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 A guide to Gearing! 
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Post A guide to Gearing!
Everyone asks questions about what to do when starting out. First get to 70! Then this guide will apply to you.


PART 1: OBTAINING THE GEAR


BOUNTIES

For starters we will talk about the first thing everyone should do when they hit 70. You should be farming Bounties to get the Horadric Cache rewards. Now of course you can farm these on whatever difficulty you want, but if you want to get gear fast you should farm bounties on Normal Difficulty. There is 0 change in the loot chances from the cache rewards on higher difficulty. This makes farming the caches incredibly fast as you should be 1-2 hitting everything.

Here is a link to the rewards you get per act. http://diablomandan.com/d3-ros-list-of-bounty-bag-legendary-rewards/

The most effective acts to farm for starters is act 1 and act 2. Every single legendary from act 1 caches will most likely be an upgrade to you! Most of the legends from act 2 caches will also be an upgrade to you. The most sought after item from act 1 is the Image
This Secondary passive ability is extremely useful for later on when you find set items or craft them! it allows you to stack multiple bonuses with fewer items.

There are many other items from the other acts to which you can go after if you want to try a specific build. Which is entirely up to you to farm for these and spend the time. Don't get discouraged if it takes you a long time to find the ones you're after. I collected 2500 bounties for the act 1 ring and act 2 gloves. That's 500 bags!
The best thing to doing large amounts of these bounty runs is that you collect lots of
Image
to which you will use for farming rifts later! (Rifts are the best method to obtaining gear when you can handle Torment 1 difficulty)


LEGENDARY CRAFTS


After you collect all the items you would like form bounties (sometimes you gotta get multiple of the same because of bad rolls) you then can start thinking about crafting items. You might have collected some legendary set patterns from doing this which is fantastic! There are really good ones to choose from.
Here is an example of a good toughness upgrade set bonus
Image

If you have not collected many or any of these then you must start farming for them as well as what gear you can. The crafting patterns are considered legendary drops so they are random drops just like every other legend in the game. The plus side to this is that there are no crafting patterns that are torment only drops. This means if you cannot handle Torment 1 still, you can do a lower difficulty to farm for the plans. If you are needing to farm for the plans you should rifts. The most effective way to farm the plans is to get a full party then open a rift portal and try to speed clear to summon the rift boss, kill the boss, then exit the rift, close it, and then remake a new one. The more people the better your chances of getting lots of legendary items. The faster you do rifts the faster you will find legends.

Primarily you want to craft sets because of the awesome bonuses. Even if your in the stage of farming rifts you should be thinking about what set items you want to craft. Here is a list of all the armor sets http://us.battle.net/d3/en/item/blacksmith-plan/#type=set.
Each of these items you will want to craft will require a legendary crafting material. They are scattered throughout the game and some are hard to obtain.

Here is a list to all the legendary crafting materials and where they come from to help you decide where to farm for them. http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/83094-guide-legendary-crafting-materials-drop-locations

Now each of these will also require you to get a white item to craft them. Here are some tips to collecting these!
[*] Farm Battlefields of Eternity in Act 5 for Ascended armor items. They drop from the decaying armor racks.
[*] Farm Halls of agony or The Cursed Hold in act 1 for weapons. They drop from the torture tools racks.
[*] Here is a link for the above tips https://www.youtube.com/watch?v=OcCsQZFwcNQ


For all the other crafting materials, you will get these by just picking up all the yellows, blues, whites you find and salvaging them. You should get a healthy amount from doing bounties/rifts. You will also need Death's Breath to craft these. You will get them from killing champion packs or treasure goblins. The best thing about farming to craft these items is that it gives you a sense of something to do. Something to actually get specifically where as when you farm for legends you're just grinding in the hopes of a legendary drop to come and that it happens to be an item you want or an upgrade.


RIFT FARMING

So at this point you should be ready to farm Torment 1 rifts after you have gotten your bounty rewards and crafted some items. As we talked about before you will want a full group because it increases your chance of finding legends on top of getting more exp and gold. If you all want to farm super fast, figure out who has the best DPS output. They will set the tone for the speed of the run. Try to keep up with them and help them out. If you cannot keep up with their clear time then you should think about adjusting your skills to help you maintain at least the run speed. The main idea is to clear as fast as you can to summon the rift boss. The rift boss has a high chance of dropping a Forgotten soul. Those will be required for you to re-roll your items at the enchantress and to craft legendary items. The rift boss also has the highest chance of dropping a legendary item in the game. Be sure that when your clearing to summon him to kill as many champion packs as you see and open all chests. These both will have high chances of getting you legendary items. Now you can choose to continue clearing the rift after you kill the boss which is fine. However you get blood shards from killing the rift boss in which you can turn into an NPC in town called "Kadala". These shards will help you look for specific upgrades. So by clearing to summon the boss then killing him and closing the portal to open a new one will bring you more blood shards faster.


Blood Shards

Now you should be collecting blood shards from farming rifts. These cap out at 500 so be sure to use them before then. Typically the idea here is to use them to find a specific legendary or upgrade for your character. Personally I think the best way, because its hard to actually find, is to spend your initial blood shards on Rings and Amulets. It will be much quicker for you to find upgrades on those slots compared to other means (of course if you farmed for the act 1 ring then you only need 1 ring. Also if you got the act 1 amulet you don't need it) After to which you can purchase which ever is in need of the biggest upgrade or to seek out those perfect Magefist you want for your fire spec!

Here is a link of items you can't get from blood shards http://us.battle.net/d3/en/forum/topic/12505892002?page=3#45



RECAP

So now that we have gone through some of the basic things to gearing up when you hit level 70, lets recap on what you should do.
1 Farm act bounty caches for the items you want.
2 Begin to start crafting legendary armor sets to give you the set bonuses to help you out.
3 If you do not have any legendary set plans then begin to farm rifts on what difficulty you can handle until you find some.
4 Now you should be able to farm Torment 1 rifts for the torment only legendaries!
5 Use your blood shards on items needing the most upgrade or to seek the legend you want
6 Grind and Speed = Profit



PART 2: THE GEAR ITSELF



THE STATS

Primary Stats: Intelligence, Dexterity, Strength. Each of these are important to have on your gear. Your prime stat increases your total damage by 1% per 1 point of your prime stat you earn. Each prime stat also brings a secondary effect that helps the defensive side of your character.

[*] Intelligence increases your all resistance by 1 per 10 points of intelligence.
[*] Strength increases your armor by 1 per 1 point of strength

Now Dexterity is a little tricky when it comes to its secondary effect. Dexterity gives you Dodge chance. However there is no real fixed value of dodge per point 1 Dexterity. There is something called "Diminishing Returns". This means that as you climb higher in the dexterity numbers, the less you obtain for dodge. This is to avoid the possibility of getting 100% dodge chance. So at first you gain pretty large amounts of dodge for lower dexterity gains, then you start to get much much less dodge gains as you climb higher. In other words don't treat dexterity as a well to stack a mitigation stat. The dodge comes as an added bonus. This also makes dodge the weakest mitigation stat, but still helps you a lot. With high dexterity numbers you can achieve 20-25% dodge chance which is very helpful.

As for Vitality, well vitality is pretty self explanatory. Just for reference though each point increases your Life by 80 points.

As a rule of thumb for looking for gear, always make sure every single item you have has your primary stat on it.


OFFENSIVE STATS

First lets list out all these offensive stats then talk about them in detail.

[*] Attack Speed
[*] Critical Hit Chance
[*] Critical Hit Damage
[*] Area Damage
[*] Cooldown Reduction
[*] Bonus Damage to Elites
[*] Average Damage
[*] % Skill Elemental Damage

All of these stats are actually very nice to have for your character. Some of which you will want to stack more than others depending on your build or non at all. We will talk about that later however. So lets begin to run down the list and how each of these are important or not.

[*] Note that most of the max stat values you will see is on legendary items. Legendary items usually have 1-2% increase in certain stats.

Attack Speed
Attack Speed affects your total "Attacks per Second" Generally when you see yourself getting attack speed on an item you will notice the damage number on your character sheet go up. This indicates that you are increasing your damage with the stat. However this isn't entirely true and we must dive into this to explain why. First off your build determines everything on how useful attack speed will be to you or not. The Character sheet damage number is there for reference on what you should do in 1 second on average. So now honestly if this talks about average damage per 1 second, your damage will not increase with attack speed unless you are at 2.0 attacks per second. So now comes in the theory crafting!

Attack speed Theory Crafting:
So just for quick math to give you. Lets say you attacking a champion pack and it takes you 10 seconds to kill them. Lets also say your attacks per second is 1.0. This means it took you 10 attacks over the course of 10 seconds to kill the champion pack. Now lets say you have 1.5 attacks per second. Now it would only take you roughly 7 seconds to achieve 10 attacks to kill the target champion pack. This means you saved 3 seconds! Which is very nice. So in this example if it takes you periods of time to kill something, then attack speed will help you out over that course of time. (yes i know 10 seconds isn't that long, but in some cases of your build/gear 10 seconds is to long.) Generally though this would be bad if your entirely relying on attack speed to help you because your damage is to low and it takes you a long time to kill something. This would require you to obtain more total damage output. So lets look at other scenarios

The usefulness of attack speed really depends on your characters build. If you are a character that uses multiple abilities that have no cooldown which means they depend on your resource, attack speed is one of the best stats for you. It will allow you to cycle through abilities much faster. Now most of you will probably be relying on 1 ability to do most of your damage and then maybe a cooldown to give you a boost or drop big damage. This means attack speed isn't very useful for you unless you can achieve 2.0 attacks per second. then attack speed would be very useful for you to get this up until you hit 2.0. It is very hard to achieve 2.0 attack per second by stacking attack speed unless you have extremely fast weapons. Demon Hunter's using 1H crossbows with attack speeds of 1.6+ will be able to get 2.0 pretty easily. Everyone else who uses a fast sword of 1.4 would have a pretty hard time unless the attack speed of the sword is 1.5. Everything bellow 1.4 will most likely be impossible for you to get unless you have perfect attack speed on every item you could.

Should you really stack attack speed? I would say yes if you can achieve 2.0 attacks per second like most demon hunters can or if your using multiple abilities to deal out your damage. There is some further exceptions to this rule which will be talked about in the advanced tips section later on. Lets list out some things to look for if you want this stat

[*] Usually try to aim for 2.0 attacks per second
[*] Rings can get 7% attack speed each
[*] Amulets can give 7% attack speed
[*] Gloves can give 7% attack speed
[*] Some weapons increase their base attack speed by having the stat on them.
[*] there are some legendary items that are unique to increasing attack speed such as http://us.battle.net/d3/en/item/the-witching-hour

Critical Hit Chance
This is a stat that will be the most useful for every class in the game. It's very important, but there is exceptions to this rule. One exception is if you are using an ability like the Witch Doctor's Firebats. That ability cannot crit therefore critical hit chance will be useless for that ability. Of course this means its not worth stacking if you entirely rely on this ability which in probably 99.9% of cases is not the case. Everyone should worry about getting lots of critical hit chance. It will be the largest boost to your damage second to intelligence, but sometimes first really depending on gear. You definitely want to seek out this stack where you can get it to improve your characters damage. so lets list out some important notes for you to look for.

[*] 50% critical hit chance is a prime number to aim for. 1 out of every 2 attacks statistically will be a crit
[*] Both rings can get up to 6% crit each. Always get crit on rings.
[*] Amulets can get 10% crit. Always get crit on amulets
[*] Bracers can get 6% crit. Almost always get crit on your bracers
[*] Gloves can get 10% crit. Always get crit on the gloves.
[*] Helmets can get 6% crit on them. Usually its best to get crit on helm, but in some cases its not always needed. Just preferred to get.
[*] There are some legendary items that are unique to giving crit, such as http://us.battle.net/d3/en/item/vyrs-astonishing-aura and are nice benefits.
[*] It is definitely still extremely useful to get beyond 50% crit. My wizard currently has 72.5% total crit with gear/skills

Critical Hit Damage
Like critical hit chance, this stat will be useful for almost every single build in the game. There are some exceptions such as witch doctors relying on pets to deal their damage. Next to critical hit chance this is probably the next stat you would to stack on your gear. Critical hit damage increases the damage you do when you crit. This makes it so if you're stacking critical hit chance, then stacking this will increases the critical strike numbers. You always have a base 100% CHD without gear. This makes it so no matter what when you crit you deal 100% bonus damage than what you do normally. Lets mark some important notes for you to look for

[*] Approximately you want 400% Critical Hit Damage. Its a nice round number that is actually pretty easy to achieve.
[*] Rings can get 50% CHD. If your stacking this stat, always get it on your rings
[*] Amulets can get 100% CHD. If your stacking this stat, always get it on your amulets
[*] Gloves can get 50% CHD. If your stacking this stat, always get it on your gloves
[*] You can get up to 135% CHD in your weapon from an emerald gem. For most builds (especially stacking this stat) you will want a green gem in your weapon for this
[*] There are some Legendary items that are unique to giving CHD. Here are 2 examples http://us.battle.net/d3/en/item/the-witching-hour or http://us.battle.net/d3/en/item/monster-hunter

Area Damage
Area damage is a fun added bonus stat. Not everyone stacks this stat but not everyone understands it. So how this stat works is that no matter what, every time you attack, you have a 20% chance to initiate area damage on the target you get. The area damage does damage to the target and targets in a 10 yard radius of it equal to the % amount you have. So lets say you have 100% area damage. Every attack has a 20% chance of dealing 100% of your weapon damage + modifiers (prime stat) to that target and all targets around it in a 10 yard radius. This means if your attacking very fast or doing large AoE spells/skills, you will have multiple opportunities to deal area damage making it a pretty nice stat to have. Lets point out some things about area damage.

[*] There is no real set amount to aim for, But if you are stacking it try to get as much as you can
[*] Shoulders can give 20% Area Damage
[*] Rings can give 20% Area Damage each.
[*] Weapons can give 24% Area Damage
[*] Sources, Shields, Quivers, Mojos can give 20% Area Damage
[*] Gloves can give 20% Area Damage
[*] Amulets can give 20% Area Damage

Cooldown Reduction
Cooldown Reduction is a nice added bonus from gear to decrease the length of your cooldowns. In most cases you wont' even bother getting this stat unless you're trying to stack them such as Barbarians getting 1 second or less cooldown earthquakes. It is definitely a fun stat to tamper with and even more fun if your going a heavy cooldown build. An important note is that the CDR you achieve isn't exactly additive, it's multiplicative. Lets list some points

[*] If you are stacking CDR aim for at least 35% CDR. It is pretty easy to obtain and its roughly half the CDR you can get through gear.
[*] 89.99% CDR is the max you can get period. This includes stacking shrines/pylons.
[*] 8% on each Ring
[*] 8% on amulets
[*] 8% on gloves
[*] 8% on shoulders
[*] 10% on weapons
[*] 8% on quivers, shields, mojos, sources.

Bonus Damage to Elites
This is a pretty awesome stat for those that are willing to tamper with it. It isn't exactly a stat you need for doing lower difficulties, but it GREATLY helps for doing higher Torments. Basically this stat is a flat damage output increase to elites. What constitutes an elite? Well that would be all Elite, Champion, Unique, Boss, and Rift Boss mobs. Lets mark out some points

[*] Almost all of the items that apply this stat will be legendary. A common sought after one is this http://us.battle.net/d3/en/item/stone-of-jordan
[*] You can try to stack as much as you want, but most people only get this stat from Stone of Jordan in the link above or from set bonuses.

Average Damage
Average damage is a value that is added to your weapon damage. Usually you will see a small number and then a big number. This just means it is adding those numbers to your small end of damage and your high end of damage. So if you have 1-30 average damage on an item then you would be adding 1 to your small end and 30 to your top averaging out to being a 15 damage increase to your average weapon damage. Your average weapon damage number is the big number you see on your weapon. The smaller numbers are the average damage values of the weapon. Lets mark out some points.

[*] There are 2 sets of vaules for average damage to be rolled on items.
[*] Rings can roll (60-80) or (120-160) values. This means it basically has a 50% chance to roll 1 of those values then calculates a roll in between them.
[*] Amulets can roll (60-80) or (120-160) values. This means it basically has a 50% chance to roll 1 of those values then calculates a roll in between them.
[*] Sources and Mojos currently have considered "bug" average damage values. We will talk about this in the future when they are corrected.

% Skill Elemental Damage
This is a rather special stat that not many people understand quite yet. This is a stat that increases the damage of skills that use its elemental type. As an example my bracers add 20% fire skill damage. This means all my fire spells/skills would deal 20% additional damage. This is an extremely powerful stat that everyone should be trying to stack. Don't get confused by the stat because obtaining it on gear will not increase your character sheet damage value, as it is not calculated in that average damage per second because it is a stat that only affects specific skills. It is a very misunderstood stat and misused stat that is worth picking up. Lets list out some points

[*] The values of this stat is determined differently because there are many specific legendary items that bring different elemental stat values or none at all.
[*] Bracers can add up to 15% of all types on rares and 20% on legendary amulets
[*] Amulets can add up to 15% of all types on rares and 20% on legendary amulets
[*] Try to get this stat from bracers and maybe your amulet. Definitely hunt for more on legendary items.


DEFENSIVE STATS

First lets list out all these defensive stats then talk about them in detail.

[*] Armor
[*] Block Amount and Block Chance
[*] Dodge Chance
[*] All Resistances
[*] Damage Reductions
[*] Thorns

Armor
Armor is a very nice stat that everyone gets by just wearing gear. However you can also pick up extra armor as some items roll extra armor on them. The way armor works is that it basically reduces ALL damage taken. Now just like dexterity, there is no real fixed number of per armor to reduction. To prevent 100% mitigation it has diminishing returns on them. Generally there is no set amount you would want, but the more the better! Lets mark out some points.

[*] A very good toughness stat to grab where you can fit it in on gear
[*] Classes like Barbarians and Crusaders get lots of armor due to strength, making armor their weakest mitigation stat pick up on gear.
[*] Non-Strength users like to grab some extra armor on their gear.
[*] When deciding what to roll on your gear from the enchantress. Only roll off armor if you don't need the thoughness, and only roll it if you need it.

Block Amount and Block Chance
The Block Amount means how much damage you actually block when you block with your shield. Stacking up mitigation stats will bring incoming damage more in line with you block values. The block amount value can be found on your shield. As far as block chance goes, your shield will have a base block chance. It can also roll additional block chance to increase that! Block chance maxes out at 75%. Lets list out some things

[*] Block Amount is fixed to what their shield itself can block
[*] Max Block Chance is 75%
[*] Block chance can be increased through other items as well such as http://us.battle.net/d3/en/item/justice-lantern
[*] If you are using a shield its good to get increased block chance stat to roll on the shield.
[*] I would only gather additional block chance items if you have a build set up behind it such as crusader's multiple passives.

Dodge Chance
We talked about dodge in our primary stats section. Refer to that if you need a to go over it again.

All Resistances
Each subtype of elemental resistance all functions the same as each other. Each of their values will reduce all the incoming damage of that elemental type. Again like armor and dodge you can never reach 100% mitigation. It is affected by diminishing returns so the higher the value the less you benefit. Lets mark out some points on all res

[*] Wizards and Witch Doctor's get all resistance from intelligence making it the least favored toughness stat for them.
[*] All resistance is probably the best defensive stat for most classes unless you are already super high in value.
[*] There is no real set number to be at, but aiming for 1000+ all resistance is a very good start.
[*] You can roll additional single resistance values on most of your gear as a secondary stat. This helps stacking up past 1000 all res.
[*] Monks can try to stack the same elemental type resistance in their secondary stats on gear because of their passive "one with everything". it will treat it all as more all res!

Damage Reductions
All types of damage reduction function the same. These stats are very much undervalued by other players and often misunderstood. These stats will take a flat reduction of damage out before anything else accounts for damage reduction, making them higher values of reduction over armor and all resistance. However these stats are not very easy to come by. The most effective of which is Elite damage reduction as those mobs are hitting you for much larger numbers than normal mobs. The Crowd Control Reduction is another hard to obtain stat and is a rather nice stat to have. It reduces the time spent in the duration of a CC which is pretty awesome! The downside is that most CC's in this game are avoidable. It's still a nice bonus stat. Lets mark out some points.

[*] Elite Damage reduction is the most valued of these stats to have.
[*] An easy way to try and get some of these bonuses is through set bonuses!
[*] None of these stats should be directly sought after, but a rather nice bonus to your current gear.

Thorns
This happens to be an odd defensive stat as its actually more of an offensive stat. The problem is, that its activation is activated through being hit which makes it a defensive stat. Now thorns isn't a terrible secondary stat to have, but it should never be sought after. There are a few exceptions as some classes can run a thorns build. This can be pretty fun to tamper with. The downside is thorns builds require a very large amount of good gear.


LIFE STATS

First lets list them all out.

[*] Life Bonus
[*] Life Per Second
[*] Life Per Hit
[*] Life Per Kill
[*] Life Steal
[*] Health Globe Healing Bonus
[*] Bonus to Gold/Globe Radius

Life Bonus
Life bonus is an extremely useful toughness stat to have. Sometimes you will come across a stat that gives X% Life. The value of the stat will increase your total life by that percent. So if you have 100k Life and have a 10% Life bonus stat on an item, you will have 110k life! You don't always need this stat, but its very useful in increasing your total toughness. Lets mark out some points.

[*] There is no set amount life bonus you want to get
[*] You don't need to go after this stat, but it usually helps to have at least 1 or 2 items giving you this stat
[*] A socket in a helm is an easy way to get this stat by putting a purple gem in your helm
[*] There is some really nice set bonuses you can come across from crafted set items to help give you this stat. As an example refer to the picture of Asheara's Pace in the crafting section.

Life Per Second
This is a stat where you will gain the value of the stat as life every second. It isn't a very common stat, but its extremely helpful when its stacked up a lot. Not everyone goes after this stat because of how hard it is to stack it, however for some classes and builds if your able to you will have a very nice passive life regeneration. Lets mark out some points.

[*] There is no set amount to have, but its really effective once you get past 15k-20k life per second.
[*] This is a stat that comes from your primary stats on your items. It is more treated as a bonus to have by most players, however if you are stacking damage stats you will most likely not get this stat.
[*] There are some legendary items that can increase your life per second bonus by a percentage, while others can the stat into a damage dealing passive. Refer to the Bounty rewards.

Life Per Hit
Life per hit is a stat that every time you hit a mob, you gain that value in life. This stat can be very useful when trying harder difficulties or if you are hitting a lot of mobs at once. There isn't that many players that stack this stat, but if you combine this with other life stats such as life per second and life per kill you can have pretty nice sustainability. Lets mark out some points

[*] There is no set amount but getting past 10k value is very effective
[*] This is a stat that is a primary stat and makes it hard to stack just like life per second.
[*] Most players treat this stat as a bonus, but usually take damage stats in its place on items.

Life Per Kill
This is the most common stat people try to stack on their gear for life regeneration. It is a rather easy stat to stack, however it will require multiple items worth of this stat to make it effective. Most people do AoE mob farming, like doing rifts, which gives them many mobs to kill to get lots of life back. lets list out some points.

[*] You want to try to get around 15k-20k Life per kill to make it pretty effective.
[*] This is a secondary stat, so it makes it much easier to come by and stack.
[*] This stat becomes more useful in lower difficulties as it makes it easier to kill mobs. This way you kill quicker and get the life back quicker than you would on higher difficulties.
[*] Sometimes for me at least, this stat will determine which of the two same items i will choose to wear over the other. Even if i lose a small amount of damage/toughness it is worth it in my mind.

Life Steal
With the introduction of this expansion, this stat has been completely removed on new gear to find. This stat is only available via legacy items from Diablo 3 vanilla. This stat should be completely ignored.

Health Globe Healing Healing Bonus
Like life per kill, this is another stat people try to stack. This is another stat that is readily available like life per kill and makes it pretty valuable if you are also trying to stack life per kill. Stacking this stat will allow health globes to operate just like a potion would if you are of high enough value. Lets list out some points

[*] There isn't a set amount to aim for, but getting 50k+ of this stat makes it pretty useful. 100k+ and it starts feeling like half a potion or more.
[*] This is a secondary stat which makes it much easier to stack and why most players go after this stat and life per kill.
[*] This stat is useful in all difficulties.
[*] Stacking this with life per kill makes it easier to come across life regeneration, as you will be getting life from killing monsters then grabbing the health globe.
[*] Sometimes for me at least, this stat will determine which of the two same items i will choose to wear over the other. Even if i lose a small amount of damage/toughness it is worth it in my mind.

Bonus to Gold/Globe Radius
This stat works by increasing the radius to which you pick up gold and health globes. It is a very nice bonus stat to have and usually isn't sought after until reaching towards perfect gear. Lets list out some points.

[*] There is no set amount to aim for, nor should this be actively stacked unless you have really good gear.
[*] This comes as a secondary stat which makes it easier to stack or a nice bonus to have.
[*] Top end players will start looking for this stat once they get amazing to perfect gear to allow them to farm even quicker as they won't need to divert their run path to pick up gold and globes.


RESOURCE AND UTILITY (ADVENTURE) STATS

First lets list them out

[*] Resource Effects
[*] Movement Speed
[*] Gold Find
[*] Magic Find
[*] Bonus Experience
[*] Bonus Experience Per Kill

Resource Effects
Every class will have different resource effect stats. Usually what ever your build is will determine what you should do with trying to stack your resource management stats. If you happen to be using a build where you will be casting spells/skills that use your resource a lot, then you will want to try to get resource cost reduction stats. The amount is completely determined by how much you want to spam these spells/skills. Some classes will get life back per resource point spent. This can be extremely useful in trying to sustain your life bar without needing to avoid damage or use a potion. This is a section of stats you yourself will want to explore and play around with as you create your own builds. Have fun with these stats just like your build!

Movement Speed
Movement speed is a stat that if you want efficiency, you should stack this stat. This is in my opinion one of the most important stats to have. Lets list out some points.

[*] Move speed maxes at 25% and you should aim for this first and foremost.
[*] Move speed only comes on your boots, however there are many legendary items that will give you a move speed bonus such as http://us.battle.net/d3/en/item/hammer-jammers
[*] Typically most people will just get the movement speed on boots then fill the rest with paragon levels.
[*] If your paragon isn't past 110 then you might actually have trouble trying to get max move speed, and in that case you should get move speed on boots then wait for the rest until you level past that point. Picking up those unique legendary items will help you along the way.
[*] Not only does this increase your farming speed, but it helps you avoid damage and CC much easier than without the benefit of move speed.

Gold Find
This is a stat to try to get yourself some more gold. Most people treat this as a bonus to have and never really stack it. Some people will stack it with a very unique build/farming method. Lets just list out some things about this stat.

[*] There is no real set amount to aim for
[*] This is a secondary stat so it is easy to stack if you choose to
[*] I myself treat this as a bonus stat and I don't try to stack this stat.
[*] This stat becomes most effective when opening chests
[*] You do receive a 10% Bonus when in a party for every person in the party. Maxing out at 30%

Magic Find
This is a rather unique stat that has been reworked for the expansion. It is a stat that will increase your chance of finding a magical item. The magical item is usually a blue item, however it does also increase your chance at getting rares and legendary items. The downside is that there is diminishing returns on this stat when effecting rare and legendary items. The value of this stat is yet to be determined how useful it really is. The claims of its effectiveness is up in the air currently and you will receive a wide variety of opinions on this stat. Lets just mark out some things to help you understand this better.

[*] The cap on this stat is 300%
[*] An easy way to get some bonus magic find is by putting a yellow gem in the socket of your helm
[*] No matter what this stat will give you bonus chances at getting legendary items
[*] Sometimes trying to pick this stat up on gear means you will sacrifice damage and toughness stats on items, because it is hard to roll good items that have MF on them.
[*] Picking up this stat is entirely up to you
[*] You do receive a 10% Bonus when in a party for every person in the party. Maxing out at 30%

Bonus Experience
This is actually a very unique stat to select legendary items. It will increase your total experience benefit from killing mobs and quests by its percent. This stat usually is additive and not multiplicative to your total bonus experience. Lets list out some things about this stat.

[*] There is no set amount you want to aim for as you really can't stack this stat outside a few legendary items.
[*] You do receive a 10% Bonus when in a party for every person in the party. Maxing out at 30%
[*] You can increase your total bonus by increasing the difficulty.
[*] Here is an example of an item that increases the total of your bonus experience http://us.battle.net/d3/en/item/leorics-signet
[*] Sometimes blizzard will apply a community buff to everyone for some special event that they are running. Keep an eye out on the official Diablo forums for information!

Bonus Experience Per Kill
This is a stat that really no one tries to stack up. The values of this stat are really to low to make them super effective, even when farming large groups of mobs. Treat this stat as a bonus to your gear and never really try to stack it up. If you choose to this stat comes as a secondary bonus to your items which will make it easier to stack than others.


MORE TO COME!


LIST OF QUICK REFERENCE LINKS
[*] Act Bounty Cache Rewards http://diablomandan.com/d3-ros-list-of-bounty-bag-legendary-rewards/
[*] Legendary Crafting Material Locations http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/83094-guide-legendary-crafting-materials-drop-locations
[*] List of All Crafted Armor Sets http://us.battle.net/d3/en/item/blacksmith-plan/#type=set
[*] Video tip on farming whites for crafting https://www.youtube.com/watch?v=OcCsQZFwcNQ
[*] Link of items you can't get from blood shards http://us.battle.net/d3/en/forum/topic/12505892002?page=3#45

Will add advanced tips later!

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Last edited by Falcodevil on Thu Apr 24, 2014 2:35 pm, edited 9 times in total.



Sun Apr 20, 2014 2:43 pm
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Post Re: A guide to Gearing!
oh F*CK yes lemme get my bowl "real bowl assholes" of watermelon and get this reading thing going. Haven't been in the game lately...technical college starts in May and small responsibilities piling up until I can find a decent used car to commute to school.

Thanks I suck at the grind and prob with which gear to upgrade but I just look at a handful of top monks to see where I'd like to go. blood shard cap..check ~ might end up just spending it as I go though. Normal bounties will be my goal after I finish campaign again (resetted last week but not required for bounty since I beat diablo).

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Sun Apr 20, 2014 10:42 pm
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Post Re: A guide to Gearing!
I'm glad you like the guide viet. Keep an eye on it for I'm going to add a lot more information about the gear itself and what stats to look for and blah blah blah throughout the week

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Mon Apr 21, 2014 10:43 am
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Post Re: A guide to Gearing!
Holy shit. This is really nice. A large amount of effort was put into this. Thank you for this.

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Tue Apr 22, 2014 11:01 pm
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Post Re: A guide to Gearing!
I'm glad you like it pit_stop! be sure to check it every day as i slowly add more and more to it. eventually it will have everything you need to know

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Tue Apr 22, 2014 11:24 pm
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Post Re: A guide to Gearing!
There is some major changes coming to the game in hopefully the next patch. That means I will be having to go through most of the guide and redo a lot of it because of these changes. I still have more to even put into the guide before these changes come. I'll still be adding some daily ( I didn't this weekend because I was busy with the GF) but not all of it. some of it im going to wait for the changes to come and see what happens. just keep checking here for updates

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Mon Apr 28, 2014 12:49 pm
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Post Re: A guide to Gearing!
Sorry I haven't had time to work on this guide for several days. I have been having to take care of my mom recently, she has a mass in her colon that is now confirmed to be cancer. I'll be getting at this thread soon.

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Sun May 04, 2014 1:35 am
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Post Re: A guide to Gearing!
No problem i might have something up my ass too but I'll just get a pair of gloves and poke around first :( Hope everything is good so far

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Thu May 15, 2014 8:14 pm
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Post Re: A guide to Gearing!
I bought D3 for the PC today. Should be here on Tuesday!


Sat Jun 14, 2014 6:44 pm
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Post Re: A guide to Gearing!
I'm glad you are on d3 now! sorry to everyone but i'll get this guide updated soon. Its been a very busy few weeks for me. But soon i'll be updating the entire guide to accommodate recent patches and such. Especially with a bunch more n00bs getting the game they could use a guide!

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Sat Jun 21, 2014 1:16 am
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Post Re: A guide to Gearing!
So here is an update. I have been redoing a lot of the guide and keeping it saved. However we have a MAJOR content patch in the works coming sometime soon as blizzard states. I have tampered with the PTR to get used to everything. I'm currently going to get the guide updated to the new patch and then release it when the patch comes out. Maybe a little before to have people prep for it

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Tue Jul 15, 2014 2:13 pm
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Post Re: A guide to Gearing!
So the patch is officially out and i have been spending a lot of time with it. There has been many major changes from what was on the PTR. So if everyone doesn't mind i'll need some more time to get this whole guide redone. Its a bit of work lol

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Fri Aug 29, 2014 5:55 pm
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Post Re: A guide to Gearing!
No worries, I need to get caught up with previous info anyway.

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Sat Aug 30, 2014 7:47 pm
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Post Re: A guide to Gearing!
Blizzard is still making changes every other day. So this is going to be delayed until that shit stops because it changes a lot

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Sun Sep 14, 2014 3:19 pm
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Post Re: A guide to Gearing!
Are people still interested in this being updated for season 3? I have been so sidetracked with life shit that I never got around to finishing this. If people still want it I will make the time to rework it

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Tue Mar 17, 2015 11:53 am
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Post Re: A guide to Gearing!
I like it but I won't be able to touch the game for a few weeks. I'm try to start up a DH for season 3.

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Wed Apr 08, 2015 4:53 am
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