• 0

    posted a message on Monk Mantras
    Quote from PreyAndTell

    Hi all,

    Can anyone in the Beta confirm if we can have more than 1 mantra active at a time?

    Example, in a party of 2, one monk has evasion mantra, while the other monk has healing mantra. Would the monks have 2 types of mantra buffs on them?

    Any information would be kindly appreciated! :kiss:

    The answer is right in this thread! (See deleo's post)
    He describes it very well :)

    TL:DR - Yes, two monks using two different mantras will get the benefits of both mantras. So Evasion & Healing will work for your team of two.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Combination Strike!
    Quote from deleo

    I do hope you can stack up the effect with, lets say 123. then keep a 222 223 combo going on and still keep the effect from 1 up. Leaving 1 (for example deadly reach) for gimmicky situations and rolling the crimson rune effect.


    Am I interpreting what your hopes correctly when what I think you mean here is that, you:
    • 123 for 24% dmg bonus
    • Keep 16% of that rolling with 222, 223 combos
    • Go back up to 24% when you refresh the DR crimson buff?
    Or do you mean it would always remain at 24%, with 222, 223 combos?

    From what I've gathered as well as simply going by the wording of the passive, only alternating all 3 SG's would lets us stay up at 24% - Which in my opinion makes the passive ability in itself a bit counteractive to the class basic play style as a whole. If we want to run the passive at 24%, we will never or very rarely have time to do a full YYY combo, we bould be busy with rolling XYZ, YXZ, etc etc just to keep the buff alive - which in itself can have negative impacts on a few SG chains where strike 1 and 2 are very useful.

    So realistically (if my assumptions are correct), we will find ourselves averaging the 16% buff using 2 main SG's and hitting 24% for 3 sec every 30 sec (refreshing DR). Combine that with the amount of focus required (until you are grinding on auto-pilot) and we've got ourselves a passive skill, that really is not very passive at all. It requires constant active action for it to actually function, which when taking into account everything else you will have going on around you in inferno, might make it to much of a bother then gain to be using the passive at all.



    Quote from deleo

    Edit: should take this to another topic, this is derailing. ill post up a new one.

    Got a link for it? :)
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on D3 Skill Mechanics Destroy Replayability?
    Quote from ubeRom
    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? Thank you for reading :P

    1. I believe that replayability is very dependent on the player him-/herself. Personally, I think its great that I don't have to get locked into "one build" for my character, simply because I don't have the amount of time to invest into the game as I did 10 years ago. If I do get nostalgic, there is nothing stopping me from rolling a new character and using a different build, and limiting myself as not being allowed to swap skills - for that old D2 feeling of playing the same game but with a new build.

    2. As we have not seen the final iteration of the skill system - but basing this on what we currently know - I think the system is a step in the right direction. D3 is after all not D2 with better graphics and so many factors have changed for what is considered a good game system over the years that it would in my mind be wrong of Blizz to cater to the "old school" population.

    I support them in their aim to make a game that works for both the casual and the hardcore gamer - because I used to be hardcore, but age and real life went on and its "forced" me to become a more casual gamer - but I still want to be able to enjoy the time I invest in the game without feeling like I'm missing out simply because I can't invest as much time as the next person.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What Kind of Monk will you be?
    Quote from christus

    I belive that the monk will be "needed" in higher difficulty co-op because of his mantras. If not the others but at least the mantra of healing in inferno.

    That's my thinking as well. My signature contains my "group inferno" build. Won't be running that setup when I am soloing though.
    I believe the Monk can be used as a great supporter, enabling other party members to focus on dishing out the damage.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Combination Strike!
    Quote from azuresky808

    BoH is range limited! I stated somewhere else that range on screen is much shorter than you would think by reading over the spell. I think BoH as we are thinking to be used on the party is a little off. 15 yards is essentially standing right onto of your character. (about the distance that Deadly Reach can hit from) I have a feeling it may be a little unbalanced that BoH is so powerful but that is probably why the others are under powered in comparison.

    The Mantra allows healing from 40 yards off and this can allow healing almost across the screen. At a lower amount yes but regardless it will at least hit those casters in the back and heal them too. The divide between these too abilities is apparent but the range differences really shows what they are geared for. BoH is really focused on the Monk, especially if he is tanking, where as the Mantra allows more healing output but it can only do so in a party.

    I feel that BoH really is much more situational and dependent on your party setup. A monk using BoH, combine that with a Barbarian and WD pets (I believe it heals them, unable to find confirmation on this?) - then you have a great benefit from BoH - compared to the Monk chasing after a DH to try and heal them before they loose their last slither of health - so if you build a melee heavy party, BoH will be very rewarding.

    Mantra of Healing on the other hand just works in every situation, it's not dependent on party setup in order to maximize its efficiency. We could also view the MoH as a passive "damage reducer" seeing that it ups your health regen every second, without the Mantra running, the damage you just took would have a greater impact overall.

    In terms of viability MoH wins out, but overall BoH to me is the "panic button" that is great when combined with Inner Sanctuary for example, simply because at that time, your party (hopefully) will stack itself on you.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Combination Strike!
    Quote from azuresky808

    Quote from Piffe

    Quote from azuresky808

    Ok just checked now. The short term buff goes away when switching Mantra. There is now possible way to overlap the long or short term. Also there is no CD at all. It can go as fast as your attack speed. Reapplying it does refresh the duration of the short term buff as well. Knowing this some of these runes really look over powered >.>

    I was looking at that as well, reading the short term rune buffs that is. I came to the same conclusion that some of them are very powerful, and now that you confirm that they are "spammable" in a sense - well could it be they over looked it or will the "problem" disappear in the upcoming skill revamp. If its not changed, I believe "Mantra monk" will be very real in the coming future.

    At least for me, spamming a mantra is not a viable/nor fun play style, but each to their own I guess :)

    This is true. I feel we are being left out of the loop on purpose with some of these things because the dev team does not want to get our hopes up. There are way too many abilities that when I look at the runes I say "there is no way that is going to be in the game" the Mantras are the greatest victim of that scrutiny. I really feel that within the next few days we will find out the proper cool downs for these and than we will really know what is OP and what is not.

    To me it looks like it will be terribly hard for them to find the middle ground for the mantras, as they don't want them to feel to passive, but for now the "active" part of them is in some cases way to powerful.

    So what will happen? Are we to expect the classic approach of reducing some of the values, which would lead to no one really caring about the active component because it goes by unnoticed due to the effect being lack luster.

    Or are we looking at a more drastic overhaul of mantras in general - making them a bit more like Barbarian shouts I hope not).

    Speculation I know.. But I can't help myself!
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Combination Strike!
    Quote from azuresky808

    Ok just checked now. The short term buff goes away when switching Mantra. There is now possible way to overlap the long or short term. Also there is no CD at all. It can go as fast as your attack speed. Reapplying it does refresh the duration of the short term buff as well. Knowing this some of these runes really look over powered >.>

    I was looking at that as well, reading the short term rune buffs that is. I came to the same conclusion that some of them are very powerful, and now that you confirm that they are "spammable" in a sense - well could it be they over looked it or will the "problem" disappear in the upcoming skill revamp. If its not changed, I believe "Mantra monk" will be very real in the coming future.

    At least for me, spamming a mantra is not a viable/nor fun play style, but each to their own I guess :)
    Posted in: Monk: The Inner Sanctuary
  • To post a comment, please or register a new account.