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.
- Guide: Legendary Gems
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Reaper of Souls Adventure Mode Hands-On Report from BlizzconPosted 8 Nov 2013 by
I’ve had a chance to play a couple of hours on the Diablo 3: Reaper of Souls demo already this morning, and had a great time. I did the Campaign Mode first, which is identical in function to the game today. In this Blizzcon demo you start off at the beginning of Act 5, and you can pick a a premade level 32 character of any class. I chose the Crusader, of course, but I’ll save a report on that class until I’ve had time to play a bit more. What I can offer you now is a quick RoS Adventure Mode Hands-On Report from Blizzcon.
I’ve played three full Adventure Mode games so far (twenty minute time limit each), and it looks much as you see it teased in the new RoS trailer. It’s a full open world; all 5 acts and every waypoint is available in every act. You can jump from one to the other, or right from the dungeons to another one on the map, in any act, without returning to town. You can go anywhere you want; you could full clear all 5 acts in the same game, or just do your favorite few levels in each Act, and there are no quests or cut scenes or dialogues at all. (You can talk to NPCs and such, but Artisans and hiring Followers are disabled in the Adventure Mode (for Blizzcon demo I guess?), so they only talk when clicked on.)
The obvious thing to do when you start up in Adventure Mode is to hit the zones with Bounties active. Those appear with an ! icon on each Act’s waypoint map for random bosses, or a Diablo’s skull icon (like you see on the map in boss battles now) if the boss is a quest type boss. (That seems to be a new change since the footage in the Blizzcon RoS demo movie, which only shows the ! icon for all Bounties.)
Added Friday night: Just to clarify some things in this, since they shared more details about this game mode in Friday’s panel and it clears up some stuff I couldn’t tell just from playing it. (Full transcript here.) I also replied to a bunch of questions in the comments to this post:
- The current difficulty modes, Normal/NM/Hell/Inferno are not in Adventure Mode. It’s flat difficulty, scaled to your character’s level. (Multi game scales to game creator?)
- You can start Adventure Mode any time with a character (maybe not from lvl 1, but certainly by 10 or 20) and do not need to grind through all of Normal, much less up to Inferno, to play it. You can level up entirely there instead of Campaign Mode, if you wish.
- There are 25 random bounties per game, 5 per act. The panel mentioned “Complete an Event” and “Clear a Dungeon” as bounty types, but I saw none of those in the demo. All were kill monster or kill boss type.
- Bounties will sometimes drop Rift Keystones, which are used to open Nephalem Rifts. I never saw any drop (not enabled in demo?) but the demo chars have 10 of them in inventory, so there was a Rift open in each game (yellow portal in town, it was the same in all 5 acts in each game.)
- I did 2 Nephalem Rifts and it was very fun with the randomized levels and monsters. The Rift dungeon levels are medium-sized, packed with random Elites, and they go 1-10 levels, though both games I got at least 4 (didn’t go deeper because time, plus I got enough kills to release the Rift Guardian on lvl 4 both times.) Full article on Nephalem Rifts coming later today.
Click through for much more on Adventure Mode and related topics…
Bounties are Purple bosses, from random half-trash dudes with big names, all the way up to Act Bosses. The goal of a bounty is to find that boss and kill him or her (or it), which earns you their normal drop, plus a substantial exp and gold award. I was pulling 20k gold and 50k exp per Bounty in Normal at level 32, and Bounties are *very* farmable. I did 6 of them in one 20 minute game, once I sort of knew what I was doing, and that was with a Crusader in the junky pre-made equipment.
I thought they were so farmable that I brought it up with Jason Regier, when I happened to bump into him in the lunch line in the press room just before I stated writing this post. (Of course the Bliz employees eat in the press room; it’s where the food is.) He agreed that Bounties were very farmable, and that it encourages a different type of gameplay, but that it’s intentional and under control. I’ll sample it a bit more before I form opinions on whether it’s balanced or not.
Finding the Bounty
The Bounties I experimented on ranged from “almost instant” to “two levels down” in terms of how findable they were. The easiest one was a random Purple Wraith in the Festering Woods, who attacked me as I appeared on the Waypoint. That’s just luck in the monster’s location, and I might have needed to explore the whole level to find him, but you get the idea. Other Bounties might require more searching, but their icon shows up on the map once you’re within a few screens of them. That’s what makes them so farmable; even with the slow premade character I was racing through levels just looking for the icon on the map, and with a powerful character in good gear, with a movement skill, Bounties will be farmable at a very rapid rate.
The clues even point you to the right sub-level. I got Digger O’Dell for a Bounty in the Cemetery of the Forsaken. That’s a very small area and I figured I’d find him in three seconds. What I found instead was the quest target icon on one of the three crypts, with Digger located randomly down in that level.
Other bosses might take a level or two to find as well, depending on how close the waypoint is. I don’t recall the exact level, but in Act Three I got a random Purple for a Bounty on one of the levels of the never-ending Staircase, and the quest icon was on the stairs down from that level, with the boss (a jumbo-sized Phase Beast) on the next level down.
Adventure Mode Transportation
Moving around on the Adventure Mode map is super fast. When you click one of the waypoints, with a Bounty or not, on the Adventure Mode waypoint map, your character instantly teleports to it. Well, that’s instantly if you’re in town; if you’re in the dungeon (like you just killed a Bounty) your character goes into the Town Portal casting animation and requires 5 seconds of uninterrupted casting. But then you pop straight to the chosen waypoint location; no stop in town required, even if you switch acts.
For instance, you can finish a bounty in the Weeping Hollow (I got Mira Eamon and Mange there in 2 different games, and there’s a new waypoint in the Weeping Hollow right at the end of the bridge out of Tristram), open the Adventure Mode map, decide to do the Butcher via Leoric’s Torture Level 3, click the waypoint, and your character will go into the Town Portal casting motion, and if you are uninterrupted for 5 seconds you will appear on that waypoint, just as if you’d selected it from town
The difficulty for Adventure Mode is flat, or nearly so, much as Inferno difficulty is in the game today. I wasn’t playing on Inferno though, not with the premade demo characters.
There was no option in the Blizzcon demo to select a difficulty — either the old Monster Power or the new Difficulty options — and the pre-made characters were level 32 (to start, I leveled to 33 each game) and the game was on Normal. Yet from Act 1 to Act 5 the monsters felt about the same. It was a little easier in Act One, but that’s also true in Inferno today.
One interesting thing; the random Elites all had two Boss Modifiers, and this was on Normal difficulty. I saw two new ones (Poison Enchanted and Frozen (sp?) Orb), but whether bosses had one of the new ones or two old ones, they all felt harder than I’m used to. I don’t know if they’re turned up in RoS or if I was just noticing the undergeared demo character (or both) but my hit points were constantly going much lower than I expected. The hardest one I got was in a Nephalem Rift (article on that coming up later) and it was a Molten Electrified.
I don’t even notice that combo in the game today, but either the Molten was stacking on the Electrified or they turned the damage of those affixes way up, but I had to retreat twice during the battle, running back a screen or three to find some Health Orbs I’d left behind (benefit of having no pickup radius on the demo char).
Some of the bosses are buffed as well. The normal random ones had two modifiers, but the purples were tougher than before with additional properties. The hardest boss I got the whole time was the Rift boss in the Nephalem Rift (an Angel type with two entirely new abilities), but all of the Bounty bosses were quite active with multiple affixes in action, some of them unlike any I’ve seen in the game previously.
The most noticeable was Iskatu, the boss you get right at the start of Act Four. He was very quick to reach (obviously) with just a dash through the portal from the opening waypoint of Act Four. (There was no sign of Tyrael and Imperius arguing beside it, as in Campaign Mode.) Once into the area things looked the same as now, but once Iskatu appeared it got much spicier. Meteors kept slamming down (randomly, I think), dealing high damage to me or any of the little black shadow things in the area, and Iskatu repeatedly cast Desecrator under my feet.
I didn’t get to test out Bounties on quest bosses or Act Bosses yet, but I expect they’ve been upgraded as well.
That’s all I can think to say after a few quick games on the show floor. I’ll have more observations after playing more today and tomorrow, and we should get some official info about this from one of the D3 panels. For now I can say that it’s a very fun play mode. It seems to be almost exactly what players have been asking for; longer games, all acts accessible, all the bosses active, no dialogue or cut scenes to slow things down, etc. I can easily see players getting their Nephalem Valor stacked up (assuming it’s still in the game; it is not present in this demo) and then doing every Bounty in all five acts, plus clearing out some of the other good leveling zones, plus all the Key Wardens (assuming they are present in this mode; I didn’t check yet), plus hitting a few Nephalem Rifts.
If you guys have any questions throw them into comments and I’ll try to answer some when I have a minute.
Keep an eye on the BlizzCon Coverage Section for the full transcripts (not bullet point lists) of the Diablo 3 Panels, videos, hands-on reports, photos, screenshots and more.