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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Reaper of Souls Prep Quick Facts: Transmog, Materials, EnchantingPosted 8 Mar 2014 by
I see the same questions come up all the time in clan chat, and when a few of them appeared on the b.net forums, they received Blue replies. For example, people keep asking if they should hold onto legendaries and not ID them until Reaper of Souls, to get that Transmog property. The answer, of course, is that you should hold onto your un’ID’ed legs until there’s an intense conversation going on in the Clan chat, and then ID like 10 of them at once. Blue agrees!
Legendary items found in patch 2.0.1 will unlock as Transmogrify options, and you do not need to wait for Reaper of Souls goes live to ID them. If you find a Legendary item in patch 2.0.1, then you should have the option to use it for Transmogrification once you upgrade to Reaper of Souls, and have access to the Mystic.
Another daily question regards Enchanting and “legacy” items. The answer is that items you find in Loot 2.0 are *not* legacy items. Only gear from the longlongago counts as legacy, so anything found in the current patch can be enchanted in Reaper of Souls, once you drag the Mystic out from under that heap of corpses like a Kardashian on her wedding night.
Grimiku: The items you’re crafting (or finding) right now will be Enchantable in Reaper of Souls. The crafting recipes your Artisans already know have all been updated to make loot 2.0 versions of those items, even if you learned the recipe prior to patch 2.0.1. This means anything you make (or made after patch 2.0.1) will be Enchantable. Keep in mind that there are some other limitations to Enchanting that might prohibit an item from being Enchanted (for example you can’t enchant Magical items).
Click through for the additional questions on Quest Reward items, new Paragon Portraits, and the open-ended, “what should I be doing to prepare for Reaper of Souls?” question, which is also asked almost every day in Clan chat. The only certain answer is “build up exp/Paragon Points” but there’s more nuance to it than that.
Grimiku: We don’t have any current plans to add more Paragon portraits for players beyond Paragon 100, but we’ve definitely discussed the idea. We’ll keep an eye on everyone’s feedback, though, and see what happens as players spend more time with the new system.
Showing how closely I pay attention to the cosmetic details, I assumed there were additional arts, since every 10 levels past 100 you get a splashy graphic that says new portrait unlocked. Apparently the system is just set to pop up that notification text every 10th level, which was enough to satisfy me. Placebo effect!
Elsewhere, a fan asked about the blue or yellow item you get as a reward for completing some quests. The item can be pretty useful when you’re leveling up, while it’s generally just another material-to-be in the end game. But what if it could be more for-special?
Grimiku: We noticed that quest reward items felt like a nice little addition on the console version of Diablo III, and that’s why we decided to bring them over. The way they work right now is, quest rewards are randomly generated items of Magical or Rare quality. It’s not currently possible to get a Legendary item as a quest reward, but that’s good feedback.
Speaking of things that come up every day in clan chat…
Vaneras: Interesting idea for sure.
Just out of curiosity, what would you prefer to see if something like this was implemented for Hardcore clans—I mean would a simple auto generated post in the chat be sufficient, or should there be a notification sound as well? Or would you instead prefer some kind of pop up toast splash on your screen when a HC character dies, or would you only want to see this kind of thing for high level characters? Or maybe some completely different form of notification not yet mentioned?
The first day of D3v2 when our IncHC wasn’t even maxed out yet, I saw this non-notification in action and fired off an impassioned email to a Blizzard contact, requesting that it be added. In the nature of such things my reply was along the lines of, “Thanks for the suggestion I’ll be sure to forward it to the clans/community developers!” so it might appear any time between today and never. But it’s such an obviously-desired feature, and one that I can’t see any downside to, which gives me hope that we’ll get it. The question of course is when, since it’s just up to the programmers to see if/when they can implement it.
As for the appearance, in my first email to Bliz I suggested the notification be dramatic, like a
chipmunk prairie dog. I’m talking blood red letters with black drop shadow and glowing flames and jaw-chattering skulls as dots over the “i” and “j” letters. I’m open to suggestions that it should be even less subtle than that, though.