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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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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

Damage

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.

Durability

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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On The Drawing Board #18: Diablo III Quests

Posted 24 Feb 2010 by


In this installment of On the Drawing Board, we’re examining the quests of Diablo 3. What type of quests are found in Diablo 3? How are they delivered? Are they worth completing? Are they rewarding enough to bother with? Will they remain viable even into the end game?

Happily, we’re able to answer all of those questions (lots, yes, yes, yes, yes), since we know quite about bit about the quests in Diablo 3. We were able to play through more than a dozen quests at Blizzcon 2008 and 2009, and the D3 Team has spoken about their quest design goals in numerous panel discussions and interviews. Based on what we know, it’s safe to say that players who go into D3 expecting more of the same D2 style quests are in for a (pleasant?) surprise.

The D3 team has a whole new approach to quests. They’re working to integrate quests much more into the level up process, they’re using them to tell the story, and players in Diablo 3 will spend most of their play time completing quests, rather than just grinding monsters, D2 style.  (This column assumes you are somewhat familiar with the style of quests in Diablo 3; if not, you should look over the Quests article in the Diablo Wiki; it’s completely up to date and is one of the most extensive and detailed pages in the entire wiki.)

Click through to read on…

New Quest Style

The quests in Diablo 3 are not like those found in Diablo 2. They are similar in how they are assigned, generally from an NPC with a ! over his/her head, but in D3 there are many more quests, they are more varied, more closely tied to the story, and are much more rewarding, especially when it comes to gaining experience. On the whole, the quests of Diablo 3 are more like those found in MMORPGs than the old style Diablo 2 quests. Yes, there’s that World of Warcraft influence once again rearing its ugly head.

Players will want to complete virtually every quest they are assigned in Diablo 3, and quests will be a big part of the end game play as well, which is a huge change from Diablo 2, since quests became irrelevant at that point. (Other than trying not to complete the Secret Cow Level quest.)

Diablo 2 Quests


The quests in Diablo 2 were largely incidental to the gameplay experience. They could be completed, and quite a few of them had to be completed to continue through the game, but the quests didn’t often feel like quests. Every Act Boss was a quest boss, but since Act Bosses dropped the best loot, and had to be killed to move to the next act, players would have killed them constantly, whether there was a questing reason to do so or not. (And most of us ended up killing Mephisto and Baal, AKA spinning the item roulette wheel, several million times even after we’d received the quest credit.)

Other quests in Diablo 2 were incidental since they were part of what you were doing anyway. Quest were almost always located in the next area you were going to advance to, the monster to kill (for an item or for its head) was usually something you’d have killed anyway, and the quest rewards were fairly negligible; often nothing more than allowing your character to move to the next area or act. Other than the quests that granted skill and stat points, players ignored virtually all the rest, since there was no reason to do them. More experience and items could be gained by moving on to the next area and killing higher level monsters than by completing quests, and this was especially true if you had a friend to rush you through the game.

Most of these facts about Diablo 2 quests do not apply to Diablo 3 quests, since the game developers have consciously changed their style. What’s the new Diablo 3 quest style? Is it what you’re afraid of? Of course. Those three letters of doom. W. O. W.

World of Warcraft Quests

WoW quests are very different from Diablo 2 quests. Most of you are probably familiar with them already, but if not a good overview can be found on Blizzard’s WoW Quest Basics page, or more details in our WoW site’s wiki.

Unlike Diablo 2, virtually all of the PvE gameplay in WoW is quest-based. Players can have up to 25 quests active at once, and there are far more quests at every level than players are likely to complete. Quests are color-coded (gray, green, yellow, orange, red) based on their designed level and your character’s level. So, simply by viewing the quest color a player knows if that quest will be easy or hard, and how rewarding it will be. Players can choose to complete gray and green quests, but they will essentially be wasting their time, in terms of speedy character progression and useful item rewards.

Most quests in WoW are of the FedEx style—go somewhere and kill something(s)—and how related they are to the story varies widely. What does not vary is their value; all of the appropriate level quests give characters big experience rewards; more than they could obtain just by grinding random monsters, which is the biggest difference between WoW quests and D2 quests.

WoW quests, and those in other MMORPGs (and Diablo 3) virtually all use just a few “verbs” for their functions. These were very well summarized in this recent article by game developer Scott “Lum the Mad” Jennings.

There’s also the fact that quests, much like fiction, only have a few narrative ‘verbs’.

  • KILL – find new and exciting creatures and squash them

  • FIND – collect the whatsit to check it off your list
  • GET – cool! someone did something for you. Most likely it involves you obtaining shiny things.
  • GIVE – someone desperately needs a whoosit and only you can help
  • EXPLORE – something happens the first time you arrive at a given X/Y/Z coordinate
  • CLICK – yay! you successfully moved your mouse over a pixel and pressed the button
  • TALK – “I Will Take Thee”
  • WATCH – stuff is happening on screen that you may or may not have had anything to do with.

Think of your favorite quest in an MMO. Every intricate element in that quest is composed of those verbs.

Diablo 3 Quests

What we know of Diablo 3 quests comes from hands-on play, and overview comments by the designers.

The hands-on play was very useful for specifics, and that info is what’s fleshed out all of the individual quest pages in the wiki. From playing the game we were able to see how the quests are randomized, delivered, executed, completed, and rewarded. But since we’ve only (so far) been able to play through some early areas of Acts One and Two at Blizzcon 2008 and 2009, we know nothing about the major story quests, act quests, end game quests, etc.

For that info we must go by the various comments of the Diablo 3 team. Fortunately, they’ve been quite forthcoming on this issue, and you can find numerous quotes by them on the wiki main quest page. For instance, here’s Leonard Boyarsky on quest randomization.

We?re doing -? there?s a main storyline that is, parts of it might be randomized depending on the area, depending on what the quests are, depending on what the actual objective is. But apart from the main quest, most of our other content is randomized, so from game to game it will be completely different. I can?t give you any kind of percentage because we?re still playing with those numbers, but that?s really the way we built this game is so that we can have a lot of randomized content, including story elements and including quests.

And Leonard Boyarsky from a different interview, about using quests to present the story:

The areas of story and character development will now be in focus, and the team wants the players to feel like they are having an effect on the world, which can also affect the character. They don’t want the game to be either action or RPG, the two can mix. The story elements just need to be more engaging “without interfering with the hack-and-slash gameplay”. It’s possible for players to opt out if they don’t care about it, “but if you do care about it, the story will bring a whole extra level of involvement to the game experience,” Boyarsky said. As few as possible quests will be mandatory, and instead having a lots of voluntary quests and random quests if you want to.

And Jay Wilson on end game quests and gameplay variety.

We do have specific systems planned for the late game and our goal for those systems is to make sure that players are experiencing as much of the content over again as possible.

The best example of where we feel we do this well in our other games, in World of Warcraft, is the quest system, which really gets you to move all over the world and do lots and lots of different things. The basic, core actions of the game are very repetitive. It?s not that they?re not fun, but the boredom with anything comes with repeating the same thing in the same way. If you could repeat the same thing in a different way it stays interesting a lot longer and that?s definitely going to be a goal for us.

I could quote the devs all day on quests, but the gist of their comments are that Diablo 3 is going to be much more like WoW than D2. You’ll have a large variety of quests, completing them will be your best course of action to level up and gain lewtz, and even in the end game, you’ll still be working on various quests and missions, rather than just endlessly running Bloody, or Cows, or Baal, or Pindleskin, or whatever area is the most profitable in that particular patch.

The D3 Team sees this as a good thing; a way to diversify the play experience and keep things interesting long term.

They’re also working to use the D3 quests to vary the gameplay, which is probably the most interesting thing about them thus far. None of the D2 quests did that; all just sent players to location X to kill whatever monsters were there. We only know a few of the varied D3 quests thus far, but we’ve seen several that force you to hold your ground against swarms of monsters, or to hurry through a dungeon hitting all the chests and trying to avoid the monsters who will only slow you down.  These seem like a lot of fun and potentially challenging, as they’ll get characters to expand beyond their familiar comfort zone/play style, and will be much easier or harder for various builds, in a way that general monster grinding isn’t.

Change for the Better?

I’m excited about the Diablo 3 quests, from what I’ve seen of them thus far. Even though none of the juicy story quests have been in the Blizzcon demos (and the quests that have been have had some parts removed to avoid giving us plot info), the quests have been varied and interesting, and the ones that create different scenarios; such as huge rushes of monsters you can’t run from (if you want to complete the quest) are very clever.

The fact that the quests give far larger experience bonuses (and item prizes) than you can obtain grinding demons seems like fun, and a useful reason not to simply rush through the whole game, Diablo 2 style. On the other hand, it might come to feel limiting long term, since it essentially forces you to do every quest… if you want to level up expediently.

Though the D3 quests are taking some inspiration from WoW quests, the fact that D3 isn’t an MMORPG is a good thing. The game can have a definite story with an end to work towards, and there don’t need to be hundred and hundreds of quests. That should allow the designers to keep them varied and interesting, rather than just churning out perpetual versions of the dreaded, “Kill 10 rats and bring me their tails I will give to you magic shoulder pads!” type missions.

What do you guys think? Does doing quests all the time in Diablo 3 seem like a good plan? Or do you prefer the more free-form, rush-for-rewards, endless pindle/baal run end game style of Diablo 2?


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