Mega Strategy Guide: Diablo 3 to Reaper of Souls

Mega Strategy Guide: Diablo 3 to Reaper of Souls

There are a lot of changes going from Diablo 3 to Reaper of Souls, and if you weren’t lucky enough to try it out during the beta test, you probably have questions about the transition. How long will current lvl 60 gear be good enough? What’s the best way to upgrade your kit and and survive? How much harder or different is Act 5? How does the exp gain and item farming from Bounties and Nephalem Rifts compare to the current game? How important are the new class skills and passives? Is the Crusadin (Palisader?) really all of that?

Soon this will be yours.
Soon this will be yours.

We can’t exactly answer all of those questions since things have (probably/certainly) been changed in development since the Beta test ended, but we can give some pretty good predictions based on extensive Reaper of Souls beta testing.

In a way, the transition for us all in the live Reaper of Souls will be less abrupt and shocking than it was back during the beta, since at that point we were importing lvl 60 characters from Diablo 3 vanilla, pre-Loot 2.0. Back then almost every good rare and legendary you found from lvl 61+ was a big upgrade on DPS and toughness, thanks to the +300-500 mainstat and vitality that was so readily available. Now that most of you guys are geared in Loot 2.0 equipment, you won’t be so effortlessly picking up hundreds of stat points.

You’ll have found upgrades for almost every slot by lvl 70, but the sight of your first few good Rares won’t be so shocking, and your Loot 2.0-geared lvl 60 characters won’t have the wildly sub-standard toughness we all had to deal with when first beginning the beta. And you’ll be too busy enjoying Act Five, and then powering through Bounties and Rifts, to worry that much about your gear, which will almost seem to upgrade itself thanks to the Loot 2.0 drop rates. And don’t forget that the Mystic awaits, to easily turn all those 5/10 quality “vendor trash” rares into 8/10 quality “wear them with pride” loots.

Click through for the full article, covering every aspect of your transition into Reaper of Souls.


Equipment upgrades

Players who were not in the Reaper of Souls beta often ask how gear upgrades work, in a practical sense. Anyone can look at screenshots of high level legendary items from the beta and compare them to current gear, but that’s deceptive in several ways.

Early beta weapon damage was much enormous.
Early beta weapon damage was much enormous.

1) Gear changed a lot during the beta. That’s why they call it a “test.” But if you’re going to compare gear, do it with items found near the end of the beta. (Like this huge gallery we posted, or this peek at the godly gear the Bliz devs were using.) Early on in the beta there were affixes that got removed (Crushing Blow) and values that were very different (1H weapon damage over 3500). Those big differences were smoothed down over time, and by the end of the beta the gear we were finding wasn’t that much different than the gear you see today in D3v2… just with bigger numbers.

2) The Reaper of Souls beta went on before Loot 2.0 was live in Diablo 3. Thus everyone who transitioned their characters from 60 up to 70 in the beta was going from D3 vanilla gear into RoS Loot 2.0 gear. This gives you guys who have been playing the past few weeks of D3v2 some insight into RoS gear… just imagine the same type of stuff but with bigger numbers.

2.1) The biggest immediate difference in the RoS beta came from gear with much higher stats, especially vitality. That won’t be the case for players going from D3v2 to RoS, since most players have much higher Toughness now than in D3 vanilla. Also, Loot 2.0 introduced hundreds of special legendary properties, none of which were present in our gear when we Beta Testers first moved into RoS.

3) Reaper of Souls has enchanting via the Mystic. That will make a big difference in improving gear in the early days of RoS, but it won’t be as impactful as it was during the RoS beta, when legacy items could be upgraded to make them as good or better than lvl 70 items. (Weapons were the biggest difference, since vanilla items with +50% enhanced damage boosted up to crazy DPS once you enchanted their damage rolls to level 70 numbers.)

3.1) Legendary and set and rare items found during D3v2 *can* be enchanted, but with the affixes normalized to the new loot style, none of them will be way out of the gear quality curve once they’ve been Mysticked.

4) RoS live will probably have a lot of differences (in gear and everything else) from what we got at the end of the beta. Look at all the changes via patches and hotfixes we’ve seen in D3v2 just in the past few weeks. You know that most of those changes are being incorporated into RoS, along with other balancing and tweaking across the board. (Especially in crafting costs and uses, I hope, since that system still had a lot of sharp edges during the Beta.)

That multi-part disclaimer aside, what can we say with reasonable certainty about the differences your characters will encounter moving up from level 60 to level 70 in Reaper of Souls?


It’s easier, until it gets harder.

All of my characters at 60 found level 60-65ish pretty easy and fast in RoS. Initially I was playing on Hard or Expert, and being cautious because new (especially with my Hardcore characters) but even with 1100 DPS weapons, below the curve Toughness due to the limited vit on gear from D3v, unfamiliarity with new Act Five monsters and environments, etc… it was pretty easy until level 65ish.

All of my characters found a few upgrades during that time, mostly from armor that had much higher toughness due to huge Vit and Stat rolls, and the much higher level gems (Marquise drop like candy past lvl 63ish) made any sockets a huge stat upgrade, plus the new (at the time) diamonds finally made it easy to upgrade resistances. But even with just a few upgrades, Hard or Expert or even Master felt like MP1.

This began to change around level 66, and by lvl 68 the curve was accelerating. Monsters were hitting much harder, fights took much longer due to their higher hit points, and by level 70 all of my characters in the beta were very much in “grind cautiously and hope to find legendaries for upgrades” mode. Weapons were the biggest need, since they rolled so much higher in RoS (due to Loot 2.0 and level 70 damage tiers) that any decent rare, much less a good legendary, was a huge DPS upgrade over even very good D3v weapons. (And remember that a lot of us were transitioning from Life Steal, which still worked in D3v at that point, so we had to redo our overall survival tactics, and many HC players especially had been sacrificing some DPS to get LS on their weapons.)

New weapons won’t be such an upgrade in RoS this time, at least not if you’ve been playing in D3v2 for the past weeks, but gear at 70 is a LOT better than gear at 60. (Back in the RoS beta we were getting big upgrades on the partial set bonuses also, though that’s no longer the case going from Loot 2.0 d3v2 to RoS.)

Even if you found all the exact same items at 70 that you had at 60, the stats on every item would be a couple of hundred points higher (to vit and mainstat). Even without adding new legendary affixes, or finding any of the Torment-only super high quality legendary and set items, you’ll find your character much higher on DPS, HPs, and Toughness once you get decent lvl 70 gear.

That’s not good enough to achieve your goals, though. Because…


Torment was Harder in RoS than it is in D3v2

Free 4 million exp from Torment side events.
Free 4 million exp from Torment side events.

This may well be gone due to further balancing and tweaking, but going by relative gear quality, I had to find a lot better gear to run Torment 1 in RoS than my chars have right now to run Torment 1 (or higher) in D3v2.

All comparisons between the two games and lvl 60 vs. lvl 70 are speculative (since RoS might have changed a lot of balance even since the end of the beta), but just to give you guys some general guidelines and numbers. Bear in mind that all stats vary between classes and builds, and that paper DPS can be very misleading in Loot 2.0 due to +damage to specific skills, +damage to elemental types, cooldown reduction, etc, and that what’s good enough for Torment in Softcore is way less than what’s good enough in Hardcore. Etc…

That said:

Decent lvl 60 gear in D3v2:

  • 90k DPS, 100k HPs, and 700k toughness.

Decent lvl 70 gear in RoS Beta:

  • 800k DPS, 400k HPs, and 4 million Toughness.

Gear good enough to efficiently solo Torment 1 in D3v2:

  • 150k DPS, 120k HPs, and 1.3.m toughness.

Gear good enough to efficiently solo Torment 1 in RoS Beta:

  • 1100k DPS, 450k HPs, 4 million toughness.

My current level 60 D3v2 Demon Hunter, who is relatively *less* well geared than my RoS beta DH was:

  • 200k DPS, 130k HPs, 1.4m toughness.

My RoS Demon Hunter, who was well-geared but nowhere near top level Torment-only gear:

  • 1600k DPS, 500k HPS, and 6m toughness. (Her DPS was very high, but characters geared for melee survival had 10m+ toughness.)

Those are all relative figures and estimates, etc, but assuming the gear progression in live ROS is anything like it was during the last week of the RoS beta, you can easily expect to increase your DPS by 5-8x, your HPs by 4x, and your Toughness by 4-8x, once you replace pretty good lvl 60 gear with pretty good lvl 70 gear. And that’s probably an underestimate, since I’m not factoring in new/better legendary affixes, and because RoS has numerous Torment-only legendaries and sets that do not exist in D3v2 and have considerably higher potential stat rolls, plus better legendary properties.

And remember that you’ll be enchanting everything you find, certainly all the rares, so it’s *much* easier to get items of say, 8/10 or higher quality in RoS than it is to find those items in D3v2. I’ve got half a dozen rares right now that I’m going to enchant first thing in RoS (well, first thing once I gather up some of the new materials and find the Mystic, who you rescue on one of the first quests in Act 5) and I expect to considerably upgrade my gear for less than 100k in total enchanting expenses.

So yes, you’ll have a lot of fun finding gear upgrades in Reaper of Souls. That’s really the most fun thing the first day(s). You hit a plateau at some point and keep finding rares of equivalent quality while trying to find legendaries that will boost your gear quality, with the ultimate goal getting strong enough to farm Torment, where the really special gear can be found. (Obviously Softcore chars will make that gear quality leap more quickly/easily than Hardcore, who can’t just Zerg their way through Torment, hoping for a lucky drop.)


What Gear Will Hold Up Best?

The comparison to the Beta is inexact, since we brought “legacy items,” pre-Loot 2.0 gear into the beta, and since the game allowed those items to be enchanted. That’s no longer possible. In live RoS only Loot 2.0 gear can be enchanted, and this means that the real above the curve items from D3 vanilla can not be upgraded with a level 70 affix via the Mystic. Examples include:

    • Weapons with +20-50% enhanced damage.
    • Weapons with +100-200% Critical Hit Damage.
    • Two-socket Manticores.
    • Vanilla rare jewelry and gloves with (the equivalent of) 6 primary stats.
    • Other vanilla legendary items with the equivalent of 5 or 6 primary stats (e.g. Mempo of Twilight).
    • Many vanilla legendaries with special bonuses to Attack Speed or Critical hit Damage.
    • Rares and legs with much higher Attack Speed affixes than can be found in Loot 2.0.
    • There are other examples, but those are a few of the most powerful items from vanilla D3, and in the beta those items with a good enchant upgrade were as good or better than lvl 70 gear. Those sorts of items are still very good in D3v2, often better than any of the new gear, but since you can’t enchant them in RoS they won’t be better than good lvl 70 gear.

If you don’t have those godly items and you want to find new upgrades, you’ll get them most readily in armor. Level 70 gear has much higher inherent defense, plus much higher potential stat rolls, so a 5/10 quality Rare at lvl 70 is usually going to be better than a 9/10 quality rare at lvl 60.


All my chars in the beta found a few upgrades on the way to 70, but usually I’d just rush some levels to get there, store up some Blood Shards on the way (from Bounty rewards or Rifts), and as soon as I hit 70 I’d head to Kadala for some gambling. It was very easy to gamble rare armor pieces, and with the ability to enchant one affix per item, it was not hard to get chest and pants with +500 vit/mainstat, sockets, and 85% AllRes. The same held true for shoulders, boots, bracers, and belts; no sockets in those items, but big rolls to vit/mainstat, AllRes, and often a +10-15% damage boost to one of your attack skills. Those skill bonuses are awesome, but very hard to find in D3v2 since you can’t just enchant them. Once you can, it’s easy to take a good item, reroll the 4th primary affix a few times, and presto; great item.

Weapons, off-hand items, helms, jewelry, and gloves were much harder to upgrade since they required several ideal affixes, and there are many many possible affixes for those item slots. It took me weeks of beta time and extensive gambling to accumulate level 70 quadfecta jewelry and gloves, and even then I was always hoping to find legendary jewelry in those slots, since the legs had 100-200 higher values for the stat rolls, plus sometimes special legendary properties. Helms were harder to roll since you needed a socket and Critical hit Chance for a top quality helm, off and items were the same, and there are a lot of possible affixes on hats.

Weapons towards the end of the beta were much as they are now in D3v2; rares never have the damage of a decent legendary, so there was little point in gambling them unless you hoped to get lucky and roll a legendary.

Gambling Legendaries

Eventually your character has very good rares or legendaries in every slot, and at that point gambling becomes pointless. Thanks to Enchanting you can turn any very good rare (found or gambled) into a nearly perfect rare and at that point there’s no upgrading it. Not enough to bother with, anyway. .1% green on DPS, .2% red on toughness, .1% green on healing… that sort of thing. Unless you can add bonus damage to your main offensive skill(s), which you probably already have, there’s no way another rare is going to be substantially better.

At that point you just gamble for legendaries for your main character, and maybe not even that, since the top quality legs, the Torment-only ones, can not be gambled for. Only found, on Torment+ difficulty. Even for any legendary gamble the odds are very poor; Bliz kept tweaking the legendary odds and the costs to gamble during the beta, but from my testing it was definitely below 1%. Near the end of the beta your max stack was 500 Blood Shards and the cheapest gambles were 5 shards. And burning a whole 500 on something that cost 5 (all types of armor) I learned to not expect a single leg from the full Shard pool. Maybe every other time I did 500 at once I’d roll a leg. And gambling cost 10 for 1H or 2H weapons, 10 for rings, and 20 for Amulets. (Subject to further tweaking, no doubt.)

As a result, gambling was awesome when you first got to 70, and felt kind of pointless once you were well-geared. We beta testers used to joke that the 500 cap was there just to remind/force us to gamble or else we’d have just stacked up Shards indefinitely.


Act Five

No spoilers here, but just some basic advice.

The general monster variety in Act Five is pretty similar to the other acts. You get swarming weak enemies, casters and summoners, big brute single targets, etc. The flow and progression and general style of the combat feels familiar, though I think on the whole Act Five is tougher than the other acts, with the possible exception of Act Four. (Nephalem Rifts are by far the hardest possible monster spawns, as you can get mixtures of the toughest enemies from all the Acts.)

Act Five has more aggressive, fast-attackers and more dangerous tank enemies, since they tend to have leaps or dash attacks that bring them to you very quickly, and there are more debuff talents for the beasts. Plus there are giant glowing blue dogs that can eat you, and that will issue a pee-tality if they kill you with a bite.

Act Five areas are huge, easily the biggest in the game. Initially in the Beta and especially doing bounties, most players avoided Act Five since the areas were so big. (Plus a lot of them were bugged so the bounties weren’t possible to complete.) It took forever to explore some of the big areas, and you could do Bounties much more quickly in other acts. That remained the case even after the bugs were fixed, but eventually players found that Act Five bounties and areas were actually amongst the most rewarding, and not just because they were interesting and different and varied.

It wasn’t the Act Five bounties that were so valuable, since they gave the same exp/gold rewards as equivalent bounties in other Acts. What made Act Five worth doing, despite the huge levels, was all the side events and Cursed Chests. You guys have surely noticed the value of such diversions and side events in D3v2, and in RoS and especially in Act Five they are 1) much more numerous, and 2) much more valuable.

I’ll actually be surprised if those rewards haven’t been nerfed a bit, since they were just so valuable in RoS. The approximate values of such events on Torment 1:

    • Short bounty: 2.9m exp(usually just kill a purple with a 50 or 75 total kill counter).
    • Medium bounty: 5.8m exp (kill a purple in a larger area with a 100, 125, or 150 total kill counter, or find a Cursed Chest or other simple event.)
    • Big Bounty: 9m exp (Locate and complete a larger event.)
    • Max Bounty: 15.2m exp. (Clear a dungeon level, always level 2 of a sub-dungeon you had to find.)

That’s only a part of the exp story, though. Along the way to bounties you do a lot of exploring, and find side events and Cursed Chests. Do them. Do them all. They’re worth more exp than the bounties, in many cases, and can be completed quite quickly.Just any old Cursed Chest on Torment 1 was worth at least 4m exp, often 5.8m, and those chests often spawned just a single big purple or a pack of Champions. (The waves and “kill 100+ enemies in time” chests are usually found as the goal of your Bounty, while smaller/quicker Cursed Chests are just random level elements.

Side events are worth less than Cursed Chests, but they’re still substantial. Most of them on Torment 1 were worth 2-5m exp, and that’s what made the Act Five areas so valuable, since on most of the big levels you’ll find several sub-dungeons, all of them with some sort of 5m+ exp reward in them, and most of them can be done in just a minute or less.

The first big town area of Act Five, the Westmarch Commons, was initially my least favorite Bounty zone since it was huge, had a lot of dead ends, had low monster density, etc. Once I realized the value of all the side events there, it became my favorite area since I could zoom along the streets, bypassing most of the weak skeleton archers, and hitting every one of the 3-7 glowing basement sub dungeons, all of which had a cursed chest or some side event worth at least 5m exp, and most of which could be cleared in under a minute.

Other big areas of Act Five weren’t so generous on the side events, and I won’t be surprised if the exp for all those such things is turned way down in RoS, but they were certainly delicious during the beta.

Bounties are Mostly Running

Last note on bounties; they’re best to do on the highest difficulty you can hack. The reason is that the rewards (exp, gold, shards) scale up considerably, while the time to complete them does not, since in most bounties you spend at least 75% of the time running through levels, looking for the target monster or event, or the dungeon you need to enter, etc. Higher difficulty level doesn’t change the maps at all; it just gives the monsters lots more hit points, and only a fraction of the time on a typical bounty is spent in combat.

This is exactly the opposite in Rifts. There you spend almost all your time in combat, or racing to the next group of enemies, so going up in difficulty greatly increases the time to complete them. Through most of the beta this made Rifts on Torment or higher a very poor reward for the time spent. Happily, towards the end of the beta the devs considerably boosted the drops from Rift Guardians, and upped the usual Shard drop from 20 to 60ish (on Torment) which put them on par with Bounties for the gold and shards (though Bounties were worth more exp, on the whole).


Nephalem Rifts

Rifts are the only place to find Goblin packs.
Rifts are the only place to find Goblin packs.

I wrote a long article about Rifts during the beta test, breaking down the average times they took to complete, the rewards granted from monster killing and for Rift completion, the average item finds, etc… all compared to Bounty rewards, time to complete, utility of Blood Shards, etc. And then before I could finish and post the article a big beta patch came along and changed everything. New Rift maps and layouts, changed monster densities, new higher monster kill counters in bounties, and all adjusted gold/exp/Shard rewards for completing bounties and rifts.The net result was that the value of Rifts became much more competitive vs. Bounties, especially on Torment and higher difficulties. I didn’t do all the testing and recording times and exp/gold amounts again after that patch late in the beta, and the values have probably been tweaked since then by Blizzard’s internal testing — but from the direction they were going it seems clear that the devs want to make bounties and Rifts equivalent in rewards. They can’t ever be exact sicne the Bounties you get differ from game to game, and since every Rift is different in monster composition, level layout, monster density, etc.

Teamwork and strategy will factor in as well. Split-farming of bounties was fixed during the beta, but you can still do better by splitting up a bit and searching to find the bounty more efficiently. And characters with high movement speed rule for doing Bounties quickly.

Rifts are not about movement speed, though it can be nice to move quickly to the next group of enemies. In Rifts what really matters is killing speed, so finding a complimentary suite of characters/builds would boost your Rifting time to increase the profits per hour. Rifts are also a lot more random in size and layout and monster density, so they’re less predictable than Bounties, which you can predict quite accurately, plus or minus a but for your luck in exploring/finding the target.


Builds and Skills

This one is very subjective, since everyone has different builds, different tolerance to experiment with different skills, etc. Back in early RoS this was a real change since there were so many skill differences from D3 vanilla to RoS. Now it’s not such a shift since almost all the skill changes in D3v2 are found in RoS as well.

Each class has 3 new passives, enabled from lvl 61-70, and a 4th passive skill slot at level 70. The 4th passive makes a big difference for some builds, but it varies a lot, and I’m sure some players will find new ways to

Each class has a new skill in RoS. These may have been tweaked since the beta ended, but at that point they were generally pretty good and popular. Almost every Wizard loved Black Hole and every DH loved Vengeance, while WDs were pretty fond of Piranha. The other classes — Barbs with Avalanche and Monks with Epiphany — were less enthralled of their new skill options.

This build and skill issue will evolve greatly once millions of players are in there trying out the new stuff, so stay tuned for more details and crowd wisdom there.



Lots to plan and most of it you’ll pick up easily as you play. I’ve gotten excited for RoS again just writing this guide and thinking about all the details and issues in it. All that gear upgrading, all the new skills, the new Crusader class, new Torment-only gear, Bounties and Rifts adding so much fun and variety of objective to the normal play experience… is it Monday night yet?

Do you guys have an excite? What’s your most anticipated activity or goal in Reaper of Souls?


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27 thoughts on “Mega Strategy Guide: Diablo 3 to Reaper of Souls

  1. If I could +50000000 your post I would..AWESOME

    My main goal to is get a HC toon to 70 and hopefully run some Torment with clan memebers…

  2. Really nice post, i am very excited for tomorrow.

    First goal is to get my wizard through act V and to reach level 70. Then bounties galore…!

  3. Will read it while waiting for the RoS. (Will only be able to play tomorrow)

    p.s. Love the changes on the webpage.

      • Only thing I don’t like is that old painful right-hand column, needs to be collapsible and collapsed by default. But I like the new look and I very much enjoyed this read. Got me thinking more about the importance of run-walk speed when paraleveling.

  4. You forgot to talk more about the Crusader.

    My most anticipated part of RoS, as much as I want to say the Crusader, is Adventure Mode. The replayability and no more need for Campaign style farming is the most exciting thing for me. I’m gonna finish Act 5 on my Barb, get him to 70 in Adventure Mode then main Crusader after that.

  5. As always, thanks for preparing us, refreshing our memories and keeping our heads in the game, Flux. YOU is the man! Love the new site look, too! Wooooo.

  6. I still have to read the article. But before it’s forgotten, some words to the new Design:

    The color setting is ok and the design offers a better overview over the headlines (thus less scrolling), than the old one.

    But the relatively small space left for the introduction to the article, with half the space taken by pics, gives the vibe of a corporate site, rather than a fan site. There’s also the felt need to open an article just to decide, if an article is personally interesting or if it can be neglected, by only having this few sentences as intro to it, which further underlines this impression.

    Tumblr-style reloading while scrolling down may be a highly accessible
    solution, but has the issue of letting the browser cache in too much Memory very fast. (Granted: The people, who’ll now have problems keeping the site open, while playing, are a breed dwindling in numbers, as RAM is cheap and SSD-use spreading. Nonetheless, I for one sure hope that your implementation is good.)

    All in all I liked the old design better. Do we get the choice in hidden option menu somewhere…?

    Now to the article *brows brows*

    • This is the style of layout that’s been in use on for a while and it’s working pretty well there. It’s new to us here and we’ll experiment with the format and style a bit, in terms of how much article gets excerpted onto the main page, how big the pics are, etc. But the goal is to make each post worth reading, and not just a few words or a link, the way some sites with click through everything do it so annoyingly.

      It also should help on loading time, especially when we get very busy with news for the next weeks, and to be honest it’s a bit about boosting page/ad loads, since there are economic realities. If you guys with ad blockers would whitelist us so your visits triggered the ad loads, it would help a lot. Do that for all the sites you enjoy, since websites aren’t exactly cash cows to operate, these days.

      • Already tried whitelisting the site. But the banner adressing the issue still showed up blocking the lower part of the screen, which led me to defiantly removing the site from the whitelist again. Would have to check, if whitelisting is finally working now, with the recent change in layout. (As I’m now on a proper 802.11n-connection, instead of the umts-modem with 5 gig limit the months before, the few more bytes would at least not hurt anymore…)

      • Hi Flux

        I have absolutely no problem adding this site to a whitelist, but when you have a banner just below the links that go to the forums etc, that drop down when you use the forums drop-down menu to obscure the menu option I want to go to (eg. the hardcore forum) then I will absolutely have to block adverts in order to use your site properly.

        In other words, I will make sure not to block ads if you make sure your ads don’t interfere with how your site layout works 🙂

        I appreciate the effort you put into this site and appreciate everything this site has to offer, I would just like to be able to use all of its features without being obstructed by adverts that put themselves in the way of clickable links. Thanks mate!

        • I will check this. Not all ads react the same but I can make a few check on that because it should not be happening.

  7. Three things to say here:

    1. DAMN the new site layout looks fantastic! So clean and modern, LOVE IT!
    2. Great guide for all the people who haven’t been in the beta!
    3. 1h and 7m to go! I AM SO READY!!!

  8. You’re article is astonishingly easy to understand. The only thing that could perhaps be more clearly explained, is that the stat rerolled through enchanting changes into a stat from the whole, possible pool of stats available to the corresponding item. (It’ still a bit unclear to me, if rerolling a secondary affix stat can only yield another secondary affix stat, or if a primary affix stat is possible, as long as one of the items primary affix slots is still free.)

    Other than that, the article is rather perfect: Good, easy to follow structure, clear examples (only) where needed, thus compact, and useful estimates, delivering a clear picture on what to expect. Thanx a lot for the hard work 🙂 *takes off hat and bows deeply*


    PS: On the other hand it doesn’t really speak well for the complexity added to the game through the expansion, if the additions and differences can easily be described in such a clear and compact way. Perhaps I will wait, until prices drop a little, before getting me my own copy. In the second expansion, the developement team may perhaps finally add a proper character system to the game (, something that in my humble opinion D3 still is thouroughly missing), in a way that finally provides some counterbalance to the overweight on items concerning overall damage, healing and toughness (, thus allowing for more affixes being balancable on items, in turn allowing for better, more rpg-like themed Legendarys, ), while still providing the player with the option of setting developement goals to get stronger through specialization (, be it of individual runes, themes or a player built web of skill connections with plannable synergys), further mutation or differentiation (aspect tuning of individual skillrunes, e.g. faster missile speed, …, ) in a reasoned, “mastery through training” reflecting way. /*uff … what a sentence … apologies for birthing monsters again ^^*\

    Best would it imho be, if the specialization part would include skills not invested in taking (far) longer to hotswap into (, perhaps even having substantial waiting time when swapping while in town – opposite for skills invested in during character developement), working as an endgame element through longterm investment and preplanning necessary to reach developement goals (, but with a set end point of developement, unlike Paragon, ), while still being fully respecable (, although it should take noticeably longer to “untrain and redistribute,” than the initial developement cycle – while the latter is on hold – and include a hefty sum of gold/shards/… for entering/ending a “retraining cycle”). /*uff 2 … sorry again 🙁 *\

    Well… at least one is allowed to never stop dreaming, ain’t I? ^^

  9. Article covering how to enchant in detail. with pics.

    affixes are basically grouped, mostly by the stats you see now in loot 2.0 as primary or secondary. you have say 6 different possible primary stats if you reroll one. Or if you do secondary you’ll often have more. 10 or 12, or sometimes 30+ on off hand items since there are bonuses for almost every skill your class can use. The mystic interface shows a full list of what you might get for each affix, and from there it’s just luck of the draw.

    • So if you’re playing an ice build and got a perfect bracelet, which only features firedamage instead of the needed icedamage, you could reroll this stat as often, as you like (,rolling Arcane damage, or Life on Hit, or ?Goldfind? in between), until you’ve finally rolled icedamage (, hopefully 14+%, and not 8 or 9%), but no other stat on the item anymore.

      If then the first try at rerolling an affix was reset back to the original affix, are the other stats on the item already locked in the process, or is there a bit of leeway for experimentation, before deciding the stat that is then finally exchanged with another affix?

      • Yes. You roll one stat, get 2 random possibles to replace it with, but you can always choose to retain the stat you had to begin with. And you can reroll the same affix as many times as you want, though gold cost goes up abut 10% each time for rares and most legs. (End of the beta leg jewelry lost any gold cost but gained a Flawless Imperial gem as a material cost.)

        It’s very easy system in practice. Only explaining it with words is more complicated. You can only change one affix on an item, and that one is marked by a little swirl so you know which one ever after. (Before that icon was added in the beta, it was easy to have some item in you stash from days/weeks ago and forget which if anything you enchanted on it.)

        99% of the time you want to roll a primary affix since those are the impactful ones. Possible exception would be a Monk using OWE, who might try to stack up res to the same element. (All Res is a primary stat, single res are Secondary stats, and you can never get AR and a single res on the same item anymore in Loot 2.0, except with a few legs that have a big single res as a special inherent property.)

        So most of the time you wind up rolling regen and trying to get +damage to a single skill, or trying to change a single skill, or changing Vit on a weapon to a socket or mainstat, etc. Only occasionally do you roll an item with all ideal affixes, and in that case you might do a secondary, but usually you’d be better off trying to improve one of the rolls on the primary stats. Like twice in the beta I found a weapon with socket, mainstat, ias, and good dps, which let me reroll the damage to try to get a higher number.

  10. I liked the new style yesterday but now the ads on the side take up about 60% of the page and the article uses maybe 40% of the space… At least make it 60-40 with the article taking 60%… Oh and can’t even get the security code to post on here without watching an aflac ad… Digital marketing can be extremely annoying.

    • If you log in you should not have to watch ads to post comments. Those are just to punish spam bots and encourage you to join the hive mind.

      • I realized my browser settings were a bit zoomed out. Also, I think a lot of my problem was with the ad that was showing up. I can’t remember what the game was (star shooter or something), but it clashed a lot with the content on the site. The ROS ad looks much better. Thanks for the article Flux, waiting in anticipation for the next podcast as always!

  11. Mega bravo! You guys definitely put a ton of effort into this guide and it shows! Hopefully the caveats of “things may have changed” doesn’t obsolesce the hard and high quality work you guys did here!

  12. Got me my copy yesterday evening and am just on break from an all-nighter, taking my time bringing my wiz up to 70 and farming a bit.

    You’re totally right on Black Hole, Flux: The skill is a must have addition to practically all and every skill setup. The setup in mind for the wiz is a re-imagination of the 1.09 tri-elemental sorc with FO/Hydra/TS, so I’ve not yet decided, if taking the comfortable 10 seconds of boosting only FO-damage, or if I’ll be settling on the rather hectic 5 seconds boost to all types of damage.

    Also I’m a bit in a heated discussion with RNG – Running around with a yellow lvl66 weapon and made small switches here and there, but most of the gear is still old lvl 60 one, with upgrades still not quite dropping. (Well, one lvl 70 WD-helmet had dropped, so when I’m finally in the mood of taking my WD up to lvl 70, it’ll be in anticipation of adding 85% to minion damage.) With the help of gems and enchanting, though, Master difficulty is still managable. (Torment ain’t anymore…) Although I’m quite glad about still playing softcore.

    Just one thing is really bugging me: I’m not able to use storm armor at the moment, as Energy Armor is simply needed to avoid dying constantly. I hope that RNG will finally yield to me later today, so that I can finally swap back to get the third element properly in play again. (Although Electrocute/Arc Lightning fills in nicely at the moment and will continue to do so for a while, as a constant flow of ressources needed to finally play the wiz similar to the old tri-ele soso is still a work in progress, with LoH-dependency at maximum.)

    Despite being in need of a bigger lifepool and Black Hole being my only skill on cooldown in this setup, a diamond in the helmet still provides better survivability in tougher goings, than an Amethyst two to three grades higher, which was a bit of a surprise to me.

    The amount of side-areas and events placed in act 5 is astonishing – at least when used to vanilla standards. If this amount would be added to each and every previous act, then I would agree that the game would have finally reached the state, vanilla should have been released in to beginn with. And that’s said while still finding the game generally lacking in complexity and differentiation, especially concerning a, despite revision, still uninspired item design, bearing too much weight on itself, while paragon 2.0 doesn’t provide with any remedy for the game lacking a proper rpg character developement system. (It does smooth out negative effects of item design a bit, though, at least enough to be able to fill in some affix holes in one his gear.)

    All in all, I’m quite content with having bought the expansion right off the bat, while I was angry at myself for months after having bought vanilla in just the same manner. Thus (very much) thanks again for the masterwork of article above: Just reading it once smoothed migration decisively, effectively foreclosing any reorientation issues beforehand, the new content might have brought up.

    Time to get back into the game, I guess… ’til later ^^

  13. Fishnado is better than Black Hole in every way imaginable. Dunno about the other runes; Fishnado is just too powerful. W/ Grave Injustice (which is as mandatory as Critical Mass was back in the day), you can spam fishies as often or more so than Black Hole, the radius is much better, the damage is slightly better, and the debuff is good for everyone else in the party. And if you use it right before Malth changes phases, he gives his goofy speech w/ fishes sticking out of his big dumb face. And it fling Boggins so high up in the air, the corpses rain down like hail. Fishnado is the best skill in the game now.

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