I don't know about you guys, but I've reached a point with my monk where I can't reliably upgrade anything without camping the AH for a week and spending 200mil per slot. The upgrades do things like scrape up 2% more crit by sacrificing 20 resist all. It's not very exciting to make sidegrades so you do the same act 3 run slightly faster. Soon, extreme PVE farming will no longer be the end game. Creating the best PVP character will be the new goal, changing the most expensive and desirable items rapidly. I want to start buying good PVP items now, before anyone else figures it out and demand spikes up. What do these items look like? Without any solid PVP information, the only thing we can do to prepare is speculate on what we know already and look to other Blizzard games. http://www.wowwiki.com/Resilience "Resilience was introduced with World of Warcraft: The Burning Crusade as part of the new combat rating system. Previously, no such resilience mechanic existed â€” as a result, resilience rating only appears on items available to players over level 60, with some rare exceptions. Formerly, resilience reduced the damage taken from critical strikes and spell critical strikes, reduced the chance of suffering a critical strike, and reduced the effect of mana drain spells. Each point of resilience would give a player about 1% less chance to be critically struck. Just before the release of World of Warcraft: Cataclysm, Patch 4.0.1 made a dramatic change to resilience. Resilience no longer reduced the chance to receive a critical strike. Each point of resilience provides about 0.01% damage reduction against all damage done by players and their pets or minions." Resilience introduced multiple improvements for vanilla WoW's PVP: The simple existence of a definitive PVP item property gave players direction. This put players in line with Blizzard's design for high level PVP and made sure they were happy and motivated to build their character within a definitive goal. Resilience did not appear on PVE items, the PVP items with it could only be earned by participating in PVP, and if used appropriately made a character extremely powerful in PVP. This separated PVE and PVP gear, making PVE gear more about extreme damage and PVP gear more about defending against players stacking high damage. Resilience reduced critical hit rate and critical hit damage, directly attacking the potential for unpredictable spike damage. An arena fight where one team can reliably focus down a single character in an opening cooldown volley/stunlock is NOT FUN. The fight is over befeore it even starts, there is less skill and decision making in a short fight, and there is no value for a spectator. To put all of that in perspective, in pre-arena WoW a Blackwing Lair geared rogue could ambush crit a cloth class for over 1500 in the first hit of a 1v1 fight. Those classes would have around 3000 life if they didn't have access to raid level gear. With the resilience stat on more accessible PVP gear, players without the raid gear could earn the stats necessary to avoid a humiliating instant death. The accomplished PVE geared players would see themselves getting into longer fights against players with PVP gear, and in turn want to focus on PVP stats themselves because they've already lost the unfair advantages of the PVE gear. Meanwhile, Blizzard approves of the more interesting and skill intensive PVP game. In Diablo 3, critical hits have an even more dramatic effect. Compared to pre-arena WoW, an equivalently geared D3 character has 2x the critical rate and over 4x the critical damage. Critical hit chance and damage are the most important stats to collect to make a fast farming PVE character and inflate character sheet damage. When paired with life steal, the enormous life replenishment from critical hits eclipses most defensive stats. http://d3db.com/news/id/324-patch-105-datamined-changes/ http://d.163.com/12/0924/15/8C65NUFU00314LE2.html These posts have a few unused assets from the game put in for 1.0.4. The floor layout images resemble PVP arenas, so the other unused bits could be PVP related as well. These banner details added for 1.0.5 are almost certainly on reserve for PVP accomplishments. What interests the most are the unused sapphire (blue) and diamond (white) gems. http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear As hinted here, Blizzard doesn't want to add entirely new items for the PVP patch. They've already used the grind-and-replace-your-entire-set-of-items-with-new-drops gimmick once in 1.0.4. As a player, I would be upset if all of my best items suddenly didn't matter again, wouldn't you? Why would doing more of the same PVE content and grinding for items be the only way to get competitive in PVP? Gems as PVP rewards make more sense in comparison. Existing useful items won't become obsolete and socketing in gems with PVP relevant stats give players the sort of easy customization that defines Diablo 3. Earning a gem per PVP win would give a character a reward unavailable in PVE while collecting, upgrading, and wearing the account/character bound gems lets everyone else know exactly how many player kills the account/character has. What kind of stats might these gems offer? For helm/armor: Reduction to incoming crit chance and damage Reduction to damage by players Armor Resist all Passive life regeneration Reduction to crowd control effects For weapons: Change for a snare/stun/disable effect on hit Attack speed bonus Class-appropriate resource bonus Life steal Current gems offer none of these stats, even the extremely obvious resist all and armor bonuses. Reduced critical hit effects and reduced damage reduction from players have the highest chance to appear on a PVP reward, given WoW's example. I find it hard to imagine a stable or fun PVP in Diablo 3 system without them. If PVP fights last longer without the brutal 400% critical hit spike damage, passive life regeneration or resource regeneration become more important. The crowd control on hit and reduction of crowd control properties already exist in the game and also could become extremely annoying if stacked against other players. Life steal deserves special mention. Although It would makes sense as a useful socketable property, it may not fit in with PVP. Diablo 2 cuts damage by 1/6 in PVP. If Blizzard wants to draw out D3 PVP fights even longer, they may apply an overall damage reduction like this on top of any resilience effect. Life steal only beats life on hit in PVE when stacked with critical hit stats. Both life steal and LOH would lose to passive life regen if you're kiting or getting kited by another player. So given all of that nonsense, what might speculative PVP items look like NOW? Tasker and Theo come with 45-50 to every stat, high attack speed, 2 random properties, and a socket you can't get form any other glove. This version uses the two random properties for a glove specific 175+ dex stat and a high res all roll. Focusing on attack speed as a more important property than critical hit modifiers let a character skillfully attack and move faster in the PVP arena, an ability that can't be nerfed by the resilience stat that might come from the socket. Attack speed also has the added bonus of making it easier for a monk to regain spirit or tag someone with a random on hit crowd control effect. Check the AH right now, these gloves are dirt cheap. As a bonus, they are also bright turquoise and look really stupid on your character. The Fist of Az'Turraq has one random property with no innate life steal, socket, or critical hit damage. It doesn't fit in for practical PVE builds. If critical hit damage is no longer a hard requirement, The Fist starts looking really good. 1250-1300 DPS and that kind of attack speed is extremely hard to beat. The innate spirit regen and chance to stun modifier are difficult to fit in other slots. This version has an additional chance for knockback as the random property, but a socket may be the best option if a PVP gem offers a better weapon property. Life steal as a modifier may be a waste when compared to better options for replenishment in PVP. Even the best versions of this weapon top out at a relatively cheap 20mil on the AH. The Endless Path set, also cheap on the AH, doesn't seem that great on the surface. Thorns damage? Magic find? Can the +100 vitality set bonus really make up for that? The 2 random properties on both the ring and the amulet fit in two dex/vita dual mods and some combination of resists, armor, attack speed, or life on hit. The most important things about these items are huge life regeneration bonuses, the % life, crowd control reduction, and the precious movement speed. Oh yes, maximum movement speed will be important no matter what you're up to in PVP. You have boots, Lacuni bracers, and this set. The no innate vita/resists on Inna's pants are not acceptable for PVP. This set is what you want to pair with Lacunis to get a movement speed requirement off the boot slot and wear... Ice Climbers, rather unfortunately, are already a best in slot PVE item. Their 3 random properties, lack of movement speed, and 0 vitality make them extremely dependent on rolls. The good ones, like the on sale for 1bil gold pair shown here, are expensive for a reason. I'm fairly confident the socket and 10-12% life stats, which cannot be found on any other boots, make them the best possible PVP boots.