I welcome this change though. Plenty of fun builds to explore next patch and the current meta built around SC/Heal monk is pretty broken. Still going to continue decking out both (SC still solid for solo play), but just a heads up if you haven't read the notes already.
They straight gutted the Healer monk build. I guess they wanted some leaderboard diversity. It is just sad because i loved the fact that i contributed while doing next to 0 dmg. oh well. the Hybrid Healer/DPS monk might be the way to go for groups now.
I'm really curious about how people are supposed to survive in high GRs without a heal monk.
The heal monk took the place of perma CC builds, so what do we do now?
This. While I agree the amount of healing was absurd, they could've toned down the nerf a little bit, instead of completely killing it (even more so if we lose the Mantra bonus in the Innas redesign).
People keep cheering like idiots that Healing monk is dead, without realizing their progress so far could not have been reached without the Healer. Even some say that it will now "take skill", obviously never actually played high grifts themselves.
In high enough grifts (83+), no amount of "skill" or the pathetic IP mitigation is going to save you. Life regen is absolutely essential to progress.
You'll be fine, just a shift in meta. Tons of new DR mechanics coming for all classes if you read the notes. Heal Monk will still work, but probably as a hybrid-support of sorts. Just the LPS you provide will be like 1/4 of what it is now. Also, much higher stats for everyone via new cube recipe, so consider that as well.
Yep, we may not see the jump we got in GR's as we got last patch but we will still rise because all classes are getting a buff especially when you add in the cube recipe Mikhail mentioned. Hype
You'll be fine, just a shift in meta. Tons of new DR mechanics coming for all classes if you read the notes. Heal Monk will still work, but probably as a hybrid-support of sorts. Just the LPS you provide will be like 1/4 of what it is now. Also, much higher stats for everyone via new cube recipe, so consider that as well.
It's unfortunate but i have to tell you that it's way lower than just sitting at 25%. My full geared ancient heal monk from season (1m lps) is now sitting at 170k.
Most of you are missing that not only the spells were nerfed but also they fixed Enduring Ally which, as they stated, affected the values the other spells granted.
Fixed an issue that caused the Life per Second contribution from Inner Sanctuary - Safe Haven, and Mystic Ally - Enduring Ally to be increased by the Life per Second from other skills
So from what I see the conclusion would be that with that amount of heal the monk is dead (not to forget 170k is what i get. Didn't have some1 to test how much a party member gets. But will be neglectable)
This is a good point. I've been unable to get into PTR so far (errors all night yesterday), but if it's down to 170k from 1m, that's nearly pointless. I think there will still be a support monk of sorts, possibly something with Inna 6 & Cyclone Strike, but not sure yet.
EDIT: however, consider that every class is getting serious damage reduction mechanics via new gear (like Aquila Cuirass for instance), so it may actually still be usable as base toughness will be a lot higher all around.
My BellWuko build and my SWK Tempest Rush builds both have up to 4 50% damage reductions almost all the time (Epiphany is near 100 with Zodiac Ring on TR build). I am enjoying the SWK redesign.
I plan on making a heal monk, but not a 0dps. You can easily give all players more lph too which is fun. Anyway I want something that can easily go from solo to group, visa versa, and the current heal monk ain't it.
Good to know, would hate to see my healmonk go down the drain. I like that even with my meagre 600 paragon i can still be a part of a good group with my healmonk.
Healing from mantra greatly reduced.
Static Charge can only be proc'd by the monk.
I welcome this change though. Plenty of fun builds to explore next patch and the current meta built around SC/Heal monk is pretty broken. Still going to continue decking out both (SC still solid for solo play), but just a heads up if you haven't read the notes already.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
They straight gutted the Healer monk build. I guess they wanted some leaderboard diversity. It is just sad because i loved the fact that i contributed while doing next to 0 dmg. oh well. the Hybrid Healer/DPS monk might be the way to go for groups now.
This. While I agree the amount of healing was absurd, they could've toned down the nerf a little bit, instead of completely killing it (even more so if we lose the Mantra bonus in the Innas redesign).
People keep cheering like idiots that Healing monk is dead, without realizing their progress so far could not have been reached without the Healer. Even some say that it will now "take skill", obviously never actually played high grifts themselves.
In high enough grifts (83+), no amount of "skill" or the pathetic IP mitigation is going to save you. Life regen is absolutely essential to progress.
You'll be fine, just a shift in meta. Tons of new DR mechanics coming for all classes if you read the notes. Heal Monk will still work, but probably as a hybrid-support of sorts. Just the LPS you provide will be like 1/4 of what it is now. Also, much higher stats for everyone via new cube recipe, so consider that as well.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
Yep, we may not see the jump we got in GR's as we got last patch but we will still rise because all classes are getting a buff especially when you add in the cube recipe Mikhail mentioned. Hype
This is a good point. I've been unable to get into PTR so far (errors all night yesterday), but if it's down to 170k from 1m, that's nearly pointless. I think there will still be a support monk of sorts, possibly something with Inna 6 & Cyclone Strike, but not sure yet.
EDIT: however, consider that every class is getting serious damage reduction mechanics via new gear (like Aquila Cuirass for instance), so it may actually still be usable as base toughness will be a lot higher all around.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
My BellWuko build and my SWK Tempest Rush builds both have up to 4 50% damage reductions almost all the time (Epiphany is near 100 with Zodiac Ring on TR build). I am enjoying the SWK redesign.
blizzard are so dumb.... there is nothing that will come close to anything heal lol.. what a joke this game is now.
"Do you guys not have phones?"
Blizz confirmed for outsourcing Game Design to 12 year olds.
it's even worse now for SC ... down to 50% from 180% lol.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
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Yeah, lets kick a dead dog... 30%!!!!!!
Yes it was too strong, sure.
But we are going from "too strong" to unplayable.
I guess 1 season where Monk was finally wanted for group play is just too much.
I plan on making a heal monk, but not a 0dps. You can easily give all players more lph too which is fun. Anyway I want something that can easily go from solo to group, visa versa, and the current heal monk ain't it.
Good to know, would hate to see my healmonk go down the drain. I like that even with my meagre 600 paragon i can still be a part of a good group with my healmonk.
chest+belt+pants Inna with cubed RRG for all mantras
gloves+amulet SWK for 50% dmg reduction with sweeping wind
new shoulders for dmg reduction also
heal rune on Epiphany with rolled secondary bonus for Health spheres on shoulders, amulet, chest, 2 rings and boots
with this spec any of out skills will heal for 100k health
Istvaan blades for 30% armor and AS for sure
MeatHeadGaming - YouTube - Twitch - Facebook - Web
no it wasn't
but
the nerf was from 25% down to 10
so every secondary bonus to health spheres on ancient gear will give us 35-39k
with nerfed Epiphany it provides 3.5-3.9 bonus to heal rune) about 60k per cast, not bad imho
Never going to be dead with me around
http://www.diablofans.com/builds/67710-ptr-2-4-loh-heal-monk-85-greater-rift