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Guide: Legendary Gems

legendary gems guideLegendary 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 DiabloWikiUrshi, 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 DiabloWikigems 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 DiabloWikiPTR, 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.

 

DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
 DiabloWikiEnforcer
 enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
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.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
 DiabloWikiMoratorium
 Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
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A Total Guide to Greater Rifts

Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the DiabloWikiGreater Rift Guardian (GRG) which is an upgraded version of the regular DiabloWikiRift Guardians.

Greater Rift CompletionDifficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.

Shrines: There are virtually no DiabloWikishrines or DiabloWikipylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that DiabloWikiConduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift DiabloWikiLeaderboard system.

Dying in Greater Rifts

Revive at Corpse. No.

No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (DiabloWikirespec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.

Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as DiabloWikiGoldwrap and DiabloWikiHarrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)

Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.

Accessing and Process

  1. # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
  2. Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to DiabloWikiOrek.
  3. Kill all the mobs in the Greater Rift before the timer runs out.
  4. No regular or champion mobs drop loot in Greater Rifts.
  5. The Rift Guardian will drop loot regardless if the timer has run out or not.
  6. If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
  7. The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.

Progress Bar and Rift Speed

The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.

greater rift progress bar

Ahead of the progress time

When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.

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Nephalem Valor System Pros and Cons

Posted 20 Dec 2012 by

Following the earlier complaints about Monster Power, here’s a post from a fan who doesn’t like the Nephalem Valor system at all, and wants a return to those Diablo 2 cheese-flavored Pindleskin run type games.

After testing out the Nephalem Valor system for the last 6 months, I have become pretty disappointed with it. When I first heard about the system, I was really excited. I immediately thought “GREAT! Now we don’t have to farm one spot all the time, and there will be motivation to move all over the world!”. For a while, I really enjoyed the system.

Now, I am realizing that it feels really dumb. It doesn’t feel fun to go out and hunt down Elite packs, just to get 5 stacks of this buff, before you start MFing. I always liked to turn to Diablo when I had 20 minutes before I had to leave the house for work or class, I could get in a couple Mephisto runs and maybe get some quick loot to be excited for when I got home. That is no longer possible, seeing that it will often take 20 minutes just to get your 5 stacks up. Now, a magic find run that could be 5 minutes has turned into 45 minutes. Diablo used to be the contrast to WOW for me, because it was casual, and had immediate gratification, wheras you’d have to dump lots of time to accomplish something in WOW. Now that’s how it feels in Diablo 3.

This post isn’t meant to be a Diablo to WOW comparision, or a casuals vs. hardcore players type of thing. What it comes down to for me is that doing magic find runs for loot (what this whole game is about) feels like it’s too arduous and grindy of a process. I propose you remove Nephalem Valor, and just let us farm where we want and when we want. Up the quality of boss loot, and don’t make us travel all over the world to do a MF run.
Lylirra: Overall, we think Nephalem Valor does a great job at addressing two core needs. First, it helps make sure that extremely short play sessions (i.e. < 1 minute) are not the optimal way to play. Second, there's a lot of value in being able to swap your skills at will and tailor your builds to the environment around you, but there's also gameplay to finding a build that really works for you in a variety of situations -- we like that NV helps balance these two concepts, and allows players to feel like there is some commitment to a skill build without also feeling like they’re locked into that build forever. So, while there are definitely some issues with the current design, we currently think that the pros outweigh the cons of how the game would probably feel if the system were not in place.

That said, you're right -- the system isn't perfect, and we're definitely looking at ways we can do better. Certainly, one of our goals is to allow people to play game sessions that are about 5 to 10 minutes in length and still be rewarded well, but we need to make sure that in the process we don't make rapidly flipping games the go-to method. It's all about striking the right balance for a wide variety of players, and we'll definitely be keeping your feedback in mind (as well as other threads on the topic) as we explore options for how to improve NV.

Maybe this guy is playing on MP9 or something, but 20 minutes to get up 5 stacks is crazy. Fast farmers do entire Alkaizer runs in ~10 minutes, and that entails killing maybe... 25-30 bosses? I've done a million of those runs, usually with a couple of other areas tacked on, but the numbers of bosses vary a lot from game to game, and I've never exactly counted. It's a lot more than 5 at least, and you can usually get that many just in the Keep Level 2, if you start your run at the top. If you start at the bottom you'll get 2 or 3 stacks in the Arreat Core, and be into 5 stacks early in the Arreat Crater level 2.

That aside, this seems like an, "agree to disagree" sort of issue, since as Lylirra points out, the OP's main points are all exactly in contradiction to the stated goals of the NV system. Personally, I think NV works well and I enjoy getting five stacks. I can emphasize with the OP though, since I'm not good at doing fast, discrete runs. Once I have 5 stacks I don't want to stop, which is why my DiabloWikiAlkaizer Runs tend to include several levels not included in the standard course.

You guys still enjoying NV? Does anyone really want to go back to Pindleskin type runs? We saw those early in D3, when Zoltan Kulle was run like a dog, more for experience and gold than item drops, but if such runs were still very valuable, The devs would have to entirely rework the continuing quests system to stop it. That and/or changing around all of the waypoint locations, etc. Which is another way of saying that it's not going to happen and that might just be bad news for people who only want to play 15m a time and can't get the hang of quick Alkaizer Run.


Additional posts in the same thread, adding some details:

“5 to 10 minutes in length and still be rewarded well” Is that really one of your goals for this game? o wait this is subjective what do you mean by “well” If that is your goal, the please show effort of proving that, right now 5 to 10 minutes will get me like maybe a full bag of crap rares.
I think you might have misunderstood. We’re saying that’s a goal we want to achieve, that it’s an improvement we want to make as it exists currently. :)

Also are you just balancing the game around Plvl 100?
No, not “just.” We take a lot of different factors and play styles into consideration.

I will laugh so hard if they remove NV and allow people to swap skills at will.
There are no current plans to remove NV, but we do feel like we there are ways that we could continue improve the system to allow for a broader variety of play styles (i.e. shorter play sessions, as mentioned).


Tagged As: | Categories: Blue Posts, End Game, Lylirra