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    posted a message on A helm transmog. My unexpected dissapointment of path 2.4...
    Quote from Kallizk»

    Except it is not exactly the same look :P


    Haha sadly no... I mean, it looks cool. It's not quite the Shadow's Mantle hood though.
    I just don't get the thought process that went through this. It uses the exact same model on all classes. Except sad sad little monk. Doesn't that actually mean MORE work for the art team, seeing as they had to make a entirely separate model for monks? Are monks not allowed to be hooded? Makes no sense.

    You heard it here first, Blizzard hates monks :P

    Posted in: Diablo III General Discussion
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    posted a message on A helm transmog. My unexpected dissapointment of path 2.4...
    Quote from Gromral»

    You can get a hood model from the other new dh helm i think.

    http://us.battle.net/d3/en/item/visage-of-gunes

    Oooh awesome. I had no idea.
    I'll test this tonight. Thanks dude!
    Posted in: Diablo III General Discussion
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    posted a message on A helm transmog. My unexpected dissapointment of path 2.4...

    Hi everyone,


    So I'm going to be the first one to admit that what I'm about to say may be a little stupid, and seem like knit picking a otherwise awesome path. here goes:


    Sadly, I'm that kind of person that's really into making my characters look super badass via dyes and transmogs. When I saw they were adding a hood and shoulder to the shadow's mantle set, I finally thought "Awesome, I get to where a demon hunter type hood on any class now, the hype is insane".


    Now in reality, this is almost true. Almost...


    Why oh why Blizzard, did you give EVERY CLASS EXCEPT THE MONK (Yes, I checked) a hood transmog via the shadow's mantle helm, and leave the monk with something that looks exactly like either Zorro's mask, or those eye masks people use on flights to sleep easier. Why why why?


    TL;DR version:

    Barb, Crusader, WD, and Wiz get an awesome looking hood transmog from the shadow's mantle helm. Monk get seriously short changed by having that exact same helm look like the mask of Zorro. Whyyyyy I ask you? I wanted to be hooded ninja monk!!


    Other than that, great patch :D

    Posted in: Diablo III General Discussion
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    posted a message on Two Saiyans play Diablo 3
    Hi Guys!

    Just wanted to share these hilarious Diablo 3 videos by Team Four Star, for those of you who haven't seen it.. If you are a fan of Dragonball Z, this is a must see.

    Two Saiyans Play: Diablo III

    If you haven't heard of the things these guys do, have a look on their site. It's absolutely brilliant. Especially Dragonball Z Abridged and Hellsing Abridged.

    Enjoy! :D
    Posted in: Off-Topic
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from RiffSphere

    Totally get your point. I only thing the main issue with the 2 lvl 70 monk sets, as with the wizard firebird set, and the helltooth set but proc is way too bad, is that it turns into a skill (SWK will be partially fixed). The proc of those sets is so strong, it doesn't really matter what element it is. The skill you proc it with is kinda 0 of your total output damage. You could go for a complete cold build with the raiment set, just put lightning% wherever you can. The loss in damage will be so small (if you have jawbreaker and ping pong correctly) that you will be able to do the 1 or 2 GR lower that you mention :)


    We do agree there is something (a lot) wrong with the set, just our fix is different. You want to choose your element, I want to see a rework (example: "while using tempest rush, put a low presure zone for every 20 yards you've channeled (this will proc your equiped cyclone strike), to change into a high presure zone (this will proc your equiped lashing tail kick)", would still go with storm theme, would used 2 currently unused skills, gives you freedom, and might work with other items, apart from being super OP :p)

    Haha I like that. Tempest rush is still so underwhelming imo.
    You are right though, I think most people agree that the sets generally need work, so I'm glad Blizzard is doing some interesting stuff with them.
    Who know's though, as far as I understand, a lot of the smaller sets will also get more pieces (I know they mentioned Immortal king and Natalyas) so Innas will hopefully get the same treatments. Also, they only showed us the new barb, dh, and wiz sets at blizzcon, but I'd imagine all the classes are getting 1 entirely new set.
    So that potentially brings as 2 new full sets, if you count whatever they're adding to innas (hopefully). I'm sure that'll open up a few doors at least.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from RiffSphere

    Ok, I get what you are saying, but lets put it to the test. If you would go for a fun build, not the best, it means you are probably not doing greater rifts with that. If not greater rifts, you are doing T6. SWK build is best build around now. But there are (at least that I know of) 2 other viable t6 builds: raiment ping ping lightning, and a physical build based around the seasonal fist weapon (no set needed, inna's would help to build gem stacks). Did you, after you got your SWK set, try or use any of those? I even heard they might be faster for t6 than SWK (I didn't try so no idea).

    I did play around a bit with the new fist weapon, but still went for a lightning build, thanks to an early seasonal thunderfury drop. It's good, but I didn't delve in too deep.
    I think it's somewhat besides the point though, with all due respect. There are plenty of "fun" builds that are not intended for high GR. However, I believe that wearing a full set and having optimized gear pretty much determines a powerful character. If, hypothetically, Sonwuko currently supported all elements, then sure, there would have been an "optimal" element and skill rune set up. I don't think going for an alternative element with the exact same kind of gear and set will drop your power by that much. Not the difference between fun build and pro build. Marginal stuff, marginal enough that a lot of people might go for the lesser elements for whichever reason, if they're not the top 10 type.

    Does that make any sense? In short, a set is a set, and it's power lies there. I don't think the power gap between a fire raiment and a lightning raiment will be as big as the difference between a M6 Marauder DH and a no set spike trap DH, if that helps my clear what I'm trying to say. I like a challenge, but I also like to theme and build my character how I like. If a physical/holy/fire/cold raiment build only means I'm capable of 1 or 2 GR levels lower (which, I think it should, it's still the same set and same mechanics), I'd probably prefer one of the first elements, if I don't particularly like the lightning skill runes available. Hypothetically, of course. I love lightning :D
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from RiffSphere

    In that sense, since there are limited to no items with only 1 possible elemental type, picking whatever elemental damage you want is easy (for the damage buff). This will result in everyone with that set to go to the same element and skill (again, until some new build/synergy is found), and that one build will outperform the other sets. Making the element a free option would not fix this problem (would you pick bad skills because you can buff any elemental damage?), might make a specific set even "more better" than the others than it is now.

    I fully agree. There will always be a superior build in a game like this. It's almost unavoidable. That's not exactly what I'm referring to though. At this stage, non set builds are almost always waaaay under set builds. I'm not asking to build my monk to be in the top 10. I just want to have the freedom to say "hey, I love the way the Raiment set plays, and I love cold damage" Bam, that's my build. I get to use a set of items blizzard put plenty of effort into, and also get to choose how I utilize that set.

    Sure, if there were well balanced sets for every element for every class, that could also work. But I'd still always prefer being able to choose, depending on what I prefer, instead of the set telling me I have 1 choice and 1 choice only.

    I get that it's purely a matter of opinion, and I'm sure tons of people would disagree with me. Fact of the matter is simple... Balance isn't the aim here, having set items which opens up builds instead of limiting them is.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from RiffSphere

    Quote from BillyMancer



    Quote from RiffSphere

    Would it be bad to have SWK=Holy, Raiment=Lightning, Set3=Cold, ...?
    I get what you're saying, but honestly, I'd prefer SWK=playstyle 1, Raiment=playstyle 2, Set3=playstyle 3. And still have all of them open to whatever element you want to build around. To me, that just opens a lot more potential for build variety.
    That would be another option, but would not work with what the set does now. It would work if it would buff/change a skill or add synergy with something. What it does now (raiment 6 piece) is almost like a huge thunderfury proc after dashing strike. What you are asking for is to make TF proc with the damage type you did. It almost is a skill on its own, with it's own element.

    Exactly! That'd be awesome!

    In essence, what I'd motivate for is for all sets to be like Akkhan, Immortal King, or even Innas. In the sense that it gives an amazing boost, but doesn't bottleneck you into a tiny space for options, essentially saying "use this skill and this element, nothing else" not only limiting your gear choices, but also which skill runes are available. Akkhan is a great example, because it makes akarat's champion super potent, but everything else you want to put on your skillbar or the kind of element you want to play with, is purely the player's choice.

    In my opinion, a set should give great power, but not at the expense of diversity.

    TL;DR: It's bad enough that every high end character has the exact same 6 piece set. Let's at least give them the option to choose the 6 skills they have, regardless of which element they choose.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from xmep
    Also, imo Raiment should be based on sandstorms, causing sand damage. "Fills underwear of nearby enemies with fine sand, causing irritation and 50% slowed movement speed until they take a shower"
    Now this guy knows what I mean. Sand damage is the new black. :P
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Quote from RiffSphere

    Would it be bad to have SWK=Holy, Raiment=Lightning, Set3=Cold, ...?
    I get what you're saying, but honestly, I'd prefer SWK=playstyle 1, Raiment=playstyle 2, Set3=playstyle 3. And still have all of them open to whatever element you want to build around. To me, that just opens a lot more potential for build variety.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Fair enough.

    However, anyone who thinks "storms" only invlove lightning, has never been in one. Snowstorms, fire-storms, sandstorms. If there's a thousand of them, some of them are bound to be a little different.

    :P

    Regardless of the outcome, wouldn't you guys agree that making a whole 6 piece set based on one element is a bit of a waste, and only further limits build diversity?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Raiment and Sunwuko changes from Blizzcon
    Hi guys!

    For those of you who haven't seen the changes to these two sets announced at Blizzcon, here they are:



    • Sunwuko Set:
      • 2P: Casting Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light causes a decoy to spawn that taunts nearby enemies and then explodes for 1000% weapon damage.
      • 4P: Enemies hit by the decoy explosion take 500% from your Cyclone Strike, Exploding Palm, Lashing Tail Kick, Tempest Rush or Wave of Light abilities for 3 seconds.
    • Raiment Set:
      • 2P: The damage of your Spirit Generators is increased by 100%.
      • 4P: The third hit from your Spirit Generators grants a charge of Dashing Strike and the amount of charges Dashing Strike can store is increased by 5.
      • 6P: After using Dashing Strike, you Dashing Strike shocks all nearby enemies for 3000% weapon damage as Lightning.


    What I want to discuss is my disappointment in the "missed opportunity" in the Raiment 6p. With both of these sets, regardless of whether they are better now or better on live, the fact remains that the new sunwuko no longer seems to be Holy damage. I think it's safe to assume the damage type will be based on whichever of the listed skills you use. So if you use Cyclone strike - Implosion, the clone will probably deal fire damage. At least, I hope this is the case.

    This makes me feel like they really hampered the new raiment kit (again, regardless of how powerful these new set bonuses might be) by still making the 6P bonus do lightning damage. It's such a waste. Monk now have a dashing strike rune for every one of their supported elements, so why not just base the 6P damage on the DS rune selected?

    End game is already hampered by highly limiting build. Opening up the possibility to choose what kind of element you want to use really helps that. I'm glad they did that for Sunwuko, but pretty disappointed they missed that (imo, pretty obvious) opportunity.

    Thoughts?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Legendary Idea Submission for Blizzcon
    Hi guys!

    This is all stuff I thought of quite a while back. They might be aimed at existing legendaries, but they are still new powers, so I think they qualify :)

    Also, keep in mind that I made this pre-2.1, so some of the below content may be invalid.

    MONK:
    Fist Weapons:

    1. Fleshrake ♦ Every activation of a Spirit Generator has an X% chance to also hit a random enemy in melee range with a random Spirit Generator of the same element.
    2. Rabid Strike ♦ Every enemy within a 30 yard radius increased your attack speed by X%, up to a maximum of X%.
    3. Scarbringer ♦ Enemies hit bleed for X% over X seconds. Bleeding enemies have their attack speed reduced by X%
    4. Logan’s Claw ♦ When your life drops below X%, gain X% armour, and X life per hit.
    5. Crystal Fist ♦ Frozen enemies launch small crystal fragments when attacked, dealing X% damage as cold in a 10 yard radius.
    6. Demon Claw ♦ Your Spirit Spenders have their cost reduced by X%. You are damaged for X% life every time you use a Spender.
    Daibos:

    1. Balance ♦ You gain X life per second for every X% of spirit missing. You gain X spirit per second for every X% life missing.
    2. The Paddle Slap! – Your Spirit Generators will always do your current Area damage, while your Spirit Spenders can never.
    3. Lai Yui’s Persuader ♦ Serenity increases your damage by X% for its duration, and slows all enemies within a X yard radius by X%
    4. Rozpedin’s Force All Cyclone Strike Runes gain the effect of the Implosion Rune
    Spirit Stones:

    1. See No Evil ♦ If there are 3 or more enemies within X yards, your next attack will also automatically cast blinding flash. This effect can only occur once every X seconds.
    2. Erlang Shen ♦ While at full Spirit, your next Spirit Spender will ignite all nearby enemies for X% weapon damage over X seconds, as “open to debate” element.
    3. Bezoar Stone Every time your mystic ally attacks, gain X spirit
    4. Madstone Taking damage has an X% chance to send you into a maddening rage for X seconds. While in this state, all spirit spenders become unavailable, but all Spirit Generators gain X% attack speed and X% increased damage. This effect can only occure once every X seconds.
    DEMON HUNTER:
    Hand Crossbows:

    1. Izzuccob ♦ Multishot has an X% chance to knock enemies back. Enemies colliding with other enemies take X% weapon damage as element of equipped multishot rune.
    2. Balefire Caster ♦ Fire damage has X% chance to set enemies ablaze for X% weapon damage over X second.
    3. Dawn ♦ Undead enemies explode upon death, dealing X% weapon damage in a 10 yard radius
    4. Blitzbolter ♦ Gain X% damage for every X% of discipline missing.
    Quivers:

    1. Fletcher’s Pride ♦ After performing a backflip from Evasive fire, your next use of Evasive fire will have its damage increased by X%, and will stun all targets hit for X seconds.
    2. Sin Seekers ♦ Impale fears enemies, ands slows their movement speed by X% for X seconds.
    3. Holy Point Shot ♦ Attacking an enemy has a chance to convict an enemy, causing all enemies within X yard radius of it to attack convicted enemy for X second.
    4. Silver Star Piercers ♦ All rockets have an X% chance to launch towards a secondary target after hitting an enemy.
    5. Flint Ripper Arrowheads ♦ Every second of channelling Rapid fire, it’s damage is increased by X%, up to a maximum of X%. This effect resets when Rapid fire stops being channelled.
    6. Dead Man’s Legacy ♦ When there is X or more enemies within an X yard radius, gain X attack speed and X hatred per second for X seconds.
    7. Archfiend Arrows ♦ Damaging Elites has a chance to restore X Hatred.
    BARBARIAN
    1-Handed Mighty Weapons:

    1. Ambo’s Pride ♦ Taking damage has an X% chance to automatically cast Revenge
    2. Blade of the Warlord ♦ Hitting an enemy with Whirlwind has a chance to increases your movement speed and damage by X% for X seconds. Stacks up X times. This effect will expire as soon as Whirlwind stops being channelled.
    3. Night’s Reaping ♦ Cleave gains the effect of the Reaping Swing Rune
    2-Handed Mighty Weapons:

    1. Bastion’s Revered ♦ Avalanche will also have its remaining cooldown reduced by 1 second for every enemy it hits.
    2. The Gavel of Judgment ♦ Hammer of the Ancients has a chance to pull all enemies in an X yard radius towards targeted enemy.
    3. War of the Dead ♦ Battle Rage gains the effect of the Bloodshed Rune
    Mighty Belts:

    1. Girdle of Giants ♦ Ground Stomp has a chance to trigger Avalance
    2. The Undisputed Champion ♦ Overpower deals X% weapon damage in an X yard (Much larger AoE than base spell) radius.
    3. Kotuur’s Brace ♦ Overpower Stuns enemies for X seconds.
    4. Dread Iron ♦ Reduces the cost of sprint by X% (40-50%)
    5. Ageless Might ♦ Ancient spear creates a crevice in its wake, slowing enemy movement speed by X%, and dealing X% damage over X seconds.
    6. Lamentation ♦ Increase duration of Wrath of the Berserker by X seconds.
    WIZARD
    Wands:

    1. Starfire ♦ Wave of Force will refund X points of Arcane power for each enemy hit.
    2. Blackhand Key ♦ While channelling Arcane torrent, enemies who come within range of you have a chance to be knocked away and take X% damage as arcane
    3. Fragment of Destiny ♦ Each activation of Spectral blades has a chance to summon a mystical blade rotating you for X seconds. The blades will attack enemies in range for X% weapon damage as element of selected Spectral Blades Rune. Up to X blades at a time.
    4. Slorak’s Madness ♦ Disintegrate gains the effect of the Chaos Nexus Rune
    5. Atrophy ♦ Familiar now launches an additional projectile at random nearby enemies.
    Orbs:

    1. Triumvirate ♦ Half of your highest Elemental damage is applied to all elements.
    Wizard Hats:

    1. The Swami ♦ Energy Armor has a chance to redirect enemy projectiles towards the attacker.
    WITCH DOCTOR
    Ceremonial Knives:

    1. Last Breath ♦ Mass Confusion gains the effect of the Mass Hallucination Rune
    2. Living Umbral Oath ♦ Spirit Barrage has a chance to weaken an enemy’s link with the physical realm, causing it to take X% increased damage
    Mojos:

    1. Gazing Demise ♦ When taking damage, a ghostly eye has a chance to appear above you, attacking enemies for X% weapon damage, and healing you for X% of your life with every hit for X seconds.
    2. Thing Of the Deep ♦ When any of your pets take melee damage, they have a chance cast a random Rune of Plague of Toads at their position
    3. Spite ♦ Your Gargantuan returns X% of the damage it takes to all enemies within an X yard radius
    Voodoo Masks:

    1. Split Tusk ♦ A random ally (player or pet) will become infused with the spirit of the great beast, granting it’s attacks an X% chance to stun enemies. The spirit will jump to a different ally every X seconds.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on The male Monk's beard
    MONKS ARE RUSSIAN???

    How... How is there no "Drunken Master" skill then?

    Edit:
    Maybe I;m a bastard, but in my mind, "Russian Monk" is as self-contradictory term as "Lava Polar Bear". Or "Cuddly Terminator". My brain hurts...

    Edit 2:
    Besides, my female monk's swinging hips beats that scraggly beards 9/10 times.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The male Monk's beard
    Yeah I gotta say, that's what made me pick a female monk right at the launch of D3.

    That beard... yuck. Just, yuck. I guess it's personal preference, but hell, it doesn't even make sense.

    You have to be a specific breed of Neo-Nazi to shave your head daily yet maintain a big scruffy gross-beard.

    Just google images "monk". No beards right? D3 Monk is obviously an imposter.
    Posted in: Monk: The Inner Sanctuary
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