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.
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!
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 Ironborn 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 Magic 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 Economy Strategy: Patch v1.07 PTR Crafting ReportPosted 16 Jan 2013 by
Diablo 3 economy strategy time! With the new patch available this afternoon, I hopped on the PTR and tried some stuff out. I tested out my Monk with the new buffed skills, found Demonic Essences, bought the new armor Plans from Squirt, found another Plan from Ghom, crafted a few of the new items, and more.
They are in the game and working as advertised. They’re another type of crafting material, but surprisingly they are yellow in color, like a Rare. I almost didn’t notice the first one since I’m so used to ignoring 95% of rares that my eyes are trained to just scan for the few types I do pick up while ignoring the rest. After that I had to pay a bit closer attention, but it would definitely be nice if they were a different color. If not something really different, then the usual light blue of other crafting materials, which I’m much more used to noticing than the spammy Rare Yellow. (I hope to buy a color of paint by that name at the hardware store one day.)
DEs dropped quite often in my games. I had to play 4 games to get a plan to drop, all on MP2 with my Paragon 20 Monk. Each game I went right for the boss, but tried different ones, so in the process of stacking up and killing Magda, then Zoltan Kulle, then the Spider Queen, and then finally scoring a Plan from Ghom, I found 13 Demonic Essences.I was playing on MP2, on which DEs have a 26.45% chance to drop from killed bosses. I killed 6 or 7 packs in each game (just enough to get 5 stacks and then one or two more I ran into on the way to the boss); let’s say 26 total, for the sake of the argument. 26 / .2645 = 6.87. Thus I doubled the amount of DEs I *should* have found, via probability. Some observations:
At any rate, it seems like we’ll be finding DEs a lot faster than the other mats required to make these new recipes, so I’d imagine DEs will stack up for most, while players who are really into crafting will be buying a lot of Iridescent Tears to keep the new DE-recipe crafting going.
Why Iridescent Tears? Check out the recipes:
New Crafting RecipesThe new recipes vary a lot. The Archon Armor plans can be bought from Squirt for 1.5m each. There are 4 of them, and you have to buy each one separately to get the armor with Dex, Str, Vit, or Int. They all cost the same to buy and craft, and are very cheap, but have very different values when you craft them.
Armor Armor of Dexterity, Intelligence, or Strength:
Armor Armor of Vitality:
The Str, Dex, and Int are identical. The Vit yields a much higher bonus to the stat, but they all cost the same 75k, with minimal material costs. I made 8 of these armors (I used up all the DEs I’d found since it’s the PTR so why not test?) and yielded 1 that *might* have been vaguely salable on the current market. (The salient stats were 224 Vit, 3 sockets, +pickup radius.) Except of course these armors are all BoA, and such an item is only sort of useful now, since Vit that high is uncommon… but it won’t be once everyone can make these armors themselves.
Note that in the crafting economy comparison article I wrote a few days ago, the top stat values on Armors are all well over 200, with around 280 the top for Str/Dex/Int (on Tyrael’s Might; Rares are 200 and down) and up to 299 Vit on Rares. Here are my 8 examples. Prepare to be underwhelmed.
Theoretically the affixes on these can stack up just like current Rares, so they could go to 300 on the mainstats and 400 on Vit, but you’d need a spectacular roll to get that, and you’d be spending 75,000 an awful lot of times to hit that jackpot. Especially considering that every bad roll is just a gold sink, since you can’t resell any of them on the GAH to recoup some of your production cost. Obviously it’s early, but my quick reaction is that these need better guaranteed stats and/or lower costs to be worth the effort in the current economy.
Just for the sake of comparison, here’s what it costs to make the 3 highest level Rare chest armors from the current crafting plans, pre-v1.07. All must be found or bought; they’re not ones the Blacksmith acquires simply through training. The six-affix version has much higher production costs with no inherent bonus to anything, making the new recipes vastly better options… though of course they’re all BoA, so you can’t potentially sell your great RNG result for a big profit.
The new plans you find have very different costs and stats. I only found the one so far, so theoretically the others might differ some in stat value, but I’m sure the production costs will be similar.
Razorspikes of Vitality:
I made two of these since I only had 50 Iridescent Tears I had available on the PTR. Both were junk, but that’s RNG for you.
So these carry a lower gold cost, and you don’t have to buy the recipe in the first place… but you need a heap of Iridescent Tears, which can only be obtained by salvaging level 60+ Rare or Legendary and (occasionally) Magical items. This seems like a very intentional sink, since hardly anyone uses Iridescent Tears for anything these days, with all of the current high level crafting recipes so not worth pursuing.
I had huge stacks of Iridescent Tears months ago, when I used to salvage most of my finds. I long since sold them off and haven’t been salvaging anything other than Legendaries, and I suspect that’s a fairly common state for players? Someone’s been buying up those Iridescent Tears though, and I bet a lot of you pack rat types have thousands of them socked away… and now’s teh time to dump them on the market, since people will be buying them up to prepare for the v1.07 craft-a-thon!
Or not, since everyone else has the same idea.
Or maybe you should *buy* now since once players can start shedding their Iridescent Tears in v1.07 crafting, they’ll need more and the price will rise.
Personally, as soon as I finished my testing game I logged off the PTR, logged onto the normal realm, and bought 10k Iridescent Tears, hoping/assuming the price will increase as the news of this new use for them spreads (just as gem prices have risen considerably since the patch preview). At that time the price of ITs had gone up about 100g each. An hour later it had increased another 300g to around 700g. An hour after that it was back down to 600g, as news of the new recipe spread and players began to seek profits by dumping their old surpluses. Where the price will go long term is anyone’s guess.
Personally, I’m holding onto my new crop of ITs for the long sale, since I think the price will rise when the patch arrives. I’m betting that the D3 devs are sick of everyone making fun of how awful their first batch of crafting recipes were, and thus if/when people decide these new ones aren’t good enough, the devs will bump them up during PTR time, ensuring that ITs will be sought once the patch is released. But I could be very, very wrong. That’s why they call it speculation.
I’ll add info to this post as the other new plan stats are revealed, and will write a separate article detailing some play changes to the Monk and the new Reflects Damage monster property. Happy testing!