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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Reaper of Souls Preview Panel Q&A Full Transcript – BlizzCon 2013Posted 9 Nov 2013 by
This evening’s Reaper of Souls Preview Panel Q&A was pretty interesting and outlined many of the new features coming to the game. At the end of the session the usual public Q&A session took place and there were some decent questions answered. There were also a few questions that shot over the heads of the devs. I do pity the poor guy who attempted some kind of a keyboard joke question, I swear I saw a tumbleweed roll past on the floor.
We have a number of new gold sinks coming and the gameplay panel tomorrow is going to go into them very specifically. One of the big ones is enchanting , Transmogrify is not a major gold sink, but enchanting is the system that allows you to re-roll the stat on your item to make it better for yourself. That’s a smart drop goal as well so it’s very likely to be good for your character and you can see all the potential things you can roll. So that’s a major thing. We’ve got new and better blacksmith recipes coming, also smart drops so when they do roll they’re much more likely to be better.
Those are just a couple of the features for gold sink so we do intend find ways to get some gold out of the economy. We don’t want to have to make it so that if you’re not one of the people with 40 billion gold you can’t participate it that. People with 40 billion will pull the slot machine a little more often. Ultimately gold is not going to be as big of a delta factor for character power as it has been for when the auction house was live.
If case you missed it, read on for the full transcript after the break.
Ladders are awesome to climb, they have rungs and the whole point is to get to the top right? Stay tuned.
Are all the previous areas going to be designed like the maps you brought up prior (Adventure Mode)?
All acts will be available through adventure mode so every act is going to have a map just like the one you saw for act 3. All the waypoints will be opened up so you can just bounce around.
When you guys get into Nephalim Rifts, that’s really where we go full throttle in the randomisations. The layouts are going to be totally different.
I really enjoy the game but I have one issue, no offline mode. When are we going to get it?
When we decided to designed Diablo 3, we feel, and seeing all you out here, Diablo plays best when you;re playing with your friends. When you have access to this aesome community that is Blizzard. This is why we have BlizzCon. We felt is was really important we have that social connection. for you to be able to have access to your friends list. It also alloed us to make sure you characters were stored. It was important for us to satisfy that social aspect of the game.
In fact we’re adding more multiplayer features, groups and clans were teased in the trailer there so those are coming as well. That’s a feature that being online makes it even better. Even more so than the rich join and drop co-op that’s already out there.
With the removal of the auction house, what if any sort of sanctioned trading model will you put in, or not put in to protect people from everything that happens in Sanctuary and not just Evil monsters.
Right now we are still in the process in figuring out what trading means for Diablo. There is a social component that we still but want to retain, but at the end of the day it’s kind of fundamental to our loot 2.0 philosophy. We feel that finding items in-game by killing monsters should be the most rewarding, most satisfying and the best way to gets your hands on those items.
Bosses are typically static waiting for you to walk into the room before they start fighting. Have you thought about having them move around in the hallways, making people think about it before they get into a big battle?
In Nephalim Rifts, that’s exactly what happens. When a boss spawns, it is in the level with all the monsters, you have to contend with everything, so it you’re fighting a champion pack when one spawns and he’s right on your head, you have to deal with all of that.
What are your plans for revamping PvP?
A week doesn’t go by without Stephen here asking me what are we doing for PvP. It’s something we’re always talking about and we’re really trying to figure out what is the right way to express PvP. What does it actually mean, how can we make it fun. It’s something we have hopes for but for Reaper of Souls the focus has been on the core gameplay loot, the epic heroes against the forces of darkness and the promise of epic loot. So we’re starting with the fundamentals. Once we feel we have those really solid then we can start asking the fun question on how we get you guys fighting each other.
What are you going to be doing about unique items, right now it seems like you have a lot of items with cool effects bit the stats just trump any of those effects. what are you doing about items that have cool effects but are also optimal to use so that we actually want to use them?
Lots of different things. We’ll be hiving examples tomorrow at the gameplay panel. We are narrowing the range on things so, for example if you can have a could roll 1-500 strength, at the upper tier that’s narrowed to 300-500. So even if you got the minimum roll it’s still a pretty decent item. The legendary effects on the new legenadaries are somewhat game changing. We;re trying to give them whacky things they do that changes the way you play one of your existing builds.
We have Witch Doctor mask for example that causes horrify to not just fear monsters but to root them as well so you get a major crowd control effect. If as a Witch Doctor you haven’t used Horrrify before, you’re probably going to want to now. We a have a lot of things like that, we;re smart dropping it so your primary stats for your character class that finds the item is much more likely to be rolled, and so on. There’s probably 3 or 4 other smart drop systems we can talk about tomorrow.
The side dungeons at the start of the game taper off towards the end of the game, are you going to add more of those in or do you have any additional plans to freshen up the first four acts?
The density lowers for a couple of reasons, especially in act 4, we really feel at that point after the bog reveal they just want to get to Diablo so it became a little more narrowed and centered but we recognise that it;s an issue and that is where adventure mode comes in. When we talked about that people were playing th game over and over again, part oif it was that you had that goal. You wanted to kill Diablo on your current difficulty level, that was actually encouraging you not to bother with the side dungeons because that slowed you down to getting to your goal of Diablo and ultimately Inferno.
With removing that requirement and making these side dungeon Bounties, we’ve taken every nook and cranny in the game and give you occasionally a good reason to go there to increase the variety so al the side dungeons we do have happen in a much more varied order. When you’re in Heaven and you have some Bounties to do there, we’re gong to ,make sure you see some side dungeons there and we’re going to send you to th acts to do other things. I think we’ll be addressing that concern really well with adventure mode.
I’ve losts few hardcore characters due to lag spikes, or HC timeouts. Is there any architectural improvements coming that will possibly help?
We’re constantly looking at those situations on a regular basis. QA is hammering on it, we are server capacity in different regions. Asia for example is having issues with that, especially Australian players. We;re trying to address issues like that too. We’re dong everything we can to solve issues like that.
Keep an eye on the BlizzCon Coverage Section for the full transcripts (not bullet point lists) of the Diablo 3 Panels, videos, hands-on reports, photos, screenshots and more.