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    posted a message on Will the Monk be your 1st/Main character?
    The monks been nerfed so hard these days.. To the point where several of his skills are near useless now, Wave of Light in particular. Which idiot thought it was a good idea to cut WoL's damage by 2/3rds and yet keep the resource cost the same?!. In any case, if this is the trend of how the monk is going to go ill be passing on him. At least until he becomes the flavour of the month again and gets all his shit fixed up.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk for farming
    With Dashing Strike and Exploding Palm the monk should do well with grouped mob farming. Hard to tell just from the beta, but im very hopeful. Cant go wrong with Dashing strike so he can at least get in and out of mobs quick, just really depends on how strong his dps is at higher levels.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Patch 13 Monk Changes
    Quote from Rorance

    Quote from D4rkBl4ze

    That one did look pretty harsh, but most ppl will be using Dashing Strike in that one anyway.. I know I will. Kinda screwed how they've categorised our skills though. Dont really like that we cant neglect mantras anymore..

    You do realize you can go in the options menu and put on elective mode, which allows you to use any skill in any slot. So you don't need a mantra, and you don't have to make a choice between Wave of Light and Dashing Strike, you can have both.

    I thought that just meant you could put whichever category into whichever hotkey but looks like at least for now you can swap and change. Thats good, but they really ruined Wave of Light so I doubt ill be going for that one anyway. Does open it up to replace a mantra with Lashing Tail Kick though.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Patch 13 Monk Changes
    Quote from Tenhi

    Reading over Jays post again it looks like they wont scale... at least not with lvl. But there is still this rumor about affixes that affect your Skills. And I hope its true... Exploding Palm Ingdigo going down from 5 to 2 Targets is pretty hard. Even if I can agree that 5 Targets was a little much... going straight down to 2 is a little hard.

    Yea I thought the same thing, I could understand 4 or even 3 but straight to 2... Ouch. Thats why I thought maybe it scales so it might come up a couple during levels. Hopefully the affixes will bring it up. I was really looking forward to Exploding Palm with Indigo.

    Quote from Rorance

    Some of the hidden nerfs are devastating to me :P

    Mainly Wave of Light being nerfed so it only does 33% of the weapon damage it did before... It went down to 150% weapon damage on casting and 150% in a line down from 450% and 450% :(

    That one did look pretty harsh, but most ppl will be using Dashing Strike in that one anyway.. I know I will. Kinda screwed how they've categorised our skills though. Dont really like that we cant neglect mantras anymore..
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Patch 13 Monk Changes
    Some of these nerfs pissed me off a little, not gonna lie. Monk is already a fairly fragile char, dont really understand why we needed a nerf to make us potentially even more fragile. Hard to tell how it relates to end game though.
    However I tried out the monk tonight and there are some nerfs as far as I can see in the rune system for Exploding Palm. The rune that used to spread the dot to 5 targets now only spreads to 2, and the rune that used to extend the dot to 7 seconds has been reduced to 5. These probably arnt the only ones, just the ones I had a look at. Anyone know if these will be scaling up as we lvl to 60?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on WD Changes review - Patch 13 (good changes)
    Quote from MandyMemory

    Now I don't like seeing my favorite class get nerfed just like everyone else, but WD and to a lesser extent Wiz were leaps and bounds stronger than everyone else. I've watched my friend play every class. Hell, he died on the DH, and was always low on a monk. Barb was okay, but did less damage than WD and Wiz and had to be in melee to do it.

    Too true, I was a little pissed off the monk got nerfed as hard as he did, not gonna lie. Thought he would get a buff in a few areas if anything, but I havent tried him further than beta, so who knows.. The setup of the monk is the most annoying thing though, no more ignoring mantras completely... :(
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Some monk cooldowns are just too much !
    Personally id love shorter cooldowns on Serenity and Seven-Sided Strike But with the Crimson rune for example, 7SS is a spell putting out 1456% weapon damage. The cooldown is fairly justified imho, as much as id love to see it drop to 20 seconds. However, if the cooldown is your major problem, the Golden rune will drop it to 22 seconds. Which is less damage up front (1120%) but more dps in the long run. 50.9% per second as apposed to Crimsons 48.5%. Im going to be going for Crimson since its rare that you're ever going to be using 7SS as soon as it comes off cooldown.
    Serenity would be awesome with a lower cooldown, at 45 seconds I dont think im going to be using it, but I can also understand how OP it would be if the cooldown was say 10 seconds. Socketed with the Indigo rune, it would just be a rdps nightmare in pvp.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on What generators will you use?
    Im going to be going exploding palm for sure. Im not too sure what kind of Exploding Palm combos I want though, but ive narrowed it down to 2 to try out and see which I like best.

    http://us.battle.net/d3/en/calculator/monk#UeWdjk!YVd!YacaZY
    My aoe Exploding palm build, with EP using a indigo rune for the aoe dot spread and Crippling Wave with the alabaster rune giving it the 15% dmg buff. This build would allow me to bring a group down to low health with Crippling Wave and then finish them off with aoe Exploding Palm dot. This one is definitely my favourite looking build so far.

    http://us.battle.net/d3/en/calculator/monk#UiWdjk!YVd!ZacaZY
    My single target Exploding Palm build, with EP using a Crimson rune which extends the dot to 7 seconds and Way of a Hundred Fists using a Alabaster rune giving it a frontal cone. This build allows me to apply multiple EP dots and then finish them off with WOHF causing a chain explosion of the EP dots. In theory I can see this build being very efficient, could even swap out WOHF Alabaster to a Crimson and just jump around doting groups/single targets.

    Either way they both look like hella fun builds and im looking forward to trying them out.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Exploding palm for leveling?
    Exploding palm will be great for leveling; looks to be a really solid dot/aoe ability. With Crimson rune you can extend the dot to 7 secs to make sure the explosions take place or you can do what I plan to do and use Indigo rune with exploding palm and keep the 3rd strike for when the mob is low on health. The big groups are gonna be fuuuunnn.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Eccentric Monk Builds
    Quote from M4st3rM1nd

    Who said the monk can't use ranged weapons? Because that is not true.Every class can wield a Crossbow and a bow. Mages can only wear wands and DH can only carry hand crossbows and quivers.

    Ranged Monk using 0 generators
    http://us.battle.net...dZQg!ZYb!bYbZbb

    With your spirit generation being around 1.6 a second its going to take you almost 94 seconds to fill your spirit pool (without passive) and that just seems way too long to me. Each to their own though..

    Quote from Capheus

    Based on D2 Hell difficulty :) , you might want to consider using One With Everything passive. I feel like it will be a must in inferno.

    One With Everything will only be beneficial if you have at least 1 stacked resistance. If your resistances are all balanced in numbers, it is a useless passive. Better to go with healing/dodge in that case.

    Quote from Capheus

    Couldn't find up to date info on it: What is the base spirit pool for the monks? Is it getting bigger as you lvl up?

    Spirit pool is 150 with Exalted Soul passive increasing it to 250.

    Quote from Tenhi

    Like I said in the other Topic (about "What Monk will you be") there is no point in using Fists of Thunder and WothF with Crimson runes. The Dash/Teleport is for both on the first strike... and you cant use both of them for the first strike :P If you want more speed change the WothF rune to Obsidian... that gives you a stackable (3stacks) +8%movementspeed buff. The generator rotation would be FoT (dash) -> WothF -> WothF. You dash with the first strike and the other 2 strikes stack your movementspeed buff.

    Its never going to be a static combo rotation, so if he wants to use them both that way then its perfectly acceptable. Plus the extra dmg isnt bad. D3 is all about viable builds, not optimal builds. I mean check out my build, its far from optimal. When I get to inferno it'll probably need alot of reworking so I can survive solo; leading up to inferno's gonna be a blast though.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on G'day Diablo fans...
    Hey all,

    Just a quick hello. Long time Diablo fan from Australia. Diablo is actually where I first started gaming, so you can imagine how excited I am to finally have the 3rd coming out. Haven't seen many aussies around though, and I'll be looking to join some communities and make some friends for when D3 comes out. Get some groups and pvp going; so drop me a line if you're in my region.

    For everyone else, nice to meet yas!
    Posted in: Introduction
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    posted a message on AddOns in D3?
    D3 doesnt need addons. They'd just take away from the game like they have in wow. All anyone cares about in that game since addons came out is dps/hps. D3 is a hack and slash, so its not at all about dps/hps. I hope to never see them introduced, D3 will be great without them just as D2 was.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 PvP Tournement ?
    PvP will be supported by Blizzard as long as it doesnt mess with the RMAH, if PvP starts taking the attention away it'll start costing them money and they'll surely do something to combat it. So if you want them to support it, make sure your ideas support the RMAH. Then Blizz and PvP can both get along in harmony..
    Seriously though, im really looking forward to D3 PvP too, its gonna be shweet. I just hope Blizz can at least focus a little on it so we can get some decent arenas going. I like these ideas of gladiator style PvP matches that are popping up all over the place too, sounds fun.
    Posted in: PvP Discussion
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    posted a message on What Kind of Monk will you be?
    Definitely going a dps/aoe build as my sig suggests. I'll surely be swapping things around as I try things out. However, im not that interested in dmg resistance/dodge monks or reflect monks. I may however go heal monk part time if needed for grouping in inferno. We'll see. Im really liking the dmg output and aoe possibilities of the dps monk though, looks like its gonna be alot of fun.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on D3 Skill Mechanics Destroy Replayability?
    Quote from ubeRom

    I believe that with the new D3 skill system, the replayability we found in D2 will not exist in D3. The tree feels very WoWesque. There seems to be no choice of skills, but rather, choice of active skills. The only customization that comes into play is the rune system, which just further enhances the skill's abilities or bonus effects.

    Blizz did away with those systems because ppl were just dumping points into 1 or 2 things rather than actually having a spread. D3 has taken the option of mass point allocation away leaving much more energy to be used perfecting the use of the skill makeups (builds). You can still make characters that are aspect focused, like healmonks and tankbarbs just not as much tinkering to be had with stats/skills. Personally im loving the new proposed skill and attribute systems, allows me to focus on what skills/runes are going to be the best for my play style.


    This is a hack and slash series. What gives the game replayability is creating new characters and trying to create that ultimate build. Even if you find it, or something close to it, you always think there is something better out there and try again. I remember I must have made like, 30 Hardcore Diablo 2 Necromancers over the course of my play. I don't regret any one of them. With this skill system, however, I don't see the need to EVER create more than 1 of any class, given they are not Hardcore toons and die. ( I plan on playing 100% hardcore, btw.)

    Even in D2 after patch you could just sit on one char and respec him hundreds if not thousands of times if you wanted to. No need to create more than one of each character either way. This system just puts more focus on other areas. There will still be a multitude of ways you can stand out from the crowd, if thats what you're aiming for. However, just like in D2 there will be many similar builds also, Its really up to the player.

    1. So...does this new skill system, in your opinion, kill the replayability (I'm talking years worth, like we got out of Diablo 2) ? Or, am I being hypocritical of a game that I have waited a decade for?

    2. Also, would you prefer the current D3 skill system setup, or a system similar to late D2 where trees had synergies, respec scrolls were available etc?

    Nah im really excited to see how the new system goes, it really sounds like its going to make the game better imo. Makes standing out in pvp a real challenge.
    Posted in: Diablo III General Discussion
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