I think that near death experience is fine for PVP. With the effect only able to happen every 2 min . It wont restart once the monk dies and being able to use it in the next near death time.
The skill would reset every time the monk actually dies too. So it could possibly happen more then once every minute and a half. Not every 2 minutes Rym
The skill would reset every time the monk actually dies too. So it could possibly happen more then once every minute and a half. Not every 2 minutes Rym
im sorry every 90 seconds, in the passive it lists that the effect can only occur every 90 seconds. Meaning death or not it cant be up every time. As Tenhi mentioned the passive only gives you basically 35% more HP .
The skill would reset every time the monk actually dies too. So it could possibly happen more then once every minute and a half. Not every 2 minutes Rym
Where do you get the Info from that it resets upon death? My guess is that you get a debuff that lasts for 90sec that prevents the passive from being activated again... and I dont think that death will clear that debuff.
WoW has similar skills, and it does not reset upon death. It has an internal cooldown, and I would bet that another Blizzard game would have the same mechanic.
Okay even if it doesn't reset upon death that still means that the Monk comes back to life and the Monk has a lot of healing skills. He comes back to life and dashes away to safety while he heals and goes and gets orbs.
If the monk has enough offensive heals he can be unkillable
-Extra 50% Overall health plus the 35% from NDE HUGE
-So much armour it would make a barb look like a baby
-Quicker than a DH on speed
-Offensive heals
Got tired of typing this out you guys can check the build it's pretty beastly
Okay even if it doesn't reset upon death that still means that the Monk comes back to life and the Monk has a lot of healing skills. He comes back to life and dashes away to safety while he heals and goes and gets orbs.
If the monk has enough offensive heals he can be unkillable
Sure, once every 90 seconds he gets his health regened to 35% instead of dying. This doesn't mean he'll suddenly have full spirit to heal, and if you watch any of the beta feeds you'll notice that the dash doesn't work almost at all unless you have an enemy targeted. If you just dash in a direction, you go like 7 feet and stop, and it's actually almost slower than walking.
Other classes actually have better PVP survival passives. The barb has a 50% dmg reduction whenever he is below 20% health, and he also has a chance to recover 15% of his max health any time he's stunned feared or sleeped (?).
The WD is put into the spirit realm (where he can't get hit IIRC) and healed for 10% of his HP whenever he has a killing blow on him, once every 90 seconds as well. There's also one that reduces all damage by 60% when he's below 25% HP
And the wizard has two. One if he get's hit for more than 15% of his HP at once, the CD on tele and mirror image is reset. The other being when reduced past 20% HP, knocks enemies back.
My whole point being that calling something OP'd before you've tried it is kind of ridiculous. Also calling for a nerf already is just as bad. Wait until you play the game good sir.
Okay even if it doesn't reset upon death that still means that the Monk comes back to life and the Monk has a lot of healing skills. He comes back to life and dashes away to safety while he heals and goes and gets orbs.
If the monk has enough offensive heals he can be unkillable
The same can be said for all of the classes. The barbarian has leap attack, furious charge and sprint, the Demon hunter has vault and evasive fire , Witch doctor has spirit walk and the wizard has teleport. each class has the ability to vanish off and gather orbs. The monk does have a unfair advantage about being able to slip away.
With 35% of there spirit thats 52 spirit. With just that its enough to do 1 breath of heaven. after that they dont really have any spirit for anything else and need to build it back up. This would mean no spirit to dash away, leaving the monk in the same trouble that put him there. if the monk used just the dash and not breath of heaven it would mean he is at 35% or lower because the enemy player would not just stand there with the monk still standing.
Sure, once every 90 seconds he gets his health regened to 35% instead of dying. This doesn't mean he'll suddenly have full spirit to heal, and if you watch any of the beta feeds you'll notice that the dash doesn't work almost at all unless you have an enemy targeted. If you just dash in a direction, you go like 7 feet and stop, and it's actually almost slower than walking.
Other classes actually have better PVP survival passives. The barb has a 50% dmg reduction whenever he is below 20% health, and he also has a chance to recover 15% of his max health any time he's stunned feared or sleeped (?).
The WD is put into the spirit realm (where he can't get hit IIRC) and healed for 10% of his HP whenever he has a killing blow on him, once every 90 seconds as well. There's also one that reduces all damage by 60% when he's below 25% HP
And the wizard has two. One if he get's hit for more than 15% of his HP at once, the CD on tele and mirror image is reset. The other being when reduced past 20% HP, knocks enemies back.
My whole point being that calling something OP'd before you've tried it is kind of ridiculous. Also calling for a nerf already is just as bad. Wait until you play the game good sir.
I can tell you right now that build is almost pure ****. You have 1 actual spirit spending offense and 2 generators. CS is half of your spirit, which in PvP is VERY hard to fill up. This build ends up with 36% more to dodge, 50% more hp, with 250% more armor if you keep deadly reach up. ( the passives like dodge = to + 50% of your crit can't really be judged, since we don't know what inferno crit will be at. Same thing with 25% of dex = armor).
That sounds good, but what you have now is no actual ability to heal when you need it, only 2x CS (if you're full). Dashing strike only really works to engage the target, you can't get away with it very well at all. Since spirit is pretty hard to generate in pvp unless up against another monk or a barb, your one full offense ability will be useless, and you've got 2 *ok* damage attacks, which you can only use one at a time.
My predictions (since I've only played pvp monk at blizzcon, but you can't pick your builds there) is that a build like this will get torn apart in PvP.
-Extra 50% Overall health plus the 35% from NDE HUGE
-So much armour it would make a barb look like a baby
-Quicker than a DH on speed
-Offensive heals
Got tired of typing this out you guys can check the build it's pretty beastly
With this build once you come back you would not have enough spirit to heal yourself using cyclone strike. Aswell as what snaks said.
in PvE you will use it to save you from death and give you a second chance to retreat, so you recieve a killing blow get saved by NDE, you use serenity (obsidian 5sec) and dash out (indigo +40% speed) and use Mystic ally (obsidian +50% health when revived by NDE). http://us.battle.net/d3/en/calculator/monk#cQkdSg!XVY!acbYcc
in PvP you can use NDE with Mantra of healing (obsidian +30% vitality) (25 spirit) instead of BoH (50 spirit) so you can dash with indigo (15 spirit) and have extra 10 spirit to use on serenity (crimson +38k HP) if you are still in a mess and i think Mystic ally will be useless in PvP so i replaced it with LTK. http://us.battle.net/d3/en/calculator/monk#cYkdSg!XVY!abbYZc
so is NDE OP? since you need 2 or 3 extra skills to make it reach its full potential then i think no,
is NDE useless?? it does have some uses so i think no.
in the end it is all speculation and until we have the game in our hand we will never know stuff like, will the CD reset when killed in PvP?, does NDE have some animation so i know my character got revived by it?, is 60sec for serenity or 90sec for NDE too long or too short?, at level 60 how big is your health pool?, how big is the health pool for mystic ally?...
You guys are quick to point the finger when you know nothing either LMAO how do you know I wouldn't have saved enough spirit to use for the heal
Anyways I was looking for constructive criticism but found none so I will no longer argue. Moot
And Snaks42 pointed out that almost all class have skills that work in a similar way... or have more Movement etc. Also with your build you have rather lowdmg... and thats not a problem with just your build... if you go for "I cant die because I spent everything on defense" you will never deal good damage.
Also saving Spirit wont work? The passive reads like it will set you to 35% HP/Spirit... thats atleast what I would guess (it basicly reanimates you with 35%HP/Spirit). So if you want to Heal yourself after the passive activated you would have to choose Breath of Heaven.
End game gear could give you more Spirit so that 35% could become enough to heal with my current build.
P.S. I saw Monks killing people with just spirit generators at Blizzcon so once again I will say "what do you know" like you guys said to me because fact of the matter is we're all in the same boat ( nobody knows 'for sure')
End game gear could give you more Spirit so that 35% could become enough to heal with my current build.
P.S. I saw Monks killing people with just spirit generators at Blizzcon so once again I will say "what do you know" like you guys said to me because fact of the matter is we're all in the same boat ( nobody knows 'for sure')
Appart from the passive exalted soul theres a affix that will give you more max spirit ? That could change a few things.
Near death experience used with exalted soul will basically give you 70 spirit which would be enough to heal with breath of heaven or my favorite, cyclone strike. Used without exalted soul it seems to me like an average passive but with exalted soul, it would definetly be more than average.
To answer infamous question, this will mainly be the passives used in pvp. All the builds i made up where using both of these passive because of the synergy linking them together. I would never make a build using only one of those too without the other. This was obvious to me from the start.
You haven't convinced me yet.. I do like that passive combo..
but I still think a more well rounded character would be better for pvp.. with huge damage dumping, CC and anti-CC, along with some damage mits.. if you go too far from dealing damage you'll just successfully be the monk to save for last.. the arena fights are going to be quick battles for the most part and groups that help each other out will come out ahead.. like simply using Tranquility.. here are two builds that I see would be more successful in wins: http://us.battle.net/d3/en/calculator/monk#eSTWRU!adb!abZYbc http://us.battle.net/d3/en/calculator/monk#bSjXfU!edX!cbcccc
and for PVE, at least endgame, it's been said you won't get far solo so you won't have the luxury to think about yourself, the monk is the strongest group-helping class there is.. so you'll need to stay back and group damage mitigate, group damage buff and heals.. it'll be expected that you do.
just because YOU can survive a death doesn't help your friends live in most situations.. so us monks need to do our part to reduce the chance of everyone dying in the first place..
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IMO I think near death experience will be uber broken in PvP and every Monk should use it until it gets nerfed or removed!
Thoughts?
WoW has similar skills, and it does not reset upon death. It has an internal cooldown, and I would bet that another Blizzard game would have the same mechanic.
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If the monk has enough offensive heals he can be unkillable
Heal/Dmg Reduction/Evasive/Highly Mobile
-Extra 50% Overall health plus the 35% from NDE HUGE
-So much armour it would make a barb look like a baby
-Quicker than a DH on speed
-Offensive heals
Got tired of typing this out you guys can check the build it's pretty beastly
Sure, once every 90 seconds he gets his health regened to 35% instead of dying. This doesn't mean he'll suddenly have full spirit to heal, and if you watch any of the beta feeds you'll notice that the dash doesn't work almost at all unless you have an enemy targeted. If you just dash in a direction, you go like 7 feet and stop, and it's actually almost slower than walking.
Other classes actually have better PVP survival passives. The barb has a 50% dmg reduction whenever he is below 20% health, and he also has a chance to recover 15% of his max health any time he's stunned feared or sleeped (?).
The WD is put into the spirit realm (where he can't get hit IIRC) and healed for 10% of his HP whenever he has a killing blow on him, once every 90 seconds as well. There's also one that reduces all damage by 60% when he's below 25% HP
And the wizard has two. One if he get's hit for more than 15% of his HP at once, the CD on tele and mirror image is reset. The other being when reduced past 20% HP, knocks enemies back.
My whole point being that calling something OP'd before you've tried it is kind of ridiculous. Also calling for a nerf already is just as bad. Wait until you play the game good sir.
With 35% of there spirit thats 52 spirit. With just that its enough to do 1 breath of heaven. after that they dont really have any spirit for anything else and need to build it back up. This would mean no spirit to dash away, leaving the monk in the same trouble that put him there. if the monk used just the dash and not breath of heaven it would mean he is at 35% or lower because the enemy player would not just stand there with the monk still standing.
My thoughts exactly.
I can tell you right now that build is almost pure ****. You have 1 actual spirit spending offense and 2 generators. CS is half of your spirit, which in PvP is VERY hard to fill up. This build ends up with 36% more to dodge, 50% more hp, with 250% more armor if you keep deadly reach up. ( the passives like dodge = to + 50% of your crit can't really be judged, since we don't know what inferno crit will be at. Same thing with 25% of dex = armor).
That sounds good, but what you have now is no actual ability to heal when you need it, only 2x CS (if you're full). Dashing strike only really works to engage the target, you can't get away with it very well at all. Since spirit is pretty hard to generate in pvp unless up against another monk or a barb, your one full offense ability will be useless, and you've got 2 *ok* damage attacks, which you can only use one at a time.
My predictions (since I've only played pvp monk at blizzcon, but you can't pick your builds there) is that a build like this will get torn apart in PvP.
Anyways I was looking for constructive criticism but found none so I will no longer argue. Moot
in PvE you will use it to save you from death and give you a second chance to retreat, so you recieve a killing blow get saved by NDE, you use serenity (obsidian 5sec) and dash out (indigo +40% speed) and use Mystic ally (obsidian +50% health when revived by NDE).
http://us.battle.net/d3/en/calculator/monk#cQkdSg!XVY!acbYcc
in PvP you can use NDE with Mantra of healing (obsidian +30% vitality) (25 spirit) instead of BoH (50 spirit) so you can dash with indigo (15 spirit) and have extra 10 spirit to use on serenity (crimson +38k HP) if you are still in a mess and i think Mystic ally will be useless in PvP so i replaced it with LTK.
http://us.battle.net/d3/en/calculator/monk#cYkdSg!XVY!abbYZc
so is NDE OP? since you need 2 or 3 extra skills to make it reach its full potential then i think no,
is NDE useless?? it does have some uses so i think no.
in the end it is all speculation and until we have the game in our hand we will never know stuff like, will the CD reset when killed in PvP?, does NDE have some animation so i know my character got revived by it?, is 60sec for serenity or 90sec for NDE too long or too short?, at level 60 how big is your health pool?, how big is the health pool for mystic ally?...
End game gear could give you more Spirit so that 35% could become enough to heal with my current build.
P.S. I saw Monks killing people with just spirit generators at Blizzcon so once again I will say "what do you know" like you guys said to me because fact of the matter is we're all in the same boat ( nobody knows 'for sure')
P.S. NDE reads: when you receive fatal dmg, you are instead restored to 35% of your MAXIMUM health and spirit
P.P.S this means that no matter how little your health is at you gain 35% of what you have when your health is full
but I still think a more well rounded character would be better for pvp.. with huge damage dumping, CC and anti-CC, along with some damage mits.. if you go too far from dealing damage you'll just successfully be the monk to save for last.. the arena fights are going to be quick battles for the most part and groups that help each other out will come out ahead.. like simply using Tranquility.. here are two builds that I see would be more successful in wins:
http://us.battle.net/d3/en/calculator/monk#eSTWRU!adb!abZYbc
http://us.battle.net/d3/en/calculator/monk#bSjXfU!edX!cbcccc
and for PVE, at least endgame, it's been said you won't get far solo so you won't have the luxury to think about yourself, the monk is the strongest group-helping class there is.. so you'll need to stay back and group damage mitigate, group damage buff and heals.. it'll be expected that you do.
just because YOU can survive a death doesn't help your friends live in most situations.. so us monks need to do our part to reduce the chance of everyone dying in the first place..