Hmmm... while I can't really say too much that hasn't already been said against the items we've seen so far in this pack, I find it a pretty strong letdown that there wasn't a continuation of the Shavarath tradition of "set bonus" items and particularly "class-themed secondary set bonuses". Mostly just seems similar to one-off items like we got from the epicified Orchard. Not a bad thing, but I was hoping for a return to form of the original set magic we got from the original ToD.
Also content pack tie'ing together with weapons. Was hoping for mobs with DR/200 Evil+Magic archons, DR/200 Evil+Cold Iron eladrin, along with the normal needs for silver+good for devils and silver+cold iron for demons. Basically I was looking for content that would make me question Thunderforge t2+ trumps-all-content and maybe some new weapons with DR-breaking properties that make sense to use - and swap through for these conditions. Obviously, augments allow you to get around some of these issues.
Where'z my?
GIANT-BLACK-GREAT-AXE: 6[2D8] damage, extended crit range, metalline, epic evil, epic evil burst, limbchopper, bleeding X, targets hit by Giant-Black-Great-Axe cannot receive healing for 10s, healing amp -50. (crazy artwork style - worth the artists time just on the number of mirrors people would buy to always be shown wielding the crazy axe).
^- something evil for chopping on all those self healing goody two-shoes-types, of course it eats some of your incoming healing.
Solar Lance: Quarterstaff 7[1D10] damage, crit profile of Sireth, metalline, epic good, epic good blast, armor piercing 25%, % chance to proc earthquake, -2% unrecoverable fortification.
^- the beam of light you wield gives astonishing damage, but also gives the enemy a 2% chance to have a successful critical.
Also... I wanted an explorer area in the archon realm we can see from the floating rock...
I don't usually like explorers... but outerplanar ones... nom.