Well I preordered from Amazon so that should be okay.
And I'm also going to the Irvine release event, and picking up another CE for my girlfriend haha.
It's all about the dodge. I use Exploding Palm to set up chain reactions and spirit generation (runed for AoE bleed), dodge to survive until a chain can start, panic button as Breath of Heaven runed for Fear.
Cyclone Strike to pull enemies into me to make chains easier, as well as runed for increased dodge chance.
I have dashing strike as my mobility/escape technique, again runed for increased dodge chance.
Mantra of Evasion for...y'know, the dodge chance, as well as being runed to deal damage for dodging, helping to kill bleeding enemies.
I'm not 100% certain on blinding flash, because I'm unsure of how it works with dodge, does a miss count as a dodge? If so I'd put this in to trigger Mantra dodge damage constantly, having it runed to last 4 seconds instead of 3.
If misses don't count as a dodge, I would switch it to Inner Sanctuary, runed for increased health regeneration. This is to buff my panic button even further, as heal/fear combined with this would let me have a very long amount of time to compose myself. It also functions as a way to cut mobs down to manageable sizes.
My passives are Sixth Sense and The Guardian's Path for increased dodge, and Transcendence for constant healing that isn't dependent on a resource.
I'm not so sure about that Seytan, I think that a lot of people will still go online and look for a "perfect" build. Y'know, to farm and do the mad deeps. But I think it'll be less so than D2's, since there is no punishment for going a wrong build, so it allows for people to experiment more freely
I don't know if making later acts having an overall drop rate increase is something that Blizzard will consider. Blizzard has mentioned that they want people to not grind bosses and explore D3 to their heart's content, and giving a bonus to later acts will draw people to them rather than the whole game. Also I think that we'll have to see what Inferno is like and how drops work before saying that people will grind at "easy" parts.
Personally I'm not for it, I'd rather roam D3 as I want, not feel like I'm being penalized for not playing the last act.
And I'm also going to the Irvine release event, and picking up another CE for my girlfriend haha.
Sorry man.
Monk dodge set up
It's all about the dodge. I use Exploding Palm to set up chain reactions and spirit generation (runed for AoE bleed), dodge to survive until a chain can start, panic button as Breath of Heaven runed for Fear.
Cyclone Strike to pull enemies into me to make chains easier, as well as runed for increased dodge chance.
I have dashing strike as my mobility/escape technique, again runed for increased dodge chance.
Mantra of Evasion for...y'know, the dodge chance, as well as being runed to deal damage for dodging, helping to kill bleeding enemies.
I'm not 100% certain on blinding flash, because I'm unsure of how it works with dodge, does a miss count as a dodge? If so I'd put this in to trigger Mantra dodge damage constantly, having it runed to last 4 seconds instead of 3.
If misses don't count as a dodge, I would switch it to Inner Sanctuary, runed for increased health regeneration. This is to buff my panic button even further, as heal/fear combined with this would let me have a very long amount of time to compose myself. It also functions as a way to cut mobs down to manageable sizes.
My passives are Sixth Sense and The Guardian's Path for increased dodge, and Transcendence for constant healing that isn't dependent on a resource.
And that's that
Personally I'm not for it, I'd rather roam D3 as I want, not feel like I'm being penalized for not playing the last act.