I really like the Monk design- and gameplay-wise, but I'm a bit concerned about its DPS, as I've read many posts saying that the Monks dps is lacking compared to the other characters.
How much worse does it look? Is the monk on a whole other level damage-wise or is his/hers damage comparable to the other characters? I know it might be stupid to ask before release and I know that noone knows for certain, but I really don't want to start out with a character that lacks to much in the damage department (kind of in between DH and Monk right now). Appreciate help
- 5/12/2012 7:34:23 PM Posted in: Monk: The Inner Sanctuary
5/12/2012 5:50:02 PM
I know it's impossible to say for sure yet, but does it look like the Monks dps will be much lower compared to all the other characters? I really the monk gameplay-wise, but I don't want to play someone that's to defensive and cannot dish out damage in the same range as everyone else.Posted in: Diablo III General Discussion
5/12/2012 2:11:43 PM
I really like the style of the WD and many of the active skills are awesome (the WD seem so offer alot of variation to their active skills, correct me if I'm wrong), so I'm thinking of picking him as my main. I am worried about summons though.Posted in: Witch Doctor: The Mbwiru Eikura
Summons: I don't like to base my build on summons, and especially not sacrifice. I don't like the idea of having monsters i cannot control run free and doing the work/being meatshields (with summons I mean dogs, Gargantuan and Fetish Army, not summons like Hex and so on where they are not only dealing direct damage). I would have no problem using one summon, but not more than that. How would a WD be able to handle himself without relying to much on summons? I know it might not be possible to answer because the game isn't out, but I know almost nothing about the WD so would really appreciate inputs
5/11/2012 8:31:59 AM
Posted in: Monk: The Inner SanctuaryQuote from Gryzorz
- inner sanctuary -> serenity (the REAL "oh shit" button)
- mantra of evasion -> mantra of conviction (so many debuff and survivability that I realized it would be useless to dodge a few debuffed shots, where I could be punching much harder instead)
updated build :
I agree with this, you could then use the Submission rune for conviction (the one that deals 12% damage/sec as holy) to keep Resolve very active.
5/6/2012 1:38:05 PM
Posted in: Diablo III General DiscussionQuote from Slaiter
Seriously why DH? He is the fastest character in Diablo III (considering beta so far) with his/her skills moving more than 2 times faster than other classes. WTH?
I still think people miss that Smoke Screen breaks CC which makes all the difference. And I agree with you, I think DH will be one of the more powerful characters in Inferno, but of course it's impossible to tell before release.
5/6/2012 12:46:32 PM
I don't understand why people think DH would have a hard time in Inferno.Posted in: Diablo III General Discussion
Smoke Screen breaks CC, makes you invisible. (I'm 90% sure it breaks CC atleast, please correct me if I'm wrong. If it doesn't break CC, I can understand why people would think DH would have a hard time in Inferno).
Vault is great for escaping. Smoke Screen > Vault gets you out of danger pretty well.
Entangling Shot/Caltrops. Great slowing abilities.
5/5/2012 9:23:36 AM
Awesome, thank you everyone for your help. Monk is just to awesome not to playPosted in: Monk: The Inner Sanctuary
How would this be for a build? I'll probably play duo with a Wizard, but I'm building it to be a solo-character.
Haven't really looked through whats considered to be good or bad, but this is kind of what I'm planning to play:
Way of the Hundred Fists: Single Target DPS
Lashing Tail Kick: Somewhat of an AOE-move without cooldown
Serenity: When in danger. As it's activated when I'm in trouble and probably have been damaged I suppose that the healing-rune would be useful.
Dashing Strike: To escape danger. Serenity + Dashing Strike feels like a strong defensive combo. Quickening because it's mainly used for escape.
Seven-Sided Strike: Just all-around awesome. Kind of an AOE.
Mantra of Healing: Might go for Mantra of Conviction, but not sure. MoH feels like a great defensive option, but then I already have Serenity and Dashing Strike that are defensive skills.
Near Death Experience: +1UP.
Pacifism: I think this one will be important for harder difficulty, being CC-ed in the wrong place in for example Inferno I can assume would be pretty crappy.
Chant of Resonance: For the +2spirit/sec. Don't have any generators except Way of the Hundred Fists.
5/3/2012 5:19:24 AM
I'm got a chance to try out the Barb and the Monk in the open beta, and I really like the feeling of the monk, and his later skills looks appealing to me. The barb also felt great to play, but the monk was a bit more fun.Posted in: Monk: The Inner Sanctuary
The one thing I'm worried about is that the monk is to much of a support-character, and I really don't like to play as that role. Can monk play a major/offensive role or am I'm better off picking the Barb?
Also an off-topic-question, does the DH have good dps? How is it compared to the dps of the monk and the barb? Thank you.
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