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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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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’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:


Hello everyone!

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! :D

1. Current Monk Issues

Damage

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.

Durability

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.

Resource Management

This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.

Read More & Comment >>

Zombies + Sacrifice: unbeatable burst AOE?

Posted 8 May 2012 by

The DiabloWikiwitch doctor has the ability to summon Zombie Dogs and Sacrifice them, obliterating everything nearby in a similar fashion to corpse explosion in Diablo 2. At first glance, Sacrifice seems strong, but not overwhelmingly so; however, its greatest feature is the high level of synergy it has with a number of other abilities.

With the appropriate skill selection, a flurry of zombie-explosions can net 25,000%+ weapon damage in a matter of moments. Skeptical? We were too – read on for the gory details.

As with all pre-launch content, keep in mind that much of this is pure speculation and theorycraft; much can change between now and the 15th.


TL;DR: Conservatively, 10,000-25,000% weapon damage burst is achievable by using:
1. Soul Harvest – 5 stacks
2. Sacrifice – Next of Kin
3. Zombie Handler (passive)
4. Pierce the Veil (passive)

Round up a bunch of mobs, spam the sacrifice button – that’s all there is to it. Dogs will keep passively resurrecting, so keep smashing that sacrifice button. Our assumptions to get these numbers are very conservative on the low end, and more realistic on the high end – read below for details.


 

Skill Selection and Build Efficiency

The idea behind the Zombie Dog/Sacrifice build is pretty basic – you summon Zombie Dogs and blow them up, damaging everything around them in an AOE (12 yards). Various skills allow the dogs to resurrect themselves, allowing you to blow them up again. You’ll notice below that there are two categories of damage: “1 cast” and “2 cast”. This refers to the idea that you can summon your dogs and wait for the summon spell to come off cooldown before blowing them up, effectively allowing you to re-summon and sacrifice them again. “1 cast” assumes the summon is on cooldown and you can only use this attack combination once, “2 cast” assumes you can re-cast Zombie Dogs immediately. All results will be expressed in terms of percent of weapon damage.

The core build:
1. Summon Zombie Dogs
2. Sacrifice – Next of Kin
RESULT: 1,265% (1 cast), 2,530% (2 cast)

There are several abilities that provide additional direct sources of potential damage for this build, though they are not equal in terms of the amount of damage they provide. The following abilities are listed in order of the amount of  their damage potential:

1 cast 2 cast Dmg Boost
Core Build 1265% 2530% -
Soul Harvest (5 stack) 3163% 6326% 150%
Zombie Handler 1678% 3356% 33%
Soul Harvest (1 stack) 1645% 3290% 30%
Mass Confusion 1574% 3148% 24%
Big Bad Voodoo 1574% 3148% 24%
Pierce the Veil 1518% 3036% 20%
Circle of Life 1306% 2612% 3%

Key assumptions here are that Big Bad Voodoo and Mass Confusion will be affecting 75% of the enemies in the pack. If this number is more or less, these abilities are more or less valuable. At 100%, they are even with Zombie Handler and at 50% they are worse than Pierce the Veil. We also (conservatively) assume that each sacrificed dog is hitting 1 monster per explosion and killing 1 monster per explosion.

  • Soul Harvest is the clear winner in terms of potential damage, adding roughly the same or better than any other option and has the potential to provide much more.
  • Zombie Handler is the clear second choice, as it provides more damage than other options and has a guaranteed effect

Making those changes leaves us with the following build:

The efficient build
1. Summon Zombie Dogs
2. Sacrifice – Next of Kin
3. Soul Harvest (5 stacks assumed)
4. Zombie Handler
RESULT: 4,194% (1 cast), 8,388% (2 cast)

And leaves the following options:

1 cast 2 cast Dmg Boost
Efficient Build 4194% 8388% -
Mass Confusion 5225% 10450% 25%
Big Bad Voodoo 5225% 10450% 25%
Pierce the Veil 5033% 10066% 20%
Circle of Life 4331% 8662% 3%

Here things get a bit trickier – the only obvious choice is to remove Circle of Life. Pierce the Veil provides a 20% damage boost to every spell you have, but comes at the cost of some mana. Mass Confusion and Big Bad Voodoo can provide more damage than Pierce the Veil, but requires that you kill monsters affected by their respective debuffs.

Overall, Pierce the Veil seems to be the winner, but at this point it’s down to preference.

The all-out build:
1. Summon Zombie Dogs
2. Sacrifice – Next of Kin
3. Soul Harvest (5 stacks assumed)
4. Zombie Handler
5. Pierce the Veil
6. Mass Confusion – Devolution
7. Big Bad Voodoo
8. Circle of Life
RESULT: 6,600% (1 cast), 13,200% (2 cast)

 

Playing with Assumptions

Note again our conservative assumptions:

  • Each dog hits 1 monster per explosion
  • Each dog kills 1 monster per explosion
  • 75% of enemies are affected by confusion and/or ritual zone
  • 5 Stacks of Soul Harvest
  • 0% Bonus weapon damage from other sources


If we change these to something more realistic for an AOE bomb on a monster pack:

  • Each dog hits 2 monsters per explosion
  • Each dog kills 1.5 monsters per explosion
  • 75% of enemies are affected by confusion and/or ritual zone
  • 5 Stacks of Soul Harvest
  • 50% Bonus weapon damage from other sources


Or take a look at ideal conditions:

  • Each dog hits 3 monsters per explosion
  • Each dog kills 2 monsters per explosion
  • 100% of enemies are affected by confusion and/or ritual zone
  • 5 Stacks of Soul Harvest
  • 50% Bonus weapon damage from other sources
Assumptions Core Build Efficient Build All-Out Build
Conservative 2530% 10065% 13200%
Realistic 7590% 24156% 31680%
Aggressive 11385% 36234% 47520%

As you can see, the damage scales upward rapidly as conditions improve. Click here to download a spreadsheet that allows you to tinker on your own (File, Save As).

 

Important factors for calculation:

  1. Pierce the Veil damage is multiplicitive
  2. Soul Harvest damage is additive
  3. No more than 4 dogs can be alive at any given time
  4. Each “cast cycle” assumes all monsters are dead after two cast cycles – Big Bad Voodoo and Mass Confusion will allow this combination to be chained for a longer period of time.

Page 2: Show me the math!


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