted 3 Jan 2013 by
Here’s a complete listing of all the Diablo 3 items that provide Life on Hit and Life Steal. Those very useful properties can be obtained from various skills as well, but most players find it useful or essential to get some life flowing in from their gear as well.
This is a very long article since life leech and LoH can be found on many Legendary items, and it can appear via random affixes on all weapons, plus might belts, rings, and amulets. Surveying all of the Legendary and Set items for these modifiers, I was disappointed. Yes, you can add a fair amount of LoH or LL from armor slots that never get those mods as rares, none of the no Legendary items of the type that can get LL or LoH randomly add more than a Rare of that type can. In most cases, you can get considerably more LL or LoH from a rare, or even from another Legendary that rolled LL or LoH in a random affix slot than from the few Legendaries that have LL or LoH inherently.
It seems to me that some of the legendaries should have more LL or LoH than is possible on a Rare, and there certainly should be some Legendaries that have both LL and LoH inherently. (None do, though an item can get both randomly, or get one randomly to match with one inherently.
What’s the maximum possible LL and/or LoH? Let’s add it up with items listed in the full article below.
- Helm: Storm Crow. Life on Hit: +329-479. (Wizard only.)
- Chest Armor: Heart of Iron, +9-13 Life on Hit.
- Shoulders: None. (Death Watch Mantle yields +327-569 Life after Each Kill.)
- Bracers: None. (Slave Bonds yields +79-106 Life After Each Kill.)
- Gloves: Gladiator Gauntlets: +152-224 Life on Hit.
- Belt: String of Ears: +55-95 Life per Hit. (Barb-only Mighty Belt can do 3% LL from Lamentation or Immortal King’s Tribal Binding or a Rare.)
- Pants: Blackthorne’s Jousting Mail: +329-479 Life on Hit.
- Boots: None.
- Amulet: Rares can go up to 959 LoH, which is better than any inherent Legendary. (Eye of Etlich +17-26 LoH, Kyobo’s Gold +190-303 LoH, Ouroboros +304-448 LoH, Blackthorne’s Duncraig Cross +449-657 LoH.)
- Rings: Rares can go up to 459, which is better than any inherent Legendary. (Bul Kathos’s Wedding Band: +95-151 LoH, Band of Hollow Whispers: +152-224 LoH, Skull Grasp: +152-224 LoH, or Unity: +225-328 LoH.
- Off-Hand Weapon: Flint Ripper Arrowheads, +109-189 LoH. (No Rares of any kind, and no Legendary Shields, Mojos, or Sources.)
- Weapons: Rares and random affixes on Legendaries can get +959 LoH and/or 3% LL on one-handed and ranged weapons, or 1918 LoH and/or 6% LL on two-handed weapons.
- Amethysts socketed in weapons also add LoH, up to 600 with a Radiant Star.
- Armor total: 479 + 13 + 0 + 0 + 224 + 95 or (3% LL) + 479 + 959 + 459 + 459 = 3167
Weapons total: 958 x 2 = 1918 which is the max on a two-handed weapon. What a coincidence! + 600 + 600 from Radiant Star Amethysts = 3198
Grand total: 3167 + 1918 + 1200 = 6285 Life on Hit.
There aren’t any skills that directly boost LoH, though obviously faster attacks boost the total LoH generated.
(Note that the max total is just a curiosity, since achieving it would gimp your character. 1) Several of the items with LoH from armor slots are low level gear unsuited for Inferno use. 2) Equipping all of the LoH gear would actually *reduce* your maximum life return, since a good DPS-boosting item in some of those armor slots would raise your damage greatly, making your Life Leech return more total life than the LoH does.)
The maximum Life Leech from equipment is 9%, 6% from weapon and 3% from Mighty Belt (Barb only). With one exception. Asheara’s Bindings (db tooltip), a crafted set, grants 2.5% Life Leech when 3 of the 4 items are equipped. The four items are gloves, pants, boots, and shoulders, so with that a normal class could get up to 8.5% LL, or a Barb could reach 10.5% from weapon, mighty belt, and Asheara’s gloves, pants, and boots. (This is another intellectual exercise since Asheara’s Set is ilvl 53 so the items would be much lower quality than Inferno gear.)
There is a hidden penalty to Life Leech on higher difficulty levels (70% Nightmare, 40% Hell, 20% Inferno) but no penalty to LoH. This is why characters who can deal constant 500,000 crit hits with some life leech aren’t sitting on an infinite volcano of healing (though they’re not far from it.) If a character can do a 500k crit, 3% of that is 15,000, but when you cut that by 80% it’s only 5000. Which is still more than you’re going to get from LoH, but not grossly more.
(Note that other undocumented game features give procs of different amounts to all of the skills. Some skills only count towards Life Leech or LoH some of the time, and some don’t count for it at all. (Such as the Monk’s Sweeping Wind.) The master list of those can be seen here, though it’s a fan-created document and thus open to some debate.)
Barbs are the game’s real LL masters, thanks to Mighty Belts and their Bloodthirst passive that grants a full time 3% LL bonus. This allows a Barb to ride along with 6% Life Leech without adding a point from the weapon, and makes 12% possible with dual 3% weapons, or with 6% from a two-hander. Other classes have to work a bit harder to add life leech, and it’s generally easier to get 1000-2000 LoH from jewelry and the odd Legendary item, than it is to obtain a weapon with good DPS and LL.
Skills play a big part in LL as well. The Demon Hunter’s wiki]Gloom[/wiki] comes with my highest personal “remember when Reflects Damage was dangerous?” recommendation.
Previous item modifier guides:
- Faster Movement speed items.
- Magic Find/Gold Find items.
- We’ll be posting a lot more of these, with Attack Speed, Critical Hit Damage and Critical Hit Chance coming up soon.
- Click through for much more on this, with coverage of all the LL and LoH item affixes and item types, and a full listing of every legendary with LL, LoH, and LAEK in the game.
Update: Added Asheara’s Set, Boots to the total, Amethysts for LoH, procs info, LL Inferno cap info. Thanks to commenters for corrections.
Life on Hit Affixes
All the affixes below can occur on magical or rare items, and in the random affix slot on Legendaries.
There are 14 different levels of the Life on Hit affix. To save on space in this article I’m only listing the highest level affixes that you’ll see on Inferno gear. Refer to the Affix pages in DiabloNut for the full tables.
- of Gore, ilvl 61: Each Hit Adds +(152-224) Life
- of Gore, ilvl 62: Each Hit Adds +(225-328) Life
- of Mangling, ilvl 63: Each Hit Adds +(329-479) Life
One-handed Weapons, Ranged Weapons, and Amulets
Item types: Amulet, Axe, Bow, Ceremonial Knife, Crossbow, Dagger, Fist Weapon, Follower Special, Hand Crossbow, Mace, Mighty Weapon, Spear, Sword, Wand.
- of Gore, ilvl 61: Each Hit Adds +(304-448) Life
- of Gore, ilvl 62: Each Hit Adds +(449-657) Life
- of Mangling, ilvl 63: Each Hit Adds +(658-959) Life
Two-handed weapons get larger possible values than one-handed weapons or armor. These affixes can be found on, Daibo, Polearm, Staff, Two-Handed Axe, Two-Handed Mace, Two-Handed Mighty Weapon, Two-Handed Sword.
- of Gore, ilvl 61: Each Hit Adds +(608-897) Life
- of Gore, ilvl 62: Each Hit Adds +(898-1315) Life
- of Mangling, ilvl 63: Each Hit Adds +(1316-1918) Life
- Remember that one of the big item system changes in a recent patch was that affixes are not tied to the item level, but can spawn up to the level of the monster dropping the item. Prior to that change only ilvl 63 items could spawn with the highest affixes. This is no longer the case, which is why so many of the top items in the Auction House are ilvl 61 or 62, and not just all 63s.
Life Steal Affixes
Life steal can only be found on weapons and Mighty Belts (Barb only). Higher values can be found on two-handed weapons than on one-handers.
One-handed Weapons, Ranged Weapons, and Mighty Belts
Found on these item types: Axe, Bow, Ceremonial Knife, Crossbow, Dagger, Fist Weapon, Hand Crossbow, Mace, Mighty Belt, Mighty Weapon, Spear, Sword, Wand.
- Gruesome, ilvl 54: (2.50-2.70)% of Damage Dealt Is Converted to Life
- Exsanguinating, ilvl 61: 2.80-3.00)% of Damage Dealt Is Converted to Life
- Two-handed Weapons: Found on these item types: Daibo, Polearm, Staff, Two-Handed Axe, Two-Handed Mace, Two-Handed Mighty Weapon, Two-Handed Sword
- Gruesone, ilvl 54: (5.00-5.40)% of Damage Dealt Is Converted to Life
- Exsanguinating, ilvl 61: (5.60-6.00)% of Damage Dealt Is Converted to Life
Life After Each Kill
Though it’s mentioned on individual items, I did not completely include the Life After Each Kill affix in this article. That property is useful, but it does little to help you during boss battles (unless you’re able to keep pulling trash mobs into the battle) and if anyone specially values it as an item modifier I haven’t seen evidence of that in the Auction House pricing.
Just FYI: Life After Each Kill affixes for Inferno level items. See the full tables on DiabloNut.
LAEK from Rings:
- of Extermination, ilvl 59: +(285-454) Life after Each Kill
- of Extermination, ilvl 61: +(455-672) Life after Each Kill
- of Extermination, ilvl 62: +(673-985) Life after Each Kill
- of Terror, ilvl 63, +(986-1439) Life after Each KillLAEK from Amulet, Axe, Bow, Ceremonial Knife, Crossbow, Dagger, Fist Weapon, FollowerSpecial, Hand Crossbow, Mace, Mighty Weapon, Spear, Sword, Wand:
- of Extermination, ilvl 59: +(570-909) Life after Each Kill
- of Extermination, ilvl 61: +(910-1344) Life after Each Kill
- of Extermination, ilvl 62: +(1345-1971) Life after Each Kill
- of Terror, ilvl 63: +(1972-2878) Life after Each Kill
- LAEK Daibo, Polearm, Staff, Two-Handed Axe, Two-Handed Mace, Two-Handed Mighty Weapon, Two-Handed Sword:
- of Extermination, ilvl 59: +(1140-1818) Life after Each Kill
- of Extermination, ilvl 61: +(1820-2689) Life after Each Kill
- of Extermination, ilvl 62: +(2690-3943) Life after Each Kill
- of Terror, ilvl 63: +(3944-5756) Life after Each Kill
Life on Hit and Life Steal on Legendary Armor
Life on Hit or Life Steal can occur in the random affixes on any legendary of the appropriate item type. That means you may see either (or sometimes both) of those mods on virtually every legendary 1H and 2H weapon, Mighty belt, ring, and amulet in the game. The following are the legendary items that have Life on Hit or Life Steal as an inherent property.
There are no Legendary items with both Life on Hit and Life Steal as inherent properties.
- There is only one partial set bonus that grants life leech or life on hit. It comes from the crafted set Asheara’s Bindings (db), which grants 2.5% Life Leech when 3 of the 4 items are equipped.
- The next closest is the 4 item bonus from Inna’s Grandeur, which grants the Monk 10 Life per Spirit spent.)
- The same type of Life on Hit or Life Steal bonus will *never* occur twice on the same item, not on Rares and not on Legendaries by the random affix stacking with the inherent bonus. Thus there are no 1H or ranged weapons with more than 959 Life on Hit or 3% life steal, and no 2H weapons with more than 1918 Life on Hit or 6% life steal. Items may get both Life Steal and Life on Hit if both are random, or if one is inherent and the other comes from a random affix. For instance, The Butcher’s Sickle gets (2.5-2.7%) Life Steal inherently, and will never get a higher value of Life Steal than that, even though random Life Steal affixes go up to 3%. However, a Life on Hit modifier can spawn randomly on that item, granting both types of bonus.The following are the Legendaries with either Life on Hit or Life Steal as an *inherent* property.
- Storm Crow. Life on Hit: +329-479. (Wizard only.)
- The Grin Reaper. +(327-589) Life After Each Kill, but not on Hit. (Witch Doctor only.)
While numerous pieces of armor offer life regen, +life%, life for spending resources, and other such bonuses, very few offer Life Steal or Life on Hit, or even the less useful Life on Kill. Since Rare versions of these item types can’t get Life Leech or LoH, these items offer a comparative advantage over Rares and other Legendaries
None of the set or legendary helms, or class helms for the Monk or WD, offer Life on Hit or Life Leech. One Legendary Wizard helm does:
Only one low-level set or legendary chest armor (including Demon Hunter cloaks) offers Life on Hit or Life Steal.
- Heart of Iron, +9-13 Life on Hit.
No set or legendary shoulders offers Life on Hit or Life Leech.
- Death Watch Mantle. +327-569 Life after Each Kill, but not Hit.
No set or legendary bracers offer Life on Hit or Life Leech.
- Slave Bonds: +79-106 Life after each Kill, but not hit.
Only one set or legendary gloves offer Life on Hit or Life Leech.
- Gladiator Gauntlets: +152-224 Life on Hit.
- Cain’s Scribe: +31-50 Life after Kill (but not Hit.)
Two sub-Inferno Legendary belts offer Life on Hit.
- Vigilante Belt: +1 Life per Hit. (Hey, that’s a fat bonus at level 5!)
- String of Ears: +55-95 Life per Hit.
- Lamentation: +2.8 – 3.0 Life Steal.
- Immortal King’s Tribal Binding: +2.8 – 3.0 Life Steal.
Mighty Belts All of these Barbarian-only belts can spawn with life steal (but not Life on Hit) as a random affix, including Legendaries. Two of these belts get Life Steal as an inherent property.
No legendary pants gain Life on Hit or Life Steal, but one set pants does.
- Blackthorne’s Jousting Mail: +329-479 Life on Hit.
None of the Set boots or Legendary boots offer LoH or LL.
Amulets can get up to +959 Life on Hit from a random affix. This can not stack, so the values for inherent Life on Hit are the most possible on those items listed below, even though rare and other legendary amulets can get higher LoH values from the random affix.
- Eye of Etlich: +17-26 Life on Hit.
- Kyobo’s Gold: +190-303 Life on Hit.
- Ouroboros: +304-448 Life on Hit.
- Blackthorne’s Duncraig Cross: +449-657 Life on Hit.
- The Star of Azkaranth: +910-1334 Life on Kill (Not on hit.)
All Rings can get up to +479 Life on Hit via a random affix. The following rings get LoH as an inherent property.
- Bul Kathos’s Wedding Band: +95-151 Life on Hit
- Band of Hollow Whispers: +152-224 Life on Hit
- Skull Grasp: +152-224 Life on Hit
- Unity: +225-328 Life on Hit.
No set or legendary Shields, Mojos, or Sources offer Life on Hit or Life Leech. One Quiver does, and one gets LAEK.
- Holy Point Shot: 107-198 Life After Each Kill (Not on Hit.)
- Flint Ripper Arrowheads, ilvl 54: +109-189 Life on Hit.
Weapons: Affixes for Life on Hit/Leech
All one-handed and two-handed weapons can get Life on Hit and Life After Each Kill from random affixes. (Fewer types of weapons get Life Steal.)
One-handed Weapons, Ranged Weapons, and Amulets
Here are the Inferno quality affixes. These figures apply to the following item types: Amulet, Axe, Bow, Ceremonial Knife, Crossbow, Dagger, Fist Weapon, FollowerSpecial, Hand Crossbow, Mace, Mighty Weapon, Spear, Sword, Wand.
- of Gore, ilvl 59 — Each Hit Adds +(190-303) Life
- of Gore, ilvl 61 — Each Hit Adds +(304-448) Life
- of Gore, ilvl 62 — Each Hit Adds +(449-657) Life
- of Mangling, ilvl 63 — Each Hit Adds +(658-959) Life
These affixes can only be found on Rings.
- of Gore, ilvl 59 — Each Hit Adds +(95-151) Life
- of Gore, ilvl 61 — Each Hit Adds +(152-224) Life
- of Gore, ilvl 62 — Each Hit Adds +(225-328) Life
- of Mangling, ilvl 63 — Each Hit Adds +(329-479) Life
All two-handed melee weapons can get Life on Hit from a random affix. Item types for these values are: Daibo, Polearm, Staff, Two-Handed Axe, Two-Handed Mace, Two-Handed Mighty Weapon, Two-Handed Sword.
- of Gore, ilvl 59 — Each Hit Adds +(380-607) Life
- of Gore, ilvl 61 — Each Hit Adds +(608-897) Life
- of Gore, ilvl 62 — Each Hit Adds +(898-1315) Life
- of Mangling, ilvl 63 — Each Hit Adds +(1316-1918) Life
Life Leech from Affixes
One-handed Weapons, Ranged Weapons, and Amulets
See the full tables on DiabloNut. These figures apply to: Axe, Bow, Ceremonial Knife, Crossbow, Dagger, Fist Weapon, Hand Crossbow, Mace, Mighty Belt, Mighty Weapon, Spear, Sword, Wand.
- Gruesome, ilvl 54 — (2.50-2.70)% of Damage Dealt Is Converted to Life
- Exsanguinating, ilvl 61 — (2.80-3.00)% of Damage Dealt Is Converted to Life
These figures apply to: Daibo, Polearm, Staff, Two-Handed Axe, Two-Handed Mace, Two-Handed Mighty Weapon, Two-Handed Sword]
- Gruesome, ilvl 54 — (5.00-5.40)% of Damage Dealt Is Converted to Life
- Exsanguinating, ilvl 61 — (5.60-6.00)% of Damage Dealt Is Converted to Life
Legendary Ranged Weapons
All Bows can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Uskang: ilvl 11, +1-1.2% Life Leech
- The Raven’s Wing: ilvl 35, +79-106 Life on Hit.
- Windforce: ilvl 63, +2.8-3% Life Leech
All crossbows can get up to +959 Life on Hit or 3% Life Leech from a random affix. None of the Legendary Crossbows get either affix inherently, though.
All Hand Crossbows can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Danetta’s Revenge: ilvl 63, +658-959 Life on Hit.
- Dawn: ilvl 62, +449-657 Life on Hit.
Legendary One-handed Weapons
All one-handed axes can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- The Butcher’s Sickle: ilvl 60, 2.50-2.70% Life Leech
- The Burning Axe of Sankis: ilvl 62, +449-657 Life on Hit
All Ceremonial Knives can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Manajuma’s Carving Knife: ilvl 63, +2.8-3% Life Leechhttp://diablonut.incgamers.com/item/manajumas-carving-knife
- Ziggurat Tooth: ilvl 43, +107-198 Life After Each Kill (not LoH).
All Inferno daggers can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Kill: ilvl 56, 2.5-2.7% Life Leech
These one-handed Monk weapons can get up to +959 Life on Hit or 3% Life Leech from a random affix. They can also grant up to +63.9 Life per Spirit Spent (as can Diabos and Spirit Stones.)
- Fleshrake: ilvl 28, +0.5-0.6 Life per Spirit Spent
- Logan’s Claw: ilvl 57: 109-189 Life on Hit.
- Shen Long’s Relentless Assault: ilvl 63, +658-969 Life on Hit
- Shen Long’s Fist of Legend: ilvl 63, +29.9-63.9 Life per Spirit Spent
All one-handed Maces can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Telranden’s Hand: ilvl 47, 2.2-2.4% Life Leech
- Sledge of Athskeleng: ilvl 62, +989-1315 Life on Hit.
Mighty Weapons: One-Handed
All one-handed Mighty Weapons (Barbarian only) can get up to +959 Life on Hit or 3% Life Leech from a random affix.
- Harvest Moon: ilvl 55, +2.5-2.7% Life Leech.
- Blade of the Warlord, ilvl 63, +19-20 Life per Fury Spent.
- Bul-Kathos’s Solemn Vow: ilvl 63, +659-959 Life on Hit
All Spears in Diablo III are one-handed, and they can get up to +959 Life on Hit or 3% Life Leech from a random affix. None of the legendary spears have any inherent bonuses to those properties, though.
All one-handed swords can get up to +959 Life on Hit or 3% Life Leech from a random affix. Only one has such a property inherently.
- The Ancient Bonesaber of Zumakalis: ilvl 47, +2.2-2.4+ Life Leech.
All wands are Wizard only and one-handed. They can get up to +959 Life on Hit or 3% Life Leech from a random affix. Only one of the set or legendary wands has such a modifier inherently.
- Ruinstroke: ilvl 61, +910-1334 Life After Each Kill.
Legendary Two-handed Weapons
All two-handed axes can get up to +1918 Life on Hit or 6% Life Leech from a random affix.
- The Butcher’s Carver: ilvl 36, +54-70 Life on Hit.
These Monk-only staves can get up to +1918 Life on Hit or 6% Life Leech from a random affix. They can also grant up to +59 Life per Spirit Spent (as can Fist Weapons and Spirit Stones.)
- The Paddle: ilvl 45, 4.4-4.8% Life Leech.
All two-handed maces can get up to +1918 Life on Hit or 6% Life Leech from a random affix. None of the Legendary 2H Maces get either property inherently, though.
Mighty Weapons: Two-Handed
All two-handed Mighty Weapons (Barbarian only) can get up to +1918 Life on Hit or 6% Life Leech from a random affix.
- Unending War: ilvl 25, +22-33 Life on Hit.
- The Gavel of Judgment, ilvl 60, +5-5.4% Life Leech.
All Polearms can get up to +1918 Life on Hit or 6% Life Leech from a random affix.
- Standoff: ilvl 36, 3.8-4.2% Life Leech.
- Heart Slaughter, ilvl 60, +1140-1818 Life on Hit.
- Vigilance: ilvl 63, +5.6-6% Life Leech
Staves (Monk, Wizard, and Witch Doctor only) in Diablo III are two-handed and can spawn with up to +1918 Life on Hit or 6% Life Leech from a random affix. There is only one legendary staff with such a bonus:
- Maloth’s Focus: ilvl 56, 5-5.4% Life Leech
All two-handed Swords can get up to +1918 Life on Hit or 6% Life Leech from a random affix.
- Warmonger: ilvl 62, +5.6-6% Life Leech.
How much LoH and/or LL is required? Impossible to say, since it varies greatly by the build and class and play style. Monks and Barbs generally need a lot of it since they’re getting hit all the time as they melee battle away. Wizards, and Witch Doctors, and Demon Hunters can survive without much or any (though Reflects Damage bosses will be a big problem), but it’s very nice to have some for emergencies, and to generally allow a more aggressive play style.
Whether it comes from skills or items or both, returning life as you deal damage is a very useful game technique. It’s fun to not die, and to kill faster by being able to counteract damage, instead of just running away from it. My DH play changed hugely when I started using Gloom, and more recently I spent big to get LL on a claw and saw my Monk’s survivability increase dramatically, when added on top of the 1500 or so LoH he had from a variety of equipment bonuses.
How much of it do you guys use? Do you want more? Do you think there should be more ways to get it? After all, D2 offered life leech on a huge variety of Unique armors, and big LL from rings, amulets, helms, and more.