Diablo III - Reaper of Souls: Complete List of Set Bonuses!
Hello everyone once again! Today we bring you some more awesome datamined info! One of the best things about Diablo is the loot/items. Sadly items are a little more tricky to datamine - But fear not! Now that the beta is live we finaly have real items to compare our output with, and I am happy to say we now can output items!
So for today - here is a list of all the set bonuses as they are right now on the beta. Keep in mind these can change at any time!
IMPORTANT NOTE: There are up to THREE version of each set
This means you will see some of the sets up to three times. However the X1 Versions are what we will see in-game if it is not legacy. Also some Sets in the "BASE" section are unique to it
2 pieces: [Attack Speed increased by 5%] [+40 Resistance to all elements]
Reaper of Souls Blue Post Roundup
A lot has been said about Reaper of Souls in the last 2 days, especially since the Friends and Family Beta is out. Here is a pretty big portion of the Blue Posts that have been written and hopefully you'll be able to find answers to some of your questions. If now, you can always ask us here, on the forums, or join us on Twitch when we're back live and we'll do our best to provide you with an answer.
Bounties System Explained I read that bounties are non-repeatable quests, so it sounds like once you've exhausted the bounties, there won't be anything left for you to do in the game.
They're non-repeatable in that particular instance of the game. If you leave the game and create a new one, however, the bounties for each Act repopulate. Which bounties are present are randomly generated each time you create a new game, so there should be a wealth of options to explore (including the fully randomized Nephalem Rifts).(Blue Tracker / Official Forums)
Level Randomizations
One of the things Reaper of Souls has a big focus on is offering a lot of variety to players. For example, Act V offers a huge amount of map randomization, Bounties send players to several different locations in any given Act, and Nephalem Rifts offer endless replayability with fully randomized dungeons, monsters, weather, and lighting. The result of that effort is that players explore Sanctuary in new and exciting ways while gaining experience and finding treasure.
Edit: To answer your question, though, Acts I-IV will not be fully randomized like Act V is, but there will be a wide variety of places to explore for new and old characters. (Blue Tracker / Official Forums)
The Fate of Pre-RoS Legendaries After Blizzcon we now know that all future legendaries are going to become BoA with a brief window of trading available for those in the game where it dropped, but what of the pre-existing legendaries? Are they going to remain unbound until enchanted or modified? Will they automatically become bound when Loot 2.0 drops?
This is a good question, and I'm sure you're not the only one wondering about it. We have no plans to make legacy Legendary items bind on account as of current design, and we'll be sure to quickly let you know if that changes. Also, it's probably a good idea for me to clarify that "legacy Legendary" in this case means any Legendary that drops before our pre-expansion patch. (Blue Tracker / Official Forums)
Difficulty Dependant Achievements A quick question here! Though I like the new implementation of the difficulty levels, I'm wondering what will happen to all the achievements like: "Beat Diablo in HC / Armageddon" Will they stay in the game (archived) or just be converted to a new achievement like "Beat Diablo in HC / Torment" ?
Achievements that currently have a difficulty component related to them will be changed into a Feat of Strength for Reaper of Souls. This way you'll still have the recognition of having already completed the task, but we'll have room to implement the new versions too. (Blue Tracker / Official Forums)
Plans Will Not Scale to Level legacy crafts legendary items will it scale to my level?? lets say i craft cain's set at lvl 70.. will it be lvl 70 item?
Plans will not scale to level. So, a level 70 character crafting an item level 60 pattern will still result in a level 60 item. There will be new higher level patterns available for level 70 crafting.
The stats on that item, however, is otherwise subject to the smart drop system and will roll stats appropriate to the character crafting it (so, Strength for a Barbarian, Intelligence for a Wizard, and so forth).
Wait... can I change the stats of my crafts using the mystic? like re-roll
Crafted gear can be enchanted by the Mystic just like a dropped item can - meaning you can change one of the rolled stats on the item to something else, and that one stat can be rerolled as many times as you wish.
When you say, "There will be new higher level patterns available for level 70 crafting", do you mean that post-RoS we will be able to find Level 70 versions of existing plans, or that there will be entirely brand new plans of items we haven't seen before?
Leveling up the Blacksmith in Reaper of Souls will unlock new recipes for 4-6 property items at all new item tiers. In addition, we're bringing forward many of the existing legendary and set crafting plans and upgrading them to level 70. The Cain's Fate set is one such example. When you acquire this new pattern, you can use it to craft the items at level 70 with appropriate level 70 bonuses. As we've talked about before, these items will also smart roll to the character who is currently crafting them (so a Wizard who’s crafting will generate items with Intelligence on them).
We're also tinkering with some legendary plans to theme them up a bit. Crafting certain items, especially legendaries, should feel like they take a real journey to acquire, and targeted slaying with a variety of goals is an important part of the Diablo experience. To this end, some legendary patterns will require specific materials in order to craft them, and these materials will drop off of certain monsters. If we go back to the Cain's Fate set as an example, one of the crafting materials required is an item that only drops from Maghda. There’s a variety of these kinds of patterns, and I hope you’re as excited as I am about collecting and crafting them all. =)
*Edited for typo and clarity*
However, i was kinda let down by the whole Hellfire ring. I mean, you need to find plans for the ring, find plans for the machines, collect 9 keys, make 3 machines, open 3 portals, kill 6 ubers, get 3 organs,...in order to make 1 ring.
We learned a lot from the Infernal Machines and Hellfire Ring content, and the crafting changes mentioned above are the result of that learning process. In addition, it allows us the opportunity to iterate on this content for Reaper of Souls.
With that in mind, what do you think works best about the Infernal Machines and Hellfire Ring? If we were to create a level 70 version of this event, are there any changes you’d like to see? (Blue Tracker / Official Forums)
Crusader-Specific Gear
Flails are indeed the class-specific item for Crusaders. They're part of the iconic imagery for our newest class, just as the hand crossbow is for the Demon Hunter or Mighty Weapons are for the Barbarian.
Like many class specific items, Crusader Shields will likely provide unique stats on Legendary versions directly related to the Crusader's skills and passives.
Indeed. Crusaders also have class-specific shields available to them. (Blue Tracker/ Official Forums)
The Future of Multiplayer Currently, we have MP0-10... It is already super spread out and hard to find a group for things,ESPECIALLY on hardcore mode. Now with RoS, we have different game modes and pretty much the same amount of difficulty modes. I really worry RoS will suffer the same multiplayer issues the current version has. We need to be able to queue up for multiple difficulties.
It's true that Reaper of Souls will have a Campaign and Adventure Mode (you can read a bit more about Adventure Mode here), but you should still see a healthy pool of multiplayer games. We anticipate a lot of players will spend most of their farming time in Adventure Mode, which is typically when/where players will want to group up, and you'll be able to join a clan or community for even more social options.
To answer your question specifically, though, there are nine different difficulty levels (Normal, Hard, Expert, Master [unlocks at level 60], and Tormet I-V [unlocks at level 70]) and currently you’ll only be able to select one difficulty whenever queuing for Public Games. This is because, right now, there’s a pretty significant difficulty jump between each setting. We’ll definitely keep an eye on things, and if finding games becomes a problem then we’ll be sure to communicate that to the developers. (Blue Tracker / Official Forums)
Enchanting of Current and New Rares All of the enchanting pictures are about the legendaries but not rare items. Also, even tho future lvl70 rare items can be enchanted, I'm still not sure whether that will apply to current good rare items such as gloves or ammies.Rares, both current and new, will be able to enchanted. =) Enchanting restrictions currently include:
Each item may only have one property slot changed.
Special qualities inherent to an item (like Movement Speed on Lacuni Prowlers, for example) cannot be changed.
Enchanting an item makes that item Bind on Account.
Will I be able to add new statistics ?
Enchanting does not allow you to add another statistic to an item - it only allows you to reroll/exchange a single stat currently on an item for a different stat. Hope that provides a little more clarification about the feature.
Is that how it will work or I can only have one affix enchanted on each item?
You may only ever change one property on an item with Enchanting. The property you choose to change, however, can be rerolled as much as you like.
Say you are a Barbarian and you have an item with 80 strength but would rather have 150 which say is the max roll on that item. Can you do that?
You can, but bear in mind that would prevent you from rerolling any other stat on that item in the future.
My account was hacked rolled-back months ago and my gears are now BoA. Can the gears still be enchanted? I know this question may not be a concern for many people.
Still a legitimate concern! Yes, you should be able to enchant items you currently have, regardless of whether or not they are already Bind on Account. This does not affect their eligibility. (Blue Tracker / Official Forums)
The Level of Difficulty on Different Difficulties My main concern - it is TOO easy on Master difficulty lvl. I was given 199 paragon lvl and equiped a hellfire ring and now any elite pack is killed in less than a second. That is a way too much. Please, give some challenge for high paragon guys like me by allowing to choose higher difficulty levels beyond Master from the start without having to reach lvl 60-70. Another issue - it is not clear to me which items a salvageable and which are not. Please make it more clear. Crusader's clash sounds from his skills are a bit too harsh and sharp for my ears. Please, make them softer.
Thanks for the feedback about Crusader sounds, and salvageable items. I'll be sure to pass that feedback a long for you.
Currently, unlocking difficulties is a little confusing, but there is a way to start your Crusader on higher setting. Normal, Hard, and Expert difficulties are available right at the beginning, but Master and Torment unlock when one of your characters reaches 60 and 70 respectively. However, those difficulties are available for all of your characters once you've unlocked them. I know that playing a character up to 70 might be a little inconvenient for you, but you might find that playing your Crusader on a higher difficulty was worth it.
We're definitely interested in your feedback on the difficulty settings, though, and I'll be sure to keep an eye on this thread. (Blue Tracker / Official Forums)
Crusader Weapons So what type of 2 handed items will he be able to wield. So far we know 2hand flails will be able but what else? Swords been seen in 1hand options gameplay viid's. Any ideas? Also what more types will be able for 1 hand? flail / sword been seen. But does an axe, dagge or, mace count aswell?
We wanted to make the Crusader a walking arsenal of war, so they're able to wield almost any melee weapon that's not class specific. Here's a list of weapons they can use.
*Note: Crusaders are unable to dual wield, but are able to carry a 2-handed weapon in one hand (and a shield in the other!) when using the Heavenly Strength passive.
*Edited to add Mace weapons to the list.
One or Two-Handed Flail
One or Two-Handed Axe
One or Two-Handed Sword
One or Two-Handed Mace
Dagger
Polearm
Spear
No mace+shield combo? Seems a bit odd.
I forgot to add them in my original list. Sorry everyone, bad goatman! (Blue Tracker / Official Forums)
I really wanted to see what they did to fix Chantodo's and Tal Rasha's set bonuses. They were incredibly bad and set bonuses are supposed to be interesting now.
Imagine my frustration and rage when they are the very same set bonuses they used to be, and the set still isn't worth collecting.
A lot of these new set bonuses are great but the majority still seem uninspired (and even unchanged?), especially compared to the new single legendary mods.
Hopefully they are still working on these set bonuses.
4 pieces: [Cold skills deal 3% more damage.] [Increases Arcane Power regeneration by 2 per second]
It's April 1st or what? This gotta be a joke.
Yes!! Thank you.
This has to be the worst set bonuses there in the game. While the other classes have useful, meaningful bonuses, the wizard gets shafted with the biggest load of crap, and it doesn't even seem like they're intent on updating it.
soooooo Tal Rashas set STILL sucks >_< lets give everyone else sweet ass full set bonuses.......SCREW THE WIZARDS! jesus christ this is retarded....I honestly hope that they add something way better than that. I had a lot of hope for RoS and I still do, i just lost faith in them making tal rashas any better. What is 2 arcane regen compared to the other ones....nothing thats what. Make it better damnit!
4 pieces: [Your Fetish Army lasts until they die.]
Do fetishes now have HP? Because currently they last until they die too, so i don't quite understand what does that mean.
That set bonus means the fetish army does not have a duration. Meaning, they will stick around until they get killed, instead of keeling over when their time is up.
To answer your question specifically, though, there are nine different difficulty levels (Normal, Hard, Expert, Master [unlocks at level 60], and Tormet I-V [unlocks at level 70])...
Ok, what the actual hell? If this is the case, what is this Torment VI (6) that everyone is talking about?
That is what i'm asking, because they have no HP, just a duration, that expires and they die. They can't be attacked or killed. With Zunimassa set bonus, will they get HP, and function the same way as Zombie Dogs?
Actually, I think they have their own internal health pools. I've done a few hectic fights where by the time I've killed the enemies, I'll only have three or so fetishes remaining before they unsummon. Not sure how the numbers work, but they can die, it's just that their health bars don't show.
To answer your question specifically, though, there are nine different difficulty levels (Normal, Hard, Expert, Master [unlocks at level 60], and Tormet I-V [unlocks at level 70])...
Ok, what the actual hell? If this is the case, what is this Torment VI (6) that everyone is talking about?
Yeah, I'm a little confused as to how the new difficulties work. Does it work like MP, and how does it impact item drops and XP. I haven't seen numbers yet, so I'm quite interested to know what it actually does.
That is what i'm asking, because they have no HP, just a duration, that expires and they die. They can't be attacked or killed. With Zunimassa set bonus, will they get HP, and function the same way as Zombie Dogs?
Really? I was under the impression that they could be targeted, and killed, by monsters. I know they don't have a visible health bar, like dogs and gargs do, but that doesn't necessarily mean they don't have health at all.
Yeah, I'm a little confused as to how the new difficulties work. Does it work like MP, and how does it impact item drops and XP. I haven't seen numbers yet, so I'm quite interested to know what it actually does.
I don't think the numbers have been nailed down yet, but the higher difficulties do increase gold, xp, monster damage/health, and let more legendaries drop. In that sense, it is like monster power.
Maybe they don't know or haven't decided on what to do with that particular set?
The 2 AP per second isn't as bad as most people think, it's actually pretty useful. And the small bonus to elemental damage is similar to a Monk's 0.33 Spirit/sec - aka pretty underwhelming.
It would be interesting if it promoted some sort of multiple elemental build, like that PoE passive (can't remember it) that promotes cycling multiple elemental damage types.
That earthquake CD reduction is just what barbs need, very well thought out there for a set bonus. But as many people are stating, something needs to be done with that Tal Rasha set Maybe have it add 3% to all damage with each element having its unique effect applied to it (I.E. cold slows the enemies by a small amount).
The problem is that the Tal Rasha set has been useless since launch. Even after the big item updates came and went, it still remained in a sad state. Now it's starting to look like it might be left in the cold once again. In light of that I honestly think people's concerns are valid.
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Hello everyone once again! Today we bring you some more awesome datamined info! One of the best things about Diablo is the loot/items. Sadly items are a little more tricky to datamine - But fear not! Now that the beta is live we finaly have real items to compare our output with, and I am happy to say we now can output items!
So for today - here is a list of all the set bonuses as they are right now on the beta. Keep in mind these can change at any time!
IMPORTANT NOTE: There are up to THREE version of each set
This means you will see some of the sets up to three times. However the X1 Versions are what we will see in-game if it is not legacy. Also some Sets in the "BASE" section are unique to it
DiabloFans Quote:
Expansion [x1 Tag]
Bul-Kathos's Glory
DiabloFans Quote:
Base [No Tags]
Bul-Kathos's Children
DiabloFans Quote:
1xx Tag [Possibly Legacy, not sure]
Bul-Kathos's Glory
Reaper of Souls Blue Post Roundup
A lot has been said about Reaper of Souls in the last 2 days, especially since the Friends and Family Beta is out. Here is a pretty big portion of the Blue Posts that have been written and hopefully you'll be able to find answers to some of your questions. If now, you can always ask us here, on the forums, or join us on Twitch when we're back live and we'll do our best to provide you with an answer.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I read that bounties are non-repeatable quests, so it sounds like once you've exhausted the bounties, there won't be anything left for you to do in the game.
They're non-repeatable in that particular instance of the game. If you leave the game and create a new one, however, the bounties for each Act repopulate. Which bounties are present are randomly generated each time you create a new game, so there should be a wealth of options to explore (including the fully randomized Nephalem Rifts).(Blue Tracker / Official Forums)
Level Randomizations
One of the things Reaper of Souls has a big focus on is offering a lot of variety to players. For example, Act V offers a huge amount of map randomization, Bounties send players to several different locations in any given Act, and Nephalem Rifts offer endless replayability with fully randomized dungeons, monsters, weather, and lighting. The result of that effort is that players explore Sanctuary in new and exciting ways while gaining experience and finding treasure.
Edit: To answer your question, though, Acts I-IV will not be fully randomized like Act V is, but there will be a wide variety of places to explore for new and old characters. (Blue Tracker / Official Forums)
The Fate of Pre-RoS Legendaries
After Blizzcon we now know that all future legendaries are going to become BoA with a brief window of trading available for those in the game where it dropped, but what of the pre-existing legendaries?
Are they going to remain unbound until enchanted or modified?
Will they automatically become bound when Loot 2.0 drops?
This is a good question, and I'm sure you're not the only one wondering about it. We have no plans to make legacy Legendary items bind on account as of current design, and we'll be sure to quickly let you know if that changes. Also, it's probably a good idea for me to clarify that "legacy Legendary" in this case means any Legendary that drops before our pre-expansion patch. (Blue Tracker / Official Forums)
Difficulty Dependant Achievements
A quick question here! Though I like the new implementation of the difficulty levels, I'm wondering what will happen to all the achievements like: "Beat Diablo in HC / Armageddon"
Will they stay in the game (archived) or just be converted to a new achievement like "Beat Diablo in HC / Torment" ?
Achievements that currently have a difficulty component related to them will be changed into a Feat of Strength for Reaper of Souls. This way you'll still have the recognition of having already completed the task, but we'll have room to implement the new versions too. (Blue Tracker / Official Forums)
Plans Will Not Scale to Level
legacy crafts legendary items will it scale to my level??
lets say i craft cain's set at lvl 70.. will it be lvl 70 item?
Plans will not scale to level. So, a level 70 character crafting an item level 60 pattern will still result in a level 60 item. There will be new higher level patterns available for level 70 crafting.
The stats on that item, however, is otherwise subject to the smart drop system and will roll stats appropriate to the character crafting it (so, Strength for a Barbarian, Intelligence for a Wizard, and so forth).
Wait... can I change the stats of my crafts using the mystic? like re-roll
Crafted gear can be enchanted by the Mystic just like a dropped item can - meaning you can change one of the rolled stats on the item to something else, and that one stat can be rerolled as many times as you wish.
When you say, "There will be new higher level patterns available for level 70 crafting", do you mean that post-RoS we will be able to find Level 70 versions of existing plans, or that there will be entirely brand new plans of items we haven't seen before?
Leveling up the Blacksmith in Reaper of Souls will unlock new recipes for 4-6 property items at all new item tiers. In addition, we're bringing forward many of the existing legendary and set crafting plans and upgrading them to level 70. The Cain's Fate set is one such example. When you acquire this new pattern, you can use it to craft the items at level 70 with appropriate level 70 bonuses. As we've talked about before, these items will also smart roll to the character who is currently crafting them (so a Wizard who’s crafting will generate items with Intelligence on them).
We're also tinkering with some legendary plans to theme them up a bit. Crafting certain items, especially legendaries, should feel like they take a real journey to acquire, and targeted slaying with a variety of goals is an important part of the Diablo experience. To this end, some legendary patterns will require specific materials in order to craft them, and these materials will drop off of certain monsters. If we go back to the Cain's Fate set as an example, one of the crafting materials required is an item that only drops from Maghda. There’s a variety of these kinds of patterns, and I hope you’re as excited as I am about collecting and crafting them all. =)
*Edited for typo and clarity*
However, i was kinda let down by the whole Hellfire ring. I mean, you need to find plans for the ring, find plans for the machines, collect 9 keys, make 3 machines, open 3 portals, kill 6 ubers, get 3 organs,...in order to make 1 ring.
We learned a lot from the Infernal Machines and Hellfire Ring content, and the crafting changes mentioned above are the result of that learning process. In addition, it allows us the opportunity to iterate on this content for Reaper of Souls.
With that in mind, what do you think works best about the Infernal Machines and Hellfire Ring? If we were to create a level 70 version of this event, are there any changes you’d like to see? (Blue Tracker / Official Forums)
Crusader-Specific Gear
Flails are indeed the class-specific item for Crusaders. They're part of the iconic imagery for our newest class, just as the hand crossbow is for the Demon Hunter or Mighty Weapons are for the Barbarian.
Like many class specific items, Crusader Shields will likely provide unique stats on Legendary versions directly related to the Crusader's skills and passives.
Indeed. Crusaders also have class-specific shields available to them. (Blue Tracker/ Official Forums)
The Future of Multiplayer
Currently, we have MP0-10... It is already super spread out and hard to find a group for things,ESPECIALLY on hardcore mode.
Now with RoS, we have different game modes and pretty much the same amount of difficulty modes.
I really worry RoS will suffer the same multiplayer issues the current version has. We need to be able to queue up for multiple difficulties.
It's true that Reaper of Souls will have a Campaign and Adventure Mode (you can read a bit more about Adventure Mode here), but you should still see a healthy pool of multiplayer games. We anticipate a lot of players will spend most of their farming time in Adventure Mode, which is typically when/where players will want to group up, and you'll be able to join a clan or community for even more social options.
To answer your question specifically, though, there are nine different difficulty levels (Normal, Hard, Expert, Master [unlocks at level 60], and Tormet I-V [unlocks at level 70]) and currently you’ll only be able to select one difficulty whenever queuing for Public Games. This is because, right now, there’s a pretty significant difficulty jump between each setting. We’ll definitely keep an eye on things, and if finding games becomes a problem then we’ll be sure to communicate that to the developers. (Blue Tracker / Official Forums)
Enchanting of Current and New Rares
All of the enchanting pictures are about the legendaries but not rare items. Also, even tho future lvl70 rare items can be enchanted, I'm still not sure whether that will apply to current good rare items such as gloves or ammies.Rares, both current and new, will be able to enchanted. =) Enchanting restrictions currently include:
Enchanting does not allow you to add another statistic to an item - it only allows you to reroll/exchange a single stat currently on an item for a different stat. Hope that provides a little more clarification about the feature.
Is that how it will work or I can only have one affix enchanted on each item?
You may only ever change one property on an item with Enchanting. The property you choose to change, however, can be rerolled as much as you like.
Say you are a Barbarian and you have an item with 80 strength but would rather have 150 which say is the max roll on that item. Can you do that?
You can, but bear in mind that would prevent you from rerolling any other stat on that item in the future.
My account was hacked rolled-back months ago and my gears are now BoA. Can the gears still be enchanted? I know this question may not be a concern for many people.
Still a legitimate concern! Yes, you should be able to enchant items you currently have, regardless of whether or not they are already Bind on Account. This does not affect their eligibility. (Blue Tracker / Official Forums)
The Level of Difficulty on Different Difficulties
My main concern - it is TOO easy on Master difficulty lvl. I was given 199 paragon lvl and equiped a hellfire ring and now any elite pack is killed in less than a second. That is a way too much. Please, give some challenge for high paragon guys like me by allowing to choose higher difficulty levels beyond Master from the start without having to reach lvl 60-70.
Another issue - it is not clear to me which items a salvageable and which are not. Please make it more clear.
Crusader's clash sounds from his skills are a bit too harsh and sharp for my ears. Please, make them softer.
Thanks for the feedback about Crusader sounds, and salvageable items. I'll be sure to pass that feedback a long for you.
Currently, unlocking difficulties is a little confusing, but there is a way to start your Crusader on higher setting. Normal, Hard, and Expert difficulties are available right at the beginning, but Master and Torment unlock when one of your characters reaches 60 and 70 respectively. However, those difficulties are available for all of your characters once you've unlocked them. I know that playing a character up to 70 might be a little inconvenient for you, but you might find that playing your Crusader on a higher difficulty was worth it.
We're definitely interested in your feedback on the difficulty settings, though, and I'll be sure to keep an eye on this thread. (Blue Tracker / Official Forums)
Crusader Weapons
So what type of 2 handed items will he be able to wield.
So far we know 2hand flails will be able but what else?
Swords been seen in 1hand options gameplay viid's.
Any ideas?
Also what more types will be able for 1 hand?
flail / sword been seen. But does an axe, dagge or, mace count aswell?
We wanted to make the Crusader a walking arsenal of war, so they're able to wield almost any melee weapon that's not class specific. Here's a list of weapons they can use.
*Note: Crusaders are unable to dual wield, but are able to carry a 2-handed weapon in one hand (and a shield in the other!) when using the Heavenly Strength passive.
*Edited to add Mace weapons to the list.
I forgot to add them in my original list. Sorry everyone, bad goatman! (Blue Tracker / Official Forums)
These are all the ones labled for the exp - the untouched old ones were not listed here. That does not mean however they are balanced
also keep in mind these are the set bonuses - the stats on the items themsleves are what scale - a level 10 would get the same set bonus values
For example 4 piece Innas' now gives you the base effect of all four mantras.
Imagine my frustration and rage when they are the very same set bonuses they used to be, and the set still isn't worth collecting.
DiabloFans Quote:
Inna's Grandeur
its in the list - everthing matches
it happens to be in the list twice tho - must be releated to the 1xx and the 1x ill look into the double placement
I have made a red note that some sets are listed twice due to the expansion tags
It's April 1st or what? This gotta be a joke.
Hopefully they are still working on these set bonuses.
This has to be the worst set bonuses there in the game. While the other classes have useful, meaningful bonuses, the wizard gets shafted with the biggest load of crap, and it doesn't even seem like they're intent on updating it.
That set bonus means the fetish army does not have a duration. Meaning, they will stick around until they get killed, instead of keeling over when their time is up.
Ok, what the actual hell? If this is the case, what is this Torment VI (6) that everyone is talking about?
Yeah, I'm a little confused as to how the new difficulties work. Does it work like MP, and how does it impact item drops and XP. I haven't seen numbers yet, so I'm quite interested to know what it actually does.
Really? I was under the impression that they could be targeted, and killed, by monsters. I know they don't have a visible health bar, like dogs and gargs do, but that doesn't necessarily mean they don't have health at all.
I don't think the numbers have been nailed down yet, but the higher difficulties do increase gold, xp, monster damage/health, and let more legendaries drop. In that sense, it is like monster power.
The 2 AP per second isn't as bad as most people think, it's actually pretty useful. And the small bonus to elemental damage is similar to a Monk's 0.33 Spirit/sec - aka pretty underwhelming.
It would be interesting if it promoted some sort of multiple elemental build, like that PoE passive (can't remember it) that promotes cycling multiple elemental damage types.