Making "combos" even with JUST TWO generators, is a pain in the ass and sometimes feels almost impossible, even with a 2 hander.
Now don't get me wrong. I really like a challenge, but I don't think this is a l2p issue. Main reason being attack queuing sometimes kicks in unintentionally, or a mob is a little bit too far, so your combo stacks reset while you run to it, etc, etc.
Also, there is no visual indicator of "where you're at", like assassin had in d2. I don't think its possible juggling 3 generators. But even without an indicator, since this will only help when "you get lost in rapid clicking" situations, Combo system seams to be a hit and a miss in my taste. clicking 3 buttons DOES NOT MAKE IT A COMBO. It just means you clicked 3 times on a mouse.
My idea is making a REAL combo system.
Every move you make, is only one. It doesn't break into three, since as already mentioned, its pointless. Whilst COMBINING a few ATTACKS, in DIFFERENT ORDERS, you get a unique finisher.
For example
Crippling Wave + Deadly Reach = Make a big cleaving wave of wind that slows enemies by 60% for 3 seconds.
Deadly Reach + Fists of Thunder = Extend your fist to a column of thunder to hit every enemy in front of you for X damage.
Fists of Thunder + Way of the Hundred Fists = Hurl a volley of lightning fists at your enemies
I can go on and on but you get the general idea here.
The reason I'm making it two and not three because its much harder to juggle three attacks, and not two, especially because of the right + left mouse buttons being the main clickers.
Regarding the rune system, it stays the same. Every rune affects a single attack, and not the 3rd strike. thats it.
This makes MUCH MORE SENSE to me then the current system we have.
What do you guys think?
This is -supposed- to be a combo class.
Then why is it so damn hard doing a full "real" combo, that actually feels like a combo?
There is a few things you could do if you're in that much of a bind. I would recommend making a macro or 2 if your that stuck. The only problem I have with that is that if your part way done your combo and you stop attacking the macro will now be off sinc with the combo you want. I can see a few monk deaths being from being in a slight panic and messing up a combo.
I believe they are increasing the Monks spirit generation a little higher, so don't worry. I don't think there was a problem anyways with it.
I'm not sure I understand what this has to do with the topic O_O"...
Yes they did buff spirit gen on items. But this thread isn't about how fast we generate spirit, but about how the "combo" system isn't really combos.
The current system is perfect behind diablo's and the monk class ideology. Easy to play hard to master.
The current system allows spamming your attack with little regard and little penalty. However, if you take the time and exp to master it, it only makes you stronger. Not weaker for not keeping track.
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You can already mix 2 spirit generators to make interesting stuff, it's not what you want I'm aware, but you are asking far too much anyway.
Like thunder fist and cripling wave, you can do Thunder fist, thunder fist, Cripling wave and the Cripling wave will be a 3 point cripling wave.
Feels really fluid, for me at least, and as Kalikoo said, even with dual wielding (knuckles too) and with frenzy I managed to do the combo I wanted.
I'm not using defensive abilities in the beta, so having 2 spirit generators and gauging when it's best to use one of them is being a lot of fun.
I've had situations where there's a ton of skeletons but they're still not in the perfect spot so I'll just throw 2 Thunderclaps at the Grotesque right in front of the pack, and make the third attack a Piercing Trident so it hits a crapload of enemies at once (probably doing like 700% weapon damage).
Maybe you're having difficulties due to latency/lag or an abnormal delay?
Plus, the idea you suggested is interesting, but don't get hopes too high, because it's quite a complex system and they're probably done with major stuff right now.
Feels really fluid, for me at least, and as Kalikoo said, even with dual wielding (knuckles too) and with frenzy I managed to do the combo I wanted.
I'm not using defensive abilities in the beta, so having 2 spirit generators and gauging when it's best to use one of them is being a lot of fun.
I've had situations where there's a ton of skeletons but they're still not in the perfect spot so I'll just throw 2 Thunderclaps at the Grotesque right in front of the pack, and make the third attack a Piercing Trident so it hits a crapload of enemies at once (probably doing like 700% weapon damage).
Maybe you're having difficulties due to latency/lag or an abnormal delay?
Plus, the idea you suggested is interesting, but don't get hopes too high, because it's quite a complex system and they're probably done with major stuff right now.
To be fair I'm in europe, and my best ms yet was 280. So that may be the issue. But still it could be more.. not easy, but I'm guessing intuitive. getting the third hit to strike is easy if you always do 112 112 112, but what happens when you want to combine two skills that require juggling?
E.x -
1. Crippling Wave - third hit makes target take +12% damage for 3 seconds.
2. Way of the Hundred Fists - making the third hit do 220% damage
that means I want to do this rotation
121
122
222
Its not that easy keeping this up even with practice. Not because its super mega hard, but because sometimes, as i said, mobs move out of the way, and your chain resets, or you accidentally queued an attack, and you have NO INDICATION IT RESETED OR CHANGED.
Now imagine adding a 3rd generator for this rotation.
I don't think it's hard but it takes a different way of playing to incorporate 3 generators. If you are a reactionary player and you don't plan every move ahead of time then yeah it will be hard and your combos will be a mess. The idea is to know exactly how you want to use your combo and just do it. You will need an extra mouse buttom (or more) but the is to pretend you are playing with your eyes closed. Just hit the sequence you want with the proper timing and cycles it. If you like to hold the mouse button down then this wont work for your because you will have to be constantly clicking. The goal si to be very rythmic/periodic in what your do, you have to test the combo out to see how the timing is first. This can be hypnotizing so you are going to have stay focused and once your combo(s) become second nature. The idea is to not think and just do.
After getting my hands on my girlfriends D3 beta key ( mines lost in the internet im sure... ) Getting combos the way you want is not bad. My only fear is with 3 generators and in the heat of the " o bloody hell " moments that it could get messed up and cost you.
Personally, I feel like 3 generators is a bit too much.
I'm thinking 2 generators, 1 big spender, the mandatory mantra, 1 defensive skill and 1 utility skill (like dashing strike) would be ideal.
And I'm even torn on having just 1 big spender, maybe we'll need 2 for different situations (or different monster resistances), and 1 defensive skill is also something I'm not sure will be entirely possible, maybe we'll need 2.
So if you have 3 generators, that leaves room for just 3 others skills, which is most certainly not going to work.
With enough practice 3 could be pulled off and be devastating to anyone who opposes the monk. Part of that " easy to play, hard to master. " Not to mention with 3 generators you would not need a big spirit spender. Your generators ARE your big spender at lest with the damage you can be doing. Its just the Almighty question of in the heat of the moment can you pull it off exactly as you want.
Without three generators, Combination Strike (Passive) is a bit shit.
Yeah that's what I mean the only reason you have three generators is to bring thi skill into play and it makes your spirit generating damage increase decently.
What I realy came here to say is I'm really proud of everyone for not using that "too damn high meme", good work.
I didn't have a problem with the combo, just gotta pay attention to where you are at. Use the sound cues to count how many hits. I do feel they should have some sort of visual cue though. Maybe prayer beads pop up over spirit letting you know what hit you are on or something.
I am going to strive for 3 gen-combo now...Thanks for your discussion guys! Gave me so much faith in "Super Combo Master"!
Honestly, I think that master the skill is more fun than hunting items....or maybe equal....or not....
The easiest way to weave multiple generators once aps get's crazy is going to be by the use of a macro. You will lose all feeling in your fingers from how fast you will have to be clicking. Posted a thread of me doing just that, more info inside: http://www.diablofans.com/topic/39080-why-i-think-a-3-generator-build-is-viable/
The easiest way to weave multiple generators once aps get's crazy is going to be by the use of a macro. You will lose all feeling in your fingers from how fast you will have to be clicking. Posted a thread of me doing just that, more info inside: http://www.diablofan...uild-is-viable/
It also stems back farther to " combination strike" in the monk forums for lots of info on it =P
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Making "combos" even with JUST TWO generators, is a pain in the ass and sometimes feels almost impossible, even with a 2 hander.
Now don't get me wrong. I really like a challenge, but I don't think this is a l2p issue. Main reason being attack queuing sometimes kicks in unintentionally, or a mob is a little bit too far, so your combo stacks reset while you run to it, etc, etc.
Also, there is no visual indicator of "where you're at", like assassin had in d2. I don't think its possible juggling 3 generators. But even without an indicator, since this will only help when "you get lost in rapid clicking" situations, Combo system seams to be a hit and a miss in my taste. clicking 3 buttons DOES NOT MAKE IT A COMBO. It just means you clicked 3 times on a mouse.
My idea is making a REAL combo system.
Every move you make, is only one. It doesn't break into three, since as already mentioned, its pointless. Whilst COMBINING a few ATTACKS, in DIFFERENT ORDERS, you get a unique finisher.
For example
Crippling Wave + Deadly Reach = Make a big cleaving wave of wind that slows enemies by 60% for 3 seconds.
Deadly Reach + Fists of Thunder = Extend your fist to a column of thunder to hit every enemy in front of you for X damage.
Fists of Thunder + Way of the Hundred Fists = Hurl a volley of lightning fists at your enemies
I can go on and on but you get the general idea here.
The reason I'm making it two and not three because its much harder to juggle three attacks, and not two, especially because of the right + left mouse buttons being the main clickers.
Regarding the rune system, it stays the same. Every rune affects a single attack, and not the 3rd strike. thats it.
This makes MUCH MORE SENSE to me then the current system we have.
What do you guys think?
This is -supposed- to be a combo class.
Then why is it so damn hard doing a full "real" combo, that actually feels like a combo?
I'm not sure I understand what this has to do with the topic O_O"...
Yes they did buff spirit gen on items. But this thread isn't about how fast we generate spirit, but about how the "combo" system isn't really combos.
The current system allows spamming your attack with little regard and little penalty. However, if you take the time and exp to master it, it only makes you stronger. Not weaker for not keeping track.
Find any Diablo news? Contact me or anyone else on the News team
Like thunder fist and cripling wave, you can do Thunder fist, thunder fist, Cripling wave and the Cripling wave will be a 3 point cripling wave.
It's enough and in no way "hard".
I'm not using defensive abilities in the beta, so having 2 spirit generators and gauging when it's best to use one of them is being a lot of fun.
I've had situations where there's a ton of skeletons but they're still not in the perfect spot so I'll just throw 2 Thunderclaps at the Grotesque right in front of the pack, and make the third attack a Piercing Trident so it hits a crapload of enemies at once (probably doing like 700% weapon damage).
Maybe you're having difficulties due to latency/lag or an abnormal delay?
Plus, the idea you suggested is interesting, but don't get hopes too high, because it's quite a complex system and they're probably done with major stuff right now.
To be fair I'm in europe, and my best ms yet was 280. So that may be the issue. But still it could be more.. not easy, but I'm guessing intuitive. getting the third hit to strike is easy if you always do 112 112 112, but what happens when you want to combine two skills that require juggling?
E.x -
1. Crippling Wave - third hit makes target take +12% damage for 3 seconds.
2. Way of the Hundred Fists - making the third hit do 220% damage
that means I want to do this rotation
121
122
222
Its not that easy keeping this up even with practice. Not because its super mega hard, but because sometimes, as i said, mobs move out of the way, and your chain resets, or you accidentally queued an attack, and you have NO INDICATION IT RESETED OR CHANGED.
Now imagine adding a 3rd generator for this rotation.
No way in hell.
I'm thinking 2 generators, 1 big spender, the mandatory mantra, 1 defensive skill and 1 utility skill (like dashing strike) would be ideal.
And I'm even torn on having just 1 big spender, maybe we'll need 2 for different situations (or different monster resistances), and 1 defensive skill is also something I'm not sure will be entirely possible, maybe we'll need 2.
So if you have 3 generators, that leaves room for just 3 others skills, which is most certainly not going to work.
Yeah that's what I mean the only reason you have three generators is to bring thi skill into play and it makes your spirit generating damage increase decently.
What I realy came here to say is I'm really proud of everyone for not using that "too damn high meme", good work.
Honestly, I think that master the skill is more fun than hunting items....or maybe equal....or not....