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After all, it is obvious that devs are not playing end game builds/game, they are workinh on it!
But, blizz should have a group of play test players all the time (not just at PTR) giving feedback about end game aspects of the game and itemization.
I'm sure these players need not to be charged for cash. There are a plenty of players who would love to colaborate with them about it.
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Why people keep talking about paragon cap at this post, but ok. It's a related post anyway.
About gem influence, its a kind of obvious thing. But now, you can be rushed to gem lv 70 whitin an active clan. It 's enough to help you to farm paragon easily now. but to keep upgrading them you will need to rush more and more, gaining even more xp.
Fact, most of players are playing 70 or less GR difficulty, just to farm and upgrade weaker gems. And when they find a good group, rush to up gems. Meke a survey for yourself. Try fo find e group to rush you at low level to upgrade a lv 70 gem. Most, if not everyone, will say to you stack some paragom lv first..."Nooo, paragom lv isnt important... " but it is!
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Hi, #Kahaneck.
As you said... normal game isn't dificult at all... but game starts at Hell... as was said before at this topic...
And try to make a poison necromancer without a great dagger, you will see the dificult raise a level too!
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I just don't know if I will keep playing D3 at all. But if I do, probably will keep as i do today. Start a new char aty season, pick up the cosmetics and delete char...
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Well, at normal and nightmare we can have an easy time, i agree with you. But at hell mode the game really starts. At this point, time is the main factor to define any build at D2. I have some chars at lv 99 and no end build at all yet.
At D3 it is too much easy to find the itens and prepare an end game build. At some point, any progression is totally based at paragom level and no itemization at all. I miss this at D3. At D2, itemization really makes difference, but as you said, it is useless once you can kill everything at hell mode. D3 lacks versatility. D2 lacks an endgame meta now.
Edit: I dont know, but if the devs would bring the rifts and great rifts to D2, probably i would stop playing D3 at all now.
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I think D2 is much harder than D3 at some points, but most of then are just because itemization is a hard point at D2. D3 has a difficult time at solo progression, diferent from D2 (it's much more balance at this point). At D3 we are bound to some skill specs, making the game much more static than D2, but don't think D2 doesn't have some skill preferences too. But the simple fact the sets/non-sets itens don't have a specific skill sinergy helps a lot to have a fun time developing new char builds (I love my 3 necromances and my javezon!^^).
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For now, R6 is in advantage, but U6 seems to be in top in seasons.
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Ocasionaly i like to start a new campaing mode to refresh my memory, look for some achievements, or just to have a little felling about old Vanila games in the past... Not a problem at all. Go for it and enjoy!
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Well, lets point this all:
1 - Healing monks offers a way to progress into grifts/leader board now.
2 - Good suportive role, but it didn't affects too much monsters freedon as tiki/sader did at season 3.
3 - Obviously it wasn't nerfed at PTR because it wasn't being overplayed and isn't too overpowered as some think it is.
4 - Doesn't obstruct other groups compositions (how did some group work in PTR without a healing monk with them?!?! Obviously because there are more compositions now).
5 - If monk becomes the best support class for groups, it will never be as good as a tikiwd was in season 3, as it doesn't paralize monsters 100% of time, nor will be better than a sader in season 3 too, as it doesn't blinds monsters 100% of time and boost 100% ChD to party...
6 - in a group with a healing monk, all players do actives roles into a fight. (no more saders standing in and just waiting RG die while dazzling it with a NUNLOCK skill set.
7 - DPS roles are too much difficult now, and a healing insn't enough to prevent death as mosnters and elites still can one shot you with jailer, frozen, thunder, etc...
As you can see, a healing monk is a good suportive char in a group, but it is very far from being overpowered as most of suportives chars were before...
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In fact, at PTR, i put something like 75% CDR (with Gogok) + 60% from FoE, what made me to recharge SSS in 1.5 sec. Bliding Flash has a 15 sec coldown, what takes about 3,5 sec to recharge. Problem is... with new CC rules, you will blind monsters for ~2 sec, as they have 30% starting CC resist, next Blinding Flash you use, they will be blind for about ~1-1,5 sec. At third blinding, will be only for ~0,5 sec... Then it comes back to 2 sec and repeat...
No matter what CDR you have, even if you could perma use Blinding Flash, monsters will not be blinded for ever like in patch 2.2. At long run, Mantra of Salvation offers a better resistance to atacks, while Bliinding Flash would give a dmg boost (29% from Faith in the Light rune).
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Well, you didn't say too much to us about your friend's build. But, ok, lets go...
1º) Try to learn about what is killing you. Is it the elite afixes? Are the physical attacks from monsters? Ranged attacks?
2º) Use your skills and map to build a strategy to keep alive. Monk has a great advantage about moviment and dodge to avoid most of dmg. Use it.
3º) There is a simple math i like to use to see if i'm ready to farm at certain difficulty level. Go to Filds of Misery, find a bull and let it rush to you.If you survive it, good. if you survive 2 bulls rush without healing or using a potion, It's enough! (To farm at T6, something about 500-600k life is very good).
4º) Put your AR high. Most of monks need 1000+ AR. Look for gears with specific elemental resist or AR in EVERY item you can. To do some high level GR you will need 1400+ AR to stay alive 1 second at most (o.O). If you need, use some diamond instead of emeralds until you get enough AR.
5º) Most of time, CDR is better than life% or Armor bonus at gears, as you recharge your defensive skills sooner, you will stay alive more time... Some builds really don't need a big CDR, so change it to other defensive or dmg bonus (if you kill fast, no monster will hit you! ^.^)
About skills:
Epiphany/Deset Shroud = 50% dmg reduction
Inner Sanctuary/Forbidden Palace = 55% dmg reduction + 30% dmg bonus + CC
Mantra of Salvation/Agility = 20% AR (passive) + 35% dodge
Dashing Strike/Blinding Speed = 370% weapon damage + 40% dodge
Harmony = +++AR
Sixth Sense = Reduce all non-Physical damage taken by 25% (Helps a lot at first)
Near Death Experience = You will need it in everything above GR 50.
About gears:
Inna's Mantra Set = Lots of thougness even with 2 pieces (double mantra and Mystic Ally effect), best with 4 items to get the 4 mantras effects (and doubled too).
Blackthorn's Battlegear = 10% dmg reduction to elites, imune to some elite afixes.
Aughild's Authority = 15% dmg reduction to elites and 7% dmg reduction to melee and ranged attacks
Ulianas Stratagem = Lots of palms + good survival as you become invulnerable at SSS. Just need a really good CDR (50-60% CDR + Flow of Eternity Daibo) to use SSS most of time and take care about elite afixes (season 4 only, next week indeed!)
String of Ears = ~25-30% melee dmg reduction
Binding of the lost = ~21-49% dmg reduction after using SSS (season 4 only)
Ancient Parthan Defenders = Each stunned/frozen enemy within 25 yards reduces your damage taken by 9–12%
Spirit Guards = Your Spirit Generators reduce your damage taken by 30–40% for 3 seconds (season 3, if you play at NS, wait until next week to get it)
Eye of Etlich = Reduces damage from ranged attacks by 27.7–32.9%
Try to mix some sets with the non-set defensive items (a Ring of Royal Grandeur may help a lot). Use some legendary gems to gain even more thougness if you need (and most of time all melee classes need it). A good regen is crucial to keep alive after being struck and survive after. Try to have a good Life per Hit, Life per second and Life per Spirit Spent as your build fits better.
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Anyway, Not at Diablo ever... Diablo franchize is a medieval ARPR. Some ideas how fit very well at WoW will never be nice to Diablo indeed. And Blizz will never give a shot at its own foot with something like that. It would make Diablo and WoW compete for players.
But i would love to see a shapeshifter or something like an assassin back and revamped, but i think it would be too close to monks and DH to happens. Druid seems to be the best choice. I'd love too if WD just vanishes from the game and Necromancers came back or become too much different from WD (don't see how, as the necromancer skills was developed with the WD at first, in the jungles of south Kejistan).
Haaammmm... a .... Monk?!?!
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Start farming for Uliana Set. You will probably have some Fist os Azturasq and Flux of Eternity at box, as well a Gundgo bracer and Madstone spiritstone (if you are at season, farm for it too). These are the essential items to start the build. With time you will improve it with Focus/Restrain, Broken Promisses and change the set gears to something with the most efficient affixes to your build... CDR is the main stat to have in all gears you can. If you will use the Broken Promisses variant, you will not need CHC at gears at all. Someones say its better to have a Madstone cubed, other prefer to have a Gundgo and Spirit Guard, as you will pass more time in non-SSS now. Binding of the Lost new belt and Vigilant belts seems to be the best option to use, but feel free to try another one and find your way.
About playstyle: Basically, apply Palm to monsters and detonate it with SSS. Uliana's set has 2 main damg dealers, SSS (dealing full dmg at every hit) and palm explosions (main dmg dealer to the build), so its important to apply palm and do a SSS as fast as you can. With nearly perfect gers it means you will have about 1-2 secs betwen each SSS, giving time to spreed palm once more and renew the Focus/Restrain bonuses.
If you are using Madstone, it will apply palm imediatly when hit with SSS, but it will be gone imediatly too. Not a problem most of time, specially if you are at solo game. If you are using Gundgo, palm will spread to nearbly enemies with the detonation, enabling the chain effect. It loses a little of effect at high level grifts (unless you are using fire palm to spread burning effect too. But we need to wait a little to see if it will be still good after new PTR patch).
Flux of eterniy has the role of reducing SSS cooldown, enabling its span. Fist of Azturrasq has the role of amplify the palm dmg. If you will be at season, so Liond Claw will be your main option to second weapon. Out of season, we are still thinking about what the best option is atm.
Hope have helped a little... and i think i missed something else to...
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Hi, Karezza, I understand your viewpoint. It's a PTR, i know, but since Gundgo was released fire palm was being used (not at large), but with the burn stacking very well. If fire palm wasn't to stack, it should be "fixed" at live a long time ago... If they just want to balance the game reducing the set damage, its ok too, just don't say things like "fixing a problem"... They just want to change the skill. Change it to stacks X times, maybe?
About the critcism, i think i'm being very constructive as i'm playing at PTR almost everyday, posting results, finding problems that need to be fixed and all it carries. But i'm a human too, and i can be upset to something what doesn't appraises me too much, can't I?
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Diablo franchising isnt about inhuman role actting... its all all about humanity and his destiny to preserve their freedon from Hell and Heaven intervention, evem more at D3... But they are great ideas to Heroes of storm, where you can play with Diablo and Tyrael...
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yes, it's disapointing to see how as much we test it, more they nerf us! I dont think the fire EP stack is an error, they just didn't ever think we could detonate it too fast, with Ulianna or a big dmg indeed. Now, lets take it away and keep nerfing the builds...