Hi guys, ive decided to compile what we know about these gems and give each one my thoughts.
The list im going to be using (and quoting) is made in the diablofans site by the user Angzt. He made a great job compiling all the different rankings together(although the list isn't yet finished).
Bane of the Powerful
Gain 30% increased damage for 20 seconds after killing an elite pack.
Upgrading increases duration by 2 seconds.
Total of 120 seconds at Rank 50
Rank 50 bonus: Increases damage against elites by 20%.
You need to kill the entire elite pack, including minions, to get it to proc. However, there seems to be a bug, sometimes preventing it to proc when killing a (blue) champion pack.
My thoughts- at max level pretty much a constant 30% damage buff in most cases with an extra 20% against elites. Absolutely a great gem, might be BiS.
Bane of the Trapped
Increase damage against enemies under the effect of control-impairing effects by 20.0%.
Upgrading increases damage bonus by 0.5%.
Total of 45% at Rank 50
Rank 50 bonus: Gain an aura that reduces movement speed of enemies within 12 yards by 30%.
My thoughts- might be pretty good, although it seems a tad underwhelming. Using the new cold sentry will make it give an extra 45% damage buff, although it seems underwhelming compared to the elite gem.
Enforcer
Increase Critical Hit Chance of your pets by 20%.
Upgrading increases pet Critical Hit Chance by 1.5%.
Total of 95% at Rank 50
Rank 50 bonus: Your pets are unkillable.
My thoughts- IF it work with sentries (and so far seems that it does)it then this gem is absolutely BiS for a sentry build. Might make gameplay a tad boring because no one will even consider attacking as we'll be running minimum cc full CD gear, but still a massive damage boost.
Gem of Efficacious Toxin
Poison all enemies for 1000% weapon damage over 10 seconds.
Upgrading increases damage by 50%.
Total of 3500% at Rank 50
Rank 50 bonus: All enemies you poision take 10% increased damage from all sources.
My thoughts- needs more testing, but basically as all these damage proc on hit gems are affected by proc coefficients and sentries have a 0% coefficient, seems like these arent a good choice for dh. Although might be BiS for a follower both because of the damage and the 10% damage debuff.
Gogok of Swiftness
25.0% chance on hit to increase your Attack Speed by 2.0% for 2 seconds, stacking up to 10 times.
Upgrading increases proc chance by 1.5%.
Total of 100% at Rank 50
Rank 50 bonus: Also gain 2% Cooldown Reduction per stack.
My thoughts- even though this might be a great gem for melee characters, this is absolutely useless for dh. The attack speed does almost nothing and the cdr bonus takes too long to build up, by then you'll have all sentries out.
Invigorating Gemstone
While under any control-impairing effects, reduce all damage taken by 30%.
Upgrading increases damage reduction by ?%.
Rank 50 bonus: Heal for 20% of maximum life when hit by a control-impairing effect.
My thoughts- might be incredible if it works immediately for a greater rift- so far the biggest problem I've noticed was jailer's unavoidable damage 1 shotting us at high tiers. If this works on that it might let us survive these hits.
Mirinae, Teardrop of the Starweaver:
15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
Upgrading increases damage by 50%.
Total of 3500% at Rank 50
Rank 50 bonus: Periodically smite a nearby enemy.
The proc rate seems to be 100% right now but still abides to proc coefficients. There's also another bug where the proc one shots entire Champion packs if they have the Health Link affix.
My thoughts- same as gem of efficacious toxin.
Moratorium:
50% of all damage taken is instead staggered and dealt to you over 3.0 seconds.
Upgrading increases duration by 0.1 seconds.
Total of 8 seconds at Rank 50
Rank 50 bonus: 10% chance on kill to clear all staggered damage.
My thoughts- might be a pretty good gem- 50% damage reduction and a chance to lose all the staggered damage might give us a massive toughness boost- however, seems as a 'true' dh should rarely be hit, and mostly by unavoidable damage i think a better choice would be the invigorating gemstone.
Pain Enhancer
Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
Upgrading increases damage by 50%.
Total of 3000% at Rank 50
Rank 50 bonus: Gain Blood Frenzy, greating you 2% increases Attack Speed for each bleeding enemy within 20 yards.
My thoughts- same as gem of efficacious toxin, only with a very useless proc for a sentry dh.
Simplicity's Strength
Increase the damage of primary skills by 50%.
Upgrading increases damage bonus by 2%.
Total of 150% at Rank 50
Rank 50 bonus: Primary skills heal you for 2% of maximum health on hit.
My thoughts- awful for any dh. Our primary skills are already very bad, a 50% damage buff wont make them much better.
Taeguk
Gain 1% increased damage for 3 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
Upgrading increases maximum stack size by 1.
Total of 60 stacks at Rank 50
Rank 50 bonus: Gain 1% increased armor for every stack.
My thoughts- alot of people seem to like this one, and i disagree. Although a 60% damage and armor buff at max level seems insane- it has a huge buildup time, and if you choose that you want to keep the stacks by spending hatred every 3 seconds, it would slow you down terribly in a rift when walking from mob to mob. The only instances i can see this working is if you're using the danetta's set (which means you're not a sentry dh), or on ubers (which are already easy enough).
Wreath of Lightning
15% chance on hit to gain a mini-Conduit buff, dealing 500% weapon damage as Lightning every second to nearby enemies for 3 seconds.
Upgrading increases damage by 50%.
Total of 3000% at Rank 50
Rank 50 bonus: While under the effect of mini-Counduit, gain 25 increased movement speed.
My thoughs- although this seems pretty cool it forces a dh close to enemies which is a bad choice in high tiered greater rifts where they would simply destroy you. A great choice for a follower though.
Zei's Stone of Vengeance
Damage you deal is increased by 3.0% for every 10 yards between you and the enemy hit.
Upgrading increases damage bonus by ?%.
Rank 50 bonus: 30% chance on hit to Stun the enemy for 1 second.
My thoughts- needs some more information. (And will be greatly appreciated if someone would shed light for me on this one) if each upgrade adds more then .5% this might be incredible- a 28% damage on each 10 yards distance when as a dh we naturally try staying as far as possible. However it does need some further information as to clarify it's actual usefulness
Okay that's it guys, if anyone has any further information it would be greatly appreciated, and any opinion of your own will also be great to hear.
Note- please remember i did this solely theoretical through my knowledge of a DH playstyle, i sadly won't have access to the game in the near future and so i cant do any testing myself (which is why im using information other people have gathered).
The stagger one is incredibly useful when you start climbing high level Greater Rifts. Though since it's a fight against time, it all comes to lost time dying VS lost time from less offensive setup.
- 155% DA baseline, not counting the 35% chance to pierce. Counting buriza, it becomes 155 + 225 + 295 = 675% spammable skill (don't know if the 70% bonus is multiplicative, but i'm going for additive bonus to stay on the safe side)
- add Depth Diggers, which i'm pretty sure is a multiplicative bonus; hope for a 100% roll > DA becomes a 1340% total
- add Simplicity, it would start from a "low" 1340 + (1340*0.5) = 2010% weapon damage. For a generator. Put onto this that you farm enough to upgrade the gem up to rank 50 and you'll obtain a 1340 + (1340*1.5) = 3350% weapon damage spammable skill.
I'm not adding to the pile:
- eventual DA multiplicative bonus (which would raise the bar again)
- 35% additional chance to pierce for every shot after the first 2
- cold damage bonus
- cull the weak/ambush/steady aim.
I'm not saying it's the best build. I'm just saying it will hit like a truck - imho enough to make it viable.
EDIT: in 2.1 you get a cold turret, cold CA, cold MS, cold Impale, very likely cold Chakram too since they're removing al poison skills. T&T are surely strong, and i'm 100% sure in terms of raw damage fire/phisical are ahead of cold because the latter has a cc component that others don't have.
But since we know that sustained damage isn't performing as good as heavy hitting skills and burst damage, i'm goign to give the build a try. It doesn't require much different setup than any other Mara6 build, so at worst i've only lost a couple of runs time.
Where do you get that 1096% from? Maybe i'm missing something, but it seems a litlle off to me, until you have counted something i mentioned above and didn't add it up.
The list im going to be using (and quoting) is made in the diablofans site by the user Angzt. He made a great job compiling all the different rankings together(although the list isn't yet finished).
Bane of the Powerful
Gain 30% increased damage for 20 seconds after killing an elite pack.
Upgrading increases duration by 2 seconds.
Total of 120 seconds at Rank 50
Rank 50 bonus: Increases damage against elites by 20%.
You need to kill the entire elite pack, including minions, to get it to proc. However, there seems to be a bug, sometimes preventing it to proc when killing a (blue) champion pack.
My thoughts- at max level pretty much a constant 30% damage buff in most cases with an extra 20% against elites. Absolutely a great gem, might be BiS.
Bane of the Trapped
Increase damage against enemies under the effect of control-impairing effects by 20.0%.
Upgrading increases damage bonus by 0.5%.
Total of 45% at Rank 50
Rank 50 bonus: Gain an aura that reduces movement speed of enemies within 12 yards by 30%.
My thoughts- might be pretty good, although it seems a tad underwhelming. Using the new cold sentry will make it give an extra 45% damage buff, although it seems underwhelming compared to the elite gem.
Enforcer
Increase Critical Hit Chance of your pets by 20%.
Upgrading increases pet Critical Hit Chance by 1.5%.
Total of 95% at Rank 50
Rank 50 bonus: Your pets are unkillable.
My thoughts- IF it work with sentries (and so far seems that it does)it then this gem is absolutely BiS for a sentry build. Might make gameplay a tad boring because no one will even consider attacking as we'll be running minimum cc full CD gear, but still a massive damage boost.
Gem of Efficacious Toxin
Poison all enemies for 1000% weapon damage over 10 seconds.
Upgrading increases damage by 50%.
Total of 3500% at Rank 50
Rank 50 bonus: All enemies you poision take 10% increased damage from all sources.
My thoughts- needs more testing, but basically as all these damage proc on hit gems are affected by proc coefficients and sentries have a 0% coefficient, seems like these arent a good choice for dh. Although might be BiS for a follower both because of the damage and the 10% damage debuff.
Gogok of Swiftness
25.0% chance on hit to increase your Attack Speed by 2.0% for 2 seconds, stacking up to 10 times.
Upgrading increases proc chance by 1.5%.
Total of 100% at Rank 50
Rank 50 bonus: Also gain 2% Cooldown Reduction per stack.
My thoughts- even though this might be a great gem for melee characters, this is absolutely useless for dh. The attack speed does almost nothing and the cdr bonus takes too long to build up, by then you'll have all sentries out.
Invigorating Gemstone
While under any control-impairing effects, reduce all damage taken by 30%.
Upgrading increases damage reduction by ?%.
Rank 50 bonus: Heal for 20% of maximum life when hit by a control-impairing effect.
My thoughts- might be incredible if it works immediately for a greater rift- so far the biggest problem I've noticed was jailer's unavoidable damage 1 shotting us at high tiers. If this works on that it might let us survive these hits.
Mirinae, Teardrop of the Starweaver:
15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
Upgrading increases damage by 50%.
Total of 3500% at Rank 50
Rank 50 bonus: Periodically smite a nearby enemy.
The proc rate seems to be 100% right now but still abides to proc coefficients. There's also another bug where the proc one shots entire Champion packs if they have the Health Link affix.
My thoughts- same as gem of efficacious toxin.
Moratorium:
50% of all damage taken is instead staggered and dealt to you over 3.0 seconds.
Upgrading increases duration by 0.1 seconds.
Total of 8 seconds at Rank 50
Rank 50 bonus: 10% chance on kill to clear all staggered damage.
My thoughts- might be a pretty good gem- 50% damage reduction and a chance to lose all the staggered damage might give us a massive toughness boost- however, seems as a 'true' dh should rarely be hit, and mostly by unavoidable damage i think a better choice would be the invigorating gemstone.
Pain Enhancer
Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
Upgrading increases damage by 50%.
Total of 3000% at Rank 50
Rank 50 bonus: Gain Blood Frenzy, greating you 2% increases Attack Speed for each bleeding enemy within 20 yards.
My thoughts- same as gem of efficacious toxin, only with a very useless proc for a sentry dh.
Simplicity's Strength
Increase the damage of primary skills by 50%.
Upgrading increases damage bonus by 2%.
Total of 150% at Rank 50
Rank 50 bonus: Primary skills heal you for 2% of maximum health on hit.
My thoughts- awful for any dh. Our primary skills are already very bad, a 50% damage buff wont make them much better.
Taeguk
Gain 1% increased damage for 3 seconds after spending primary resource. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
Upgrading increases maximum stack size by 1.
Total of 60 stacks at Rank 50
Rank 50 bonus: Gain 1% increased armor for every stack.
My thoughts- alot of people seem to like this one, and i disagree. Although a 60% damage and armor buff at max level seems insane- it has a huge buildup time, and if you choose that you want to keep the stacks by spending hatred every 3 seconds, it would slow you down terribly in a rift when walking from mob to mob. The only instances i can see this working is if you're using the danetta's set (which means you're not a sentry dh), or on ubers (which are already easy enough).
Wreath of Lightning
15% chance on hit to gain a mini-Conduit buff, dealing 500% weapon damage as Lightning every second to nearby enemies for 3 seconds.
Upgrading increases damage by 50%.
Total of 3000% at Rank 50
Rank 50 bonus: While under the effect of mini-Counduit, gain 25 increased movement speed.
My thoughs- although this seems pretty cool it forces a dh close to enemies which is a bad choice in high tiered greater rifts where they would simply destroy you. A great choice for a follower though.
Zei's Stone of Vengeance
Damage you deal is increased by 3.0% for every 10 yards between you and the enemy hit.
Upgrading increases damage bonus by ?%.
Rank 50 bonus: 30% chance on hit to Stun the enemy for 1 second.
My thoughts- needs some more information. (And will be greatly appreciated if someone would shed light for me on this one) if each upgrade adds more then .5% this might be incredible- a 28% damage on each 10 yards distance when as a dh we naturally try staying as far as possible. However it does need some further information as to clarify it's actual usefulness
Okay that's it guys, if anyone has any further information it would be greatly appreciated, and any opinion of your own will also be great to hear.
Note- please remember i did this solely theoretical through my knowledge of a DH playstyle, i sadly won't have access to the game in the near future and so i cant do any testing myself (which is why im using information other people have gathered).
Tbh, i'm looking for a Bane/Enforcer/Simplicity.
DA(cold) + Buriza + Simplicity + Depth Diggers.
- 155% DA baseline, not counting the 35% chance to pierce. Counting buriza, it becomes 155 + 225 + 295 = 675% spammable skill (don't know if the 70% bonus is multiplicative, but i'm going for additive bonus to stay on the safe side)
- add Depth Diggers, which i'm pretty sure is a multiplicative bonus; hope for a 100% roll > DA becomes a 1340% total
- add Simplicity, it would start from a "low" 1340 + (1340*0.5) = 2010% weapon damage. For a generator. Put onto this that you farm enough to upgrade the gem up to rank 50 and you'll obtain a 1340 + (1340*1.5) = 3350% weapon damage spammable skill.
I'm not adding to the pile:
- eventual DA multiplicative bonus (which would raise the bar again)
- 35% additional chance to pierce for every shot after the first 2
- cold damage bonus
- cull the weak/ambush/steady aim.
I'm not saying it's the best build. I'm just saying it will hit like a truck - imho enough to make it viable.
EDIT: in 2.1 you get a cold turret, cold CA, cold MS, cold Impale, very likely cold Chakram too since they're removing al poison skills. T&T are surely strong, and i'm 100% sure in terms of raw damage fire/phisical are ahead of cold because the latter has a cc component that others don't have.
But since we know that sustained damage isn't performing as good as heavy hitting skills and burst damage, i'm goign to give the build a try. It doesn't require much different setup than any other Mara6 build, so at worst i've only lost a couple of runs time.