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|
The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
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One Life to Live: Taking the Sting out of DeathPosted 1 Sep 2013 by
One of the things about hardcore that makes it great is the death penalty. It is what keeps the economy going, people striving to see how far they can go, and what makes the game is some way a bit more meaningful and challenging than its softcore counterpart. With paragon 2.0 in the works however some things are changing and blurring the lines between modes.
If you breezed past that tweet let me quote it for you
If this is to go live that means when you die you will lose only the gear you had on that character and the time invested getting them to level 70. Let that sink in for a second.
So what does that mean? One of the big penalties becomes a bit less harsh. Having just hit paragon 100 recently I know how much it would suck to lose him. However what would be harder to replace than any piece of gear was the time I put in to get him to that point. Each level was a labor of love to improve my character (albeit marginally) and to pursue a quest of hitting 100. However in the new system, the Witch Doctor that would replace him would pick up on the same stage as the previous one just with a different mash up of gear. Suddenly the journey becomes a little less meaningful, and in essence that’s the most captivating part of the mode.
To have such a light penalty for death seems odd. While it will still require you to go through the paces of trekking 1-70 everything else is handed back to you once you get there. Currently going 1-60 doesn’t take too long any more even solo, and if your are rushed it can be done in a few short hours. I once complained in my first column about hardcore becoming less so due to a shared stash and lack of pvp, but we managed to get by (and I lost my share of characters). Yet this seems to be a bit more extreme and ground breaking for the mode.
Now I can understand there is an upside to this. It would be great to play any character I had and not feel penalized because I had invested more time in another. It also would be nice not to have to trek to 100 again on each class to feel powerful with that class. It would also be nice to rebound quickly and know the only thing standing in your way was 1-70.
That being said, is death enough of a penalty then? Is simply starting over with no loss on the shared scale enough? Why not eliminate half (at minimum) of the experience gained by that character who died. That way your shared account would still take a hit, while not depleting every gain that was made. Or you could take it to the extreme and eliminate all of that character’s earned experience. Either way would be preferable to the slap on a wrist that it might be. It would also show that death is still meaningful and more than your gold stash will take a hit.
Now this is all speculative. Perhaps with the new system we will be seeing a huge upswing in difficulty that would have us losing characters as quickly as we did in d2 (msle anyone?) and in that case perhaps this change would be welcomed. However, in the game’s current state death is already pretty avoidable, and when it does find you know it’s a journey to get back to where you once were, a challenge to emulate your past success, not something easily replicated with a few hours time and AH scouring.
Maybe I’m wrong. Maybe I’m in the minority. Do you think the new death penalty in Hardcore is a good thing or a bad one? Sound off in the comments and let’s generate a discussion!
One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and published weekly. Post your comments below, Follow him on Twitter @HCXanth or contact the author directly. For all the archived news about Diablo 3 hardcore check our Archives!