Nor should you. Gear will be replaced. Though you should accumulate those currencies at a rate that you can afford to quality mid-level gear. If you pick up all the ones you come across, that is. Mid level is way higher than 12, of course. The exception would be if you find a handy leveling unique and are using it. May as well. . .
The crafting you want to target is basically something along the lines of:
- Linking a nice 3s or 4s item with fusing orbs. Skill gems get their most important scaling from being linked to support gems. You are not quite at the point where you can do it meaningfully (but for now you can e.g. throw added elemental damage gems on for a little extra oompf).
That point, incidentally, is A2N once you do the quest that rewards support gems, including Faster Casting and Faster Attacks. Every class gets those gems for sale at the vendors after that quest, too. These are super efficient ways to boost most builds (but not all!). By the end of act 2 you can easily do things like [Melee Gem] + faster attacks + melee physical damage OR weapon elemental damage, depending on the gem. Or [Spell gem] + faster casting + [elemental penetration]. Though I think those still come in act 3.
Of course you may not need to do this. You might find a good 3l or 4l. Or you might have good enough gear that you can afford to run a white 4l in a slot just to get your main skill going big time.
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Chroming items from category #1 to get the colors you need.
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Transmutation orbs to turn nice white items into magic
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Augmentation orbs to add a mod to any nice magic item you find that only has 1 affix (non-intrinsic property; e.g; Ruby Ring’s fire resistance is intrinstic). Because you never know, you might add something good.
Say a 30% ruby ring drops for you early in a new league. Transmute it and then augment it (note: transmutation sometimes gives two properties). You aren’t looking to hit a homerun. Because the item will have a low ilevel it can’t roll amazing mods. But starting out, no mod hurts and some mods can still help. More resists, mana regen, health, etc. Don’t spend a lot of currency doing this. Just do it until you get your resists where they need to be and be satisfied. If you happen to find nice uniques/rares/blues that fulfill your needs then this isn’t necessary. If you are in need of an upgrade, though, this is how you do it on the cheap.
That’s all you need for now.
Oh, one thing we should be talking about repeatedly for all the new people: there’s a couple of awesome vnedor recipes to be aware of.
iron ring + any skill gem = resist ring of the aligned element. That is, a blue gem gives a lightning resist ring, a red fire, and a green cold. This is a deterministic process; Ring#1 + Fireball #1 will always give you the same Ruby Ring. If you use a different iron ring, or a different skill gem, that could yield a better ring. So collect extra gems early and don’t be afraid to play with this when you need cold resist to kill Merveil.
The second thing is that all you spell users out there should consider picking up +1 to level of element skills wands/scepter:
[ul]
[li]Magic (blue) wand or scepter[/li][li]Ruby ring (+1 fire) OR Topaz (+1 lightning) OR Sapphire (+1 cold)[/li][li]1x orb of alteration[/li][/ul]
Yields the wand or scepter with +1 to level of skill gems of that type. For casters, gem level is a more significant portion of their damage than say melee or ranged gem users. This is a great way to give yourself a nice leveling boost with say flame totem, and then later with whatever you are planning on using as your main skill.