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|
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.
- Walk before you can Crawl(ers): Ray of Frost bug
- RoS: How are you Wizards doing?
- List of PK's
- Tournament: Envious of the Green and Gold
- The Noodle Compound Bed and Breakfast
- Bombs Away: Wizard Meteor Buffs Coming Soon
- [1.13d SC FAM FTS] ISO Oculus, Shako, Cold skillers…
- Movie Review thread.
- Socketing Tiamat's Rebuke, Baranar's Star
- Common Core
Reaper of Souls Hardcore from the Start?Posted 29 Nov 2013 by
This is a topic Xanth will probably tackle in a column at some point, but a fan brought up the issue of tackling Reaper of Souls Hardcore from the start vs. some initial playtime in softcore to get the hang of the new system and changes and difficulty levels, and got some Blueage on the bandwagon.
Before we can safely play hardcore we need to understand how all the mechanics work. Even items as simple as potions are different. Probably for the better but still different. Until we can adjust to these slight changes we are putting ourselves at risk.
We are too comfortable with this and until we learn to life without ls we are bound to put our characters in a spot they shouldn’t be in.
The change from MP to normal-torment is really going to trip me up. I know what mp Id be able to handle but what level of difficulty will we test this out? One slip up and you’re toast.
With many old members coming about there are bound to be additional lag and we are going to suffer the most.
Because of these reasons I will most likely start out playing soft core for 1-3 months then switch back to HC. I think my characters will thank me.
Grimiku: Personally, I plan on playing it safe when the expansion goes live. Rushing into an expansion on a higher difficulty is a little like aiming Vault into unexplored areas of your map.
And what’s wrong with Vaulting into unexplored territory?
Grimiku: Nothing if you don’t mind a dirt nap!
I found Reaper of Souls has a greater tendency to lull me into illusions of safety (and then drop the hammer when I’m unsuspecting) than the current live game. I’m used to playing on MP10, but it didn’t take long before Master difficulty wasn’t comfy. Also, I should admit that I’m talking about my Normal mode character here, but I play it like it’s Hardcore.
I recently swapped focus to my Hardcore character in the beta, and am currently leveling from 60 to 70. The first few levels are easy, but somewhere around mid 60′s the difficulty starts getting more unpredictable. We’ll have to wait and see how things pan out after some tuning passes, but I think it’s worth mentioning to the Hardcore community that the difficulty settings may not be as straight forward as they seem. I know it’s part of the fun, but it’s good to know when the road might get rocky too.
I leapt into RoS with my hardcore Monk, who was Paragon 70 and arguably the best equipped of my D3V paragon level characters, and I had no regrets. (Admittedly, I felt safer since the Beta works as a sort of PTR where nothing is permanent, so I wasn’t *really* risking my Monk.)The Monk leveled from 60 to 70 over several hours of semi-cautious, “Hard” level Adventure Mode games, and it wasn’t a real tough voyage. That Monk, as well as the level 60 softcore Demon Hunter and Witch Doctor I’ve since made the voyage with, all felt overpowered at level 60 in RoS, about like I was playing on MP1 with much lower monster density. That OP feeling faded quickly as I leveled up and the monsters scaled up with me, and by 65 I felt like I was on MP3 (with much lower monster density), and by 70 I’d have been dead, had I not been gearing up as I leveled.
I think gear is the real issue, more than new game mechanics and skill changes and such. Those matter as well of course, but Diablo 3 is a game chiefly about your gear, and while not knowing how to react to Elites with Poison Enchanted or Frozen Pulse is dangerous, playing with crappy gear is fatal. Therefore I think you’ll be fine leaping right into RoS with your hardcore chars, so long as you don’t get too crazy overconfident and pull a Xanth’s WD, leaping right into Master and relying on your now nonfunctional life steal knife to keep you alive. (With grim results.)
Click through for more discussion of the changes to difficulty levels in Reaper of Souls and some first hand insight on how hard those levels are for newly geared up characters in the beta.
Difficulty Settings in Reaper of Souls
Normal Hard: 75% Extra gold/xp Expert: 100% extra gold/xp, Bounties award double currency. Master: 200% extra gold/xp, Bounties award double currency, New legendary recipes can drop in this difficulty. Torment 1-6: 300% extra gold/XP, Bounties award double currency, New legendary recipes can drop in this difficulty, New legendary items can drop in this difficulty, 250% bonus legendary drop rate, Additional gold/XP/legendary drop rate per slider tick.
Yes, it was much simpler just calling them Monster Power 1-10. I guess we still could, though there are only 9 increases if you count Normal = MP0, but as you see in the tooltips, there are really points of punctuated equilibrium in Reaper of Souls. That is not the case in D3, where as long as you’re at MP1, you get the full monster density and higher levels just move the slider up on the damage, exp, magic find, etc.
The real jump in Reaper of Souls is Torment, where you see huge boosts in the legendary drop rates. Your goal as a player should be to survive and prosper on Torment+, since that’s the most rewarding stage. Moving up each level of Torment increases those bonuses still further, but it *really* skyrockets the monster hps, and you won’t see anywhere near the changes or benefits going from Torment 1 to Torment 2, and so on, as you see going from Master to Torment.
My HC Monk is able to play Master fairly comfortably at this point, after just a couple of weeks of RoS, without any great item finds. I’ve spent a lot of time with a HC Crusader and my old softcore Demon Hunter as well, so don’t take my two weeks of play time as any kind of intensive Monk-building exercise.
YMMV, but the point is that it’s taken me less than two weeks of sporadic play to gear up to the point that my best character is almost ready for Torment. So, if you’re setting that as your target, even in Hardcore, it’s not a wild dream. And you get to do it without spending a dime in the Auction House! (Or earning a dime selling gear that way, but try not to think about that.)