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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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Diablo 3 Strategy: Gearing Up for the New and Poor

One day soon, you will be penniless.

One day soon, you will be penniless.

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!

Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

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 DiabloWikiIronborn 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 DiabloWikiMagic 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.

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On the Drawing Board #25: Paragon 2.0 = No Feeling of Character Progression?

Posted 25 Nov 2013 by

This is a very preliminary opinion, but based on nearly a week of fairly steady Reaper of Souls beta play, I’m worried that the transition to DiabloWikiParagon 2.0, the account wide Paragon Points system, plus the complete removal of any individual character growth or improvement post-level 70, is a mistake and is going to be un-fun long term.

The first look from Gamescom 2013.

The first look from Gamescom 2013.

To be fair I should say that I’ve been worried about this since the sharagon system was first announced many months ago, so maybe it’s just me. But playing so far in the RoS beta, once my characters hit 70 (I’ve done it so far with a softcore Demon Hunter and a hardcore Monk) it feels like my character advancement grinds to a a halt. Sure, my characters are progressing like mad in terms of gear, because hitting 70 in RoS is a lot like hitting 60 in D3V — in both cases you immediately quadruple your DPS/Toughness/etc, except in ROS you find the items instead of just buying them in the Auction House.

My Hardcore account is Paragon 150, and so far in my total play with my HC Monk at lvl 70, which is several games a night all week, plus the 3 hours last night during the live stream in a three player game, I’ve advanced in levels from about 150.1 to 150.35. That’s with a +33% EXP ruby in my hat and a Hellfire Ring on my finger for most of the trip, plus a HR and Leoric’s Signet on my merc when playing solo. Admittedly, I’ve been on not-very-high difficulty levels and I’ve been doing more exploring and experimenting than really trying to grind for exp, but the freshness of the beta has me playing a lot more than I usually do, and I’m still on pace to to level up once about every 4 weeks.

And here’s the best part; what would that monthly level up give me? One more Paragon Point to spend in the DiabloWikiAdventure Tab! Awesome! That’s 1 more point of maximum Resource! Or .2% more DiabloWikiPickup Radius! I can hardly wait!

Click through for less sarcasm, but more serious consideration of this (apparent) problem and some possible solutions.

Actually I can wait. I feel zero desire to grind for levels (just for equipment) at this point in Reaper of Souls, and not just because the Beta is on a sort of DiabloWikiPTR where none of the changes are permanent. The levels are going to take forever and grant me almost no benefit, so why bother trying to achieve them? It’s undoubtedly beneficial to have the levels, especially if you’ve already earned 100 or 150 or 200 from your leveling, but we earned them in D3V where level ups are frequent and the bonuses are impactful, adding considerable stats and MF/GF every time.

So, what’s the solution? I’m not sure.

I like the idea of account-wide Paragon bonus rewarding your total play time, and in D3V I don’t like the way all the MF going to one character makes me feel trapped into playing my main, since very high MF is mandatory for dependable item finds. But playing even just a week of RoS it feels like the devs have gone way too far, and that players are going to get bored with a lack of progression, and with the tiny bonuses per level, once they’ve gotten past the initial rush of constant exciting item upgrades.

I think I’d like to see some kind of hybrid system, where you accrue bonuses to your entire account, but where individual characters also get some sense of progression past 70 by scoring useful bonuses at least semi-regularly. But not bonuses that are so big or of the type (like MF/GF) that makes you feel locked into playing that one character forever.

Easy, right? Well, no, but as I often joke on the podcast, making video games is hard.


Update: I didn’t realize this until after I’d written this whole article, but the previous On the Drawing Board, from back in July, was also about Paragon 2.0. At that point we knew nothing about the system details and most fans (including me) thought it would be just some variation on the current D3V system with the passive MF/GF/EXP gains from leveling up spread across the entire account.

I like the overall account bonuses more than just some modified MF/GF/EXP bonus system, but now that I see it in action, I worry that the progression is too slow and the bonuses too minimal, and that the total focus on account bonuses at the expense of any individual character enhancement is yet another brick in the “lack of character customization” wall so many fans feel Diablo 3 has built between players and any feeling of attachment to or ownership of our characters.