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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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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing 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 DiabloWikidifficulty 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.

    Read More & Comment >>

    Reaper of Souls “Super Shrines”: Blizzcon 2013 Hands-On Guide

    Posted 12 Nov 2013 by

    One of the cool new Reaper of Souls features to debut at Blizzcon is a new class of shrines. All the current six DiabloWikishrine types remain in the game with unchanged functions, but now about every third or fourth shrine you find as you explore the world is dark red in coloration, wreathed in flames, and offers a new, very powerful, short term buff. We don’t know how many such shrines there are in the game and they’re obviously still a work in progress, but I saw five of them in my play time.

    Like this, but way better.

    Like this, but way better.

    All of these shrines give a very large boost that lasts for 30 seconds, compared to the current shrines that give a less-large boost that lasts for 120 seconds. I don’t know if Blizard has a special name as a new class of shrines, “Super Shrines” seems obvious enough, though it’s not the official name. Humorously, I had a chance to ask DiabloWikiWyatt Cheng about these new shrines when I caught him holding court at the “Meet the Blues” booth late on Saturday night, and not only didn’t he throw out the official name, but he wasn’t actually sure how many different types were available in the demo. (Since he’s been doing things more important than counting shrines in the Blizzcon demo.) Yes, RoS development continues at a fast and furious pace, with new features in and out all the time.

    So I’m calling them Super Shrines until someone says different, and please Blizzard, don’t call them “Nephalem Shrines.” It’s already getting confusing with every other damn feature in Reaper of Souls called “Nephalem Trials/Rifts/etc.”

    The following are the exact names of the shrines, plus a description of what they do. I didn’t have a chance to copy down the actual tooltip for each, but they were all short and literal.


    Speed Shrine

    The DiabloWikiSpeed Shrine boosts your character to “your maximum run speed” for 30 seconds. That made a huge difference to the RoS demo characters who did not have faster run equipment, but it’s hard to say how much diff it would make for a high level character who already had 24% MS. The effect did *not* display in my character stats when I opened the Inventory and viewed the Details pane, so I’m not sure exactly how much speed it was adding. (I think that’s just a display bug since it’s a brand new feature.)

    It was a considerably larger boost than I got from the current DiabloWikiFleeting Shrine, but it’s hard to say just how fast I was going when playing in a solo game with a lvl 33 character without any DiabloWikiMovement Speed gear on.


    Click through for full details on the other four new shrine types: Consecrated, Power, Conduit, and Shield.


    Consecrated Shrine

    The DiabloWikiConsecrated Shrine removed all Cooldowns for 30 seconds. I got it in a game with a Crusader using the Tempest Horse skill (properly known as DiabloWikiSteed Charge), and promptly broke into the Fiery Gallop effect until my resource was dry. (Which didn’t take long at lvl 33.)

    Removing cooldowns wasn’t that big a boost for my char, but for a high level char with huge skills limited by their cooldowns, this would be an amazing effect.


    Power Shrine

    The DiabloWikiPower Shrine boosted my character’s damage by 400% for 30 seconds. It did show up in the Inventory numbers; the first game I got it I checked before and after clicking and my Monk’s displayed damage went from 402.3 DPS to 1609.1 DPS.

    This made little difference in the demo since things are pretty easy on Normal difficulty at lvl 33 in a solo game (the PC demo machines were all single player only, alas) but it could be pretty cool with a big character if you timed it right. Most characters in Diablo 3 are happy with a 25 or 30% damage boost from one of their skills, and that usually lasts about 5-10 seconds at most. Thirty seconds of 400% gross damage is insane. That would take your 200k dps char up to 800k dps and would simply melt enemies. Just got to figure a way to get a boss nearby when you pop it.


    Conduit Shrine

    The DiabloWikiConduit Shrine was the most fun single thing I saw in the entire demo. (DiabloWikiNephalem Rifts and DiabloWikiAdventure Mode are both awesome, but I can’t fairly compare a whole new game system to one small shrine effect.)

    Plasma_mainThis shrine turns your character into a moving lighting generator, just like those glass lightning globes that used to be amazing conversation pieces and now sell for like $20 from Amazon.com. They’re round balls of glass with a Tesla-style electric thing in the middle which sends out beams of lightning to your fingers when you touch the side.

    And then you die.

    Okay no, they’re not usually fatal. But in the Diablo 3 version your character becomes the central lightning generator and the monsters become the touching fingers… and they die. All of them! In crispy charred agony, before they can even touch your pearly flesh.

    For thirty seconds you run and electrocute anything you move near. And “near” isn’t that near; the range for first strike seemed to be about 30 yards, so every enemy I met died in one or at most two lightning strikes before they were in range of my Crusader. It’s simply awesome to behold, and I laughed for the entire thirty seconds. Unfortunately I wasn’t in an area with a really dense spawn, and I didn’t encounter a boss either, the one time I had this shrine.

    How much damage does it do? Not sure. The damage display numbers weren’t turned on in the RoS demo (and the options menu wasn’t accessible) so I couldn’t compare the damage of the Conduit bolts to my own damage. There’s nothing in the shrine tooltip that hints at damage being higher or lower than your weapon damage either. However, I can say that Conduit was a one or occasionally two shot kill on every trash mob, and those enemies were taking me 2-5 hits to kill with my my basic Wrath-generating skill. (DiabloWikiPunish or DiabloWikiJustice were the options to select from in the demo.)


    Shield Shrine

    The DiabloWikiShield Shrine was the last of the five that I saw personally, and it does what you’re probably thinking it does. Full invulnerability for 30 seconds. Your character gets a shield bubble around them, just like the effect we used to see on DiabloWikiInvulnerable Minions before they were patched out of D3V, and you fight without risk of injury. I didn’t get to test it in just thirty seconds, but I’d assume this provides full immunity to debuff and rooting effects as well, so you can run right through DiabloWikiJailer, ignore DiabloWikiVortex and DiabloWikiFrozen, etc.


    Conclusion

    There’s no telling if these are the final forms of these shrines, or if they will all remain in the game upon release, or if we might see some more added. (Imagine a Super Fortune shrine, or Super Experience shrine, and what sort of benefit it might convey for 30 seconds?)

    They were all very fun and powerful enough to be instantly game-changing, it only for half a minute. Clever players will probably figure out ways to utilize them more perfectly — save the Power Shrine until you’re about to leave one area and head to another with a boss right by the entrance? But even if you just grab them when you find them and then rush onwards into battle, it’s a great half minute of variety and murder.


    Tagged As: | Categories: BlizzCon 2013, Reaper of Souls, Shrines