The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
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Auction House Acceptance: Flux Goes ShoppingPosted 26 Jul 2012 by
I did not use the Diablo III Auction House at all for about six weeks after launch. I didn’t want to, I didn’t need to, and I saw the way so many heavy AH users had burned out on Diablo III, largely since they could never find any gear that was better than the stuff they’d bought. I was self found and proud of it, since my l33t skillz were enough to (eventually, arduously) defeat the content that lesser mortals were blowing through in seconds, thanks to their ill-gotten goods.
Did I stick to my guns (or at least my pistol xbows), and remain self found? Did I score enough loot playing solo and making wise use of the Artisans to pull myself up by the bootstraps and succeed without delving into the corrupting trading market?
Read on and find out.
What's the origin of the gear on your Inferno characters?
- 2) Mostly from the Auction House or friends. (43%, 2,118 Votes)
- 1) All from the Auction House or friends. (30%, 1,463 Votes)
- 3) Mostly self found. (13%, 645 Votes)
- 5) I don't have a character in Inferno. (9%, 457 Votes)
- 4) Everything self found. (5%, 240 Votes)
Total Voters: 4,921
The Diablo III Auction HouseI agreed with the (by no means unanimous) community consensus that trading sucked in D2, and that an Auction House would be a cool feature in Diablo 3. And I joined others in assuming/predicting that we’d get an Auction House in Diablo III long before it was confirmed. I didn’t object to the GAH, or even the RMAH, on pragmatic reasons. Despite that, I still elected not to use it when the game launched back in May.
I’d almost never traded in Diablo 2, and not just because the trading system sucked. I played a lot back in the day and was very proficient at Magic Find, so I was able to supply virtually all my own needs. In fact, I can only remember one actual trade, when I swapped a Stormshield for an Eaglehorn, mostly since I had found 4 Stormshields and was sick of using a Buriza back in the v1.09 days, and wanted a different bow for cow running. (Naturally, I found a Windforce about a month later, and this was all in the Hardcore economy, where items held a lot more value.)
So no, I didn’t want a Diablo 3 Auction House from some sort of “God I wish D2 had one” desire. But the D2 system was inarguably awful, since even if you avoided the wug-infested hellholes that were Battle.net trading channels and games, the lack of a standard currency complicated things, and that’s not even mentioning the massive corruption from illicit RMT, which was largely fueled by duping, hacked items, Pindlebots, etc. After that, the idea of a clean, clear, official, legit Auction House in Diablo III was a pleasing one, and I looked forward to it.
Once the game was out though, I had no interest in using it.
Self Found, For Reals
It wasn’t a difficulty temptation to resist in those early days, since I didn’t hurry through the game and hit the Inferno gear-check-wall that frustrated most early rushers. I played more slowly, mostly solo, and alternated my time between several characters (my Wizard, Barbarian, and Demon Hunter were all around level 50 back in late-May), regularly passing items between them in a sort of we-are-a-solo-party arrangement. I never bought or sold anything on the AH though, neither gold nor real.
I wasn’t making some big moral stand, since as I said, I didn’t object to the AH, in principle. I just didn’t need items other than those I was finding, plus I wanted to experience and evaluate the game as it was designed and balanced, and not use the GAH to paper over any flaws in the balance, rate of progression, difficulty, economy, prices, crafting, and all the rest.
That theory soon looked very wise, in the sense of preserving my enjoyment of Diablo III, as numerous people I knew rushed one character into Inferno, found it way too hard without better gear, and found the GAH the only source of that gear. Others didn’t even wait for Inferno to start GAHing, and turned their full play through into something of a glorified god mode tutorial by using bought gear to wildly overgear their characters.
This was probably fun at the time (I recently finished Act 4/Hell with my neglected Wizard while using a 1289 two-handed sword — obliterating everything in sight with .2 second bursts of Disintegrate was ridiculous and yet fun.) but was ultimately a recipe for dissatisfaction, since buying such gear meant that they never found any upgrades in Inferno, and that really amplified the issue of Diablo 3′s underpowered sets and uniques.
I eventually worked my Demon Hunter through Hell and into Inferno, and found it less than a stone wall of gear check, but far from a happy fun experience. And this was after the v1.0.3 nerf that made Act One Inferno much more item rewarding and much less one-shot misery. My Demon Hunter wasn’t getting one-shotted, but my killing speed was far from acceptable, since my weapon was far from excellent. Everyone “knows” that Diablo III’s uniques and sets are underpowered, and the in-game item drops and Blacksmith recipes are underpowered as well… but only in terms of weapon damage. Armor, on the other hand, isn’t that poorly balanced, and you can craft some pretty good rares once you’re into the high 50s, even before you’ve got Inferno materials or have found any of the supremely-uncommon crafting plans.
That’s a relative statement, of course, as the armor you can craft or find is plenty good enough for Hell, and maybe Act One Inferno. You’ll need to farm farm farm if you want to advance through Act Two, though. Farm or Auction House.
Just surviving isn’t enough, of course. You need to kill things to get loot, and you need killing power to kill things. My Demon Hunter had a good build and decent armor when she got to hell, but even after several Hell/Act 3 and Act 4 runs at level 60, with full stacks, and numerous scratching and clawing and desperate efforts to get through the first half of Act One, with NV stacks active, I’d never found better than a 550 DPS crossbow, and it was one of those lumbering, 1.10 Attacks per Second xbows. Ugh.
So, earlier this month, I finally decided I was wasting time sticking to my “all self found” mantra, and visited the Auction House late one evening. (In disguise, so none of the neighbors would recognize me.)
Succumbing to TemptationAs anyone (everyone) who uses the AH knows, a 550 DPS blue xbow isn’t exactly top of the line for level 60. I looked at the top of the line, 100 million bows, just for shits and giggles (there more giggles), before filtering down the buyout price to 50k and doing some bargain seeking. I had nearly 2m gold in my account, and could easily have bought a pretty good bow, but I was intentionally going low end and looking at just blue bows with damage. No IAS, no +Dex, nothing. Just damage, and this after my old xbow had great stats, with over 140 dex, critical hit chance, vit, and more.
Moving quickly, I settled on a 1086 DPS bow. No frills, no bonuses other than the lightning damage, for 50k on the buyout. I must admit to some excitement as I transferred the purchase to my stash, and waited to equip it to see what my character window DPS would do.
Believe it or not, that number went up. I don’t remember the exact stats, but it was something like from 8800 up to 17k (without Sharpshooter selected, since that bloats the Demon Hunter’s displayed damage to meaninglessness), plus the faster firing rate meant much faster Hatred generation and better projectile avoidance.
I wasn’t just shopping for better numbers though, so I quickly went and played… and laughed my way through most of Act One, as all of the encounters that had formerly been all but impossible became routine. I’d been struggling against almost every boss pack since I took so long to kill things that I had to kite like a windy day at the beach. This made my margin for error very thin against almost any boss pack, and when I got Boss Modifiers like Waller, or Fast (much less both), I had no chance. I was forever running out of Discipline, or I’d miss one Smoke Screen and take two hits and drop dead, or run a burst of damage to try to finish a Champion off and wind up just short and out of gas. Worst of all were the fights when I’d run away, scramble, struggle, and finally kill one or two monsters, or die when I nearly had the pack dead, and by the time I got back to the scene of the battle all the surviving monsters had completely regenerated their hit points.
More damage fixed most of those problems, and in less than an hour I blew through the second half of Act One, killed the Butcher on my first try, and even earned the achievement for doing him in under two minutes on Inferno.
Naturally, more damage wasn’t enough for everything, since when I moved on into Act Two I and found the gear check a reality. Suddenly the one shot days were back, as those yodeling Lacuni bomb throwers were happy to show me in the canyon. I pushed on, eventually earning five stacks in Act Two and making it almost to Alcarnus, but there were many deaths on the way, and I had to ditch some mobs, including a group of 4 Champion Sand Wasps with Mortar, Arcane Enchanted, Vortex, and Illusionist.
How I wanted to beat them, as my Demon Hunter always takes Mortar as a personal insult and challenge. Alas, I could not. The confusion of so many Illusionist wasps (their baby wasp BBs do no damage, but are indistinguishable from the real ones) was a huge pain, and they kept Vortexing me into the midst, forcing me to hit an instant Smoke Screen and run. But where to run, with Arcanes turning, slot motion BBs everywhere, real and fake Wasps floating in every direction, and a dozen Mortar shots coming at me from every direction the second my SS wore off. (Just writing about it now I wish I could go back and try again. If only Diablo III had some kind of “save game” state in a single player mode that could be revisited at your leisure.)
So no, I couldn’t beat Act Two Inferno with a decent damage bow and crappy gear. What I could do, after a bit more practice and some better gear (all self found) was run Act One quite efficiently, clearing out 90% of the bosses in about an hour and earning a good 20 or 25 high level rares per try.
Resigned to My Fate
And that’s what I’m still doing, when I get time to play, a week and a half later. I’ve not found any bow upgrades, though it’s possible. I have found damage two-handed weapons for a variety of other weapon types that I will never, ever equip, other than as a joke.
I have found a ton of upgrades for pretty much every other item slot though, and have found numerous upgrades for my level 60 Barbarian and Wizard, including weapons that should be more than enough for them to work through Act One. The Wizard just finished Act 4 of Hell, and had a laugh doing it with 35k life, over 450 to all resistances, and a two handed sword that was just short of 1300 DPS. I haven’t done more than 10 minutes of Inferno with her yet, but she moved through everything up to rescuing Cain without so much as having to activate her Diamond Skin, and I’m sure I she could advance to Act Two without any real difficulty.
From a purist PoV though, those items I used to overgear my Wizard, along with everything else I’ve found since I bought that bow, are tainted. Impure. Unclean. Since they were enabled by me using a non-self found bow that more than doubled my damage. Even though it wasn’t a very good bow and had damage equivalent to that of a sword, two staves, and a polearm I’d found, while still scratching along with that 550 xbow.
Luckily, there are no purists in Diablo III, so no one knows or cares about this but me.
As far as I know, I’m fairly unusual in not using the Auction House constantly, and doing it since shortly after Diablo III’s release. I’m also fairly unusual in that still enjoying the game, even the Inferno end game. (There’s almost certainly a strong correlation between fact one and result two.) And why wouldn’t I? It’s challenging enough to keep me on my toes, and since all but one of my items are self found, I’m not bored and depressed by the item hunt, since I’m forever finding upgrades. Every yellow question mark is a delight and a thrill!
(Okay, not really. 1) the game desperately needs an “ID all” button, since JFC, no one wants to stand there right clicking for 45 seconds every time they return from an item run with 5 stacks. The 3 second wait just adds annoyance most of the time, “Oh look, another ilvl 62 weapon without a single +damage mod on it!” 2) Imagine how much fun it
would be will be when you can find unique/sets more than once a week, and if they’re better than average quality rares are now?)
So, how unusual am I in my Auction House usage? Survey time.
(By request, I moved the vote up to the top of the article so it would be visible on the main page without requiring a click through.