Now that you are to this point, those ingredients come from a couple places. Running rifts will get you death’s breath and some of the ingredients based on grey,yellow, blue items (same thing you get from salvaging items of that type). Completing the 5 bounties in one of the act maps on adventure mode will get you a cache containing the ingredient from that act. One of the ingredients you get from salvaging legendary items.

For bounties, when you jump into the game in adventure mode, Each map for an Act will have 5 locations marked that you need to clear for that act to get a horadric cache. In addition to the ingredients I believe they can give some act specific items such as the ring of royal grandeur which will allow you to get a 6-piece set bonus while only wearing 5 pieces. 4 of the acts have a Keywarden that drops keys to the activate the infernal machine. Going in there and winning will get you the ingredients needed to make a hellfire amulet or hellfire ring.

Gratz on beating Big M; he’s far worse than Diablo for sure.

Adventure mode requires a mental shift, but for me it makes the game worth playing, period. There are three primary activities in Adventure mode: Rifts, Greater Rifts, and Bounties.

@sharaleo posted a nice writeup above on rifts. All I’d add is that the end game is pretty similar (but better IMO) to most MMOs, in which you do a repeatable series of things to advance your power and possessions. You run Rifts to get Greater Rift stones and things like Death’s Breath for crafting, and Blood Shards for gambling. You run Bounties to get crafting materials (one type per Act) and act-specific legendaries, mostly. All of this feeds into running Greater Rifts, to push your character up the ladder from GR 1 to GR . As you go up the Greater Rift scale, the guardians drop better loot, you level up your Legendary gems, and you get stronger. To, um, do higher level GRs, really; it is a treadmill of course.

Trust me, higher difficulty levels do give you much better drops overall, but it is highly variable. My wife and I can do a Greater Rift, for instance, and at the end one of us will get like four drops and the other, bupkis. Usually though that’s not the case. Some set stuff won’t drop until higher difficulty levels, gems are a lot better at higher difficulty levels, and money is definitely better. If you get a portal to the realm of Greed (aka Gringott’s), either through a goblin randomly spawning one on death or cubing a Puzzle Ring, you want to be at the highest difficulty level you can comfortably master because you can easily make tens of millions of gold that way.

There are also Keywardens, mobs that are marked on the Act maps in Acts I-IV I think (none in V I don’t believe); these sometimes drop things you can use to make Hellfire jewelry that has no level requirement and some interesting affixes.

But, yeah, mostly it’s progression through Greater Rifts. If you don’t do GRs, there’s little reason to play Adventure mode IMO, because everything is sort of geared towards building up to those.

Yeah, but you can’t do Greater Rifts until you get keys from playing adventure mode which has keys on the map somewhere? At least, I see keys on some of the location in the map they draw. Is that what those keys on the map are, or is that something else?

Ok, so let me get this straight in my own head:

Adventure mode exclamation marks = bounties.
5 bounties = ingredients
keys on adventure mode locations = ?
Diablo symbol on adventure mode locations = ?
Ingredients combine to let you extract your powers via the Cube
Ingredients let you craft hellfire rings and amulets
Ingredients let you assign powers that you extract?
Complete Rifts to get Greater Rift keys.
Greater Rift Keys let you play Greater Rifts
Greater Rifts give you legendary gems
Legendary gems can be slotted into rings and amulets
In order to level up Legendary Gems, you run more Greater Rifts
Legendary Gems give you a lot more power, so you can run even more powerful Greater Rifts
Get to GR70 in order to unlock ancient items

So essentially, the game is at first going through adventure mode, just like I went through story mode. And then that will give me the ingredients and power I need to get through Rifts, which will let me get to Greater Rifts, which will let me get Legendary Gems and then Ancient Items.

GR keys are automatically awarded at the completion of a standard rift. The keys you see highlighted on the map are for acquiring the Hellfire jewelry.

Gratz on putting Malth down and completing story mode @Rock8man! Now the real game begins! As mentioned above, really the ultimate goal of D3 is to push GRs as high as you can go, but there is immense satisfaction just working up the torment levels and conquering TX or TXIII when a few days earlier everything one shot you and you couldn’t do any damage. Then a few days after that you fly through TXIII with such ease that you are cackling with glee as screens of enemies melt before you.

The answer is gear and to a certain extent, paragon levels. Paragons will come, don’t get too hung up on them, they won’t really make or break a build.

Gear is more important. Firstly, every item in the game that is not legendary or a set item, beyond 70, is ultimately trash. Unlike Path if Exile or other ARPG’s where a top notch yellow can be a a best in slot item, you will never, ever have a yellow BIS, no matter how perfectly rolled. Sure, it may be the best thing you have at the moment, but you will still eventually replace it with a similarly rolled set or legs item. D3 is built around sets and legs. Also, as long as you are playing torment, then pretty much everything has a chance to drop.

Bounties and rifts are how you get gear and equip the cube. A complete set of bounties in each act drop the mats you need for cube recipes, as well as get you access to some act specific legendaries (which may or may not be important for you. Biggest one to be aware of is Act I Ring of Royal Grandeur, which reduces set requirements by one. Very good item, depending on your build or where you are in progression). Get the mats to use the cube to extract and equip complimentary powers from legendaries - think of the cube as three additional equipment slots where you slot legendary powers, one weapon power, one armour power and one jewellery power.

You also need Death’s Breaths for many recipes, again these will drop naturally from elites in bounties and rifts. The higher the difficulty, the more chance for more DB’s to drop. You can never have enough DB’s. Rifts and GR’s will also drop blood shards. These are used at Kadala to gamble for gear. You want legendaries and set items from Kadala and she will make you work for them. Early on, don’t bother gambling for weapons or jewellery if you can help it - it is too expensive and there are other crafting methods to get those that end up being more efficient.

Most important thing with Bounties - do them quickly! Generally, the mats are the goal, get in get out, get on to the next one. They are not really meant to be ground out. More mats drop at higher difficulty, sure, but don’t take more than 15-20 minutes to clear an act of bounties otherwise you are just hurting your efficiency and overall drop rate. I typically aim for an act clear in 10 minutes or so - 40-50min for a complete Act I-V clear. This is where grouping, even public groups, is a massive efficiency multiplier. If you play with four teammates and it each takes you 10 min to clear an act, but you split farm and do different acts simultaneously, you achieve in about 15 minutes what would take you nearly an hour solo! You do have to be mindful of the difficulty to ensure your DPS can handle more players increasing monster HP, though.

I’m just gonna quote myself again, because all this is still relevant info, I think and will guide you to the world of progression to TX.

I would generally say that if it is taking more than 5-10 seconds to kill an elite pack, your effective drop rate/efficiency is suffering. Bosses and Guardians can vary and take a little longer.

The exception to that can be getting into Torment levels to begin with. You kind of want to be playing T1 as soon as possible as some items won’t drop otherwise, but that is usually trivial for a even fresh 70 with either at least a two piece set bonus and/or proper crit chance and crit damages rolled onto gear (helm, ammy, wrist, bracers, rings).

I also can’t overemphasis the importance of crit in D3. The vast, vast majority of builds (I can only think of one exception) fundamentally rely on crit hit and crit damage - that is your power scaling. If an item can roll crit, your goal is to get crit on it via the mystic, or replace it with a version that has crit - preferably both hit and damage. Your crit needs to be at 40-50% and crit damage at 300%+. Though in fairness, sometimes a socket for a beneficial legendary gem may be the better option during progression and until a better item drops.

It almost does not matter your build, you will generally be served well by the following advice:

DPS slots:
Rings and ammys - main stat, socket, crit hit chance, crit damage
Wrists - main stat, crit hit chance, crit hit damage
Bracers - main stat, crit hit chance, relevant elemental damage
Weapon - socket for an emerald for crit damage
Helm - main stat, socket, crit hit chance

Survivability slots:
Shoulders, Torso, Pants, Waist, Boots - main stat, vit, resist all, life%, armour

It’s kind of why the itemisation of Diablo 3 is pretty crap. It is so heavily reliant on main stat, crit and sockets that they are mandatory on any item that can roll them, making other affixes irrelevant as they are comparatively useless.


Ah, good question. I guess it comes down to your average engagement time. If your average elite engagement time is 5-10 seconds, I would think you are at the right difficulty for progression. Progression being, “where is my drop rate optimised”, vs pushing being “how high can I actually go”.

Now your engagement time is also also a function of your skills and play-style, so yeah, that can have an effect. Generally, your skills should be optimised to your gear. If you have a few legs or items that boost an ability or element, look to stack that ability and element for best results. If you are confident your skill selection is leveraging the bonuses from your gear, then you are all good. Set the difficulty for a short engagement time accordingly while farming. The rest comes from getting your rotations right. And, to be fair, that can be annoying. I really dislike some rotation playstyles and they don’t gel with me. I am playing wiz this season and the free set is Firebird, but I just dislike the playstyle of that one for some reason.

Also damage mitigation is important - eventually. I talked about this in the Path of Exile thread, but that and D3’s structure ultimately made me realise that to be successful in an ARPG you need a couple of things. DPS, damage mitigation and to optimise for clear speed in order to progress. We have talked about the first (sets and crit, baby, crit) and the third above. The second, damage mitigation, D3 tries to make important during progression by breaking skills up into categories - primary, secondary, defence, etc, as they unlock. Now, the first thing you will do is turn on advanced mode which lets you put any skill anywhere (and by proxy stack all the same skill ‘type’ on all slots). That can make it easy to forget you need to slot a damage mitigation skill or two.

Sometimes the best defence is a good offence (stupid DPS) and that can get you reasonably far in D3, but sooner or later, even though you one-shot whites - all of them will also one-shot you. Many items in D3 will amplify defensive capability by stupid amounts. Aquila Cuirass1 is a good example - 50% damage reduction when above 90% primary resources! Brilliant if your build hardly uses any spenders. There are dozens of items like this in D3, custom built to compliment the sets on offer and every leaderboard build is leveraging one or more to a certain extent. The effect of this is that sometimes, regardless of DPS, you will be stuck at mid torments until you get that damn item that will make the survivabillity difference. The trick is recognising that and spending all of your crafting mats on trying to acquire that item, which, to be fair, requires fore-knowledge of what is available to begin with - annoying for a casual player.

So, D3 progression is get to 70, craft and re-roll items to crit, cube complimentary items, acquire legendary gems, farm or complete journey for set pieces, re-roll them to crit, acquire complimentary legendary damage mitigators/DPS multipliers, re-roll those to crit, win.

Win is typically faceroll torment X. After that comes grinding for ancients and pushing GR’s, of which some moderate amount is required to complete seasonal journeys.


Every weapon you use should have a socket. Every single one. You should never ever be rocking a weapon with no socket. A socket with an emerald trumps any other affix and you should always roll a socket onto any weapon upgrade, if it does not already have one.

In a perfect world, you will save the Ramaladni to use on an ancient weapon. Every time a legendary drops, it has a 1/10 of being an ancient version, with much higher affix ranges. What you want to be farming for is an ancient version of whatever weapon you have settled on for your build, re-roll it for the best naked DPS output (exceptions can apply), which includes rolling an existing socket off in favour of additional damage affixes, then apply Ramaladni to that.

Direct responses:

Adventure mode exclamation marks = bounties.
Yep!

5 bounties = ingredients
Yep

keys on adventure mode locations = ?
A Keywarden exists on these levels (always the same). KW’s are a unique boss that have a chance to drop Infernal Machines. Infernal Machine’s open portals to fight uber bosses, who drop special mats required to craft Hellfire Rings or Hellfire Amulets. Each KW drops a different Infernal Machine that opens a different portal to a different set of uber bosses. Infernal Machines are used in Tristram in Leah’s house next to the healer (click on the door and you will break it down).

Hellfire rings are useless garbage. Hellfire Amulets can be best in slot as their special ability grants an additional passive. Particularly good if you are not running the Endless Walk ammy/ring set.

Diablo symbol on adventure mode locations = ?
Designates a boss location/fight.

Ingredients combine to let you extract your powers via the Cube
Correct

Ingredients let you craft hellfire rings and amulets
Correct - but the ingredients for those are dropped by uber bosses, see above.

Ingredients let you assign powers that you extract?
Extracted powers can be freely assigned. But mats are used in a variety of cube recipes, from reforging legendaries (to get better rolls or a chance at a legendary, to swapping a given set item to another piece in the same set, etc, etc.

Keys let you play Greater Rifts
Correct, drop in normal rifts from the guardian

Greater Rifts give you legendary gems
Correct, and additionally, completing GR’s in time give you the ability to level your legendary gems.

Legendary gems can be slotted into rings and amulets
Correct. Any ring/ammy without a slot is useless because of this.

In order to level up Legendary Gems, you run more Greater Rifts
Yup

Legendary Gems give you a lot more power, so you can run even more powerful Greater Rifts
Yep. Well, to a point. Extreme GR grinding gets a bit more involved (paragon grinding, gem grinding, gear augment grinding), but those folk are pants on head crazy.

Get to GR70 in order to unlock ancient items
Nope. Any legenday at any time has a 1/10 chance to roll as an ancient with higher affix ranges. After completing a solo GR70, 1/10 ancients can roll as a Primal, with perfect rolls (note the affix range is not higher again, primals just guarantee perfect rolls).

Got myself the Platinum PS4 trophy for D3 yesterday after completing my 500th bounty. Considering the little play time I put in on the PS, the vast majority of it D3, that’s quite the accomplishment. Did it with my Necro who’s struggling to find decent items right now as I try to ramp up those GRs before I get bored with it, since I hate the treadmill.

Nice guide by @sharaleo above. I wouldn’t worry about it if you lose interest in the high level stuff, though. Just start another character or do HC. I’ve a HC monk somewhere in the paragon levels but I don’t find it interesting to play with the threat of permadeath. To me, if I ever died (which may have happened to one or two of my characters in SC), I’d feel it was such a waste of time so I let him be.

Just as an added note to all the great information posted above: the ingredient bottleneck for me has always been death’s breaths. The best way to farm these is to roll through Nephelem Rifts (the “standard” rift mentioned above), making sure you are following @sharaleo’s advice above about calibrating your difficulty level so you are moving through quickly – and going for the blue and yellow elites (they are the ones that drop the DBs).

I finished Act 2 on my Crusader last night.

This is certainly an interesting game. The play is pretty mindless. I haven’t died yet (on easy), and I’m just along for the story, as it is.

I’m not sure if I’m going to get on the end-game bandwagon, but we shall see.

I guess I need to start at Torment 1 difficulty. Below that, I can’t get certain legendaries. On Torment 1, I would say it takes me 5 minutes to kill an elite pack. It feels like 5 minutes, maybe it’s shorter than that, I’ll have to time it.

Follow my guidelines above and re-roll a bunch of your yellow gear appropriately. First thing a fresh 70 usually need to get going is crit chance/crit damage.

By re-roll you mean go to the enchanter and try to get rid of a line item I don’t want on the item, and try to get critical damage or critical chance instead?

Yep, spot on! :)

Oh, also, there is a big difference in affix range even from level 69 gear and level 70 gear. Get rid of any non-70 gear by crafting new yellow 70’s at the blacksmith. The exception may be the one or two legendaries you may have picked up while leveling whose leg ability outweighs their out of date affix ranges.

Your crafting limiting factor will be the mats you get from breaking down whites/blues/yellows - Reusable Parts, Arcane Dust and Veiled Crystals. Never sell gear you don’t want for gold - always break them down for mats.

Inventory glut gets to be an issue even with extra slots, so as noted above, if it isn’t 70 or if it’s 70 but not legendary/set. Most legendaries should be cubed to extract the passive and from then on salvaged, unless it is one you are using and is actually better. Some exceptions, sure, if you want to hold on to stuff for different builds, characters, etc. but in general don’t feel shy to salvage the hell out of the loot. Set pieces can be converted into other set pieces (gloves to boots, say) in the cube but eventually you will have duplicate sets that you simply will want to recycle (especially on softcore where you are immortal and can just swap at will; hardcore players may want to keep more of a backup set stash).

Hellfire rings are drek, but are good for leveling toons as they have no level limit. A weapon with a L25 Gem of Ease, Leoric’s Crown with a Flawless Royal Ruby, and Hellfire jewelry with whatever gems you want–stats or legendaries–makes leveling trivial. Especially this weekend with double experience; went from zero 70 on a Necro in two hours, tops, solo.

My challenge, to reach the levels of the sharaleo’s of the world, is min/'maxing my stats to get my TTK down without becoming too squishy. Spike damage is the killer for me in hardcore. I often am running an amulet or a cube power for an elemental immunity, usually arcane, but poison and cold sometimes, and I generally can keep out of the colored stuff on the floor (legacy of MMO raiding!) but spike damage, especially those exploding frozen things or pure physical whomping, is what usually triggers my “clean the robes” get out of death abilities. It gets tricky because a lot of the stuff that’s vital for builds is that orange text stuff that simply is not calculate din the paper doll numbers, so it gets a bit intuitive more than scientific. No way to do it but to test it out, and that is a bit more stressful in hardcore.

So far, I’ve found the Witch Doctor to be far and away the most suitable for me to push with. I love Wizards, but I tend to plateau and then push too far and croak in an effort to get beyond the flat spot.

Also, I have never received one of those gems you use to put sockets into something. I have received only one legendary potion. I have received only one dropped pet. My relationship with RNGesus is strained I htink.

Also, I have never received one of those gems you use to put sockets … I have received only one dropped pet.

This I can sorta comprehend. Ramaldi’s certainly isn’t common, and the pet goblin is rare unless you’re doing a goblin farming route.

I have received only one legendary potion.

This, however, boggles the mind.

Since getting back into the game with the necro release, I decided to do a quick play time tally. Just a skosh over 1800 hours, almost 500 of those with the wizard and around 400 with my barb.

Yikes, not bad, I am a little over half that!

Barbarian 283
Demon Hunter 151
Crusader 121
Monk 126
Witch Doctor 108
Wizard 90
Necromancer 2
Total 881

So new season this weekend?
I’d best commence getting my affairs in order.

I got a necro up to T6 with full Inarius. So far I’m not loving it. Honestly, after playing an unhallowed essence Demon Hunter every other class just feels so damn slow. The demon hunter can clear entire rooms in two clicks, killing monsters I can’t even see on my screen. Infinite resource, with 100% Vengeance uptime. Tons of stacking damage mitigation. Nothing comes close to the speed or maneuverability.

Try shadow dagger. It’s weird, but just as fun. Except it feels better as the enemies scale up, so almost the opposite of UE.