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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Upon Closer Inspection: Remember Item Types?Posted 29 Jul 2012 by
Talking to various Diablo 3 playing friends lately, I’ve been asking a simple question. “Do you know the name of the item type of a single item one of your characters is using?” Thus far not a single person has said “yes.” and I’m certainly not the one to break my own combo. I’ve got three level 60 characters and I know their equipment pretty well, in terms of, “What in the Hells do I have to kill to get some damn boots with Dex, faster run, and MF for my Demon Hunter?.” But as for the base item types? I couldn’t tell you a single one.
I think this is a shame, since a lot of the item types are quite interesting and funny in name. For instance, my Demon Hunter was greeted by this item drop the other night in the Den of the Fallen, and I actually eloeled at the sight.
Most likely I’d found an Unspeakable Thing before, and not just on the living room carpet after a frat party, but if so I didn’t remember the name. I certainly will now, since it was so attention-grabbing, lying there in glowing yellow text. I picked it up, of course, but in the inventory the tooltip just said, “Rare Mojo,” and then once I identified it the item became an “Echo Surge” with the “Rare Mojo” identification down below in the item box. Booooooooooring.This is how it works for all rare, set, and legendary items in Diablo III. You only see the base item type when you first find the item and it’s lying on the ground. Once you pick it up, those cool, weird, thesaurus-busting item types are never seen again and you just see the specific item name, plus a very functional “Rare belt” or “Legendary dagger” description below.
Though I lament this, it’s not necessarily a bad thing. I’m sure some players like not having to see the extra info or the confusing/weird item type name. It’s certainly not an accident on the part of the game developers, since they chose to implement a system where rare, set, and legendary items never display the base item type once they are identified. This is convenient and easy for new players, but I think it’s sort of a shame and a loss of potential coolness, long term.
Click through for why, a big reminder of what glory Gear Sets were going to rise to, and how this whole item system could easily be tweaked for improvement.
Because Words Are Confusing
The developers obviously put a lot of time into coming up with all those weird names for every type of armor, and the names always display on white items and magical items. So they could certainly be set to display for rares+, much as items now show the ilvl in the tooltip, after Blizzard enabled that due to fan complaints about level 60+ gear being too hard to find.
I’d wager that during development, item types did display in the identified rare/set/legendary item text in Diablo III, but that as part of their efforts to make the game more “accessible,” these were disabled. Too much text. Words are confusing. Etc. Some focus/strike group of testers (likely composed of elderly relatives and/or WoW developers) said that all the item type names in Diablo III were cool and inventive, but really confusing and extraneous in the hover box. So away they went!
Personally, I’d like them to come back.
Anticipation and Expectation
One reason that item types are irrelevant/forgotten in Diablo III is related to the extreme scarcity of sets and uniques. Not only do such items not show the item type once they’re identified, but they’re so seldom found and so generally undesirable (though you still like to find them on Inferno, given what Fiery Brimstone sells for) that no one knows or cares what type of item they are. This was not the case to the 10000th percent in Diablo 2, where every serious fan knew all (or certainly most of) the item types for the best set and unique items, since we all desperately hoped to find them.
Everyone know that a Windforce was a golden Hydra Bow, and thus every time you saw a Hydra Bow drop, of any quality, you had a twinge of “OMG that could have been it.” And when you found a rare Hydra bow you were doubly vexed, since you knew how close you’d come. I used to joke that rares of desired Elite item types were Diablo 2′s way of saying “your Magic Find sucks.”
It was funny because it was true!
I suppose the same is still true in Diablo III… but no one knows since no one knows the names of the item types of top legendaries, and not just because there aren’t any top legendaries. I don’t want the entire Diablo 2 item system back, and I expect that item types will begin to matter more at some point in Diablo III, as the expansion(s) add complexity and depth to the simplistic D3C system, but I think players today could handle a bit more info than “Rare item type” in the tooltips. Remember that the invaluable item level display was only added in a patch post-release, so we had even less to go on initially.
Item Type Upgrades
The other big difference in item types in Diablo 2 was that they actually mattered, thanks to Imbues, crafting recipes, item upgrade recipes, and runewords. These features originated in Diablo II and were much expanded upon in D2X and its many patches, to the point that it was often more desirable to find a white item, or even a low quality item of many elite item types (the proverbial cracked sash) than a magical/rare/unique of that item type, since the low quality one could be Horadric Cubed up to a normal one, and then cubed again to socket it, in hopes of getting the correct number of sockets to turn it into a Runeword.
Even aside from that, weapon and armor base item types mattered since they all had different armor or damage or attack speed values, different numbers of possible sockets, and most notably, different str/dex/level requirements. If you look at something like the sword comparison section in my old D2 Barbarian Magic Find guide, you’ll get an idea of the importance of item types back in D2. And that guide was for v1.09, before Runewords became so powerful in the v1.10 and v1.11 patches, which added even more importance to selecting the correct item type.
Remember Gear Sets?
Another downside to the invisibility of item type in Diablo III is that no one knows what level Gear Set they’re wearing. If you were following D3 during development, you’re nodding right now. If you picked up the game and joined the community around the time of launch, you’ve probably never even heard the term before.
Gear Sets were introduced as a concept back in 2010, and during the lead up to that year’s Blizzcon, Blizzard released six preview images, each showing a male and female of the three known classes decked out in different levels of gear sets. Another batch of gear sets were revealed during a panel at Blizzcon 2010, and much fan debate ensued. Here are three of the initial gear set images from July 2010.
When I saw there was much debate, I’m not kidding. It’s a pity all of our older news posts lost their comments when we upgraded the news script, since most of those older ones on Gear Sets had 100+ replies with fans going back and forth on how the sets looked, if the Diablo 3 kit was too colorful or fanciful in design, if it was true to the fantasy universe, etc.Every new gear set prompted fan remixes and photoshop improvements, and we even had mini-controversies over the male wizard looking wimpy, and several posts debating his unfortunate starfish hat. I eventually had to write an article comparing the D3 gear sets to their D2 equivalents, to provide some perspective for newer fans.
We even had long debates about just how many sets there were, if every type of item appeared in every set, and especially about how they would look on your character. Check out multiple Blue comments trying to explain the topic just in this one post from early 2011.
They’re visual tiers of gear, not actual specific items by name and stat. It’s the same as Diablo II, but more and better. —Diablo
To clarify, there are 18 complete tier looks. Complete. 18 individual looks for each item slot. —Diablo
Fans were passionately concerned about how their characters would look in each gear set, and how the sets would mix and match. People wanted the cool Witch Doctor “waving tentacle” set, which was known to be high level, and we wondered what would happen if you wore the helm and shoulders from that gear set, but the body armor from another gear set. Would you still get the cool tentacle look? Would players be hunting their end game gear based on the gear set, since their Monk simply had to have everything from gear set 17 to look good?
Honestly, I know this sounds like insanity at this point, but all these issues were hotly debated for well over a year.
What happened to all that gear set passion? It vanished in the final game since there’s no easy way to know what gear set your particular item is from. The names and numbers of the gear sets aren’t shown in any way so there’s nothing to encourage you to get gear all from the same set to give your character a unified look. Some players have achieved that simply because ilvl 63 stuff has the best potential stats, but that’s purely a function of Diablo III’s system weighting the highest level items to always be the best items.
Displaying the item type on rares/sets/legendaries wouldn’t change this, but when I remember how interested we all were in the look of our characters and the levels of gear sets, and it makes me sad that this whole system is invisible in the finished product.
Part of the Item System Upgrades?
We’ve been promised many improvements to the items in v1.0.4, including revamped Sets and Legendaries. That’s great, and essential for the quality of the game, but now that you guys have been reminded or learned about all the Gear Set stuff, do you miss it? Do you share my interest in seeing item types and having a reason for them to matter in Diablo III?
The D2 system wasn’t perfect, but it was nice to actually care about item types and know which ones you wanted by names, rather than just hoping for “item level 63″ when you looked at a tool tip. If the legendaries and sets are improved to the point that fans start to covet them, that’ll help a bit, but showing the names, and maybe even the gear set tiers, could also help. I don’t pay much attention to how my character looks, but RisingRed and Elly put in hours of work to create an awesome gallery of every gear set in the game for every class/gender, and when I look at it I get inspired to see how my characters would look if I ever kitted them out in organized fashion.