Reaper of Souls Godly Gear: What do the Diablo 3 Devs Wear?

During the last week of the Reaper of Souls beta test, the game’s developers joined fans in several live stream play sessions. I took part in one with DH/Barb dev John Yang, which yielded excellent info about a variety of topics. It also yielded an opportunity to eyeball the gear on his character, and all the other characters on the account, via the Inspect feature.

The STREAM account.
The STREAM account.
The devs weren’t playing on their private accounts for the fan play sessions; they had a special account (called STREAM, with no battletag) created on the RoS beta server, which was stocked with five lvl 70 characters, all of them well kitted out in gear generated just for these play sessions. The gear had to be good, since the devs were answering questions the whole time they played and didn’t want to die like a noob through inattention to the action.

So what gear did they pick? A few rares, a few uber Legendaries, and lots of special new RoS-only Item Sets. The gear isn’t especially optimized; hardly any of it has been enchanted and it’s all kind of a grab bag of awesome parts that don’t quite fit together. Even so, these special characters had higher DPS than almost any player characters in the beta, thanks to their full sets of ultra rare drops.

I looked over the gear on the Demon Hunter that John Yang played in the game with me, then after our session I got nosy and poked through all the gear on all the other characters on the STREAM account, and took screenshots of all their build and general info screens, plus individual screens of all the items they had equipped.

The stats on gear from the Reaper of Souls beta test was hard for many fans to quantify, since it had such bigger numbers but came out of context. Now that most of you guys have spent some quality hours with Loot 2.0 in the Diablo 3 v2.0.1 patch, perhaps you’ll be better able to get a handle on these l3wtz.

Let’s start with the new guy; here’s the Crusader’s build and his full gear.


The Crusader’s gear is amazing. The full six pieces of the Crusader’s DiabloWikiArmor of Akkhan set would take you months to farm up in Torment, and that total set bonus allows the Crusader almost full time use of the DiabloWikiAkarat’s Champion skill. The two-ring set DiabloWikiBastions of Will are amazing in the quality of the roll on each item, putting to shame the parade of crappy green jewelry I’ve found so far in the Beta. That said, the most fun items are definitely the legendary weapon and shield. You can hear Crusader fans Neinball and HolyKnight exulting over them on a recent podcast, and here’s what the items do.

  • DiabloWikiGyrfalcon’s Foote — Legendary Flail, Removes the resource cost of Blessed Shield.
  • DiabloWikiJekangbord — Legendary Crusader Shield. “Blessed Shield ricochets to 5 additional enemies.)
  • DiabloWikiBlessed Shield is basically Throw Shield, like the Barbarian’s Throw Weapon, where a virtual shield is hurled, Captain America style, to bounce between up to 4 targets. It’s a very popular skill, but it normally costs 20 DiabloWikiWrath, allowing just 5 very fast throws before emptying the full bulb. Thus this Legendary Flail is the definition of “build changing” as it entirely removes the resource cost. The Shield adds to the theme, doubling the number of targets it can pinball between.

    If you’re a Crusader, you want them. You want them both.

    Click through for the full kit of the Barbarian, Demon Hunter, Witch Doctor, and Wizard.


    The Barbarian sports three items of the new Torment level Barb set, the DiabloWikiMight of the Earth. That set has an DiabloWikiEarthquake theme, the new level 61+ Barbarian skill, which is paired with other pieces of gear.

    Might of the Earth item set:

  • Two items: Reduce the cooldown of Earthquake by 2 seconds every time it kills an enemy.
  • Four items: Cause an Earthquake when you land after using Leap.
  • stream-barb-profileThe Barb is only wearing three of the items, but he’s got the very handy DiabloWikiRing of Royal Grandeur, which reduces by one the number of set items required to trigger a partial set bonus. (Minimum one item.) Thus three items of this set gets the bonus granted by four. The boots follow the theme. DiabloWikiLut Socks, which for the Barb grant the option to cast Leap again within 2 seconds, before the cooldown begins. Sadly, that’s it for that Leap/Earthquake theme.

    The rest of the Barb’s items are kind of a grab bag, with misc Legendaries, two pieces of the Loot 2.0 upgraded Immortal King’s set (which in this case is enough to qualify for the three item partial set bonus), and curiously, a shield instead of a second weapon. (All the better to stay alive while answering questions rather than concentrating on playing.)

    Note a big bonus to non-paper DPS with three items each granting 20% damage bonus to Fire Skills. Stacking up those sorts of bonuses can make a huge difference in Reaper of Souls, if you pair them with the correct skills. Most skills now have a runes that vary the base skill’s damage type, so this sort of mixing and matching is very possible and will yield big bonuses to players min/maxing enough to activate it.

    Note that the displayed “paper” DPS can be quite inaccurate as a measure of character potential in RoS. Bonuses to elemental type skills (10-20%), and to individual skills (10-15%) are *not* included in the Character’s displayed DPS. But as you see with this Barb, players can add 40 or 60% or more damage to to one type of elemental skills, and add up to 15% bonus to individual skills via other item bonuses. It wouldn’t be hard to construct a character that had +100% or more damage to one single skill, which would double your entire listed DPS with that attack.)

    Demon Hunter

    The Demon Hunter’s best item is the weapon, a sure build-changer which (conveniently for this article) is the same bow my Beta DH used for the last few days of the test. It’s the DiabloWikiKrindershot, a Legendary Bow that changes DiabloWikiElemental Arrow from a Hatred spender to a 4 Hatred generator. This is a huge benefit which greatly alters how the character plays, and it’s not just “DiabloWikiBall Lightning does more damage than Hungering Arrow” in the trade off.

    Demon Hunter profile.
    Demon Hunter profile.
    I talked about it on the new Podcast so I won’t repeat it all here, but after I started using this bow I had 1) much higher effective damage (though it lowered my paper DPS from 1500k to around 1320k), and 2) more Hatred than I knew what to do with. (Since Elemental Arrow was so much more effective than any of the regular Hatred Generators that I could use it more and rely less on Hatred-hungry Rapid Fire.)

    As I got used to the way Krindershot changed my play experience, I enchanted the +Hatred Regen on my Quiver and Cloak into bonuses to individual skills, I switched 30 DiabloWikiCore Tab Paragon Points from +max Hatred to +Dex, I switched the DiabloWikiBlood Vengeance passive to DiabloWikiSteady Aim to boost my damage from a distance, and more.

    The other build-changers on this dev Demon Hunter come from the DiabloWikiBombadier’s Rucksack legendary quiver which enables 2 additional DiabloWikiSentries, and the full six items of the new DH-only DiabloWikiEmbodiment of the Marauder item set. It’s got two awesome bonuses; 4 items enables all 4 DiabloWikiCompanions to be summoned at once (presumably you’d summon one via the skill and the other 3 would appear for free), and all 6 items in the set enable your Sentries to use your equipped Hatred spenders. So rather than pinging away with their usual weaksauce 200% weapon damage bolts, the Sentries (all 4 of them) would blast off whichever Hatred Spenders the Demon Hunter had on her belt, including mega skills like DiabloWikiRapid Fire, DiabloWikiElemental Arrow, DiabloWikiChakram, etc.

    I’ve never been much of a fan of Sentry, but I’d make space for it in my build with that kind of incentive. (You’d probably tweak your whole build to match that, relying much more on your sentries for damage. After all, you’d be doubling the number of Sentries and the skills they could use would more than double their damage, giving you at least a 4x increase in Sentry effectiveness. You’d probably also want to pick Hatred spenders that worked well when the Sentries fired them, whatever that meant in practice. Probably skills that didn’t require a lot of accuracy to be effective, so maybe AoE stuff like Elemental Arrow? It would certainly be fun to experiment and figure out what works best.)

    The rest of the DH’s items are grab bag and not real impressive. Check out those two mediocre rare rings! Those would be a considerable downgrade for any of my characters in the Beta, and likely they were just quick-gambled by the dev in order to have something to put on the DH’s fingers, rather than generated via some test-realm dev tool, the way the rest of the gear was created on these characters.

    Here’s the full array of gear in gallery form.


    There was no Monk on the account when I had my play session, and I checked back on Monday just before the Beta ended, and there still wasn’t. Apparently there were five play sessions, for which five characters were created, and the Monk wasn’t one of them.

    Clearly this is proof that Blizzard hates Barbarians, Wizards, Monks.

    Witch Doctor

    The Witch Doctor has a grab bag of misc Legendaries, with an shout out to the D3 Auction House via the huge roll on that DiabloWikiWitching Hour belt. A couple of items from DiabloWikiZunimassa’s Haunt can be seen as well, granting nothing different than it does in Diablo 3, except numbers. (The full set bonus property does add something special, with an eternal but mortal DiabloWikiFetish Army, but this char is not wearing enough of the set to enable that. It would work very well with the various other Fetish-boosting talents he’s got, though.)

    stream-wd-profileThe first interesting WD bonus is on the gloves, as DiabloWikiTasker and Theo add 46% to Pet attack speed. This is not a WD-specific bonus, but the WD has the most pets to potentially benefit from it.

    The pets will add up nicely thanks to the weapon, a DiabloWikiGidbinn that now has a chance to summon a Fetish with each attack. (Surprisingly low damage on the weapon; 2400 was generally “good” damage for a 1H weapon during the later stages of the beta.) The DiabloWikiCarnevil helm (that is not a spelling typo) weaponizes those fetishes, enabling summoned Fetishes to fire a DiabloWikiPoison Dart any time the WD does, which turns them into a sort of mobile turret.

    One item from a new, Torment-only WD set is also present, but just the Jade Harvester’s shoulders, which don’t do anything special in of themselves. The full set, all six items, grants an interesting property.

    DiabloWikiRaiment of the Jade Harvester:

  • 6 item bonus — Soul Harvest consumes your damage over time effects on enemies, instantly dealing their remaining damage.
  • I had to read that a couple of times to make sense of it, but it sounds like every kind of Damage Over Time effect that is already in effect on enemies gets counted off instantly when that monster it hit by DiabloWikiSoul Harvest. So if you had something big, like 1500% over 6 seconds, it would all go bang, the full 1500% (or however much was left) all at once. That would incentivize some play variety, since most players avoid DoT effects and prefer damage that counts all at once. As a result the devs keep adding bigger numbers to anything that works over time, and most classes have some “2200% over 7 seconds” type attacks. Now imagine being able to hit with that and then trigger it to execute instantly?

    Note that there’s another whole new 6 item WD set, DiabloWikiHelltooth’s Harness, that’s not represented here at all. (It’s mostly got bonuses themed to Zombie Wall, a skill that’s pretty much ignored now, so anything to make it viable would be build-changing indeed.)

    Here’s the WD’s full kit, in gallery form:


    The Wizard has the highest listed “paper” DPS of any of these characters, though that’s not a surprise given how many +damage passives and buff skills that class possesses. (That and 9700 Intelligence is how you get 898k paper DPS. That’s the value on the “inspect” screen, and is considerably lower than what you see in the game in the Character window. For comparison, my Beta DH’s highest DPS in the Inspect screen was around 840k, and that was around 1550k DPS listed in game. Both those numbers decreased about 10% when I switched to the Krindershot, even though my actual killing speed was much improved.)

    stream-wiz-profileThe huge DPS does not stem largely from the weapon, which carries a modest 2272.2 DPS. (For comparison, my DH used a 1H xbow with 2870 DPS at her highest damage figure, and I found a different 1H xbow with 2960 DPS the last day of the beta.) It’s also a sword, not a wand, and does not have the much sought APoC bonus. It’s Thunderfurry, I mean DiabloWikiThunderfury, which is apparently a WoW-inspired item, and has an interesting legendary property of a sort of chain lightning debuff.

    The real meat of the build comes from two partial set bonuses, which are largely enabled by the Ring of Royal Grandeur, which is probably destined to become the most sought after item in Reaper of Souls, for its “+1 to set item count” legendary property. It turns the Wizard’s three Tal Rasha’s items into the big four item set bonus, and would do the same for the Torment-only Wizard set, DiabloWikiFirebird’s Finery… except that the Wiz is wearing 2 of 6 items in the set, and the partial bonuses come at 2, 4, and 6 items.

    (This is a good time to remember that while these dev geared characters have some interesting stuff going on, they exhibit a lot of signs of being thrown together fairly quickly, and none of them are optimized or lovingly crafted to the extent that players will lavish on their own, full-time creations.)

    The set bonuses are tasty, too.

    DiabloWikiTal Rasha’s Elements:

  • 4 item bonus — Damaging enemies with Arcane, Cold, Fire, or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.
  • Firebird’s Finery:

  • 4 item bonus — When you die, a meteor falls from the sky and revives you. This effect has a 300 second cooldown.
  • 6 item bonus — Enemies killed by Fire damage explode and set nearby enemies on Fire, dealing 300% weapon damage over 5 seconds.
  • I can’t imagine that Tal Rasha’s 4 item bonus is that big a deal, if it only happens every 8 seconds. But if you had 3 or 4 elemental types, presumably including one on your weapon, it could be a pretty consistent boost. Odd it doesn’t say the damage of the meteor, but presumably the set is still under development. (Most of the other item bonuses are, as John Yang made very clear during our live stream play session.)

    The Firebird’s Finery bonus for 4 items is obviously of most interest to Hardcore players, but given the exp value of Pools of Reflection, not dying is more important than previously even for softcore Wizards. That 6 item bonus looks a bit janky too. DoT adds up and all, but 300% over 5 seconds is just 60% per second and any Wizard is constantly churning out multiple effects dealing way more damage than that.

    Here’s the Wizard’s full kit.

    What do you guys think of the higher level gear shown on these chars? The legendaries are pretty good and often great with their rolls, but it’s the full suits of ultra-rare Set Items that most impressed me. Of course these were just generated by a dev code on the test realm, not actually farmed up in the game, but I’m still impressed. Or at least jelly. I found one or two items from several of these sets during my Beta play time, and saw a few others found in the Clan chat, but it’s the partial and full bonuses these guys are showing that make me hungry.

    How rare are these high end, Torment-only sets? For the sake of comparison, during the last month of the beta after the drop rates were buffed, my DH found 8 or 10 items from the Natalya’s set, 2 from the 4-item, higher level DH set DiabloWikiThe Shadow’s Mantle, and zero from the highest level and rarest Marauder’s Set. And the DH here has the entire set of 6 equipped. don’t take my example to mean that you’ll find 60 or 80 items from Natalya’s set before you find 6 from the Marauder’s, but Legendaries and Sets are weighted quite a bit in drop rates, and the higher level sets with bigger bonuses are much less often found, even on Torment.)

    Tracking down all these big Legendaries, much less multiple items in the higher level sets is going to be a challenge, much less getting them all with good rolls, but isn’t efforts at item improvement pretty much what keeps people playing a Diablo game long term?

    Related to this article
  • John Yang Joins World of Warcraft Team
  • Watch all the Diablo 3 Dev Lightning Talks
  • Diablo 3 Podcast #200: Diablo 3 Legendary Item Postmortem

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    18 thoughts on “Reaper of Souls Godly Gear: What do the Diablo 3 Devs Wear?

    1. Thanks Flux! Really awesome characters.

      Two item effects I really want on my wizard.

      1. Morrorball – 2 extra magic missile. With that fire rune which makes it pierce, you could potentially deal 170%*3 = 510% dmg + burning dmg to everything in a straight line for no cost at all. (Side note: Wonder if the rune Split will actually send out 6 additional missiles instead of 3 for a total of 9. That would be kind of cool)

      2. Focus + Restraint = Spenders deal 50% more dmg when on full arcane power. I want to combine this with arcane dynamo to fire of a channeling spell with 50%+60% = 110% increased dmg for as long as you keep channeling. Pretty powerful tbh. It might not work like arcane dynamo though. Perhaps the 50% increased dmg will wear off as soon as your arcane power starts to drain, remains to be seen. Otherwise, explosive blast might be the replacement skill for this combo. Close to 2000% weapon dmg in a 18 y every 6 seconds is quite nice too.

      One thing Flux. The barb has 4 items with 20% increased fire dmg, not 3 as stated in the article. Weapon, amulet, gloves, bracers.

      • I found the mirror ball the other day and it works exactly like you say. I use the fire rune and it can 1-shot trash mobs in a straight line. Very effective and also is a huge APOC source since magic missile proc rates are high. I run a meteor build and 2-3 casts of magic missile gets me to full AP if I hit a pack. It pairs really well with a Cindercoat.

        And unfortunately the split rune will now only send out 5 missiles instead of 9.

        • Well, that’s unfortunate. But fire rune will do just fine anyways. Thanks for the info.

          You found this on patch 2.0.1? I thought it was lvl 70 only.

          • Most of the gear seen here can be found in D3v2. I think the new sets are RoS only, at least I’ve not seen any in D3v2 yet, but almost all of the legs are findable now, and all the existing sets have the new properties.

    2. Tracking down all these big Legendaries, much less multiple items in the higher level sets is going to be a challenge, much less getting them all with good rolls, but isn’t efforts at item improvement pretty much what keeps people playing a Diablo game long term?

      The answer is both Yes and No. YES > players hunger for power and NO > difficult to progress will only drive player OUT like D3V. Miracle of D2 wont happen today as D3 have too many challenger

      • Long term play depends on the rate of item improvement. If it takes you an average of 10 hours to find one of these uber-set items, then it will probably keep people playing. After all, many people run play sessions that last for 7 or 8 hours, so that’s almost an uber-set item per play session. Even regular people who play for 2 or 3 hours per session will see them on average every fourth session, and will be getting other legendary items in the mean time. On the other hand, if it takes a really long time to farm these items, such as 25 or more hours per item, then it will probably drive a lot of players away. As D3C showed, people don’t want powerful items to rain from the sky (the main criticism levied at D3 console), but people also expect to be able to find these items in a reasonable, if long, amount of time.

        Thus, again, it comes down to drop rates. From what Flux said, I think the drop rates of these items might need to be buffed a bit, but then again, it depends on how good the regular legendaries are. It’s really more about when you get upgrades, not when you get top-tier items, so if you get one of these on average in a long time, but you still get upgrades every couple of days, then there shouldn’t be a lot of trouble. Definitely something to think about for the long term though.

        • I just wish there was a way to target specific legendaries. If I have my heart set on a certain build-changing legendary but all I can do it farm for hours and hope it drops, I’m going to be very frustrated and give up on that build. But if I can run specific bosses or rifts or bounties for an increased chance at that legendary, I can enjoy the grind knowing that I’m getting closer to it dropping.

          • Well you can, by playing the class that item is themed to. In the RoS beta I played mostly DH the last week or so, and found most of the legendary dh weapons, lots of set/leg cloaks, lots of quivers, etc. (And very few leg items for other classes while playing the DH.)

            It’s actually pretty hard to farm cross-class in Loot 2.0, which is great if you want to find more stuff for the class you’re playing. I think it might need to be loosened up a bit, actually. We debated it on the podcast recording last night, but one of the fun things in D2 was when you’d find a leg for some other class, and that would motivate you to make a char of the appropriate class and build to use it. That doesn’t happen much (enough?) in D3 Loot 2.0.

            • I believe that part of the purpose of clans and communities is also to provide another way of getting ‘targeted’ drops, without much in the way of actual targeting. A few months down the line, you’ll probably have a dedicated play group, and that’s if you started with no friends playing (personally, my friend’s friend created the clan I’m in, and of the 15 members in it, 10 of them are my friends). Trading between friends tends to be easier than trading between strangers, with trades being less ‘I want what you have and you want what I have,’ and more of ‘hey, I got X, who is this best on?’ If you’re targeting a single piece of gear, then with Smart Drops, everyone can play the same class to maximize chances of getting a single item, provided it’s a class-specific drop.

              I do agree, though, that a system for ‘targeted’ drops would be nice. I think that an interesting idea for it would be to have the Mystic ‘sell’ you personal enchantments, making you luckier in terms of having a legendary drop as a specific one. You could find plans (rare for regular legendaries and low sets, legendary for the uber-sets) to teach you specific legendary/set enchants. These enchantments would be similar to shrine buffs, except with a longer time and being a bonus to the chance of getting a specific item. Obviously, it shouldn’t be a guarantee, since then you’re just playing the Mystic, but it could probably double the chance of the specific item dropping. Alternatively, it could also be timerless, but only apply to the next legendary/set that dropped. It could cost one of every gem, probably of Imperials or Flawless Imperials.

    3. with an eternal but mortal Fetish Army

      OK, now that’s fantastic. Fetish Army is my murder everything button that I save for elite packs. Infinite duration is a very big deal, and along with a few other changes, it should make a minion-heavy WD quite powerful.

      Now I just have to pray to the RNG gods and hope I find four of that set in RoS.

    4. Hey Flux, for that Barbarian set (where you get earthquake every time you leap), can you stack earthquake damage?

      Also, Wizard’s 6 piece bonus of exploding enemies when killing with fire damage doing 300% damage over 5 seconds… I agree that it sounds weak. I hope they tweak it so that the damage stacks (say 100% per 5 stacks, infinite stacking). This way, players will probably change the playstyle around to gathering a massive amount of trash mobs with elites and blowing them all up to trigger that 100*n damage per 5s on elites, which will be sweeeeeeet

      • That’s what I was wondering. With Leap not going on cooldown until after 2 seconds you could theoretically stack loads and loads of Earthquakes?

    5. I think it does stack. Blow up a dozen enemies and get 720 a second on whatever’s left. What was that skill, Essence Burn? It’d be a stronger version of that, except spammable and free, and automatic AoE.

    6. I think it’s important to have really rare items to keep people farming. The problem in D3V was that you couldn’t progress in inferno without really rare items. Ultimately though, I think a ladder type system will be needed for people to still be playing in 15 years, D2 style.

    7. The Meteors from Tal Rasha’s set deal the same damage as they would if you were using them on your skillbar, so the combined damage from all four is a maximum of 1816% weapon damage on impact (the fire meteor is the same as Meteor Shower instead of Molten Impact, unfortunately) plus another 525% over 3 seconds, with the potential for an additional 273% over 5 seconds if the Lightning meteor crits.

      • Respectfully, I have to disagree with Flux’s opinion of the Tal Rasha set bonus: I think that it is the strongest of the set bonuses (without considering the new sets). Full explanation below:

        First, the build requires you to run all four elements, since you don’t get all of the meteors without them. At lvl 68, the Wizard unlocks a Passive called Elemental Exposure, which gives you a buff for 5% increased damage when you deal damage with a single element, stacking once for each of the Wizard’s four elements of Fire, Lightning, Cold and Arcane. Since you need all four elements to get full benefit from Tal Rasha’s set, you will undoubtedly run this passive as well, for an extra 20% damage boost. In addition, the Tal Rasha’s 2-set boost gives you an additional 5% extra damage per element, bringing this total up to 25% extra damage. On top of that, the damage from each meteor should extend the duration of the buffs, making it possible to keep the full buff up for a decent amount of time.

        However, since these Meteors deal the damage of your Meteor skill, they should also get the benefit of the mod ‘+damage% to Meteor.’ If this is so, then you could potentially nearly double the damage of the Tal Rasha Meteors by equipping/enchanting items with a lot of +damage% to Meteor. This greatly increases the power of the set ability.

        So, let’s talk about the skill loadout itself. For this build, since we are dropping meteors, I would probably play a melee range Wizard, for a greater likelihood of hitting with each meteor. Since we need each element, I’ll count them down in turn. For Arcane, I would probably go with Spectral Blades, as we will be in melee range anyway, and it does the most damage out of all of the signature skills. For Fire, I would take the Explosive Blast rune that makes it explode immediately, since it can be cast once every 6 seconds. For Cold, I would take either Ray of Frost-Sleet Storm, Frozen Orb for some ranged capabilities, or, as a more offensive option, Ice Armor’s AoE icestorm rune. Finally, for Lightning, I would take either Wave of Force’s lightning rune, for extra lightning damage, the lightning Meteor itself, or, as a more offensive option, Lightning Armor if I didn’t take Ice Armor. For the other two skills, I would take either support skills like Familiar or Magic Weapon, or Defensive/CC-breaking skills like Diamond Skin, Teleport, Slow Time or Frost Nova. Obviously, depending on what legendary slots are open, these are subject to change based on legendary bonuses. For instance, if I had a good Mirrorball, I would probably do the combo suggested above and take the fire rune of Magic Missile as my fire skill, leaving Explosive Blast as an Arcane skill.

        In terms of passives, I would take the afore-mentioned Elemental Exposure, along with a combination of three of the following: Blur, Prodigy, Cold Blooded, Conflagration, Unwavering Will and Audacity. Blur would probably be on the bar, since we are melee range and will need the extra survivability. Cold Blooded and Conflagration are options, though the lack of specialization in either element limits their usefulness. Prodigy is useful if AP is coming at a premium, but otherwise can be done without. Finally, Unwavering Will and Audacity are for true melee specialists, buffing armor and resistances by 20% and damage by a whopping additional 25%. Personally, I would lean towards Elemental Exposure, Blur, Unwavering Will and Audacity, playing a stationary melee artillery engine, but all picks (including the near-mandatory Elemental Exposure) should work marvelously.

        Tell me what you think.

    8. I can’t be the only one who thinks there is very little to look forward to in these items. Think about it, most of the time all you’re going to be doing is stacking more main stat, vit, IAS, CC, and CD. We’ve been doing that for nearly two years. It hasn’t been very interesting all the while, and there’s no reason why that would change.

      Yes, there are legendaries equipped that have unique effects. There are set bonuses that also offer unique effects. In total, that’s around 5 item properties that are not the bland flavor we’ve been dealing with since launch.

      To see a best in slot character wearing so many pieces with tired and nauseatingly boring stat itemization is extremely disappointing. Diablo 3 is improving but at a glacial pace. I can’t help but feel that the development team went for a quick expansion release to keep the game in the public’s consciousness. The sad drawback to this is that they chose to not implement the desperately needed major overhaul that the itemization system requires before it is compelling.

      For an example of a better itemization system, consider the items on this page:

      They’re runeword based items. Not only do players have to hunt for the runes, they also have a powerful item with a huge variety of affixes and in game effects to look forward to upon completion. You think a diablo 3 character is cool because its gear grants 5 non-traditional item properties at max level? Imagine if every piece of gear on your character gave you that many!

      Yes, yes, I know it sounds unpossible, but dream big friends. Dream so big.

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