I just started playing on the beta in patch 6, but one thing I have noticed is that my monk is always out of spirit. The only spirit spender I can ever use frequently is Dashing Strike(15 spirit). Lashing tail kick is awesome, but the costs dictates that I can only use it on bosses, and only after ensuring that I stock up beforehand.
If I start using Lashing tail kick, and Dashing strike frequently, ya know having fun, well it last about 10 seconds, and then I am forced to do pretty much only use fist attacks for the next two minutes. Literally two minutes...its insane. And after looking at the other skills in his arsenal, Lashing Tail kick isn't really even that expensive.
Anyways I have a few questions.
Was it always like this in the other Beta patches?
Is this how its supposed to be, use one skill and spam fist attacks? If so, will gear remedy this issue later?
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"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I agree that there should be more spirit. back to the 200 would be nice. the lack of a high total pool of spirit would bring a monk to a large disadvantage in PVP and in boss fights.
where other classes can use many heavy hitting skills, large AoE and survivability skills in fair rapid succession. it would takes the monk so much longer to build up the spirit for a few of the spirit spenders. If the monk had a bit larges a total pool you would be able to use the skills as the situations require AND in rapid succession like the other classes. 50 spirit can make a world of difference.
some would argue end game and items having spirit per second on them. i dont think hunting down gear with this to fix an issue that could be solved with just a larger spirit pool.
It's not an issue because spirit is situational based and can be compared more to a DH's discipline than a barbs resource.
Situational based? You mean you like just running around spamming nothing but fist attacks?
Those 11 spirit spenders are just for show?
The DH doesn't rely on her discipline to kill things.
They are TRUE situational based abilities she can use from time to time.
If this is the way its supposed to be, then I have to be honest with you, I hate it. That's like telling a barb that he can only use cleave...it would be ridiculously boring to play.
I agree that there should be more spirit. back to the 200 would be nice. the lack of a high total pool of spirit would bring a monk to a large disadvantage in PVP and in boss fights.
where other classes can use many heavy hitting skills, large AoE and survivability skills in fair rapid succession. it would takes the monk so much longer to build up the spirit for a few of the spirit spenders. If the monk had a bit larges a total pool you would be able to use the skills as the situations require AND in rapid succession like the other classes. 50 spirit can make a world of difference.
some would argue end game and items having spirit per second on them. i dont think hunting down gear with this to fix an issue that could be solved with just a larger spirit pool.
I am not so much for a larger spirit pool as better spirit regeneration. Even a larger pool will eventually be depleted if you don't increase the regeneration. The current spirit generators fail miserably at doing just that, generating spirit.
For example,
I have to kill 6 groups of mobs with Crippling wave to use 1 Lashing tail kick. Ohh but wait, there is an archer way over there whaling on me...I know, I will use Dashing strike. Damn, now I just lost 15 spirit....I guess I have to find a couple more groups to kill before I can use ONE lashing tail kick.
And lashing tail kick is CHEAP compared to a lot of the other spirit spenders.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I am not so much for a larger spirit pool as better spirit regeneration. Even a larger pool will eventually be depleted if you don't increase the regeneration. The current spirit generators fail miserably at doing just that, generating spirit.
For example,
I have to kill 6 groups of mobs with Crippling wave to use 1 Lashing tail kick. Ohh but wait, there is an archer way over there whaling on me...I know, I will use Dashing strike. Damn, now I just lost 15 spirit....I guess I have to find a couple more groups to kill before I can use ONE lashing tail kick.
And lashing tail kick is CHEAP compared to a lot of the other spirit spenders.
however with 6 spirit per combo part used, thats basically 18 spirit in a second for doing damage you should be doing anyway. As well as in your example your assuming you don't have any spirit.
spirit generation is good as is but i don't mind it increasing
though the spirit needs to go back to 200 cause if i can't use my hardest hitting attack at least twice then there is something wrong...well that is how i mesure it...
I'd have to try it out for myself to get a feel for it, but I'm not worried either way. The characters seem to be going through that much iteration that they'll probably end up doing what you're asking for to some extent if it has valid reasoning behind it.
Isn't there a rune or passive that increases the spirit pool? Maybe they are trying to force us to use it!
forcing us to use a skill or a passive is exactly the opposite of what they said, they don't want any class to have a certain role, skill or passive pegoen holed.
I made another monk on the beta to further test this out.
The problem is if I use good equipment and crippling wave on the beta, I kill large groups with a single swings netting almost no spirit.
What I found was that I had descent spirit regeneration IF,
used bad weapons/gear, such that it took numerous attacks to kill a single foe,
did not use Crippling Wave, only single target,
used Fast DW weapons.
I was able to use lashing tail kick and dashing strike quite regularly, however, I never had enough regeneration to actually merit the expenditure for decoy.
So, I was thinking that maybe the bad equipment example is a better representation of what it will be like to play the monk at higher difficulties. As long as mobs take numerous hits to die, you can generate spirit fairly quickly. Though I still can't really see having enough spirit coming in to choose things like wave of light.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
I made another monk on the beta to further test this out.
The problem is if I use good equipment and crippling wave on the beta, I kill large groups with a single swings netting almost no spirit.
What I found was that I had descent spirit regeneration IF,
used bad weapons/gear, such that it took numerous attacks to kill a single foe,
did not use Crippling Wave, only single target,
used Fast DW weapons.
I was able to use lashing tail kick and dashing strike quite regularly, however, I never had enough regeneration to actually merit the expenditure for decoy.
So, I was thinking that maybe the bad equipment example is a better representation of what it will be like to play the monk at higher difficulties. As long as mobs take numerous hits to die, you can generate spirit fairly quickly. Though I still can't really see having enough spirit coming in to choose things like wave of light.
So from my understanding , one shotting enemies and being maybe over leveled means less spirit. in later act and difacultys this problem could fix itself. Since the monks not going to be able to do 200% weapon damage like the barb can. with the monk a few lighter hits means more spirit.
as for large spitit spenders, decoy, seven sided strike, wave of light , I think to use them a lot you may want to invest in a extra spirit rune or passive. As Greatmars said "forcing us to use a skill or a passive is exactly the opposite of what they said, they don't want any class to have a certain role, skill or passive pegoen holed." however to use some heavy spirit spenders in a rapid succession would mean making a build that allows you to do that. ( if that makes any senesce )
Start at about 4 mins, when he actually uses Lashing Tail kick a whopping 3 times. Then you will see that the monk spends the next 4 minutes only using dashing strike, and still not capping back out on spirit.
And he mostly used deadly reach, and did not have the best weapons.
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Start at about 4 mins, when he actually uses Lashing Tail kick a whopping 3 times. Then you will see that the monk spends the next 4 minutes only using dashing strike, and still not capping back out on spirit.
And he mostly used deadly reach, and did not have the best weapons.
I know what your talking about. However being over levelled and one shotting will cause the problem. in a group of 4 enemies ( like the summoners in that video) when it took 4 shots of deadly reach to take them all out you get 24 spirit. If you where not over levelled then lets say it takes you 6 hits to kill all 4 of them you would get 36 spirit. The fact that they are one shotting everything is whats causing the spirit problem. I agree with you Mysticjbyrd, something needs to be fixed. spending lots of time to build up your fun globe I mean spirit globe is not what it should be about. I just think not 1 shotting will fix it.
No not really but I doubt they will fix this, because they risk making the monk OP. Think about cyclone strike with obsidian rune 'soothing breeze' if they allowed you to drop 2 or 3 of these with full spirit you would have healed yourself and dealt around 900% to anyone around. Some of the rune words might make it difficult to allow successive casts of certain skills. I think the problem here is that monks are worried that we aren't going to get enough damage output out of their spenders. What might make this difficult is that aside from damage, some of the other effects on these skills shouldn't be spammed. I see the easiest fix being that blizz should increase the damage of spirit spenders especially the expensive skills. The system isn't all that bad, my favorite part about the monk is the generators anyways. With that being said they may have to increase the damage on the generators or spenders, something to not make the monk feel less useless when you don't have any spirit.
With that being said they may have to increase the damage on the generators or spenders, something to not make the monk feel less useless when you don't have any spirit.
I think that if any the spenders should be increased, not much if not at all. I think the generators are fine ,Its not the monks job to have every combo in the generator to feel like a 1,000 pound anvil. They have speed on there side so the light hits from generators should not be increased.
With that being said they may have to increase the damage on the generators or spenders, something to not make the monk feel less useless when you don't have any spirit.
I think that if any the spenders should be increased, not much if not at all. I think the generators are fine ,Its not the monks job to have every combo in the generator to feel like a 1,000 pound anvil. They have speed on there side so the light hits from generators should not be increased.
We'll I really don't think the generators should be touched, but from what I've played I predict that all of us monk users will be very frustrated when we aren't able to use our best attacks as much as we'd like (or compared to other classes). That may be fair as some of these skills casted 2 or 3 times would unleash a lot of damage. My solution would be slightly increase the damage on the expensive skills, because you won't be able to cast them more than once or twice every little while. Increasing the generator damage slightly was only an alternative to making the monk's dps a little stronger.
I doubt blizzard will change this. I feel like the monk has to be held-back a little bit to prevent it from being OP, the advantages come in all the support skills and variety of generators that they have (to counter the fact that you can't use your best skills more than once or twice every minute or two).
The whole point of diablo 3 is to give every different class a different play style. Monks are not meant to to spam your heavy hitters every f'ing click!
Its supposed to be combo-combo-COMBO, combo-combo-COMBO, SPENDER!
The whole point of diablo 3 is to give every different class a different play style. Monks are not meant to to spam your heavy hitters every f'ing click!
Its supposed to be combo-combo-COMBO, combo-combo-COMBO, SPENDER!
Its the play style. Get the fuck over it!
Thats like saying, they arent meant to do dmg....
Rollback Post to RevisionRollBack
Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
If I start using Lashing tail kick, and Dashing strike frequently, ya know having fun, well it last about 10 seconds, and then I am forced to do pretty much only use fist attacks for the next two minutes. Literally two minutes...its insane. And after looking at the other skills in his arsenal, Lashing Tail kick isn't really even that expensive.
Anyways I have a few questions.
Was it always like this in the other Beta patches?
Is this how its supposed to be, use one skill and spam fist attacks? If so, will gear remedy this issue later?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
where other classes can use many heavy hitting skills, large AoE and survivability skills in fair rapid succession. it would takes the monk so much longer to build up the spirit for a few of the spirit spenders. If the monk had a bit larges a total pool you would be able to use the skills as the situations require AND in rapid succession like the other classes. 50 spirit can make a world of difference.
some would argue end game and items having spirit per second on them. i dont think hunting down gear with this to fix an issue that could be solved with just a larger spirit pool.
Those 11 spirit spenders are just for show?
The DH doesn't rely on her discipline to kill things.
They are TRUE situational based abilities she can use from time to time.
If this is the way its supposed to be, then I have to be honest with you, I hate it. That's like telling a barb that he can only use cleave...it would be ridiculously boring to play.
I am not so much for a larger spirit pool as better spirit regeneration. Even a larger pool will eventually be depleted if you don't increase the regeneration. The current spirit generators fail miserably at doing just that, generating spirit.
For example,
I have to kill 6 groups of mobs with Crippling wave to use 1 Lashing tail kick. Ohh but wait, there is an archer way over there whaling on me...I know, I will use Dashing strike. Damn, now I just lost 15 spirit....I guess I have to find a couple more groups to kill before I can use ONE lashing tail kick.
And lashing tail kick is CHEAP compared to a lot of the other spirit spenders.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
being low on spirit is still a pain in the rear.
though the spirit needs to go back to 200 cause if i can't use my hardest hitting attack at least twice then there is something wrong...well that is how i mesure it...
The problem is if I use good equipment and crippling wave on the beta, I kill large groups with a single swings netting almost no spirit.
What I found was that I had descent spirit regeneration IF,
used bad weapons/gear, such that it took numerous attacks to kill a single foe,
did not use Crippling Wave, only single target,
used Fast DW weapons.
I was able to use lashing tail kick and dashing strike quite regularly, however, I never had enough regeneration to actually merit the expenditure for decoy.
So, I was thinking that maybe the bad equipment example is a better representation of what it will be like to play the monk at higher difficulties. As long as mobs take numerous hits to die, you can generate spirit fairly quickly. Though I still can't really see having enough spirit coming in to choose things like wave of light.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
as for large spitit spenders, decoy, seven sided strike, wave of light , I think to use them a lot you may want to invest in a extra spirit rune or passive. As Greatmars said "forcing us to use a skill or a passive is exactly the opposite of what they said, they don't want any class to have a certain role, skill or passive pegoen holed." however to use some heavy spirit spenders in a rapid succession would mean making a build that allows you to do that. ( if that makes any senesce )
http://www.youtube.com/watch?v=niXpNgsNZis&feature=player_embedded#!
Start at about 4 mins, when he actually uses Lashing Tail kick a whopping 3 times. Then you will see that the monk spends the next 4 minutes only using dashing strike, and still not capping back out on spirit.
And he mostly used deadly reach, and did not have the best weapons.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
We'll I really don't think the generators should be touched, but from what I've played I predict that all of us monk users will be very frustrated when we aren't able to use our best attacks as much as we'd like (or compared to other classes). That may be fair as some of these skills casted 2 or 3 times would unleash a lot of damage. My solution would be slightly increase the damage on the expensive skills, because you won't be able to cast them more than once or twice every little while. Increasing the generator damage slightly was only an alternative to making the monk's dps a little stronger.
I doubt blizzard will change this. I feel like the monk has to be held-back a little bit to prevent it from being OP, the advantages come in all the support skills and variety of generators that they have (to counter the fact that you can't use your best skills more than once or twice every minute or two).
Its supposed to be combo-combo-COMBO, combo-combo-COMBO, SPENDER!
Its the play style. Get the fuck over it!
Thats like saying, they arent meant to do dmg....
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."