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    posted a message on 2.2 new set

    Yes it is strong, but that's not a counter-argument. It could as well give an aura that kills everything.

    4-6 pieces Raiment has only one gameplay and blends terribly with other potential sets. Only the 2pc bonus brings some potential diversity.


    Oh look, it's getting worse :


    2pc: Your Spirit Generators have 25% increased attack speed and 300% (up from 250) increased damage.
    4pc: Dashing Strike spends 75 Spirit (up from 50), but refunds a charge when it does.
    6pc: Your Spirit Generators increase the weapon damage of Dashing Strike to 12,500% (up from 8750 )for 6 seconds (up from 3).


    2pc set is useless without full raiment, 4pc set is even more useless by itself, and 6pc has only one gameplay. GG

    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.2 new set

    I love DS. Especially without the stupid charge system. But a 6-piece set whose unique purpose is to turn an escape skill into a spender ? Come on, it's ridiculous.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.2 new set

    I have a dream that one day


    Posted in: Monk: The Inner Sanctuary
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    posted a message on SSS Comeback with Innas?

    Yes, the skill itself feels great.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on SSS Comeback with Innas?

    I'd better appreciate if they fixed SSS to begin with. Maybe higher spirit cost, big debuff, no cooldown. Something that would make all mobs more vulnerable to CCs or .. chain them for a long period, sharing damages, or ... it would spend all your spirit and attack for spirit spent * 50% dmg .. or .. all of that depending on the rune, and much more. Turning a whole skill into a finisher is stupid anyways. We'll need a full optimized gear to turn it into a true attack, such a waste of gear and skill diversity.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Torment 7 & 8

    End of Hard : you should get all your skills and levels and found most legendaries.

    End of Expert : your build should be complete, introduction of the last set pieces and few game-changing items.

    End of Master : intoduction of ancient items, and nearly impossible to finish. Last act = rifts 60+


    That's how a Diablo should be. Torments are nonsense.

    Posted in: Diablo III General Discussion
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    posted a message on PSA: No perma immunity anymore in 2.2

    Yes, the game could end (and should) with the Master mode. It just requires clear goals in terms of players and monsters abilities.

    Posted in: Diablo III General Discussion
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    posted a message on PSA: No perma immunity anymore in 2.2

    Whatever, nothing will be balanced as long as the developers don't predetermine how far a player can go with a fair chance to kill all enemies with any sort of specialisation : defense, damages, control, healing, ranged, melee... And decide under which conditions a permanent "gamebreaking" ability can be used. Invincibility ? Slower kills, uncooperative gameplay. Superfast kills ? Melee glass-canon that needs three full-time shielders to stay alive. Why not allowing it under the right conditions ? I hope they started to realize that D3 characters have been designed backwards.

    Posted in: Diablo III General Discussion
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    posted a message on PSA: No perma immunity anymore in 2.2

    It's pretty obvious that CC immunities must be shared between various skills and items. We knew that skills like SS and Serenity would be an issue since before the release of D3.


    Rings and amulets are IMO the perfect place to gain a random immunity to one CC. 3 immunities are generally enough for a certain gameplay. Then a player would need to make some sacrifices to complete the full immunity, by stacking unsynergetic skills.


    And this also worths for the enemies. Each enemy could have one random immunity to 1 CC, instead of getting the same big general reduction. This way a perma-lock build can be viable, yet not unfair. To make it work in multiplayer, CCs overwrite each other. If an overwrite leads to a cancelation due to an immunity, they or we can't be CCd for the initial duration of the cancelled CC. This is also the opportunity to fight more CC-aggressive/intensive enemies.


    Finally, isolated bosses would get a rolling immunity, maybe two immunities at the same time..

    Posted in: Diablo III General Discussion
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    posted a message on 2.2 new set

    Another ... idea. Looking for defensive alternatives to a perma-serenity that might be quickly nerfed.


    So ... In-Geom and Peshkov can bring BoH CD down to 4.5s. Let's add 55% CDR from various sources : 2s cooldown. Let's push it to 70% : 1.35s cooldown.


    Now enters the obsidian ring. Reducing the remaining cooldown by 1s each time we spend ressource.


    So basically, casting a mantra and a spender would immediately annihilate BoH cast time ? Just how frequently can we spend our spirit, using mantra(s) and regular spenders ?

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Discuss: Blizzcon Elemental Ring! (update: read #29)

    I'm digging the Blizzcon / Broken Promises rings combo, way more than anything Obsidian-based.


    Monks can build their spirit for 2 seconds and spend it with 100% CCC and the blizzcon buff for 3 seconds via different spenders.


    Exemple : http://us.battle.net/d3/en/calculator/monk#adZcfg!!YZbaaY


    4 pieces Raiment, 2 pieces SWK, Jawbreaker, In-geom, Cindercoat, max CDR


    I guess this strategy can be applied to Inna's full set as well, or the full SWK. Still waiting for the new 6 pieces SWK.

    Posted in: Diablo III General Discussion
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    posted a message on 2.2 new set

    inb4 sunwuko + serenity + zodiac + in-geom.


    Rainment 2 pieces with a blizzcon ring and four generators could be a lot of fun if they redesign combination strike. I wonder if a blend of all sets can compete with a full set.


    I guess the best build will be the one that can fully exploit both blizzcon and broken rings with an in-geom based invincibility.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    Quote from soulzekgo-next

    The best performance until the elites have 20 billion hp. Maybe I'm too old school, but I don't consider that dying 20 times per rift is a performance, whatever you can achieve that way.
    Are you implying that more defensive stats should be used? Because we're talking about weapon dps and you're talking about survivability.

    Besides, everybody knows (for the thousands of reasons) that offense is better than defense for GR progression
    Right now, the world's first solo rifters of each classes, non-season, don't use a furnace even though they have one. Most of them don't use ancient weapons. So I'm talking about damages. I'm also talking about those in the top who show you certain builds and items, but don't use them at all. :)
    Posted in: Diablo III General Discussion
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    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    The best performance until the elites have 20 billion hp. Maybe I'm too old school, but I don't consider that dying 20 times per rift is a performance, whatever you can achieve that way.
    Posted in: Diablo III General Discussion
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    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    The Furnace is a niche weapon for glass cannon builds, until the fights are too long to survive.
    Posted in: Diablo III General Discussion
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