While 2.4 is in initial PTR testing I would like to see the monk U6 get a little help also by having the Flow of Eternity jump from the 50% reduced cooldown time benefit to say 70 - 90%. As a dedicated fan of the U6 play style I find the main drawback to the build as it stands is the cooldown time of the seven sided strike. The build in my opinion plays best when the cooldown functions at the speed of when under the effects of a channeling pylon. The attack speed of the seven sided strike becomes more capable of keeping up with group pace during such a time.
Another possible way to improve U6 performance would be to add a damage boost percentage to gungdo gear bracers. If the bracers boosted exploding palm damage by 100 -150%, then maybe U6 could once again be a group build instead of being sidelined to solo play like it has been since static discharge has been moved to the forefront of group dynamics.
Yes, many will say monks have enough going for them already, but since healing and static builds are getting the big nerf monks may yet again be in a position where the supposedly premiere set needs help to keep up. Of course all the attention is going to the Legacy of Nightmare ring set possibilities, but I would still like to see U6 be able to be liked for group play again.
If cdr is a bad idea, then what about the bracer idea? Will the Sunwuko set with its new design still play like the GR version that is being used currently? If not, then gungdo gear will revert to U6 for the most part again and the EP damage boost would be nice.
On a side note I don't think simply corrected the overwrite issue will bring back the luster to U6. With the current pace of the game I cannot see U6 being part of the meta without some kind of modification somewhere.
TBH I really enjoy playing U6, I'd just like to see a big enuff damage boost so that the snapshot mechanic can be fixed and still allow the build to compete. I really hate how so many times a build that is fun to play ends up having some sort of mechanic (snapshotting) that your forced to learn in order to compete.
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While 2.4 is in initial PTR testing I would like to see the monk U6 get a little help also by having the Flow of Eternity jump from the 50% reduced cooldown time benefit to say 70 - 90%. As a dedicated fan of the U6 play style I find the main drawback to the build as it stands is the cooldown time of the seven sided strike. The build in my opinion plays best when the cooldown functions at the speed of when under the effects of a channeling pylon. The attack speed of the seven sided strike becomes more capable of keeping up with group pace during such a time.
Another possible way to improve U6 performance would be to add a damage boost percentage to gungdo gear bracers. If the bracers boosted exploding palm damage by 100 -150%, then maybe U6 could once again be a group build instead of being sidelined to solo play like it has been since static discharge has been moved to the forefront of group dynamics.
Yes, many will say monks have enough going for them already, but since healing and static builds are getting the big nerf monks may yet again be in a position where the supposedly premiere set needs help to keep up. Of course all the attention is going to the Legacy of Nightmare ring set possibilities, but I would still like to see U6 be able to be liked for group play again.
If cdr is a bad idea, then what about the bracer idea? Will the Sunwuko set with its new design still play like the GR version that is being used currently? If not, then gungdo gear will revert to U6 for the most part again and the EP damage boost would be nice.
On a side note I don't think simply corrected the overwrite issue will bring back the luster to U6. With the current pace of the game I cannot see U6 being part of the meta without some kind of modification somewhere.
always happened in diablo, underlook existing set.
U6 needs a ring that boost SSS´s damage, NOT EP. Something like gains X rune and deals X increased damage per hit.
TBH I really enjoy playing U6, I'd just like to see a big enuff damage boost so that the snapshot mechanic can be fixed and still allow the build to compete. I really hate how so many times a build that is fun to play ends up having some sort of mechanic (snapshotting) that your forced to learn in order to compete.