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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Official Diablo 3 Patch 1.0.8 NotesPosted 7 May 2013 by
The Diablo 3 Patch 1.0.8 Notes can be seen below. The Patch is live and ready for download and install via your Diablo 3 game launcher. (You just can’t play yet, while the realms are still down for their weekly maintenance.) The patch notes are much as we’ve seen during the PTR testing, but if you want to read all the details, here they are.
Refer to the Diablo 3 Patches article in DiabloWiki.net for full details of every patch and hotfix thus far released for Diablo 3.
Diablo III Patch 1.0.8 – v.184.108.40.20616
* Players can now identify all items in their inventory by speaking to Deckard Cain or by using the Book of Cain that can be found near the shared stash in all Acts
* The cooldown incurred by changing skills outside of town on Inferno difficulty has been reduced to 30 seconds (down from 60 seconds)
* The bonus experience granted by Enlightened shrines is now also calculated multiplicatively
* The Magic Find and Gold Find granted by Fortune shrines can now exceed the 300% cap
* There is now an option in Video Settings to lock the cursor to the window when in fullscreen windowed mode, if Diablo III is the active window
* Multiplayer Co-Op
* * Players now receive a 10% bonus to Magic Find, Gold Find, and Experience per additional player in a multiplayer game, up to a maximum of 30% in a four-player game
* * * The Magic Find and Gold Find bonuses can exceed their respective 300% caps
* * * The Experience bonus can stack with other bonuses from items and Monster Power (the bonuses will stack multiplicatively)
* * A notification is now sent to all players in a multiplayer game whenever a party member engages an Elite monster or Treasure Goblin in combat, and their location will be shown on the mini-map
* * * In addition to this, an icon will also appear over player banners in town to indicate if they’re in combat with a monster, Elite monster, or Treasure Goblin.
Click through for rest of the patch notes covering skills, quests, crafting, UI, monsters, and much more.
* The “Massive Blow” achievement should once again be obtainable
* The “Fallen Angel” achievement now only requires the player to kill Izual within 120 seconds
* The “Bashanishu” achievement no longer requires the player to use Basic Attack to complete it
* The “Hero’s New Clothes” achievement no longer requires the player to deliver the fatal blow to meet the criteria
* Fixed a bug that prevented monsters killed by a follower or pet, before being attacked by a player, from counting toward achievement criteria
* The stack size for gold sales on the auction house has been increased from 1 million to 10 million
* Tooltips in the Auction House will now show an item comparison for a player’s currently selected character
* Players will now be able to search for games that were started on any quest once they have reached level cap
* Matchmaking “Tags” have been added
* * In addition to selecting your Difficulty, Monster Power, and Quest, players will also be able to choose from the following tags when searching for Public Games: Monster Slaying, Brawling, and Key Warden
* * * Note: When the Brawling tag is selected, your Monster Power selection will not be taken into account
* Players can now add a note about a friend by right-clicking the name in their Friends List
* Players can now enter a message that will be broadcast to their friends
* Players can now create multi-user conversations
* * There are multiple ways to start a conversation or invite other players to an existing conversation:
* * * To start a conversation, open Public Chat Options, then select Invite Friends > Start Conversation or use the “Start a Conversation” option in the Social window by right-clicking on a friend’s name
* * * To invite or add friends to an existing conversation, open Public Chat Options, then select Invite Friends or use the “Invite to a Conversation” option in the Social window by right clicking a friend’s name and selecting the desired conversation
* Similar to public channels, private conversations can support up to 99 players
* A new section has been added to the friends list called “Players Near You”
* * Any player who is on your local network will be displayed here (even if they’re not currently your friend)
* * If needed, this feature can be disabled from the Social Options of the Game menu
* Players may now be marked as a “Party Guide”
* * The Party Guide is assigned to the first person who joins a Public Game
* * If multiple characters join a Public Game at the same time, the game will choose the hero with the highest level or Paragon level to be Party Guide
* * When a Party Guide leaves the Public Game, a new one will be chosen automatically
* * Alternatively, the Party Guide can right click on a party member’s portrait and pass them the Party Guide title
* * The Party Guide will have a unique icon that will appear on the mini-map
* Names in your “Recent Players” list will now expire if they become older than a month
* Blocked players will no longer appear in your “Recent Players” list
* Skeleton King
* * The Skeleton King and The King of the Dead will now play an animation when performing their Whirlwind attack
Barbarian: Active Skills
Barbarian: Passive Skills
* Inspiring Presence
* * Now affects all party members
* The sound that plays whenever a Barbarian’s Overpower ability comes off cooldown is no longer similar to a Legendary item dropping
* Male Barbarians no longer run faster than the other heroes while feared
Demon Hunter: Active Skills
* Base weapon damage increased from 276% to 438%
* Hatred cost while channeling has been reduced from to 6 (down from 10)
* * Skill Rune – Bombardment
* * * Weapon damage increased from 345% to 414%
* * * Explosion radius increased to 8 yards (up from 4)
* * Skill Rune – Fire Support
* * * Weapon damage of Homing Rockets increased from 35% to 145%
* * Skill Rune – Withering Fire
* * * * Now reduces the initial Hatred cost to 10 (up from 5)
* Skill Rune – Aid Station
* * Now heals nearby allies for 2% of max life per second (up from 1%)
Demon Hunter: Passive Skills
* * Now regenerates 2% of maximum life per second (up from 1%)
Monk: Active Skills
Mantra of Healing
* Now causes party members to regenerate 620 life per second (up from 310)
* * Skill Rune – Sustenance
* * * Now increases Mantra of Healing’s life regeneration to 1240 per second (up from 620)
Monk: Passive Skills
* Guiding Light
* * Damage bonus increased from 16% to 20%
Witch Doctor: Active Skills
* Now has a larger initial cost but a much lower continual cost while channeling
* * Base weapon damage increased from 180% to 385%
* * * Skill Rune – Cloud of Bats
* * * * Initial damage increased from 234% to 500% weapon damage
* * * Skill Rune – Plague Bats
* * * * Maximum damage increased from 270% to 578% weapon damage
Witch Doctor: Passive Skills
* Blood Ritual
* * Now regenerates 2% of maximum life per second (up from 1%)
Wizard: Active Skills
* Base weapon damage increased from 210% to 285%
* * Skill Rune – Arcane Mines
* * * Weapon damage increased from 180% to 340%
* * Skill Rune – Cascade
* * * Weapon damage of bonus missiles increased from 210% to 285%
* The duration of Archon should now be extended by assists from players in multiplayer games, in addition to kills
* Base weapon damage increased from 170% to 220%
* * Skill Rune – Entropy
* * * Weapon damage increased from 196% to 253%
* * Skill Rune – Intensify
* * * Maximum damage increased from 221% to 286% weapon damage
Ray of Frost
* Base weapon damage increased from 215% to 280%
* * Skill Rune – Black Ice
* * * Ice patch weapon damage increased from 387% to 504%
* * Skill Rune – Sleet Storm
* * * Weapon damage increased from 280% to 364%
* * Skill Rune – Snow Blast
* * * Maximum damage increased from 280% to 364% weapon damage
* Players may now Teleport to any location within range, as long as a path is available
Wizard: Passive Skills
* Galvanizing Ward
* * Now regenerates 620 life per second (up from 310)
* Fixed a bug causing Teleport – Safe Passage to only reduce damage from physical attacks
* * Players can now queue up multiple items and gems at a time to be crafted, so long as they possess the necessary materials
* * Players can now craft items using materials located in the shared stash
* Salvaged item information will no longer be displayed in the chat log
* Players can now disable the confirmation dialog when salvaging items of Rare quality
* Fixed a bug preventing players from salvaging an item by dragging it onto the Blacksmith’s anvil icon
* * Loyalty
* * * Now regenerates 310 life per second (up from 155)
* * Players should now encounter more monsters in Acts I, II, and IV in Inferno difficulty when playing at Monster Power 1 or greater
* * In multiplayer games, the increase in monster hit points per additional player has been reduced to 50% (down from 70%)
* * The damage dealt by the fire pool left by Blazing Guardian attacks has been reduced by 50%, but its minimum damage has been increased
* * Poison damage dealt by Brood Hatchlings has been reduced by 40%
* * Damage dealt by Tormented Stingers has been reduced by 75%
* * The health of normal Spiderlings has been reduced by approximately 68%
* * The health of Elite Spiderlings has been reduced by approximately:
* * * 4.5% for Champions
* * * 3% for Rares
* * * 9% for Rare minions
* The following monsters have their experience and chance to drop loot modified to better align with their hit points:
* * Accursed, Betrayed, Bile Crawlers, Blazing Guardians, Blazing Ghouls Brood Hatchlings, Cavern Spiders, Charged Constructs, Chilling Constructs, Crazed Cultists, Crazed Summoners, Dark Conjurers, Dark Cultists, Dark Moon Clan Impalers, Dark Summoners, Dark Zealots, Deranged Cultists, Doom Wraiths, Dust Shamblers, Enraged Zealots, Fallen, Fallen Grunts, Fallen Peons, Fallen Soldiers, Foul Conjurers , Frost Guardians, Ghouls, Hungry Corpses, Moon Clan Impalers, Murderous Fiends, Noxious Guardians, Ravenous Dead, Retching Cadavers, Reviled, Savage Fiends, Spiderlings, Shade Stalkers, Shadow Vermin, Shock Guardians, Skeletal Crawlers, Smoldering Constructs, Spine Lashers Stygian Crawlers, Tormented Stingers, Toxic Constructs, and Vicious Ghouls
* * Nekarat the Keywarden now has a chance to drop a random Key (of Destruction, Hate, or Terror) in addition to the Infernal Machine plans
* All Keywardens will now only appear in Inferno difficulty
* Monsters with the Avenger affix now correctly gain +25% damage each time a monster in their pack dies
* Monsters with the Vampiric affix now correctly heal for 200% of their damage done in all difficulties
* * Experience earned by completing a quest is now granted to players that have reached the level cap
* * A maximum of eight buffs and debuffs will now be displayed on the UI
* * * The maximum number of debuffs that will be displayed is three
* Fixed a bug preventing damage numbers from being displayed if a monster was affected by a spell such as Hex.
The monster density changes have the biggest game impact in this patch, and if you haven’t been testing on the PTR, check out our article discussing the changes.
One big change with this patch will be keyrunning, for anyone who doesn’t already have more Hellfire Rings than they know what to do with. (That includes me, since I don’t have any in Hardcore yet.) The buffs to farming make it so you won’t feel like you’re wasting your time Stacking up in Acts 1 or 2 anymore. Plus, the actual Keywarden levels are much changed, with huge boosts to the monster density in the Fields of Misery and Dahlgur Oasis making those levels profitable to explore in their own right, and certainly more fun to voyage through than tired old Stonefort.