I think blizzard really needs to add 1-3 more damage dealing skills...
i am saying this because the monk only has 3 damage dealing spenders which is very few specially if you compare him to the other classes also the monk has the lowest number of active and passive skills
Monk.........21 active 14 passive total 35 (34->13 passives now)
Barbarian....22 active 16 passive total 38
Demon Hunter.23 active 16 passive total 39
Witch doctor.22 active 16 passive total 38
Wizard.......25 active 14 passive total 39
so what do you think??
Edit: i think all classes in diablo 2 had the same number of skills 30 so maybe we will see more skills for all characters.
Assuming they are going to add more skills for the monk describe a skill that you would love to see in the monk
Great point! With all the new passives that came with the new patch, I'm sure they're still working on skills. Here's a few ideas:
-Disarm: A single target's damage is reduced by 50% for the next 5 seconds.
Some kind of ranged/throwing skill? I know the monk's whole MO is melee, but even the barbarians get Throw Weapon.
-Shuriken: Throw three shurikens (costing 15 spirit). Could be used in a minority build like melee wizards.
Another AoE damage dealer would be great:
-Flying Dragon Kick: Fly in a straight line, knocking back everyone in your path for 100% damage. Like Dashing Strike except used for damage.
-i like the idea of a ranged skill, maybe throw a string of beads that wraps around a target doing holy damage then extra DOT (spender DOT)
-the AOE skill could be focusing energy in one hand and then pushing the air doing AOE damage in an area, this area will have the monk's sign or a sign of his palm or fist printed on the ground after 2 sec doing a second damage (originaly i was thinking of this idea to replace the pillar)
-A generator or 2 that involves his daibo
-a fifth mantra (mantra of speed and it could be attack speed or movement speed or both)
I really like the idea of a ranged monk. Some skills already support this (summons, Inner Circle and Hand Of Ytar).
A shuriken skill (maybe even as a generator) would be a nice addition.
I think the monk is fine with the number of skills. Even tho theres a few less theres still a big diversity among builds. With all classes we aren't really seeing " cookie cutter builds" . that shows us that each skill is filling a slot and theres not that skill you need to have or your builds behind ever one else's. not to mention the power an aura can bring to the table.
yes the monk has a good diversity in his builds but choosing from 3 Damage dealing spenders is too little so i was thinking maybe 1 or 2 more will do it
True, however what else is there to add? I think it would be hard to add a offensive spender without it being a rune effect of a different skill or a different skill all together. personally i like where the monk sits. both skills and balance wise.
What about Mantra of speed cause i think it suits him very well.
PS for me the monk right now is awesome but to be legendary
-Change the pillar to something better (my idea... no?).
-Add mantra of speed PLSPLSPLS.
-add one more damage dealing spender (maybe Ranged DOT )
BTW if they do this i will probably die from happiness xp
But on the other side I think that Monk needs one active skill to emergency refill of Spirit bulb.
I like the idea of an emergency Spirit fill or regen ability. The thing is it wouldn't really fill in the hole we are talking about (only 3 choices of damage Spirit spenders) and also it wouldn't be very "fun" to use since it wouldn't get used often unless it's very toned down...
Like a 15 second CD and it replenishes 10 spirit a second for 5 seconds. If it were any more powerful it would be hit much less often and they already tried to rectify that type of skill behavior with the Mantra changes.
I definitely agree that there should be at least 1 more choice for damage dealing via Spirit Spending. I don't think it's needed though.
I think their idea for the Monk is for him to combo a bunch of generators together for damage and spending the spirit on other types of abilities/utilities (mobility, mantras, healing, CC, dmg mitigation, etc). With that in mind they only wanted 1-2 ways to deal damage by spending Spirit in the case that you didn't have to do any of the previously mentioned things.
Im hoping there will be a passive that gives you some bonus while at full spirit (like ther barb has). Doesnt matter much what it is. So if all you wanna do is spam combo strikes you could actually get a bonus from it.
Im hoping there will be a passive that gives you some bonus while at full spirit (like ther barb has). Doesnt matter much what it is. So if all you wanna do is spam combo strikes you could actually get a bonus from it.
That would be awesome.
I remember one of the first builds I played around with when the skill calculators came out was a build with only 1 spirit spender (the healing one I think, for emergencies)
Could always focus on a Fast Spirit regeneration/generation build with that Passive if you did want to use a Spender of 2.
Im hoping there will be a passive that gives you some bonus while at full spirit (like ther barb has). Doesnt matter much what it is. So if all you wanna do is spam combo strikes you could actually get a bonus from it.
+1 for that idea, it will add a nice synergy with "Combination strike".
IGN: Okay. So when you give the monk a new skill, is it the more technical first and then the visual flair follows?
JW: I would say it's "feel first." Like what does it feel like this class needs? I'll use the monk again as an example because we're adding a new skill to the monk ...which is kind of crazy, we've stopped adding new skills a while ago.
IGN: Can you talk about what that skill is?
JW: Yeah. It's not done yet, so I don't know exactly what it's going to look like.
IGN: No problem.
JW: Basically what we're talking about is [the monk] needed a damage bomb. He needs the occasional ability to just AOE around him effectively. We used to have an ability that we called Circle of Wrath -- that was like Holy Nova in World of Warcraft -- where it does damage and it heals, but for Diablo we felt like that was a confusing skill so we changed it to just a pure healing skill. We took the wrath out of it. But then we found we missed what wrath used to do.
And so we decided to separate them. So we'll have two different [abilities], but then we're also talking about a bunch of ideas to make it more interesting than just a way to AOE.
It looks like this new damage bomb skill is currently the new Lethal Decoy. I think they are testing the water with this new version to see if people are now taking it for it's AoE damage potential. Because the "decoy" part and some rune effects are now completely useless.
Expect more changes to Lethal Decoy. I see one of the following three options happening at some point:
1. Lethal Decoy gets a new name, new rune effects and a new visual to fit the current functionality.
2. Lethal Decoy changes are reversed.
3. Lethal Decoy changes are reversed and a new AoE damage bomb skill is added.
i agree, lethal decoy is the skill they are testing the AOE idea with and i like the new one so yeah it might fill the gap, but the runes need alot of editing and balancing (ex 1sec companion=wast of 75 spirit)
also the crimson rune should be the old 5sec timer and get extra damage and radious cause it looks like its range is still small... otherwise the pillar is still superior to it (almost double the damage)
on the other hand they removed a passive, not that i can think of a passive the monk needs... it just feels like the monk is left out skill number wise :/
anyway just give me mantra of speed and everything will be fine
PS: after thinking 1sec companion as a skill generator would look cool, imagine the monk punching and then a half transperant spirit monk comes out and punches the mob... soo cool (but it will need 3 stages)
BTW: i know i will never see my ideas in the game, it is just fun to create new skills... better than crying in a corner cause i didn't get a beta key.
-i like the idea of a ranged skill, maybe throw a string of beads that wraps around a target doing holy damage then extra DOT (spender DOT)
-the AOE skill could be focusing energy in one hand and then pushing the air doing AOE damage in an area, this area will have the monk's sign or a sign of his palm or fist printed on the ground after 2 sec doing a second damage (originaly i was thinking of this idea to replace the pillar)
-A generator or 2 that involves his daibo
-a fifth mantra (mantra of speed and it could be attack speed or movement speed or both)
I immediately thought of Kung Fu Hustle, and the move where he pushes with his palm and leaves a huge hand imprint =) That would be awesome lol, maybe make it a range aoe, where you can put it anywhere on the screen?
It looks like this new damage bomb skill is currently the new Lethal Decoy. I think they are testing the water with this new version to see if people are now taking it for it's AoE damage potential. Because the "decoy" part and some rune effects are now completely useless.
Expect more changes to Lethal Decoy. I see one of the following three options happening at some point:
1. Lethal Decoy gets a new name, new rune effects and a new visual to fit the current functionality.
2. Lethal Decoy changes are reversed.
3. Lethal Decoy changes are reversed and a new AoE damage bomb skill is added.
100% agree with this.
The Change pretty much eliminated the "decoy" part of the skill. Before it had some small utility that would have been really nice in later difficulties or Hardcore but now it's just an AoE bomb (a very strong one, but still...).
I wish they would just keep Lethal Decoy the way it was and add a new ability like Jay said.
I think the problem for them feeling like the monk lacks in AE and needs an "AE bomb" would mean that when one is implemented, EVERYONE will take it and it would become almost mandatory to be optimal.
They are probably just testing and seeing how many people take a really strong (411% the beta tooltip says) AE bomb by just changing Lethal Decoy for now. If they see that it almost seems "mandatory" in their internal testing for later difficulties, then they will most likely revert Lethal Decoy and add TWO more skills that both do significant AE damage but have 2 different play styles when using them to break up the "mandatory feeling" of an "AE bomb".
If it doesn't seem mandatory and it's not taken by everyone, then they might just keep Lethal Decoy the way it is now with minor changes/rune changes or add 1 skill that is a pure AE damage bomb and revert Lethal Decoy.
Hard to explain my thinking so hope that makes sense.
sometimes i feel like they don't know how the monk works... now SSS is useless with 30sec cooldown and damage nerf and 50 spirit, lethal decoy 1 sec companion??? and the default is hardly a decoy now, 100 spirit for WoL skill and eventhough it got a nice buff i can reach its damage output with 2 LTK that cost 60spirit and allows me to use it on lower enemys (no overkill), removal of beacon of ytar passive so there is no way around 30sec of SSS, reduced spirit pool to 150.... not impressed
they did all that just to make lethal decoy do more damage which is not even the point of lethal decoy.
i hope they change lethal decoy back to being a decoy and increase spirite back to 200 and make a new AOE instead of forcing lethal decoy to be one...
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i am saying this because the monk only has 3 damage dealing spenders which is very few specially if you compare him to the other classes also the monk has the lowest number of active and passive skills
Monk.........21 active 14 passive total 35 (34->13 passives now)
Barbarian....22 active 16 passive total 38
Demon Hunter.23 active 16 passive total 39
Witch doctor.22 active 16 passive total 38
Wizard.......25 active 14 passive total 39
so what do you think??
Edit: i think all classes in diablo 2 had the same number of skills 30 so maybe we will see more skills for all characters.
Assuming they are going to add more skills for the monk describe a skill that you would love to see in the monk
-Disarm: A single target's damage is reduced by 50% for the next 5 seconds.
Some kind of ranged/throwing skill? I know the monk's whole MO is melee, but even the barbarians get Throw Weapon.
-Shuriken: Throw three shurikens (costing 15 spirit). Could be used in a minority build like melee wizards.
Another AoE damage dealer would be great:
-Flying Dragon Kick: Fly in a straight line, knocking back everyone in your path for 100% damage. Like Dashing Strike except used for damage.
-the AOE skill could be focusing energy in one hand and then pushing the air doing AOE damage in an area, this area will have the monk's sign or a sign of his palm or fist printed on the ground after 2 sec doing a second damage (originaly i was thinking of this idea to replace the pillar)
-A generator or 2 that involves his daibo
-a fifth mantra (mantra of speed and it could be attack speed or movement speed or both)
A shuriken skill (maybe even as a generator) would be a nice addition.
PS for me the monk right now is awesome but to be legendary
-Change the pillar to something better (my idea... no?).
-Add mantra of speed PLSPLSPLS.
-add one more damage dealing spender (maybe Ranged DOT )
BTW if they do this i will probably die from happiness xp
I like the idea of an emergency Spirit fill or regen ability. The thing is it wouldn't really fill in the hole we are talking about (only 3 choices of damage Spirit spenders) and also it wouldn't be very "fun" to use since it wouldn't get used often unless it's very toned down...
Like a 15 second CD and it replenishes 10 spirit a second for 5 seconds. If it were any more powerful it would be hit much less often and they already tried to rectify that type of skill behavior with the Mantra changes.
I definitely agree that there should be at least 1 more choice for damage dealing via Spirit Spending. I don't think it's needed though.
I think their idea for the Monk is for him to combo a bunch of generators together for damage and spending the spirit on other types of abilities/utilities (mobility, mantras, healing, CC, dmg mitigation, etc). With that in mind they only wanted 1-2 ways to deal damage by spending Spirit in the case that you didn't have to do any of the previously mentioned things.
That would be awesome.
I remember one of the first builds I played around with when the skill calculators came out was a build with only 1 spirit spender (the healing one I think, for emergencies)
Could always focus on a Fast Spirit regeneration/generation build with that Passive if you did want to use a Spender of 2.
+1 for that idea, it will add a nice synergy with "Combination strike".
http://uk.pc.ign.com/articles/121/1212676p1.html
IGN: Okay. So when you give the monk a new skill, is it the more technical first and then the visual flair follows?
JW: I would say it's "feel first." Like what does it feel like this class needs? I'll use the monk again as an example because we're adding a new skill to the monk ...which is kind of crazy, we've stopped adding new skills a while ago.
IGN: Can you talk about what that skill is?
JW: Yeah. It's not done yet, so I don't know exactly what it's going to look like.
IGN: No problem.
JW: Basically what we're talking about is [the monk] needed a damage bomb. He needs the occasional ability to just AOE around him effectively. We used to have an ability that we called Circle of Wrath -- that was like Holy Nova in World of Warcraft -- where it does damage and it heals, but for Diablo we felt like that was a confusing skill so we changed it to just a pure healing skill. We took the wrath out of it. But then we found we missed what wrath used to do.
And so we decided to separate them. So we'll have two different [abilities], but then we're also talking about a bunch of ideas to make it more interesting than just a way to AOE.
Expect more changes to Lethal Decoy. I see one of the following three options happening at some point:
1. Lethal Decoy gets a new name, new rune effects and a new visual to fit the current functionality.
2. Lethal Decoy changes are reversed.
3. Lethal Decoy changes are reversed and a new AoE damage bomb skill is added.
also the crimson rune should be the old 5sec timer and get extra damage and radious cause it looks like its range is still small... otherwise the pillar is still superior to it (almost double the damage)
on the other hand they removed a passive, not that i can think of a passive the monk needs... it just feels like the monk is left out skill number wise :/
anyway just give me mantra of speed and everything will be fine
PS: after thinking 1sec companion as a skill generator would look cool, imagine the monk punching and then a half transperant spirit monk comes out and punches the mob... soo cool (but it will need 3 stages)
BTW: i know i will never see my ideas in the game, it is just fun to create new skills... better than crying in a corner cause i didn't get a beta key.
I immediately thought of Kung Fu Hustle, and the move where he pushes with his palm and leaves a huge hand imprint =) That would be awesome lol, maybe make it a range aoe, where you can put it anywhere on the screen?
100% agree with this.
The Change pretty much eliminated the "decoy" part of the skill. Before it had some small utility that would have been really nice in later difficulties or Hardcore but now it's just an AoE bomb (a very strong one, but still...).
I wish they would just keep Lethal Decoy the way it was and add a new ability like Jay said.
I think the problem for them feeling like the monk lacks in AE and needs an "AE bomb" would mean that when one is implemented, EVERYONE will take it and it would become almost mandatory to be optimal.
They are probably just testing and seeing how many people take a really strong (411% the beta tooltip says) AE bomb by just changing Lethal Decoy for now. If they see that it almost seems "mandatory" in their internal testing for later difficulties, then they will most likely revert Lethal Decoy and add TWO more skills that both do significant AE damage but have 2 different play styles when using them to break up the "mandatory feeling" of an "AE bomb".
If it doesn't seem mandatory and it's not taken by everyone, then they might just keep Lethal Decoy the way it is now with minor changes/rune changes or add 1 skill that is a pure AE damage bomb and revert Lethal Decoy.
Hard to explain my thinking so hope that makes sense.
they did all that just to make lethal decoy do more damage which is not even the point of lethal decoy.
i hope they change lethal decoy back to being a decoy and increase spirite back to 200 and make a new AOE instead of forcing lethal decoy to be one...