Man I feel you, my monk is really going to suffer with the nerf to my piercing punch that goes through everyone and hits them 4 times and costs almost nothing and can be done from across the map.
I really don't know what I am going to do....I don't want to quit eating with my left hand and use my keyboard, but this nerf almost directly requires it.
WTF BLIZZARD, YOU TRYING TO MAKE ME USE TWO HANDS? THIS IS UNFAIR! YOU ARE JUST GOING TO MAKE ME RAGEQUIT AND PUBLICALLY POST IN HERE THAT YOU LOST A CUSTOMER!
I hope the don't buff the DH skill that adds 50% armor to my already insanely high armor I get from my passive that buffs off my main attribute, not to mention the shield that has 1200 armor, so I'm rocking about 82% damage reduction - O WAIT no the monk has that...
You are a tank, you won't do as much as a DPS EVER, stop complaining to bliz to nerf us and play your class.
yes everyone lost out on IAS, I get that - BUT with less IAS NT would tick less on hit boxes. So problem solved right there. I don't think 2 ticks per NT was OP. 4 or 5 was certainly overpowered. In comparison to Ball Lightning though, you are sacraficing your AoE to do more damage. Thats how damage should work. 200 damage over 10sqft or 400 damage over 5sqft.
Problem is you rarely had "10sqft" to kill. Most mobs are in neat little 6 or 7 man packs, what happened to Diablo II. When you kite 100 cows around in a circle and you NEED to hit all of them at once with a gigantic AoE. This is why no one was using Ball Lightning, that much AoE was never really needed.
As far as using NT with missile dampening, I think that was just a weakness of the random buff on monsters and shouldn't be fixed. Just like illusionist is a weakness to life on kill items... not everything can be perfectly balance to everything else. NT will do more damage to one mob but less to another. More damage to big high health slow moving targets, less damage to fast small targets.
The idea behind a cit/slow build was what i was thinking too. having a passive extra 10% crit along with building 3% per second can make for a good bit of crits. and obviously you need some slows for later difficulties.
personally, i think ferrets (companion) are more of a low level skill, as in inferno you will need that 'lazy skill' for something that will keep you alive. vault (or) smokescreen i believe will become a NECESSARY skill also for when caltrops doesnt work. hell even in beta enemies walked through caltrops pretty quick. did you try it on scavengers?
also, unless you plan on just laying caltrops out the ass, i dont think the 'discipline replenish' rune in multishot will do you much good, best be used elsewhere. entangling shots rune will be nice for quick regeneration, but when face with multiple enemies, i'd rather have the extra 2 mobs slowed from chain gang, or the increased slow duration to get some distance
Ferret is for farming
Vault is for game progression.
The discipline replenish on multishot is not only for caltrops, but also the vault. I suppose while building the skillset I was thinking cow level. One multishot with repleneish will instantly keep discipline at full. which you can use to vault away a few times and reset up a few caltrops along the way.
And I do kind of plan on always having caltrops down, as that is an extra 10% crit.
Multishot - Suppression Fire
AOE
+1 Discipline (supplies Marked for Death / Caltrops)
Caltrops - Bait the Trap
SLOW
+10% Crit
Archery
+10% crit x 2 handbows
Head hunter
+3% crit / sec
Cull the Weak
15% Damage on slowed
Without items the build provides 23% or 33% crit after the first second (depending if 2x crossbows doubles the effect of archery)
Attack seq. pretty much goes like this
1) Caltrop
2) Marked for Death
3) Entangling Shot
4) Elemental arrow // Multishot (unique // mobs)
5) Repeat # 3 & 4 (sprinkling in #2 when needed)
If they HIT the caltrop and
a ) have <50% health - vault into them stun and finish them
b ) have >50% health - vault away drop new caltrop continue step 5
I'd like to fit Hungering Arrow - Devouring Arrow in this build somewhere, but not sure what to take out. Hungering Arrow has highest potential Damage + stacked with high crit
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3 Flawless Star - 200K - 15 Tome - 50K Craft
3 Perfect Star - 400K - 20 Tome - 50K Craft
ArtemisKhros#1164
CURRENT BID AT 7.1MIL
I hope the don't buff the DH skill that adds 50% armor to my already insanely high armor I get from my passive that buffs off my main attribute, not to mention the shield that has 1200 armor, so I'm rocking about 82% damage reduction - O WAIT no the monk has that...
You are a tank, you won't do as much as a DPS EVER, stop complaining to bliz to nerf us and play your class.
But ball lightning multihits for 2x but only doesn't like 70% per hit. Don't trust tooltips.
IAS nerf
AND
NT nerf
yes everyone lost out on IAS, I get that - BUT with less IAS NT would tick less on hit boxes. So problem solved right there. I don't think 2 ticks per NT was OP. 4 or 5 was certainly overpowered. In comparison to Ball Lightning though, you are sacraficing your AoE to do more damage. Thats how damage should work. 200 damage over 10sqft or 400 damage over 5sqft.
Problem is you rarely had "10sqft" to kill. Most mobs are in neat little 6 or 7 man packs, what happened to Diablo II. When you kite 100 cows around in a circle and you NEED to hit all of them at once with a gigantic AoE. This is why no one was using Ball Lightning, that much AoE was never really needed.
As far as using NT with missile dampening, I think that was just a weakness of the random buff on monsters and shouldn't be fixed. Just like illusionist is a weakness to life on kill items... not everything can be perfectly balance to everything else. NT will do more damage to one mob but less to another. More damage to big high health slow moving targets, less damage to fast small targets.
Mats are 58 inferno essences+11 tears+17 tomes + 171,054 gold for vendor+ 50,000 gold crafting fee.
Let just call it an even 220K gold total.
PST me at ArtemisKhros#1164 or leave your battle tag here!
Bid at 7.1mil.
Up for auction. 48hrs unless significant buyout offered.
Yup I did
Ferret is for farming
Vault is for game progression.
The discipline replenish on multishot is not only for caltrops, but also the vault. I suppose while building the skillset I was thinking cow level. One multishot with repleneish will instantly keep discipline at full. which you can use to vault away a few times and reset up a few caltrops along the way.
And I do kind of plan on always having caltrops down, as that is an extra 10% crit.
100 dps weapon
165 dps Multishot
330 dps Multishot CRIT
190 dps Multishot Mark of Death
380 dps Multishot Mark of Death CRIT
(Assuming crit is 200%)
Entangling Shot - Justice Served
SLOW
+6 Hate
Elemental Arrow - Lightning Bolts
STUN (on crit)
Marked For Death - Contagion
+DPS
Companion - Feret (FARM) /// Vault - Rattling Roll
Escape
Stun
Multishot - Suppression Fire
AOE
+1 Discipline (supplies Marked for Death / Caltrops)
Caltrops - Bait the Trap
SLOW
+10% Crit
Archery
+10% crit x 2 handbows
Head hunter
+3% crit / sec
Cull the Weak
15% Damage on slowed
Without items the build provides 23% or 33% crit after the first second (depending if 2x crossbows doubles the effect of archery)
Attack seq. pretty much goes like this
1) Caltrop
2) Marked for Death
3) Entangling Shot
4) Elemental arrow // Multishot (unique // mobs)
5) Repeat # 3 & 4 (sprinkling in #2 when needed)
If they HIT the caltrop and
a ) have <50% health - vault into them stun and finish them
b ) have >50% health - vault away drop new caltrop continue step 5
I'd like to fit Hungering Arrow - Devouring Arrow in this build somewhere, but not sure what to take out. Hungering Arrow has highest potential Damage + stacked with high crit