Just tested it a few ago and went up from 5m thoughness to 20m thoughness by changing 2 passives and the mantra!!!
Using now trascendence passive really heals a lot!
And now generators + passives can have a really spectacular fast attack passive (from items I just have 25% but can reach 2.3,2.7 with Odyn son, Thunferfury).
I think we are on good spot now, but still missing a good spender with better damage.
PS: Using Sweeping Wind now with the gloves with 10 stacks rocks (Im with 500k dps and making hits of 4-7m with 10 stacks!
kito90, whats the point of showing AS boosted by flying dragon ? Did you even bother to read latest ptr patch notes ? Most of changes they did = nerf. Maybe you should check some topics where ppl actually test some stuff for real - not random flying dragon crap - and most of them states "we are *NOT* on good spot now". You clearly don't have idea, what you are talking about.
More atk spd = more dps + spirit regen (and considerably more heal if coupled with LoH), also balances the reduced CC effects of gens such as tsunami, as they will last shorter duration, but trigger more often. 2H dmg buff = massive dmg boost for 2H monks, not to mention the change to incense torch, and the flying dragon fix. The addition of the new fist weapon helps to balance dual wield against 2H. The new mantra makes inna's a great 4pc set, which provides a significant survivability boost.
So where are these nerfs you're talking about? Maybe you were referring to niche builds, i.e FoA + rimeheart, or furnace. Those particular items needed redesigning anyhow, so no loss really. The only change I would possibly disagree with is the WoL redesign (no linear AoE, which only affects 3 runes), coupled with no addition of a holy rune to LTK. Overall we are still seeing HUGE dmg and survivability increases when compared against live servers.
Dmg increases not so much, if anything it either left us on par with last patch or just up a tiny tiny bit from last patch. This patch was huge on survivability. 60% all res (or 40%all res +20% armor) to a full party when use innakongs is nothing to laugh at. On top of that transcendence's buff more or less removed the nessecity of MoH spamming to stay alive. Overall, innakongs saw a buff, fire feels like its in the same place and lightning saw a shift towards more cdr and possibly a slight nerf to 1k. Cookie cutter lightning did see a buff and gen builds saw a buff. Not a big buff but a decent one ~5-10% at most.
kito90, whats the point of showing AS boosted by flying dragon ? Did you even bother to read latest ptr patch notes ? Most of changes they did = nerf. Maybe you should check some topics where ppl actually test some stuff for real - not random flying dragon crap - and most of them states "we are *NOT* on good spot now". You clearly don't have idea, what you are talking about.
That is becuase all you do is read, you havent tested it. I went up from t3 to t6 with this patch notes, that mrans from tier 20 to tier 24-25.
Using dragon flying and some other ias bonus I can refill my spirit really fast and going to try a build with sunwuko since it seems to be good now.
kito90, whats the point of showing AS boosted by flying dragon ? Did you even bother to read latest ptr patch notes ? Most of changes they did = nerf. Maybe you should check some topics where ppl actually test some stuff for real - not random flying dragon crap - and most of them states "we are *NOT* on good spot now". You clearly don't have idea, what you are talking about.
kito90, whats the point of showing AS boosted by flying dragon ? Did you even bother to read latest ptr patch notes ? Most of changes they did = nerf. Maybe you should check some topics where ppl actually test some stuff for real - not random flying dragon crap - and most of them states "we are *NOT* on good spot now". You clearly don't have idea, what you are talking about.
Also the nerf you see are to zdps sincr rimeheart and the furnace werr nerfed. Also increased the cd of dashing strike and fixed the sunwuko + sss + madstone. Those nerf are good nerfs since we wont be forced on using ugly builds like 6raiment ping pong style, or zdps full cc.
Another cool thing is that I read people trying new builds, which means a lot of diversity.
No.
What that is, is simply a matter of people trying to find out what is currently working, it is not a sign that more builds are viable, it is a sign that people are testing to determine if thats the case or not. It does not however mean that there is diversity.
You are wrong. Have you tested seasonal at PTR? I have seen a lot of Monks with different builds each time I go public and they are working pretty good, non as live where all monks are zdps pull shattered.
I'm pretty sure anything is more diverse than being forced into a zDPS role.
On a more serious note, we now have some better cold synergy (in terms of elemental runes). Lightning is pretty much where it was, without the clunky feel of jawbreaker (dash in, step out, rinse and repeat), this is improved if you stack CDR. Holy was in a good place prior to the WoL change (probably still usable in current form), with focus obviously going towards sunwuko. 2H is now being used for something other than TR (and with decent results so far), Dual wield power has been brought in line with the new 2H dmg values (new fist can help with this, together with ele proc weps, such as odyn). Atk spd buffs have helped to make monk "feel" like more of a brawler class, while providing more spirit per/sec and heal per/sec. Passive reworks have provided monks with an array of new options to choose from which cater to DPS and toughness (there is still some room for improvement, although most have seen worthwhile buffs). EP redesign meant EP was no longer a required skill for all builds.
All of these changes have had a positive effect on diversifying monks. Anyone who claims that monk has been nerfed has not tried SSS + Madstone, or Flying Dragon, or Raiment + CDR. And for those who enjoyed their zDPS builds (in particular FoA + Rimeheart), you can still use this in group play to reasonable effect. I'm no mathematician, but the last time I checked, 4 was greater than 1 (checks again just to be sure - yep, it still is).
Yeah and your survivality is depending fully on your skills and not on your items... instead of looking for LoH or Life Regen you can mitigate a lot of dmg with New buffs and heal spending source.
I am excited to try out my lightening build with some depth diggers and 25% primary skill damage legendary gem. Previously on the ptr I was seeing 21mil crits with just the gem.
All of these changes have had a positive effect on diversifying monks. Anyone who claims that monk has been nerfed has not tried SSS + Madstone, or Flying Dragon, or Raiment + CDR. And for those who enjoyed their zDPS builds (in particular FoA + Rimeheart), you can still use this in group play to reasonable effect. I'm no mathematician, but the last time I checked, 4 was greater than 1 (checks again just to be sure - yep, it still is).
zDPS is no longer viable. It used to be when I play my pull monk with my friends (a WD and a Crusader) we'd clear much faster than if I played my M6 DH, after the EP change that is no longer the case. I'm also much more squishy due to not being able to fully stack toughness. I like that people are having to try new builds with the destruction of zDPS build, but if a similarly effective build can't be obtained, then the effect is not positive. We'd be going from no diversity but at least having a couple of viable specs to having diversity with no viable specs.
I'm also not really buying adding cooldown to DS as a way to discourage the ping-pong build. The ping-pong build, when played right, does not bother with the cooldown at all. Adding the 2s really only hurts those who use the skill as an escape to survive imo. If they wanted to get rid of the ping-pong play, which many feel is the only viable dps build but don't really enjoy playing it, they need to redesign Raiment instead of nerfing DS.
I am excited to try out my lightening build with some depth diggers and 25% primary skill damage legendary gem. Previously on the ptr I was seeing 21mil crits with just the gem.
That 21M is perhaps on the last hit of WotF when using HoL rune with the 490% dmg. Won't come anywhere near the damage of a Holy Shotgun Sader doing 21M per beam on every hit. I understand heavy CDR and 6pc Akkhan is required to achieve that, but heavy CDR and 6pc Raiment or anything else Monks can wear don't get us there.
I am excited to try out my lightening build with some depth diggers and 25% primary skill damage legendary gem. Previously on the ptr I was seeing 21mil crits with just the gem.
That 21M is perhaps on the last hit of WotF when using HoL rune with the 490% dmg. Won't come anywhere near the damage of a Holy Shotgun Sader doing 21M per beam on every hit. I understand heavy CDR and 6pc Akkhan is required to achieve that, but heavy CDR and 6pc Raiment or anything else Monks can wear don't get us there.
You are wrong. The second combo (which are from 7 to 10 hits) split the 490% damage,so each hit deals 49% extra damage.
I am excited to try out my lightening build with some depth diggers and 25% primary skill damage legendary gem. Previously on the ptr I was seeing 21mil crits with just the gem.
That 21M is perhaps on the last hit of WotF when using HoL rune with the 490% dmg. Won't come anywhere near the damage of a Holy Shotgun Sader doing 21M per beam on every hit. I understand heavy CDR and 6pc Akkhan is required to achieve that, but heavy CDR and 6pc Raiment or anything else Monks can wear don't get us there.
You are wrong. The second combo (which are from 7 to 10 hits) split the 490% damage,so each hit deals 49% extra damage.
Where is it mentioned that the 490% is split amongst 7 to 10 hits? If that's the case then maybe it's the 3rd hit from FoT against a single target.
I am excited to try out my lightening build with some depth diggers and 25% primary skill damage legendary gem. Previously on the ptr I was seeing 21mil crits with just the gem.
That 21M is perhaps on the last hit of WotF when using HoL rune with the 490% dmg. Won't come anywhere near the damage of a Holy Shotgun Sader doing 21M per beam on every hit. I understand heavy CDR and 6pc Akkhan is required to achieve that, but heavy CDR and 6pc Raiment or anything else Monks can wear don't get us there.
You are wrong. The second combo (which are from 7 to 10 hits) split the 490% damage,so each hit deals 49% extra damage.
Where is it mentioned that the 490% is split amongst 7 to 10 hits? If that's the case then maybe it's the 3rd hit from FoT against a single target.
besides the transcendece and _optional_ new mantra there are 0 substantial changes to make monks better.
if you attack a bit faster doesnt mean you deal essentially more damage. you just deal little damage in a faster way.
who cares of zDPS build, it died when the nerfed EP. As well as Raiment, the ought to be the strongest set for monks, is getting nerfed by crazy +2 (!!!!) seconds cooldown for the damage dealer skill. even if you play with as much cdr as possible with this, how low do you get now? 3-4s for 1 recharge? have fun surviving in more demanding rift lvls.
besides transcendence, 95% of monk's patch notes are bullsh!t
// Edit: read on the official forum that sss+madstone was not intended and fixed .. well, no viable monk build now then. Let's switch to DH maybe..
Using now trascendence passive really heals a lot!
And now generators + passives can have a really spectacular fast attack passive (from items I just have 25% but can reach 2.3,2.7 with Odyn son, Thunferfury).
I think we are on good spot now, but still missing a good spender with better damage.
PS: Using Sweeping Wind now with the gloves with 10 stacks rocks (Im with 500k dps and making hits of 4-7m with 10 stacks!
The bost is from 500k dps to 1.7m so if I had 1.4m dps maybe I would reach something about 5m dps!
More atk spd = more dps + spirit regen (and considerably more heal if coupled with LoH), also balances the reduced CC effects of gens such as tsunami, as they will last shorter duration, but trigger more often. 2H dmg buff = massive dmg boost for 2H monks, not to mention the change to incense torch, and the flying dragon fix. The addition of the new fist weapon helps to balance dual wield against 2H. The new mantra makes inna's a great 4pc set, which provides a significant survivability boost.
So where are these nerfs you're talking about? Maybe you were referring to niche builds, i.e FoA + rimeheart, or furnace. Those particular items needed redesigning anyhow, so no loss really. The only change I would possibly disagree with is the WoL redesign (no linear AoE, which only affects 3 runes), coupled with no addition of a holy rune to LTK. Overall we are still seeing HUGE dmg and survivability increases when compared against live servers.
Using dragon flying and some other ias bonus I can refill my spirit really fast and going to try a build with sunwuko since it seems to be good now.
I know that we are missing some dmg yet but we are making progress.
On a more serious note, we now have some better cold synergy (in terms of elemental runes). Lightning is pretty much where it was, without the clunky feel of jawbreaker (dash in, step out, rinse and repeat), this is improved if you stack CDR. Holy was in a good place prior to the WoL change (probably still usable in current form), with focus obviously going towards sunwuko. 2H is now being used for something other than TR (and with decent results so far), Dual wield power has been brought in line with the new 2H dmg values (new fist can help with this, together with ele proc weps, such as odyn). Atk spd buffs have helped to make monk "feel" like more of a brawler class, while providing more spirit per/sec and heal per/sec. Passive reworks have provided monks with an array of new options to choose from which cater to DPS and toughness (there is still some room for improvement, although most have seen worthwhile buffs). EP redesign meant EP was no longer a required skill for all builds.
All of these changes have had a positive effect on diversifying monks. Anyone who claims that monk has been nerfed has not tried SSS + Madstone, or Flying Dragon, or Raiment + CDR. And for those who enjoyed their zDPS builds (in particular FoA + Rimeheart), you can still use this in group play to reasonable effect. I'm no mathematician, but the last time I checked, 4 was greater than 1 (checks again just to be sure - yep, it still is).
I'm also not really buying adding cooldown to DS as a way to discourage the ping-pong build. The ping-pong build, when played right, does not bother with the cooldown at all. Adding the 2s really only hurts those who use the skill as an escape to survive imo. If they wanted to get rid of the ping-pong play, which many feel is the only viable dps build but don't really enjoy playing it, they need to redesign Raiment instead of nerfing DS.
if you attack a bit faster doesnt mean you deal essentially more damage. you just deal little damage in a faster way.
who cares of zDPS build, it died when the nerfed EP. As well as Raiment, the ought to be the strongest set for monks, is getting nerfed by crazy +2 (!!!!) seconds cooldown for the damage dealer skill. even if you play with as much cdr as possible with this, how low do you get now? 3-4s for 1 recharge? have fun surviving in more demanding rift lvls.
besides transcendence, 95% of monk's patch notes are bullsh!t
// Edit: read on the official forum that sss+madstone was not intended and fixed .. well, no viable monk build now then. Let's switch to DH maybe..