Testing Season 4 in Patch 2.3, enjoying the Season Journey, Kanai’s Cube strategy, no “slow rolling” = few LGems, the benefits of Torment 7-10, materials balance in 2.3, and Reflects Damage must go. Featuring MJiNSpace and Flux. Click through for more details and segment starting times.
Unlike the new and enjoyable Season Journey which is composed entirely of Achievements you’ll “earn” through the (more or less) normal course of play, each Season also has some Conquests. These are like super achievements, e-peen style, requiring special efforts and a lot of end game grinding to achieve. Conquests required some powerful characters to […]
Ironborn #10: Crafting Legendary/Set Items in RoSPosted 23 Dec 2013 by
Crafting in D3 has its ups and downs – sometimes you’ll get a good roll and other times you’ll wonder why you bother. Thankfully, crafting in RoS is significantly improved, making it a more reliable way to get gear upgrades. Today, I’ll discuss how craftable set and legendary items serve as an intermediate class of gear in the beta, and how they might benefit self found players in the expansion.
Crafting Rares Isn’t Really That Important
With Loot 2.0, rare items have gotten a helpful boost to their stats. They now have narrower stat ranges and cool new affixes. If that weren’t enough, enchanting in RoS knocks out one useless stat on each rare – so a slight tweak from the Mystic makes more of your items upgrades.
But you really won’t need to craft rares, since they drop like candy in RoS. Instead, you’ll most likely salvage them to enchant items, or to create craftable legs and sets.
Craftable Leg and Set Items Are Their Own Tier of Gear
You can think of the new craftable leg and set items as falling between rare items and found legendary and set items, both in terms of power and difficulty to acquire. Though they cost a unique crafting material to create, they have special affixes not found on rares. Plus, unique mats are moderately farmable, so it takes less time to get them than to stumble across found-only legendary and set items.
In the beta, the crafting plans for these fall mostly from Horadric Caches you get for completing all bounties in an act in Adventure Mode. For now, the unique stats on these items make them worth pouring mats into the crafting machine (see examples below).
How Hunting Unique Materials Works
The special mats required to use legendary and set recipes drop mostly from unique monsters. In D3C, these purple-text monsters only appeared five to ten percent of the time in their respective spawn location, but in RoS they appear about five times as often or more. At the same time, they only drop their unique crafting material around a quarter of the time or less.
This means in order to craft a legendary or set item, you must 1) find the crafting recipe, 2) go to the location where the monster spawns, 3) hope that it spawns and 4) hope it drops its unique crafting mat when you kill it. From what I’ve played, the drop rates on unique mats seem a tad low. A third chance of dropping sounds about right.
The Big Picture: Crafted Legendary and Set Items As An In-Between Gear Class
One of the frustrations self found players have in the base game is with gear progression. When you max out your rare items, there’s little to do in the game except hope for a legendary or set item to drop. Crafted legendary and set items seem to be Blizzard’s answer to that problem.
- Crafted legendary and set plans drop less often than rares, but more often than found-only legendaries and set items
- The unique items required to craft them are somewhat farmable, even if you can’t always depend on a unique monster appearing, or the fact that they’ll drop their unique mat
- The special affixes on crafted legs and sets are better than those on rares, but not quite as good as those on found-only legendary and set items
Add it together and you can see why the devs took this approach. These items are better than rares, and give you something to work toward while waiting for the best stuff in the game to drop.
I don’t know yet whether crafted legendary and set items will unlock new builds, or what plans you can find when playing on higher difficulties. But the idea behind them seems potentially very cool.
Crafting For Every Player
I hope the devs design crafting to work as well for the guy who pours his mats into one character, as the guy who distributes mats evenly across many characters. The former will hit a gear wall sooner, and he needs a crafting goal beyond just collecting a few unique mats.
It’s possible the devs will create crafted legs and sets that rival their found-only counterparts in terms of power. These items may become long-term goals for people who invest lots of time in one character – but they may require multiple unique crafting mats.
What do you all think of crafted items as a class of gear between rares and found-only legs and sets? Do these recipes sound boring or interesting? And does hunting them down sound like fun or a chore?
Ironborn is a column exploring self-found play and related topics by Waterfiend, who will be crafting like a madman when RoS hits. Got an idea for a column? Share it in the comments!