With the cube powers, if the item’s minimum drop level is low, the best way to get those is to make a new season character, level them to the base drop level of the item, then gamble that item type at Kadala. Since you are just going to cube it, you don’t care what level it is, and with a low level character, the pool of possible legendaries is small.

Set stuff is all about the “narrative” bonuses, the stuff you get from 2, 4, 6 pieces, and which define builds. As noted above, you can tell what sort of random stuff you can get, loosely, by looking at a piece you made in the mystic modification thingy. D3 does make it hard though as the orange labeled stuff, like “Fire skills do X% more damage,” don’t get calculated by the comparison tool, and it’s very hard to intuitively tell whether, say, a paper doll increase of 5% damage is better or worse than a 34% increase in cold damage or something.

As far as progression, I suck at it generally. One thing I did learn the hard way though was, in Hardcore at least, too much defense is not good. Seems counter-intuitive, but early on when the game launched I was prioritizing amethysts and life and defensive builds to avoid dying, and not doing very well. In fact, i died more often. I finally learned that the best defense is killing everything before it kills you. Normally, you will die to either massive spike damage, or getting trapped (and then hit with tons of elemental crap on the ground). Mobility abilities can help greatly with the latter, and for the former, basic resistances (my particular bete noir on Int based toons is physical damage), armor, and life are of course important, but gear or abilities that give damage shields or get of of death free second chances are pretty much my go-tos.

The idea I’ve been working with is kill faster than they can. A defensive build means you are in harm’s way too long. Hell, even the Wizard’s Glass Cannon passive is viable in HC if you are mobile enough.

That’s ingenious.

There is a plugin/HUD on PC that calculates this information for you if you fancy downloading something that comes with a “VirusTotal” link to show how clean it is.

I’ve always been leery of using that HUD addon because it violates the TOS and you can be banned for it. That said it’s been many years and nobody got banned, so… nah. Still won’t use it.

Normally start a season without it, then I start using it as I like the extra tooltip information + the loot/xp/etc tracking. Their TOS can foad for all I care, but yea, there is a miniscule risk with it. I’d assume they’re more interested in attaining more players to the game than getting rid of those they have though, so probably nothing to worry about.

Won’t claim credit for it. Came across that tip when playing season 9 leapquake Barbarian and needed Lut Socks. Hope it helps, though.

Legendaries you can craft from plans are useless!

The only craftable set of any real value is Cain’s for leveling and the set that gets more Death Breaths to drop. Everything else is trash. They are a complete waste of resources to craft - you are better off rolling a dozen yellows for something perfect.

The items you need cannot be crafted at the blacksmith from plans - the only way you can get them is when they drop out in the wild from killing mobs and bosses and guardians and from cache bounties, gambling with shards at Kadala and using cube recipes to upgrade rares.

Go here and peruse all the legendary items for slots that don’t make up part of your set - typically bracers, amulet, rings, weapons and offhands. You will notice many if them synergise with character specific skills and often those will be skills that also relate to your set. Many of these are mandatory as they will provide damage mitigation in some form or another, proc’d off one of the skills you’ll probably be using with your set.

For example:
image

These are the bracers you need for a Raiment monk. Raiment boosts damage of primary generator skills, so you will be using them a lot. Luckily, these bracers seem custom designed to give you huge damage reduction!

Now look at the Shenlong set gloves:

A damage boost based on how much primary resource you have? Tailor made for a monk that does damage with primary generators, like the Raiment set - almost like they were designed this way! ;)

What else in there boosts primary skill damage? How about these:

image

Dayum, I want me some of those! But, how can I use them if I have to wear the Raiment pants to get the set bonus. Cube them to use that legendary ability without having to actually wear them.

And so it is with D3 - your build decisions have ultimately been made for you by the devs in how they have designed these item synergies - at least if you want to progress to TX and beyond. For the most part, anyway.

Now items! The most affixes that can be rolled on an item is six (excluding a legendary bonus) - four primaries and two secondaries.

Primary affixes are - main stat (eg Dex), Vitality, All Resist, Armour, Life%, Crit hit Chance, Crit Hit Damage, Cooldown reduction, Resource cost reduction, Sockets, Weapon Damage, Area Damage, Elemental Damage (eg Fire), Skill damage bonus (eg Dashing Strike), plus a few others.

Secondary affixes are - Gold pickup bonus or radius bonus, Monster XP bonus, Resist specific element (eg poison), Chance to x (blind/stun), thorns, plus a few others.

A few points:

  • generally you are only paying close attention to the four primary affixes, secondaries are what they are if the primaries are good.
  • Main stat rules - if an item does not have your main stat, it is worthless.
  • Sockets rule - any item that can have a socket, must have a socket (chest x3, pants x2, helm, weapon, rings, amulet) -
    Your offhand is the only exception. Note legendary gems go in rings and amulets, hence the socket requirement.
  • If an item has All Resist as a primary, it cannot have a resistance as a secondary and vice versa. Less of an issue for monks because they will run the Harmony passive (you are running the Harmony passive, aren’t you?)
  • Crit rules - if an item can have crit on it, you want crit on it. If it can have both crits on it, you want both crits on it.

These items are mitigation peices, shit that keeps you alive - they can’t roll crit, so generally stack them with life, armour, etc.

  • Shoulders
  • Chest
  • Pants
  • Boots
  • Belt

These items are damage items, shit that kills shit. They can be rolled with crit on them and so generally you want them with crit:

  • Hands - dual crit
  • Bracers - crit chance
  • Offhand - crit chance
  • Amulet - dual crit
  • Rings - dual crit

So, you can begin to see your ideal affix options, per item, narrow quite substantially. For example, generally a perfect ring has to have as it’s four primary affixes, in order of importance:

  • socket.
  • main stat
  • crit chance
  • crit damage

A perfect chest piece would be something like:

  • main stat
  • vit
  • sockets
  • All Resist, life %, armour, maybe skill damage

Tons of affixes in D3 sadly have no use. Outside of Crusaders, thorns is useless. Gold find - meh. Some secondaries are nice to have (reduce control impairing effects), but not at the expense of not having the primary affixes right. It’s about now you stop paying attention to the tooltip that tells you if an item is better than the one you have equipped and instead just start looking for the affixes you need.

So how do you get these items? Run bounties for drops and bounty caches, run rifts for drops, spend your blood shards with Kadala and upgrade yellows to legendaries using the cube recipe. Target the item you think you need to solve your current problem - eg if you can’t take the damage at the moment, upgrade yellow bracers and spend shards on bracers until you get the Spirit Guards.

Crafting yellows is dirt cheap. While waiting for those Spirit Guards to drop, make sure you have a near perfect yellow by crafting a dozen or so at the blacksmith and choosing one with main stat, vit, crit chance and an elemental damage that suits your build.

Remember that you can re-roll one affix at the mystic. This will almost always be a primary affix. Primary affixes can be replaced with another primary affix. Secondaries with another secondaries. It won’t take you long to get the gist of what affixes can be swapped for what. Just don’t make the mistake I made the other night an ruin a decent legendary ring by faffing the re-roll and accidentally choosing a secondary affix when I was trying to re-roll for crit. /facepalm

So on any item, you are generally looking for three good affixes out of the four primaries, with a view to using the mystic to swap the fourth away from something undesired. This is also why yellows are good to get you going - they are cheap to re-roll. Re-rolling an affix on any legendary or set item will cost you Forgotten Souls, which are a rare drop or are gained by breaking down other legendaries at the blacksmith.

Good luck!

Reaper’s Wraps are great for many starter builds. That’s about it.

Great post man! I’ve read the substance of it elsewhere on the webz but that’s a real resource you posted. Should be able to mark or archive that somehow.

Very interesting. Thanks! So Kadala and crafting yellows. I can do that.

My Xbox controller constantly pulls upward, so the menu systems in Diablo 3 are now REALLY tough to navigate. There’s no Dead Zone, and it’s really, really sensitive. So choosing the right property I want to enchant at the Mystic is really tough. Usually I pick the one right above or below the one I want. So it really helps if the one I want to change is at the very top or the very bottom!

Wow, all these hard-learned tips for the boatload of D3 newbs just now showing up. Our sweet, summer children :)

Oh and there are a few legendary gems that may well help with mitigation at TIV - Esoteric Alteration, Molten Wildebeests Gizzard, Moratorium and Mutilation Guard.

You’re also going to want Simplicity’s Strength ASAP, which is a huge, huge boost to your damage output. The gems are easy to get, just set the Greater Rift to level one and you will cream it quickly, just to get the gems. They are guaranteed drops from the Greater Rift Guardian, until you have one of each. Get sockets on that jewelry and go to town.

I probably missed quite a few affixes, by the way. Some of which may be handy in the short term, like life on hit on your weapon, particularly on the generator monk (which is what the Raiment/Shenlong combination is affectionately known as). The combination of the building attack speed from the set and passives with LoH can keep you sustained until you get some of the other mitigation peices. Life on kill and life regeneration on gear, on the otherhand, is generally not worth worrying about.

It’s not crazy at higher gear levels to make a mixed set with Sages for farming deaths breath, but sadly yes most of the crafted pieces are useless outside of a few.

Must…have…more…DB’s!

Ha, I just made a similar blunder when I replaced an existing rare chest piece with a new better legendary set piece (Blackthorn’s) I just got from Kadala. I went to remove the gems from my existing chest piece and did so, placing them in my new chest. Then I went to my paper doll to insert the new chest, but there was the old chest still there! Turns out that I somehow removed the gems from my still good rare leg piece (both had two gem slots) via destruction of the item. Luckily I was able to craft a suitable replacement on the first try so my loss of resources was minimal, but still… How does one do that? I knew what I was intending to do and I’m usually a very deliberate and precise person. Thank god it wasn’t a critical piece for an entire gear strategy.

One thing to consider: If you craft a rare item with a lot of attributes (4 or 5) but it’s missing one key thing, like main stat, don’t just ignore it and keep “rolling” new items. It may be cheaper and easier to go to the mystic and change one of the unessential stats your item contains to the missing main stat. That’s often not as expensive, at least in resources, as rolling new whole items. Might cost a little more gold, but that tends to be more abundant most of the time.

I hit my max carry on the currency that Kadala takes (630). So I went to her and kept buying wrist bracers. All crap yellow ones not anywhere close to the green ones I’m using from the Demon’s set. The very last ones I bought were a Legendary item. It’s special orange property is that I get a 358% bonus to damage for 5 seconds or something after I’ve frozen or stunned a target. Technically they do a lot less damage than the green set item I have, but my Templar does occasionally stun enemies, so the special property would hit at that time. Hmmmm.

What a waste of 630 simolians though.

Btw, thanks to the free preview weekend on Xbox, I don’t have to put in the disc while I’m playing. I’m free! Free to put in whatever disc I want!

You’re lucky you got a legendary item at all. I just spent ~430 blood shards on shoulders and got nothing. That’s the way it goes. Previous two times I used her for chest and pants I got one on the 3rd and 1st try respectively.

If your new bracers do “a lot less damage” than your old ones, you definitely want to keep the old ones, sorry. Unless I’d say if your special property is important to your build or is so good it’s practically indispensable (something like the Illusory Boots I just got today; those are nice).

With a few new legendaries and other improvements I got my damage up to over 400K and moved up to Torment II today. Still don’t have any Necro oriented set pieces yet, so I hope they’ll start dropping in the ranks of Torment.

It’s important to note there is nothing else to spend the simolians on though, gambling is their sole purpose.

I presume you lucked into these:

image

Until you get your 6-set, these are potentially a great interim upgrade for you. Which green set item are they replacing? I highly doubt they are going to be better than these. Remember, that 358% damage bonus is not reflected on your sheet DPS! So when the tooltip says they are worse, it does not take into consideration any legendary or set proc effects, bonuses to elemental damage, etc. Sheet DPS is basically a rough measure that considers your mainstat damage bonus, weapon DPS, attack speed, crit hit chance and crit hit damage. It’s not a smart enough algorithm to take into account the vast array of special effects that gear interactions may additionally provide.

As to ensuring procs on those bracers, you can’t rely on the inconsistency of a follower, so you need to do it yourself and flex your skill choices to make use of the bonus while it makes sense (depending on where you are in your progression, ie it won’t make sense once you get your 6-set). Monk has a variety of skills that reliably apply the trigger stuns, blinds or freezes:

  • First of Thunder with Wind Blast rune
  • Blinding Flash - AOE blind, with a variety of utility runes depending on what you may need - more damage, extended blind, resource regen, etc
  • Crippling Wave - Tsumani
  • Cyclone Strike - Wall of Wind
  • Seven Sided Strike - Pandemonium
  • Sweeping Wind - Master of Wind
  • Mantra of Retribution - Indignation
  • Mystic Ally - Water Ally
  • Epiphany - Ascendance

And your Relentless Assault passive synergises and adds even more damage to stunned, frozen and blinded enemies.

Keeping in mind also that a stunned, blinded or frozen enemy is also an enemy that is not hitting you, they are an important CC/mitigation tool anyway and I imagine you already have one or even more of those skills on your bar. In many cases, simply switching to an appropriate passive turns an item from ‘meh’ to ‘woah’!

Note that this item becomes useless once you get your 6-set, as the set bonus damage to Dashing Strike and your generators will far, far outweigh any benefit of sticking with Tempest Rush.

So I’d be dashing striking around a bit to begin grouping a bunch of mobs up, banging on them for a bit to build resource, cyclone striking them to suck them all into a big group, AOE blinding flashing them and them tempest rushing the clustered group into oblivion. Or something like that anyway. That would be using up a few skill slots though, so you could leave a couple out to ensure room for a mantra, ally and mitigation skills like Epiphany, Breath of Heaven, Inner Sanctuary etc, but you should see the gist. :)