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.
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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Jay Wilson steps down from Diablo 3Posted 17 Jan 2013 by
Seven years ago Jay Wilson took the helm of Diablo 3 and today he is stepping down. He took to the forums to address the fans( both viriolic and adoring) and let them know first hand. From the sounds of it he will remain with Blizzard, and his job is open for everyone who thinks they could do it better(time to put up or shut up!). Jay’s goodbye and more after the bump.
Hey everyone, I wanted all of you to be some of the first to know that I’ve made an important decision about my future, and how that decision will affect the future of Diablo.
I recently celebrated my seven-year anniversary working on Diablo III, and while it’s been one of the most challenging and rewarding periods of my life, I’ve reached a point creatively where I’m looking forward to working on something new. The powers that be at Blizzard have been gracious enough to give me that opportunity. Over the course of the next several weeks, I will be moving off of the Diablo III project and transitioning elsewhere within Blizzard. This decision was not an easy one for me, and not one I made quickly, but ultimately it’s what I feel is right.
The first thing I want to assure you all is that this will not negatively impact our ongoing support of Diablo III. The game was not made by one person, far from it, and the team that poured their passion and considerable talent into it isn’t going anywhere. We have lots of things planned for the future, and those plans will carry forward as normal. I also won’t be abandoning the team, and will remain available to them during the transition period while we determine who will take over duties as game director.
To that point, you shouldn’t be surprised if you see a job posting for a game director on Diablo III, as we want to make sure we explore every opportunity to find the best possible leadership for the project. We’re looking forward to finding this person and hearing what kind of fresh ideas they can bring to the table.
I’m proud of Diablo III, and despite our differences at times I will miss the community that has formed around it. I feel I have made many mistakes in managing that relationship, but my intent was always to provide a great gaming experience, and be as open and receptive as possible, while still sticking true to the vision the Diablo team has for the game.
I know some of you feel we fell short of our promise to release the game “when it’s ready.” While we’re not perfect, we try to make the best decisions we can with the information and knowledge we have at the time. That doesn’t mean we always make the right decisions, but if we made a mistake then I feel we’ve made an exceptional effort to correct it.
This is what you can always count on from Blizzard: that we will stand by our games and make every effort to continually improve them over time. We heard the feedback and suggestions from the community. For example, we agreed that Diablo III’s itemization at launch was not good enough, so the team made numerous changes, including changing drop rates, re-tuning legendaries, and adding scores of new items to the game. We also agreed that the end game needed more depth, so the team added new events, and new systems like Monster Power and Paragon levels.
Our commitment to making our games as good as they can be is what has always defined Blizzard as a game studio, and that commitment never ends for us at a ship date. With your help, we’ll continue to play, debate, and improve Diablo III, as we’ve done with every Blizzard game.
To that end, patch 1.0.7 is underway, the PTR is live, and there are many other great things brewing for Diablo in 2013. I’m leaving Diablo III in good hands, and my departure will not jeopardize the progress of the game as we continue to do what we do: listen, play, and improve.You are the most passionate, dedicated group of gamers a designer could hope to have.
I wish you all the best, and want to thank you for making this an amazing experience for me. Keep your axes sharp, your spell books handy, and that crafty devil in check.–Jay
I wasn’t expecting this when I jumped on to twitter this afternoon but I’d be lying if I said I wasn’t too surprised. We’ve seen Wyatt Cheng take the helm on the patch previews and Jay take a more silent role. Jay had a rough hand dealt to him, pleasing everyone who loved Diablo 2 fondly while creating something new. The game has matured after those early mistakes, and is developing into something I have a hard time prying away from. Love him or hate him Jay helped get Diablo 3 out there, out of whispers and hopes for a future announcement. It may not be amazing yet but it’s on it’s way. So let’s raise a glass to one of the men who made it happen, log in and kill some monsters, and wait to see who steps up to take the game to the next echelon.
What do you think of Jay stepping down? Sound off in the comments below!