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Reaper of Souls Item Sets Illustrated

A fan assembled all six of the class-specific item sets in Reaper of Souls, took pics of them on each gender for each class, and provided views from all angles. It’s quite a useful presentation, and credit to Zeldrin for creating it.

I found it interesting since I’d never actually seen the full sets so clearly. Everyone’s got a few or all of the items from each set, but usually mixed with other gear, some transmogged or vanishing dyed, etc. So here they are, unadulterated and straight from the D3 artist’s tablets to your screen. All the sets (except for Firebird’s, which adds a source) consist of six items: helm, shoulders, chest, gloves, legs, and boots, so visually they are pretty much apples to apples comparisons. So here are Reaper of Souls Item Sets Illustrated:

Barbarian

DiabloWikiLegacy Of Raekor (armory), Barbarian set. Helm, shoulders, chest, gloves, legs, boots.


Crusader

DiabloWikiArmor Of Akkhan (armory), Crusader set. Helm, shoulders, chest, gloves, legs, boots.


Demon Hunter

DiabloWikiEmbodiment of the Marauder (armory), Demon Hunter set. Helm, shoulders, chest, gloves, legs, boots.


Monk

DiabloWikiRaiment of a Thousand Storms (armory), Monk set. Helm, shoulders, chest, gloves, legs, boots.


Witch Doctor

DiabloWikiHelltooth Harness (armory), Witch Doctor set. Helm, shoulders, chest, gloves, legs, boots. (This set apparently lacks the light weight and flexibility of the huge slabs of unrefined steel that the other classes have strapped to their bodies, as both of these weary medical professionals are bent double beneath the weight of their assorted shark teeth, baboon femurs, and coconut shells.)


Wizard

DiabloWikiFirebird’s Finery (armory), Wizard set. Helm, shoulders, chest, gloves, source, legs, boots. (Firebird’s has a seventh item, a Source, which is the only difference in the slots filled by these sets.)


Diablo 3 “Gear Sets”

This whole presentation reminds me of the hot (pre-game) topic of DiabloWikiGear Sets. We’ve got a big wiki article about them, and “Gear Sets” was a regular news category from 2010-2012, with 29 news items so categorized.

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Diablo 3 Strategy: Gearing Up for the New and Poor

One day soon, you will be penniless.

One day soon, you will be penniless.

A forum question from VeeSe spurred an interesting forum discussion; what’s the best way to gear up for a new player in Reaper of Souls? It’s largely a hypothetical question for most of us now, but that’ll change when Patch 2.1 goes live and and Ladder Seasons begin. If you create a seasonal character you start with nothing; no gold, no materials, no gems, no gear, paragon points, no leveled up artisans… you’ll even be scrounging for gold to buy your stash tabs!

Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

I was just wondering what the best way to build wealth was for someone who was new and didn’t have great items yet. I read a lot of these threads and guides and the recommended items are just so far out of reach, like I don’t have any of them pretty much. I have one character up to 70 but he’s not strong enough to really do anything besides Normal bounties and rifts.

Is the best way of building wealth just to keep grinding bounties and the occasional rifting in Normal? I’m at the point now where if I try to enchant a legendary I have, I better get it in 2-3 tries because I don’t have the materials to keep going after that and I have to grind for awhile to get enough to try again a couple times, and that doesn’t seem too productive. I’m still expecting the answer to be just to keep grinding bounties since they are the most rewards per time spent and at some point it will exponentially get better once I am able to get to do Torment rifts or something.

So what’s the best way to go about it? Where are the fastest places to level, what are the best ways to find gear, and where can you earn the most gold?

RoS =/= D3v

Considering the question made me to realize how much different the answer is in the current version of the game, whether Reaper of Souls or D3v2. Back in D3v the best way to gear up was via the Auction House (though that would have been different if we’d had seasons then). I spent my first couple months of D3 playing softcore, and when I switched over to Hardcore the best way to gear up was… to grind Act One Inferno on MP0 and collect gems and Tomes of Secret, which sold for very large amounts of gold in the Auction House. I could play a dozen hours like that and find 1 or 2 good items, while earning enough gold to buy good items for all my other inventory slots. (Which is why going DiabloWikiIronborn in D3v was such a bold commitment.)

That economic model is entirely gone in the game today. Not only is the Auction House gone, but everything you find that might be worth selling is BoA. Hell, even the gold itself is BoA. On the other hand, you find good gear about 50x as often as we did in D3v, which was the whole point in Blizzard making those changes. Because it’s more fun to farm your own gear and use only what you find yourself, than it is (was) to find gear and sell it for the gear you really wanted. (At least that’s the theory.)

Reaper of Souls Gear-Up Tips

So for the OP’s question… there’s no simple, obvious answer, but it’s interesting to consider. The overall key to gearing up in RoS is difficulty level. In D3v players needed a lot of DiabloWikiMagic Find to start finding a decent amount of legendary items, and characters could boost their MF by raising the difficulty level, and/or via Paragon Levels + gear. In the current game, MF is pretty much irrelevant, and almost all increased gear benefits come from higher difficulty level. Thus the question, “how do I gear up past level 70?” is really asking, “how do I survive on higher difficulty levels past level 70?”

Some question suggestions:

Stick to one Character
Smart Loot means that most of the gear you find will be themed for your class. That means regular upgrades, and also more Souls, since you’ll be salvaging redundant gear, rather than spreading legendaries around to multiple different characters. Plus with all the game rewards tied to difficulty level, you can get one character up in Torment and build wealth quickly… then your alts can gear up very quickly with plenty of Souls and Shards at their disposal.

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Diablo 3 Multiplayer 1.08 Changes Dev Update

Posted 3 Apr 2013 by

We’ve already touched on some of the topics this week in various updates but there a new developer blog focusing on Diablo 3 multiplayer improvements coming up in v1.08 and coming soon to the DiabloWikiPTR.

In sitting down to plan out features for patch 1.0.8, we decided as a team that we really wanted to improve multiplayer co-op. We have other more long-term improvements planned as well (like the itemization updates Travis discussed earlier), but we knew there would be a lot of immediate benefit if we could just make it easier and more rewarding for people to play with each other.

Making Two Heads Actually Better Than One

From day one, it’s been our goal to make Diablo III a great co-op experience, but right now it’s not living up to its full potential. Even if you enjoy playing with your friends, it can often feel easier and more efficient to play solo.

Playing solo has a number of advantages. For instance, you can choose your own route. If you’re farming for something in particular (like a specific recipe), you can do it as many times as you want. And you can pause the game and attend to things in real life without making anyone wait.

Of course, multiplayer is awesome, too, and comes with its own benefits. For example, leveling up characters with a group of friends can be an amazing experience. Working together with other players to take down bosses or destroy Elite packs super quickly makes for great farming runs. There’s resurrections and the banner system, and don’t forget farming for Infernal Machine keys and organs. But, there are also disadvantages, like having to coordinate where you’re walking and what you’re attacking, losing your followers, and trying to find groups that have similar goals to yours without a defined matchmaking system in place.

The point is that multiplayer can be lot of fun, but given the downsides it can often feel not worth the effort. By making it easier for players to find one another, improving social features, and providing direct buffs to co-op groups, we hope to change that perspective.

Multiplayer Improvements in 1.0.8

Here are some changes going into 1.0.8 that we feel will help achieve our multiplayer goals:

Matchmaking Tags

Patch 1.0.8 introduces the ability to specify what we call a “matchmaking tag” for Public Games. The way this new system will work is pretty simple: in addition to selecting a difficulty, quest, and MP level, you can also select a tag that will identify what kind of gameplay you’re looking for from a Public Game. The tags going onto PTR are Questing, Full Act Clear, Keywarden, and PvP. Selecting one will tell the matchmaking server to place you in a group with other players who have selected the same tag as you.

The goal is make it easier for players to find groups that fit their personal play style or will yield the best experience during any given play session. We’ll be evaluating these tags during PTR, so if you have suggestions for other tags please don’t hesitate to let us know!

Matchmaking Tips

Matchmaking Tips


Click through for the rest of Wyatt’s developer blog.

Multiplayer Bonuses

Many players have already figured out that if you coordinate well with your party, you’re more efficient. That’s definitely true, but we’d like this benefit to be more explicit. So, we’re going to straight up add a bonus for playing in multiplayer.

We’re still working on the details of what that buff is going to be, but at the moment we’re looking at 10% more XP per extra player in the game for a maximum bonus of 30% more XP in a 4-player game. This bonus will be multiplicative with MP bonuses. For example: suppose you are playing on MP10 with an XP bonus in Inferno of 510%. This means a monster is worth 610% of its normal XP (510% more). If you are playing in a 4-player game the monster will be worth 793% as much XP as normal. On top of this, you will also earn a flat 10% Gold Find and 10% Magic Find for each additional player in the game, and this bonus can exceed the 300% Gold Find and Magic Find caps.

Monster Health

Monsters currently gain 70% extra health per additional player in the game. This is being reduced from 70% to 50%. This means in a two-player game, monsters have 150% as much health as a single-player game. In a three-player game, they have 200% as much health. And in a four-player game, they have 250% as much health (compared to 310% on live).

This further compensates for some of the inefficiencies that come with playing in a group. Ideally, this will allow you to play with someone who is less geared than you and still be better off than playing solo. It also means if someone strays from the group temporarily in a 4-player game (which inevitably happens from time to time), you’ll still be at a greater advantage than if you were playing on your own.

Identify All

As previously mentioned, 1.0.8 adds Identify All to the game. In addition to being a huge quality of life improvement, ID All is good for co-op play too!  We found during our playtests that a common time for players to get separated from one another is when somebody’s inventory was full and they spent a non-trivial amount of time in town identifying items, so this should help keep players together.

Identify All

Identify All

Identify All

Identify All

Archon Kills

For the Wizards out there, many of you don’t play multiplayer because you need those kills to fuel your Archon. In 1.0.8, your Archon duration will also be extended by assists, so as long as you’re around when a monster dies, your Archon duration will be extended. (We have it on our radar to review other mechanics such as Life on Kill bonuses, but that’s not something we’ll be addressing this patch.)

Combat Alerts

When you’re playing co-op, one common practice is to say “e” in chat when you come across an Elite pack.  So we thought—why doesn’t the game just do this for you?

Starting in 1.0.8, when a player deals damage to or takes damage from an Elite pack or Treasure Goblin for the first time, a notification will be sent out to the entire party to let your teammates know what you’ve found. This will be accompanied by a “combat” icon on the mini-map so other players in your group can locate those enemies. On top of that, we’re also going to put a combat icon over your banner in town. This way, players who are in town will know that you’re fighting an Elite pack or Treasure Goblin and be able to quickly determine whose banner to take to get right into the action.

Players Near You

Similar to the feature in StarCraft II, the “Players Near You” window will display all players who are logged into Diablo III from your local network. This feature is great if you’re playing while at a university dorm or frequent Internet cafes, and will help you easily connect with other local players.

Players Near You

Players Near You

Players Near You

Players Near You

Private Chat

We’re also adding private conversations in 1.0.8, which will allow you to chat with up to 99 of your closest friends. Think of private conversations in Diablo III as being similar to multi-user conversations in your favorite IM client. You’re not making a permanent “channel,” you’re simply inviting multiple people to chat for the duration of that session.

This is really just the first step in the process of improving the social experience in Diablo III and supporting its vibrant community. We know that players want bigger and more varied group chat functionality (like guilds and chat channels that are more permanent), and we do have concrete plans for additional features in the future. In the meantime, we hope private chat is a useful tool and look forward to delivering more systems that foster player interaction.

Private Chat

Private Chat

Testing, Testing 1 . . . 2 . . . 3
This is just a snapshot of the improvements coming in 1.0.8, and you’ll be able to test out these changes and more before they go live by hopping onto the PTR. We definitely encourage you to participate, test out what’s new, and let us know what you think!

Wyatt Cheng is a senior technical game designer for Diablo III. He is currently toying with molecular gastronomy recipes. For science!

Lots of