I have a feeling that spirit generation is going to be a huge problem for the monk class. It's very hard to come by. I end up just spamming my generator abilities.
Turns out there is no way to "build" a monk for fast spirit generation. There are a few skill combos that somewhat alleviate the problem, but no true "spirit generating" builds exist.
Anyway, I hope they make the monk a little more lively before release.
Yeah, this worries me too. I'm hoping there'll be lots of spirit regeneration items for the monk and that when monsters have more HP it will be easier to build up spirit faster.
Iv been meaning to write a large thread on monk spirit and how after release it will not be a problem and here is why. Later in the game, maybe as early as late act 1 enemies wont die in 1 or 2 hits. With the speed of the monk your spirit regeneration would be fairly high even with a 2 handed weapon. Once the game is out and I can get my hands on the numbers I will brake out the calculator and show my math.
Heres the reason why I think spirit will be fine. Each spirit generator increases attack speed by a slight amount. Once enemies stop dying so easily we will have more time spend in the combo rather then 1 or 2 shotting enemies and moving on. If you plan on duel wielding ( like some monks are , that 15% attack speed increase will help with the spirit regeneration. However 2 handed weapons should not be sold short here. If you took guardians path that extra spirit generation actually just about ties with duel wielding in the ways of spirit generation.
I would not mind getting my hands on all the numbers so I can use some math to prove Im not crazy.
Got the beta last week, played my monk to lvl 13 and I never really felt spirit starved. Also I think our class is intended to use spirit generator a lot resulting in some good spirit building.
Most of the Monk's skills are based off weapon dmg so basic attacks like the spirit generators are all we need, the special attacks (the spirit users) are mostly defensive in an offensive way, if you are surrounded by too many mobs you can dash away, or knock them all back, Spirit is not an issue whats so ever.
Fortunately, the build I've got planned shouldn't suffer from this, since the main spender will be MoC
But you're right, it definitely could be a problem for people planning on using LtK or WoL or CS. Of course, it might not be either, since even in beta we've already seen items start to get spirit regen on them (good foreshadowing imo).
if you have trouble managing the resource on the monk character than you shouldnt play it plain and simple do not play it if you cant enjoy it without complaining about it
the way i plan on building is having 2 spirit gen abilities for both variety and useability. Exploding palm for... well it just sounds like fun and if i make it so that more then one bleeds we could see some chain explosions. in addition to that sweeping wind will give me the aoe i need on all targets. http://us.battle.net/d3/en/calculator/monk#WiXZcj!YXZ!baacaZ this is kind of a rough estimation on what i plan on doing. since i don't have beta and its not out yet i can't really make any kind of judgement until i can try it out
Got the beta last week, played my monk to lvl 13 and I never really felt spirit starved. Also I think our class is intended to use spirit generator a lot resulting in some good spirit building.
Your absolutely right. The monks spirit and what uses it are unique compared to the other classes. You AREN'T supposed to be spamming your spenders like other classes, those are for your big hits, IE why they cost 50-75 per cast, or about half your spirit. Also Rym is correct in saying that later on when we don't 1-2 shot enemies, you will build spirit a lot faster because you will be hitting more.
the way i plan on building is having 2 spirit gen abilities for both variety and useability. Exploding palm for... well it just sounds like fun and if i make it so that more then one bleeds we could see some chain explosions. in addition to that sweeping wind will give me the aoe i need on all targets. http://us.battle.net...XZcj!YXZ!baacaZ this is kind of a rough estimation on what i plan on doing. since i don't have beta and its not out yet i can't really make any kind of judgement until i can try it out
I have a question about Spirit generators that I hope someone can answer:
Using the calculator, I see Sprit generators under Primary and under Techniques. Both of these skill pools are spammable (no cooldowns) and seem to attack very fast - does that mean "Techniques" are a replacement/alternative to "Primary", and you would just pick 1 of these skills as your Sirit generator, or would you use 1 of each in combination?
I just dont see how you can use 2 generators when none of them have cooldowns - you cant cast 2 spammable abilities at the same time, and even if you alternate between 1 than the other, it will be no faster than just spamming 1 OR the other.
With the Barbarian you can do things like warcry (cooldown) + leap (cooldown) + ground stomp (cooldown) + cleave (spam) to generate Fury - so you only have 1 spammable fury generator while the others are utility abilities that give Fury, however for the Monk I don't see how it works as all of his utility spells consume Spirit and only his spammable skills can generate Spirit.
I have a question about Spirit generators that I hope someone can answer:
Using the calculator, I see Sprit generators under Primary and under Techniques. Both of these skill pools are spammable (no cooldowns) and seem to attack very fast - does that mean "Techniques" are a replacement/alternative to "Primary", and you would just pick 1 of these skills as your Sirit generator, or would you use 1 of each in combination?
I just dont see how you can use 2 generators when none of them have cooldowns - you cant cast 2 spammable abilities at the same time, and even if you alternate between 1 than the other, it will be no faster than just spamming 1 OR the other.
With the Barbarian you can do things like warcry (cooldown) + leap (cooldown) + ground stomp (cooldown) + cleave (spam) to generate Fury - so you only have 1 spammable fury generator while the others are utility abilities that give Fury, however for the Monk I don't see how it works as all of his utility spells consume Spirit and only his spammable skills can generate Spirit.
Anyone got an ideas?
Thx
The idea is probably to combo. So for example use FoT for the first 2 attacks and then Crippling Wave on the 3rd. One of the inspirations for Monk class was fighting games so it's not surprising to see them use this pigeon hole, though understandably many people don't see the point in having a second generator.
The idea is probably to combo. So for example use FoT for the first 2 attacks and then Crippling Wave on the 3rd. One of the inspirations for Monk class was fighting games so it's not surprising to see them use this pigeon hole, though understandably many people don't see the point in having a second generator.
The point is that later on in-game you get a bonus for combining skills. Can't remember what the skill is, but the whole point of the monk is to throw in combos.
Isn't that the passive? That makes it optional. I remember them wanting to make a generator heavy build monk viable so they threw that passive in there. You know, like how there's a passive or two to help melee wizards get around.
I have a question about Spirit generators that I hope someone can answer:
Using the calculator, I see Sprit generators under Primary and under Techniques. Both of these skill pools are spammable (no cooldowns) and seem to attack very fast - does that mean "Techniques" are a replacement/alternative to "Primary", and you would just pick 1 of these skills as your Sirit generator, or would you use 1 of each in combination?
I just dont see how you can use 2 generators when none of them have cooldowns - you cant cast 2 spammable abilities at the same time, and even if you alternate between 1 than the other, it will be no faster than just spamming 1 OR the other.
With the Barbarian you can do things like warcry (cooldown) + leap (cooldown) + ground stomp (cooldown) + cleave (spam) to generate Fury - so you only have 1 spammable fury generator while the others are utility abilities that give Fury, however for the Monk I don't see how it works as all of his utility spells consume Spirit and only his spammable skills can generate Spirit.
Anyone got an ideas?
Thx
The idea is probably to combo. So for example use FoT for the first 2 attacks and then Crippling Wave on the 3rd. One of the inspirations for Monk class was fighting games so it's not surprising to see them use this pigeon hole, though understandably many people don't see the point in having a second generator.
I think I am missing something here, if you only used FoT for the first 2 attacks you would not get the AOE dmg and knockback (3rd attack does AOE and knock back).
Thats what I mean, how can you actually use more than 1 generator? Other people in this thread are saying the word "combo" but I dont see any combos - the generators themselves are actually 3 hit combo spells, I dont see any synergy between generators.
E.g.
Generator 1: every hit gives 5% more dmg (stacks 5 times)
Generator 2: Does big burst for x% dmg + stun
I can see a synergy there... but in reality there is no such thing.
Again I don't have the game so I can't confirm this for you but it's basically just 112 112 112 112.
Perhaps a better example from PRE patch 14:
1= Way of 1000 fists
2= Exploding Palm
1 1 2
You do the larger damage from fists, and you finish with Exp Palm, getting the bleed strike.
Are you thinking that a spirit generator is 3 hits in one? Because they're not, you execute them separately but in a relatively short time frame. So you could even have a 3rd generator and combo 1 2 3 or 3 2 1, etc.
Turns out there is no way to "build" a monk for fast spirit generation. There are a few skill combos that somewhat alleviate the problem, but no true "spirit generating" builds exist.
Anyway, I hope they make the monk a little more lively before release.
Heres the reason why I think spirit will be fine. Each spirit generator increases attack speed by a slight amount. Once enemies stop dying so easily we will have more time spend in the combo rather then 1 or 2 shotting enemies and moving on. If you plan on duel wielding ( like some monks are , that 15% attack speed increase will help with the spirit regeneration. However 2 handed weapons should not be sold short here. If you took guardians path that extra spirit generation actually just about ties with duel wielding in the ways of spirit generation.
I would not mind getting my hands on all the numbers so I can use some math to prove Im not crazy.
https://www.deviantart.com/aerisot
But you're right, it definitely could be a problem for people planning on using LtK or WoL or CS. Of course, it might not be either, since even in beta we've already seen items start to get spirit regen on them (good foreshadowing imo).
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Your absolutely right. The monks spirit and what uses it are unique compared to the other classes. You AREN'T supposed to be spamming your spenders like other classes, those are for your big hits, IE why they cost 50-75 per cast, or about half your spirit. Also Rym is correct in saying that later on when we don't 1-2 shot enemies, you will build spirit a lot faster because you will be hitting more.
exp palm doesn't gen spirit anymo =D
Using the calculator, I see Sprit generators under Primary and under Techniques. Both of these skill pools are spammable (no cooldowns) and seem to attack very fast - does that mean "Techniques" are a replacement/alternative to "Primary", and you would just pick 1 of these skills as your Sirit generator, or would you use 1 of each in combination?
I just dont see how you can use 2 generators when none of them have cooldowns - you cant cast 2 spammable abilities at the same time, and even if you alternate between 1 than the other, it will be no faster than just spamming 1 OR the other.
With the Barbarian you can do things like warcry (cooldown) + leap (cooldown) + ground stomp (cooldown) + cleave (spam) to generate Fury - so you only have 1 spammable fury generator while the others are utility abilities that give Fury, however for the Monk I don't see how it works as all of his utility spells consume Spirit and only his spammable skills can generate Spirit.
Anyone got an ideas?
Thx
The idea is probably to combo. So for example use FoT for the first 2 attacks and then Crippling Wave on the 3rd. One of the inspirations for Monk class was fighting games so it's not surprising to see them use this pigeon hole, though understandably many people don't see the point in having a second generator.
Isn't that the passive? That makes it optional. I remember them wanting to make a generator heavy build monk viable so they threw that passive in there. You know, like how there's a passive or two to help melee wizards get around.
I think I am missing something here, if you only used FoT for the first 2 attacks you would not get the AOE dmg and knockback (3rd attack does AOE and knock back).
Thats what I mean, how can you actually use more than 1 generator? Other people in this thread are saying the word "combo" but I dont see any combos - the generators themselves are actually 3 hit combo spells, I dont see any synergy between generators.
E.g.
Generator 1: every hit gives 5% more dmg (stacks 5 times)
Generator 2: Does big burst for x% dmg + stun
I can see a synergy there... but in reality there is no such thing.
Perhaps a better example from PRE patch 14:
1= Way of 1000 fists
2= Exploding Palm
1 1 2
You do the larger damage from fists, and you finish with Exp Palm, getting the bleed strike.
Are you thinking that a spirit generator is 3 hits in one? Because they're not, you execute them separately but in a relatively short time frame. So you could even have a 3rd generator and combo 1 2 3 or 3 2 1, etc.