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:
Helltooth 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.)
Diablo 3 “Gear Sets”
This whole presentation reminds me of the hot (pre-game) topic of Gear 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.
Fascinating and very long article by a self-confessed Diablo 3 Auction House botter, talking about how he made over 100k Euros in a year, entirely through buying low and selling high on the AH and RMAH. The article is huge and goes into great detail about everything, including the scripts he used, the multiple machines he had running, and how easy it was to avoid Blizzard’s very lacking anti-botting measures.
The botter’s first attempts were by using a very simple script to scan Auction House listings, one item at a time, and automatically buy ones with stats that exceeded his set parameters, and with a price below his maximum value. This required him to know which items were powerful, what the best stats on them were, how much they’d sell for on the RMAH, etc. It took a lot of work and daily updates to the search scripts, but with millions of players using the AH, many of them without a clue about the actual value of their items, it was shooting fish in a barrel.
I remember in these months I used to search a lot for rare rings or rare amulets. What still comes to my mind is a criteria searching for rare amulets with more than 7 critical hit chance and more than 50 critical hit damage and buying any that cost below 1 or 2 million gold. I sold amulets with these criteria on the RMAH (Real Money Auction House), for tens and sometimes even 100+ euros. Stuff like 7+ crit chance, 50+ crit damage and a high main stat like strength or intelligence + vitality was considered pretty good back then. Trifectas ( crit chance + crit damage + increased attack speed) was even more rare and expensive.
Another popular thing I remember botting the old fashioned way was Chantodo’s force wizard sources. These were great because almost no one seemed to know that the property “Arcane power on critical hit” was actually rare and very valuable. So you could just adjust your bot to search for chantodo’s force sources with arcane power on crit and above a specific damage, choose the minimum price under which the bot would buy any item it found, and you were good to go.
That was the very earliest version of the system, which was active in late 2012. The technology was quickly improved and with better coding his bot became able to search many types of items at once, all with different selected stats and minimum values in them, with different pricing criteria, and he figured ways to keep it refreshing constantly, so it would scan literally every single gold item sale that appeared within seconds of it going on the market.
On January 1st I started selling those sweet sweet presents. And the results were staggering. The money started flowing in immediately. Before, I was searching for 1 variation of 1 single item, for example any Mempo of Twilight with Critical Hit Chance, below the price of 1 million gold. Now, I could search for 100 different variations of Mempo of Twilight, plus hundreds of variations of all other worthwhile items. In the first days though, I only had one bot account, which I was using to bot some legendary items in the “armor” category. Even with this small sample of all possible items though, it was soon obvious to me that I had to buy a very powerful PC which could run more than 1 diablo window, and would also search the Auction House which much higher FPS (Frames per second).
He also made a fortune buying items that people mislisted in gold instead of RMT. That seems impossible, but the article has literally dozens of screenshots of spectacular items listed at 150 or 200 gold, when clearly the seller meant to list them at those prices… in EUROS! And no, the conversion rate of Diablo 3 gold to real money wasn’t exactly 1-to-1…
First I bought one more account and started using 2 accounts which were botting for legendary Armor. Why another one botting the same subset of items? Take another look at the screenshots above.
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Diablo 3 Patch Monster Changes: Reflects DamagePosted 17 Jan 2013 by
Aside from all the new crafting recipes, one of the most awaited-changes in Diablo 3 patch v1.07 is the nerf/change to how the Reflects Damage monster modifier works. The official description goes thusly:
This info seems to be correct based on my testing thus far, but I’m not the best one to speak about it, since my two main chars of late don’t find the affix very impactful.My Monk was originally built for MP5 key runs and while I’ve lately repurposed him to more general MP1 or MP2 farming, he’s still skewed way towards the EHP end of the survival continuum and thus he does not take visible injury from Reflects Damage. (Especially since the version of my characters the PTR copied over is from last weekend, and my Monk is thus missing several new DPS-boosting item upgrades I acquired on Tuesday.)
My other main char (of late) is a Demon Hunter, and she doesn’t have any problem with RD either, since any pre-v1.07 RD encounter has a binary result. Either she gets Gloom active before her first volley of shots hits the boss and cruises through, or she doesn’t get Gloom active and dies in an instant. There’s not much in between, really.
So, playing on the PTR my Monk hasn’t noticed any difference from Reflects Damage other than the visual, and often not even that since it’s far from noticeable enough. The visual is a bunch of orange swords swirling and orbiting around the monster and moving a bit like sparks of light coming off of a rotating disco ball.
Two things about these screenehots. 1) I took several shots of each encounter and the ones in this post had RD the *most* visible. 2) I took these while standing back to get a clear view. While actually playing it’s much harder to pick up, especially if you’re using big flashy visual skills, like um… all of them, really.
The RD visual is okay on dark levels, like the endless staircase levels of Act Three, but on brighter levels it’s much harder to see. I got it on a Golgor unique tonight while playing my Monk, and literally didn’t notice it on the boss, since the little swords blended into his huge bright-yellow belly. Only when he was dead and exploded and I’d moved on to slaughtering his minions did it notice it around one of them.
So my take on the new Reflects Damage after seeing it in-game on maybe a dozen bosses so far. I think the “fix” to the mechanic is okay. It doesn’t totally nerf the property and characters who want to go full on glass cannon should still find it dangerous. (And those almost the only players who were dying so fast and complaining so loudly anyway.) But, I think the graphic is *much* too subtle and doesn’t serve the intended purpose of providing a clear warning of the danger of RD. The orange swords blend into the glowing aura ground effect, they hardly show up on bright levels or around some bright monsters, etc.
Furthermore, the mechanic conspires to make the effect harder to notice since there’s nothing visible around the monsters that aren’t currently flashing the RD effect. There needs to be a much more visible graphic, and something to demarcate monsters that aren’t currently active with it, but may be soon. Good start and good idea, but the execution needs some work. Which is fine; it’s on the PTR for a reason, after all.