Legendary Gems of Useless

https://us.diablo3.com/en/item/gem/

There are several “Legendary Gems” that are next to useless in this game and of course this is only my opinion and my point of view. So here we go. LOL >.<

INVIGORATING GEMSTONE
Each hit done increases healing received by 1.00% for 5 seconds. Stacks up to 10 times. 1.00% / Maximum +3% at rank 100
Even if you get this maxed out at 3% and stacked 10x to 30%, it’s still to poor to help out in the healing effects.
How i’d change it would be:
Each hit done increases healing received by 1.00% for 5 seconds. Stacks up to 100 times. 1.00% / Maximum +3% at rank 100
Yes. 10x as much as it is now. Sure it’s dramatic but you have to make it worth while and besides that… You’d have to hit something every 5 seconds for 100 times to max it out. i’m not saying that’s impossible but its going to be more beneficial in the ‘long run’ in higher Greater Rifts of this game than simply 30% + healing…

Gem of Efficacious Toxin
Poison all enemies hit for 2000% weapon damage over 10 seconds. 2000%
Upgrade rank grants: +20% weapon damage over 10 seconds.
+20% for each level
The percentages of this look ok but when it’s over 10 seconds, it’s not so much.
How i would change this:
Poison all enemies hit for 2000% weapon damage over 2 seconds and Upgrade rank grants: +50% weapon damage while a monster is poisoned.

Iceblink
Your Cold skills now apply Chill effects and your Chill effects now Slow enemy movement by an additional 5.0%
You gain 10% increased chance to critically strike. Max level 50.
This is decent but is probably only used for ‘support’ roll and nothing else.
How i’d change this.
Remove the Max level and make it open ended. Each level adds .25% slow and Critical Hit percentage.

I could go on but i think this is getting long enough.
Thanks, Have a nice day.

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Perhaps what you’re missing is the rank 25+ effect the gem grants which is…

All enemies you poison take 10% increased damage from all sources and deal 10% less damage.

This means if anyone in the party damages a mob whilst wearing this gem, the entire party do 10% more damage to the affected mobs. The poison damage over time is trivial, the 10% increased damage against mobs is not.

I feel that 10 seconds is too long. It should be lower and faster to maximize the damage. Also, the poison effect can’t stack right? It made it even weaker since there is no way you are not hitting monsters every second. Who is going to wait for 10 seconds for that measly damage?

Yeah, the critical hit chance should be higher and give cold skills more damage bonus as well.

It would help if t can be socketed on the weapon or off-hand/shield I think.

I think other unpopular defensive legendary gems should get buff too or help. The offensive gems are too competitive for defensive gems to compete in the same slot.

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10% for a Legendary item is not good at all since you can have a weapon at the same percentage…
what would happen if you scale other legendary gems BACK to only do +10% damage? ~they’d be also not used~ Bane of the Trapped BASE rate is 15%…

The only purpose 75% of Legendary Gems has is the part they play in aigmenting gear via Caldessans. There are some LG’s that are limited to 50 levels so they aren’t worth using to augment gear, but that leaves over half the LG’s in the game. I never use good gems in augmentation but I level the hell out of moritorium, wreath of lightning, marinae, and other gems that are useless for my favorite classes.

Support Monk says hi. They already do completely trivial damage themselves but, by equipping this gem, the area damage hero and the RGK hero can kill things quicker. They also use Iceblink for the increased crit chance against mobs, not for the slowing. The point is, just because some of these gems don’t seem to be useful in solo play, does not mean they’re not useful in group play.

im not 100% certain but the effect stacks correct? so if the zbarb and zmonk both equip toxin you get a 20% dam buff AND a 20% dam reduction.
that makes the gem even more usefull.

highly doubtful. since i highly doubt other legendary gems stack on top of each other.

Im pretty sure it does stack. The No1 4man group on the lb in season are using 2 toxin gems. 1 on the monk and 1 on the barb.
If it didnt stack you would assume the No1 4man wouldnt be using 2 toxin gems

just because other gems dont stack doesnt mean toxin doesnt stack, thats bad reasoning

Honestly, I’d just change the Invigorating Gemstone to give life per hit. Probably still wouldn’t be used, but much better than increasing healing received percentage.

Well you should probably examine these gems a little bit more before you start recommending upgrades or changes to them. For example, this gem is one of the more powerful ones in the game.

The average player is going to rank this gem up to 70, and it gains 50% weapon damage for each rank, which means at that level it is now poisoning enemies for 5500% weapon damage over 10 seconds.

You also have to remember that this is, “all enemies hit.” That means with a rank 70 gem, you are poisoning all enemies hit, which are all taking 550% weapon damage per second for 10 seconds. Imagine how many enemies in this game you can hit a 10 second period.

Also, you completely forgot the rank 25 power which is that all enemies poisoned take 10% additional damage from all sources, and deal 10% less damage. This is a huge buff to the entire group in higher GR’s, and a not so shabby debuff to all monsters hit.

No, the gem does not stack on itself. It operates in the same way as if you have an item equipped on your character and in the Cube at the same time; you only get the benefit of the effect, not twice the effect.

That actually would be nice imo.

then why do both the zbarb and zmonk equip toxin?

genuinely curious here, it seems such a waste if the barb and monk gems dont stack

^^ Well very likely because that’s just the way they play the build. It’s only the most coordinated teams that go around and swap skills to either prevent duplication or to complement skills. Impromptu teams just get together and go at it.

Impromtu team casually hitting rank 1 :joy:

It’s because the monk and barb are frequently split as the monk anchors while the barb pulls. You also want to ensure that the effect is applied to the greatest number of enemies possible.

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makes sense, thanks

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