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    posted a message on Just an Idea: To run with 2 Winds
    Quote from xXrasuninXx
    Maximum damage output will be 50% from tempest rush and 45% from sweeping wind. But obviously tempest rush can score even more hits than sweeping wind as it depends on attack speed. more attack speed = the more hits. although i did read somewhere in the forums regarding "Channeling Skills" and damage output isn't necessarily more. not sure on this though...
    Not enough time to look it up, but I'm pretty sure channeling skills are dependent from AS as well... SW does 15% WD per tick and you can reduce the time between ticks via AS. So the total damage would be something along the lines of 15% of your weapon's DPS.
    Someone should confirm this, though.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Spirit generation :|
    Quote from Tenhi
    So overall the Monk will probably stay behind in resource regen even at lvl60... the question is if its enough to compete with the other classes. Because right now (in the Beta) the Monk feels like the weakest character of the 5 :(
    The Monk is not a caster, why would he need that much spirit? Most of his Spenders are very situational and thus not meant to be spammed. Instead, he is unique in that his combat system revolves around combos and supporting spells. You can get all the damage you need just by using generators and buffs: http://us.battle.net/d3/en/calculator/monk#bQXY.j!fg!ccbc.a (just an extreme example)

    Apparently people want to run around like a Hammerdin in D2, doing nothing but spamming SSS or WoL like there's not tomorrow. Safe to say that the Monk is not the best choice then.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Patch 14 monk changes
    Well, we got a "new" passive... needs a small buff, but overall it's okay. I really like the idea of SW and EP being spirit spenders. We now have a huge arsenal of possible spirit dumps for every kind of situation - awesome!

    OTOH, spirit costs seem to be a problem. Runed SW and EP were exceptionally good at generating spirit and now that they're gone... Let's cross fingers that our gear will balance that. Oh, and I think we're in need of at least 1 new spirit generator :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on New monk skills/passive's incoming?
    Quote from Rorance

    Beacon of Ytar has returned! Reduce's cooldowns by 15%, not really huge but i'm sure it can be worked into some builds as a necessity. Mostly see it being useful for the support type monks so they can spam heals and such more often
    15% is a joke, that's 6.75 seconds off Serenity's 45s cooldown. I expect it to be buffed to like 25%. Anyway, at least a new passive :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on My thoughts on the Monk
    seriously, those of you who find it boring to play with the monk should use dual whield and generator combos. I had a blast mixing fists of thunder and piercing trident, occasionally kicking ass with lashing tail kick.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Spirit generation :|
    c'mon, guys...
    you're practically playing without any spirit regeneration gear and without runes to support spirit gain. what do you expect? you're simply not supposed to spam those spenders at the very start of the game, even in d2 you would eventually run out of mana. i don't see any difficulty boosting your spirit gain to 15+ per second once runes and gear come into play.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on some Monk Qs...
    Quote from Raskolnikov

    You'll probably have to continuously spam Sweeping Wind to keep it at the maximum stack count, but I doubt we'll need two daggers to get a high enough attack speed for this. Maybe cancelling the animation as you attack will speed things up?
    I think I've read somewhere that landing a lvl 3 SW resets the charge timer, i.e. after getting a charge up, you still have 5 seconds until any of the charges disappear even if it's your second or third charge. This is nowhere near official but it would make a lot more sense.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Patch 13 rune list so far
    thanks a lot, deleo :)

    some things to notice:
    - many "nerfs" to the rune effects due to how early in the game you can get them
    - I really like the buffs to the CritStrike > extra Spirit effects
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Dodge works against spells/ranged attacks
    Quote from irrenicus84
    To dodge non-signature spell is 100% op. Because monk already has the highest resistance to all elemental spells.

    From current view a dodge monk is invincible, becasue only the physical spells can hurt him/her and monk can heal.

    If you say a character with 80% dodge chance & 95% resistance to elements & also can heal is not OP,then what is OP??
    What you say is totally biased, sorry. First of all, I'd like to see your permanent 80% dodge build. Second, please tell us why you'd think that the Monk has the highest resistance to all elemental spells. Are you talking about OwE? Chances are it doesn't affect Poison and Arcane damage and you still need high resistance from gear for one particular element to make this passive powerful. Besides, dodge and elemental resistance are just two out of several defensive factors (defense, armor, HP, ...).

    You're acting as if you had played the game and knew that Inferno monster dmg would not be adjusted correspondigly. The Monk is a melee character with low HP. Who cares if he has 10 times better damage mitigation than a Wizard when he receives 10 times more hits?
    then what is OP??
    Every character is. That's what Blizzard's trying to achieve.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Dodge works against spells/ranged attacks
    Quote from Graogg

    Thanks for the response, and let me clarify a few of your rebuttals.
    a.)MoE bonus is short (3 seconds) but only costs 25 spirit. A monks average spirit generation is close to 20 Spirit/second on beta atm. BF is not exactly short (7.5 seconds every 15) and is also dirt cheap (10 spirit). CW are 'large sweeping strikes' with the 3rd attacking being an even larger AOE, guessing about 8 yards. You get a 3rd strike about once every 1.5 seconds. Why does OWE only work for 3? there are 5 elements.
    b.) As mentioned previously, you generate about 300 spirit per 15 seconds. In that time you will use 125 for MoE, 10 for BF with 165 left over for heals or cyclone strike. CS is not the only damage source, Sweeping wind should be a large part in fact (along with heal dot, CW) and of course the other people in your group, who no longer have to worry about survival stats.
    c.) You will do less damage then a pure damage build, but this build if a quasi tank build, allowing your teammates to focus more on killing. The xp combo system is trivial amounts of XP. With this build, you WANT to be surrounded, so that you can debuff and AOE even MORE mobs. You're not going to die with 93-97% damage reduction, heals, and teammates.
    tl:dr.) Stacking survive and the AOE grab allows you to play a tank role, freeing up teammates to focus on AOE and damage. Removing the risk of death does trivialize the hardest content, since you can continuously push through it. Adding more survive from defense does not reduce the effectiveness of this build, since it is all relative. Moving from 96% reduction to 98% reduction is HUGE btw (50% less damage) for example. And I don't think is boring to AOE pull, hit, slow, cc, debuff all the mobs on your screen and live. :)
    Thanks for your answer. Don't wanna go into too much detail, just some minor points:
    - OwE most likely only affects Fire, Ice and Lightning. The other damage types are not considered "elements".
    - The way I read the Indigo BF description, the whole duration is only 5.5 seconds with a total of 2 flashes, one instant flash and another one after 3 seconds.
    - I don't own the beta. How do you get 20 spirit/second? Just from a theory standpoint, you attack with like 1.5 aps which equals about 9 spirit/second (and you still need to attack). As said in many other threads though, we don't know much about spirit regeneration from gear so far.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Dodge works against spells/ranged attacks
    Quote from Graogg

    Well, lets do some pessimistic (lower end) calculations.
    First abilities:
    Mantra of evasion: 50% to ALL sources of damage for the group, 2.2 Multipler to armor for the group.
    Crippling Wave: 35% reduction to enemy attack speed, 40% reduction to their damage.
    Breath of heaven: massive aoe heal plus 2.5 second AOE hard CC with no CD.
    Blinding flash: 5 second AOE soft CC followed by 30% miss rate to all enemies. 2 times every 15 seconds.
    Seize the initiative: 25% of attack added to defense.
    One with Everything: Potentially a 5x multiplier for resistances.

    Now this is excluding Resolve's 30% reduction, because as you said, were not sure if it stacks, or if it's additive or multiplicative. This is also not the most tanky build, but gives you a few nice damage abilities.
    1 * (.5(dodge)) * (.65(attack speed)) * (.6(damage reduction)) * (.7(miss)) = .1365, or 86.35% damage reduction so far. Add in the 2.2x armor bonus and 5x elemental bonus and the constant CC from abilities, and yes, 93-95% damage reduction is a very LOW estimate. The upper end estimate would add in Resolve as multiplicative, and the armor/resistance/defense bonuses and you get perhaps as high as 97%. How is that ever a good thing for game balance?
    Let's not forget that this is all pure theorycrafting as none of us has tested this build yet. Still, there are several points in your assumption that need a second look:
    a.) you might overestimate the power of some of your defense abilities: Both MoE (the bonus part) and BF are short duration buffs that need to be recast and thus need a lot of spirit (see b.)). CW debuff only works on point blank range and not even until the third hit, preventing you from creating SW's cyclones until the 6th hit (see c.)). OwE only works for 3 elements btw.
    b.) your assuming that you have enough spirit to constantly recast your Mantra and cast BF. Even if that is the case, you still need spirit for healing (as there won't drop healing pots for a long time due to your low killing speed) and/or CS, your only true damage source.
    c.) simply put, you won't do any damage. You're acting as if survivability was a purely passive matter but the best damage reduction is still killing your opponent. Take into account that with the addition of the health globe and XP-combo system D3 is basically rewarding you for killing quickly. Without killing speed and any mobility I can see you getting surrounded pretty easily on higher difficulties and THAT is never a good thing. Your generators hardly do more damage than just a regular attack for at least 8 hits so you might have to rely on CS which has a really high spirit cost. Then again, we know almost nothing about spirit generation, so...

    tl;dr: Your build is really strong and definitely looks viable for the late game. But I don't think the concept of stacking as much tanking power as possible is OP (at least in SP). You're completely ignoring armor from gear and the "Defense" attribute (which enhances dmg reduction of every kind). I don't have the exact numbers but those two alone might reduce the damage you receive by 50%, effectively halving the reduction you get from your skills. What I'm trying to say is: every character has a lot of damage reduction. The damage done be monsters is accordingly adjusted what leaves you toying with diminishing returns here. Besides that, playing this build might be boring as hell :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on My Monk build
    Quote from Rym_

    Not to be mean but there is a thread about the mantra change.
    Oh, don't worry, that's not mean. It's just completely unnecessary.
    I don't know if you have even read my post or if you just stumbled across the words "new mantra" and decided to invest time writing a post with the sole purpose of criticizing mine.
    All I said was how I loved the discussion about Monk skills/builds (which is, as a matter of fact, the topic of this thread). I used the new mantras as an example since there have been several posts in this thread - even by you - about the optimal spender-generator ratio. To sum it up: The introduction of Combination Strike and the mantra change have made builds other than the classical 2-3-1 build more viable IMHO.

    Concerning your build, I like the idea of Crimson EP for bosses. My DoT of choice is Crimson WothF because the dash is a welcome addition but I see where you're coming from. Comparing Sixth Sense with Seize the Initiative is highly hypothetical but the latter seems to be the better variant for now unless you get really high crit gear. Then again, if you have that kind of gear, switching WothF to Obsidian may be worth it :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on My Monk build
    Quote from Tenhi

    And an other side note^^ why the heck has 7-Sided Strike a friggin 30sec CD?
    You answered your own question:
    PS: If 7-Sided Strike can hit the same enemy 7 times (or more with the rune)[...]
    With Exalted Soul you could just nuke bosses like there's no tomorrow :)

    B2T:
    I really like the ongoing discussion. The thing about the recent Mantra changes is that you can decide for yourself if you want to use a Mantra as a passive aura or an active spender. You can pump a lot of Spirit into refreshing the Mantra and thus getting the double bonus as often as possible. This makes 3-generator-builds a lot more viable and those builds in turn benefit from Combination Strike... damn, the Monk's skillset is so awesome :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on New mantra system
    I absolutely agree with #2 and #3, the new Mantras provide a lot more flexibility. OTOH, Spirit costs seem to be a serious issue now and I don't think the Spirit generated by your Skills is sufficient to effectively use a variety of Spenders/Mantras. We might have to rely on gear a lot more than we think to solve this problem.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Unofficial lists of 80 changes in beta patch 5 notes - updated 9th Nov (for Monk)
    I think there's still something missing. Pretty sure that Reclamations (Mantra of Conviction with Golden Rune) healing chance went down from 60% to 30% of your melee attacks.
    Nice list btw.
    Posted in: Monk: The Inner Sanctuary
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