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.
Lots on this show, including PTR Patch 2.1′s big changes, legendary item buffs, Paragon 1000 achieved, the Stash space emergency and micro-transactions, Diablo 3′s story and “demon soul hooks,” and Blizzcon 2014 Diablo 3 expansion announcement expectations. Featuring Flux, N3rdwords and Neinball.
Approximate topic starting times:
The Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus quick summaries.
- Listen and subscribe through iTunes.
- View video versions of all The Diablo Podcasts on You Tube, via our all-encompassing Diablo3Inc channel.
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Treasure Goblin HPs IssuesPosted 14 Nov 2012 by
A couple of recent blue posts on everyone’s favorite Diablo III feature, the Treasure Goblin.
Lylirra: When we were initially deciding how Treasure Goblin health would scale with each level of Monster Power, we wanted to make sure that they could still stand a chance against your heroes and provide a reasonable challenge. We thought we scaled them pretty well, but after paying close attention to your feedback since 1.0.5 launched, we agree that we may have set the bar too high. We’re already looking at making some adjustments to tone down goblin health at higher MP levels, but we don’t have any specifics to share at the moment.
Why is it if I hit a Goblin for 400k damage, he’s immune to damage for a second or two until he can run away, then he can take damage again, then immune again? If I can two-shot a goblin, I should be able to. Especially if I run up, hit one, can’t hurt him as he runs away into a group of 15 Fanatics who proceed to kill me. I feel cheated out of my phat l00tz.
Lylirra: The immunity is actually intended, and it’s there to ensure that Treasure Goblins are able to perform their role once they’re engaged (i.e. so that they have time to run away before getting absolutely clobbered). This is something that’s been there since launch, though, and hasn’t been changed.
What’s likely happening is that, since goblins now have more a lot more health due to Monster Power, every point of damage you’re able to do to them is valuable, so when they’re immune it’s a LOT more noticeable. That said, to my understanding, the immunity should only occur during the first few ticks of combat, so you may still want to kick a report over to the Bug Report forum. :)
So seriously… are Treasure Goblins the best thing in Diablo III? Or just one of the best things in Diablo III? Or have you evolved past an interest in the scurrying little rodents and chosen to focus on more profitable boss runs without detours pursuing their glittering trails of glory?