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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing 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 DiabloWikidifficulty 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.

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    Diablo 3 Strategy: Gearing Up for the New and Poor

    One day soon, you will be penniless.

    One day soon, you will be penniless.

    A forum question from VeeSe spurred an interesting forum discussion; what’s the best way to gear up for a new player in Reaper of Souls? It’s largely a hypothetical question for most of us now, but that’ll change when Patch 2.1 goes live and and Ladder Seasons begin. If you create a seasonal character you start with nothing; no gold, no materials, no gems, no gear, paragon points, no leveled up artisans… you’ll even be scrounging for gold to buy your stash tabs!

    Here’s the question from VeSee in our Diablo 3 community forum. Diablo 3 Strategy: Gearing Up for the New and Poor?

    I was just wondering what the best way to build wealth was for someone who was new and didn’t have great items yet. I read a lot of these threads and guides and the recommended items are just so far out of reach, like I don’t have any of them pretty much. I have one character up to 70 but he’s not strong enough to really do anything besides Normal bounties and rifts.

    Is the best way of building wealth just to keep grinding bounties and the occasional rifting in Normal? I’m at the point now where if I try to enchant a legendary I have, I better get it in 2-3 tries because I don’t have the materials to keep going after that and I have to grind for awhile to get enough to try again a couple times, and that doesn’t seem too productive. I’m still expecting the answer to be just to keep grinding bounties since they are the most rewards per time spent and at some point it will exponentially get better once I am able to get to do Torment rifts or something.

    So what’s the best way to go about it? Where are the fastest places to level, what are the best ways to find gear, and where can you earn the most gold?

    RoS =/= D3v

    Considering the question made me to realize how much different the answer is in the current version of the game, whether Reaper of Souls or D3v2. Back in D3v the best way to gear up was via the Auction House (though that would have been different if we’d had seasons then). I spent my first couple months of D3 playing softcore, and when I switched over to Hardcore the best way to gear up was… to grind Act One Inferno on MP0 and collect gems and Tomes of Secret, which sold for very large amounts of gold in the Auction House. I could play a dozen hours like that and find 1 or 2 good items, while earning enough gold to buy good items for all my other inventory slots. (Which is why going DiabloWikiIronborn in D3v was such a bold commitment.)

    That economic model is entirely gone in the game today. Not only is the Auction House gone, but everything you find that might be worth selling is BoA. Hell, even the gold itself is BoA. On the other hand, you find good gear about 50x as often as we did in D3v, which was the whole point in Blizzard making those changes. Because it’s more fun to farm your own gear and use only what you find yourself, than it is (was) to find gear and sell it for the gear you really wanted. (At least that’s the theory.)

    Reaper of Souls Gear-Up Tips

    So for the OP’s question… there’s no simple, obvious answer, but it’s interesting to consider. The overall key to gearing up in RoS is difficulty level. In D3v players needed a lot of DiabloWikiMagic Find to start finding a decent amount of legendary items, and characters could boost their MF by raising the difficulty level, and/or via Paragon Levels + gear. In the current game, MF is pretty much irrelevant, and almost all increased gear benefits come from higher difficulty level. Thus the question, “how do I gear up past level 70?” is really asking, “how do I survive on higher difficulty levels past level 70?”

    Some question suggestions:

    Stick to one Character
    Smart Loot means that most of the gear you find will be themed for your class. That means regular upgrades, and also more Souls, since you’ll be salvaging redundant gear, rather than spreading legendaries around to multiple different characters. Plus with all the game rewards tied to difficulty level, you can get one character up in Torment and build wealth quickly… then your alts can gear up very quickly with plenty of Souls and Shards at their disposal.

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    Diablo 3 Datamined v1.0.7 Skill Changes

    Posted 12 Feb 2013 by

    Diablo 3 Datamined skill info. Here’s the datamined list of skill changes from the final v1.0.7 patch, much of which has been updated on the PTR notes over time but you can see a good comparison from v1.0.5 which was the last major update.

    DiabloWikiMonk

    Name Old New
    Wave of Light – Advanced Tooltip Cost: 75 Spirit

    Focuses a wave of light that crushes enemies for 390% weapon damage as Holy, followed by an additional 45% weapon damage as Holy to all enemies in a line.

    Cost: 75 Spirit

    Focuses a wave of light that crushes enemies for 829% weapon damage as Holy, followed by an additional 96% weapon damage as Holy to all enemies in a line.

    Wave of Light – Wall of Light Increases damage of the initial strike to 566% weapon damage as Holy. Increases damage of the initial strike to 1202% weapon damage as Holy.
    Wave of Light – Explosive Light Release bursts of energy that deal 430% weapon damage as Holy to nearby enemies. Release bursts of energy that deal 914% weapon damage as Holy to nearby enemies.
    Wave of Light – Pillar of the Ancients Summon an ancient pillar that deals 280% weapon damage followed by an additional 280% weapon damage after 2 seconds. Summon an ancient pillar that deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds.
    Sweeping Wind – Advanced Tooltip Cost: 75 Spirit

    Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.

    Cost: 75 Spirit

    Surround yourself in a vortex that continuously deals 20% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 60% weapon damage to nearby enemies.

    Sweeping Wind – Blade Storm Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage. Intensify the vortex, increasing the damage per stack to 26% weapon damage. This increases the damage with 3 stacks to 78% weapon damage.
    Sweeping Wind – Cyclone While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds. While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 26% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.
    Dashing Strike – Advanced Tooltip Cost: 25 Spirit

    Quickly dash at the targeted enemy or location, striking for 160% weapon damage and rooting the target for 1 second.

    Cost: 25 Spirit

    Quickly dash at the targeted enemy or location, striking for 303% weapon damage and rooting the target for 1 second.

    Inner Sanctuary – Forbidden Palace You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage. You and your allies standing in the area of effect of Inner Sanctuary deal 15% additional damage.
    Inner Sanctuary – Sanctified Ground When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%. When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 80%.
    Exploding Palm – Advanced Tooltip Cost: 40 Spirit

    Cause a target to Bleed for 745% weapon damage as Physical over 9 seconds. If the target dies while bleeding, it explodes and deals 30% of the target’s maximum Life as Physical damage to all nearby enemies.

    Cost: 40 Spirit

    Cause a target to Bleed for 745% weapon damage as Physical over 9 seconds. If the target dies while bleeding, it explodes and deals 50% of the target’s maximum Life as Physical damage to all nearby enemies.

    Lashing Tail Kick – Advanced Tooltip Cost: 30 Spirit

    Unleash a deadly roundhouse kick that knocks enemies back and deals 235% weapon damage.

    Cost: 30 Spirit

    Unleash a deadly roundhouse kick that knocks enemies back and deals 470% weapon damage.

    Lashing Tail Kick – Vulture Claw Kick Release a torrent of fire that burns nearby enemies for 259% weapon damage as Fire and causes Knockback. Release a torrent of fire that burns nearby enemies for 517% weapon damage as Fire and causes Knockback.
    Lashing Tail Kick – Spinning Flame Kick Hurl a column of fire that burns through enemies, causing 294% weapon damage as Fire to each enemy it strikes. Hurl a column of fire that burns through enemies, causing 588% weapon damage as Fire to each enemy it strikes.
    Tempest Rush – Advanced Tooltip Cost: 15 Spirit plus an additional 10 Spirit while channeling

    Charge directly through your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 85% weapon damage while running.

    Cost: 15 Spirit plus an additional 10 Spirit while channeling

    Charge directly through your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 155% weapon damage while running.

    Mystic Ally – Water Ally Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 30% for 2 seconds. Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 60% for 2 seconds.
    Mystic Ally – Eternal Ally Imbue the ally with the essence of life. When the ally dies, it has a 50% chance to be reborn after 5 seconds. In addition, the physical damage of the ally’s basic attack is increased to 44% of your weapon damage per swing. Imbue the ally with the essence of life. When the ally dies, it has a 100% chance to be reborn after 3 seconds. In addition, the physical damage of the ally’s basic attack is increased to 60% of your weapon damage per swing.
    Near Death Experience – Advanced Tooltip When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.

    This effect cannot occur more than once every 60 seconds.

    When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.

    This effect cannot occur twice in succession within 60 seconds.

    Cyclone Strike – Advanced Tooltip Cost: 50 Spirit

    Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.

    Cost: 50 Spirit

    Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.

    DiabloWikiWitch Doctor

    Name Old New
    Spirit Vessel – Advanced Tooltip Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. This effect cannot occur more than once every 90 seconds. Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. This effect cannot occur twice in succession within 90 seconds.

    DiabloWikiWizard

    Name Old New
    Arcane Orb – Advanced Tooltip Cost: 35 Arcane Power

    Hurl an orb of pure energy that explodes when it hits, dealing 175% weapon damage as Arcane to all enemies within 10 yards.

    Cost: 35 Arcane Power

    Hurl an orb of pure energy that explodes when it hits, dealing 200% weapon damage as Arcane to all enemies within 10 yards.

    Arcane Orb – Obliteration Increase the damage of the explosion to deal 228% weapon damage as Arcane. Increase the damage of the explosion to deal 260% weapon damage as Arcane.
    Arcane Orb – Arcane Nova Modify the orb to deal 175% weapon damage as Arcane to all enemies within 20 yards. Modify the orb to deal 200% weapon damage as Arcane to all enemies within 20 yards.
    Arcane Orb – Arcane Orbit Create 4 Arcane Orbs that orbit you, exploding for 70% weapon damage as Arcane when enemies get close. Create 4 Arcane Orbs that orbit you, exploding for 80% weapon damage as Arcane when enemies get close.
    Blizzard – Advanced Tooltip Cost: 40 Arcane Power

    Call down shards of ice to pelt an area, dealing 210% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack.

    Cost: 40 Arcane Power

    Call down shards of ice to pelt an area, dealing 510% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack.

    Blizzard – Unrelenting Storm Increases the duration of Blizzard to deal 280% weapon damage as Cold over 8 seconds. Increases the duration of Blizzard to deal 680% weapon damage as Cold over 8 seconds.
    Blizzard – Stark Winter Increases the size of Blizzard to cover 22 yards, dealing 210% weapon damage as Cold over 6 seconds. Increases the size of Blizzard to cover 22 yards, dealing 510% weapon damage as Cold over 6 seconds.
    Shock Pulse – Advanced Tooltip This is a Signature spell. Signature spells are free to cast.

    Release a medium range pulse of 3 unpredictable charges of electricity that deal 105% weapon damage as Lightning.

    This is a Signature spell. Signature spells are free to cast.

    Release a medium range pulse of 3 unpredictable charges of electricity that deal 150% weapon damage as Lightning.

    Shock Pulse – Fire Bolts Cast bolts of fire that each deal 152% weapon damage as Fire. Cast bolts of fire that each deal 195% weapon damage as Fire.
    Shock Pulse – Living Lightning Conjure a being of lightning that drifts forward, electrocuting nearby enemies for 37% weapon damage as Lightning. Conjure a being of lightning that drifts forward, electrocuting nearby enemies for 53% weapon damage as Lightning.
    Shock Pulse – Explosive Bolts Slain enemies explode, dealing 70% weapon damage as Lightning to every enemy within 10 yards. Slain enemies explode, dealing 105% weapon damage as Lightning to every enemy within 10 yards.
    Unstable Anomaly – Advanced Tooltip When reduced below 30% Life, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. This effect cannot occur more than once every 60 seconds. When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. This effect cannot occur twice in succession within 60 seconds.
    Temporal Flux – Advanced Tooltip Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds. Whenever you deal Arcane damage, enemies are slowed by 60% for 3 seconds.
    Illusionist – Advanced Tooltip Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset. Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image, Slow Time and Teleport are automatically reset.