I honestly think this is a step in the wrong direction. Buff skills need to play a more active role in combat, which I thought the old system solved to an extent.
If it were up to me, buff skills would be removed or a 7th skill slot would be implemented for buffs. I just feel like there should be more emphasis on having lots of different combat moves/spells rather than running around spamming the same spell again and again.
Your referring to the new patch notes where a monk can now spam a Mantra due to low spirit cost and no cooldown?
Previously, having to wait 15 seconds to activate the mantra in order to receive the bonus effect seemed tedious; you'd have to remember "Oh right, I have a mantra, I'll activate it, get the bonus effect when a fight begins, and then have a wasted skill slot for 15 seconds"
I think their thought process for this New Mantra system was to make Mantra's a viable, usable skill, as opposed to a "Buff" or "Aura" you had to remember to keep turning on before a fight began, or simply have to refresh.
Now, Monk players can spam a mantra (e.g. Mantra of Conviction) and either ( a ) be happy with the 20% damage increase, or ( b ) when faced with a boss/challenge, are able to spam the ability (when spirit is available) and be provided with double the effect, to quickly dispose of any challenging monsters.
I just feel like there should be more emphasis on having lots of different combat moves/spells rather than running around spamming the same spell again and again.
I understand where your coming from; Mantras don't need to be taken! You might find another ability (perhaps one that is runestoned) that allows a similar effect as a mantra, and still provide lots of different combinations! In the end, with Co-op play, Mantras will definitely be a viable option, especially in harder difficulties.
I think this Mantra system will become similar to the Barbarian's Shouts; constantly shouting, spending fury in order to weaken enemies/strengthen himself. Would a monk now be any different? Activating Mantras, spending spirit in order to heal himself/increase damage to enemies?
Woah... I wrote alot
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Build Courage, when Courage seems to fail...
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
I absolutely agree with #2 and #3, the new Mantras provide a lot more flexibility. OTOH, Spirit costs seem to be a serious issue now and I don't think the Spirit generated by your Skills is sufficient to effectively use a variety of Spenders/Mantras. We might have to rely on gear a lot more than we think to solve this problem.
Agreed! We'll either see a greater increase to spirit generated, or perhaps see the larger spirit pool make a return!
@pmpch: your referring to the indigo rune stone in Mantra of healing? I would imagine they would add an effect like "can only occur once every x seconds" or something...
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Build Courage, when Courage seems to fail...
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
They will nerf it. Especially Mantra of Healing spam with shield... just silly.
My thoughts exactly however it could be just the rune having a cooldown, much like mantra of evasion's alabaster rune. With the mantras now costing spirit I think its a interesting move to change how mantras are used and viewed. the 25 spirit cost is not too bad when you take into consideration the 3 min duration. Over the 3 min that would give a fair amount of time to gain spirit to keep it going with more spirit to spare .It allso grants you the ability to use the first 3 seconds of the mantra a little better but at the cost of spirit.
With the older system ( 1 min duration and 15 second cooldown.) is that every min you have to use the skill a lot just to keep the base effect. This may not sound so bad but having to reapply this buff so much may be a pest. The new system means we can use it less and when we want that starting 3 second extra buff its there for us at the cost of a bit more spirit.
Is 25 spirit too much? thats hard to say , assuming you don't have any spirit regeneration or runed to get extra spirit thats basically 5 attacks, that spirit can be made up rather quickly. With spirit per second or just using combo moves will keep the flow of spirit in your favour and make the costs of the mantras all most not noticeable.
Oh I didn't realize they were retaining the extra bonus after application, my bad. In that case the change is fine. I was under the impression they were just lengthening the buff and removing the bonus effects.
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If it were up to me, buff skills would be removed or a 7th skill slot would be implemented for buffs. I just feel like there should be more emphasis on having lots of different combat moves/spells rather than running around spamming the same spell again and again.
Previously, having to wait 15 seconds to activate the mantra in order to receive the bonus effect seemed tedious; you'd have to remember "Oh right, I have a mantra, I'll activate it, get the bonus effect when a fight begins, and then have a wasted skill slot for 15 seconds"
I think their thought process for this New Mantra system was to make Mantra's a viable, usable skill, as opposed to a "Buff" or "Aura" you had to remember to keep turning on before a fight began, or simply have to refresh.
Now, Monk players can spam a mantra (e.g. Mantra of Conviction) and either ( a ) be happy with the 20% damage increase, or ( b ) when faced with a boss/challenge, are able to spam the ability (when spirit is available) and be provided with double the effect, to quickly dispose of any challenging monsters.
I understand where your coming from; Mantras don't need to be taken! You might find another ability (perhaps one that is runestoned) that allows a similar effect as a mantra, and still provide lots of different combinations! In the end, with Co-op play, Mantras will definitely be a viable option, especially in harder difficulties.
I think this Mantra system will become similar to the Barbarian's Shouts; constantly shouting, spending fury in order to weaken enemies/strengthen himself. Would a monk now be any different? Activating Mantras, spending spirit in order to heal himself/increase damage to enemies?
Woah... I wrote alot
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
Agreed! We'll either see a greater increase to spirit generated, or perhaps see the larger spirit pool make a return!
@pmpch: your referring to the indigo rune stone in Mantra of healing? I would imagine they would add an effect like "can only occur once every x seconds" or something...
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
With the older system ( 1 min duration and 15 second cooldown.) is that every min you have to use the skill a lot just to keep the base effect. This may not sound so bad but having to reapply this buff so much may be a pest. The new system means we can use it less and when we want that starting 3 second extra buff its there for us at the cost of a bit more spirit.
Is 25 spirit too much? thats hard to say , assuming you don't have any spirit regeneration or runed to get extra spirit thats basically 5 attacks, that spirit can be made up rather quickly. With spirit per second or just using combo moves will keep the flow of spirit in your favour and make the costs of the mantras all most not noticeable.