I was just curious if a party of 5 monks could stack their mantras or not. I'm guessing not since 4 monks with the healing mantra would be pretty hard to take down. This would be the same with dodge, damage, & thorns. I'm guessing that a party of 4 monks could still have 1 of each mantra on right? That would still be a pretty tough fight of 4 monks with all mantras active.
I was just curious if a party of 4 monks could stack their mantras or not. I'm guessing not since 4 monks with the healing mantra would be pretty hard to take down. This would be the same with dodge, damage, & thorns. I'm guessing that a party of 4 monks could still have 1 of each mantra on right? That would still be a pretty tough fight of 4 monks with all mantras active.
What i mean is, 4 monks with different mantras will give you 4 different unique buffs. So you get the buff from all 4 mantras.
I don't think you can have more then one mantra up at one time. The mantra does say " only one mantra can be active a time" Alltho 4 mantras would be epic .
Another important questions would be if the same mantra with different runes, counts as different spells.
Maybe this is worth a try. I don't know if there are more than one skillrunes for any mantra in the beta.
In any case you could propably try to combine an unruned matra with the same mantra but runed.
I am not in Beta, but my guess is that you will only enjoy the benefit of the runed mantra yourself.
Imagine 2 monks with Mantra of Conviction (one runed White to debuff mobs, the other runed Red to boost party damage)... If the whole party get the benefits of both runes, it would be pretty OP, no?
I am not in Beta, but my guess is that you will only enjoy the benefit of the runed mantra yourself.
Imagine 2 monks with Mantra of Conviction (one runed White to debuff mobs, the other runed Red to boost party damage)... If the whole party get the benefits of both runes, it would be pretty OP, no?
Partially incorrect, a runed mantra will affect the party as well, but you cannot stack the same mantra, no matter what rune the other monk is using.
There is nothing to stack because that are two different effects. The crimson one overwrites the "normal" damage taken debuff, while the alabaster puts a second debuff on mobs to reduce their damage done.
Another example is two monks with mantra of healing, runed with crimson and alabaster. Both get +35% resistances from alabaster and 1186 HPS from crimson, they DON'T get 593+1186 HPS from both of them, only the stronger effect counts.
Wow, I really didn't think Blizzard would actually allow that... So 2 monks (with proper mantra assignments of White and Red runes) could legitimately buff their own damage while debuffing the monster's damage at the same time? That's insanely OP, dude!
Yup, that's the most logical process. And since we don't have to find the runes anymore, it'll be easy to assign tasks.
As long as they can generate 6.5 spirit/s each, 4 monks can sustain the effets of Self Reflection, Inner Sanct, Guiding light via BoT and one mantra with the 3s bonus. 8.5 spirit/s could even sustain another mantra. This is what I like the most with monks, their potential as a team.
Hmmm now if only I could convince the rest of my friends to roll monks as well....
Adding a barb would be better, and adding a wizard to benefit from all thos damage buffs would mean a killing machine in your team. The ideal setup for games hardly is 4 monks. The mantras is just a fun gimmick.
By fun gimmick I hope you mean powerful tool. Still that is about as far as it will ever go. A powerful too tool to add some passive/active extra stats that can be useful. I have to agree that other classes have mechanics similar to the Monks that add to the party and that in no way is the Monk too special because of this. It is powerful yes but in no way does it ever seem over powered.
Remember the designers want Monks to be using mantras. This is why they seem over powered, however they are not any more powerful than some of the other passive buffs other classes can support with (or cc as Deleo stated with the WD). Just because they look over powered does not mean there are other options to get the same, if not more, damage/healing/tanking for a better spirit cost elsewhere.
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Anyone remember monk smite teams in Guild Wars arena. I think Blizzard will want to avoid that if at all possible. It makes pvp boring and unfun and doesn't fit with the e-sport kinda philosophy.
For those that didn't play GW, monks would sit in a corner spamming heals making them invincible until someone came close and then going 1,2,3, smite, annihilating the poor sod. Abusing game mechanics like that ruined what little endgame there was. I personally don't want that in D3. Not stacking Auras is a very good thing IMO.
The last thing they are doing with this game is balancing it for ESports, so anything is possible in regards of PvP.
While I'd love it if they would, they just aren't, fact. lol
Wow, I really didn't think Blizzard would actually allow that... So 2 monks (with proper mantra assignments of White and Red runes) could legitimately buff their own damage while debuffing the monster's damage at the same time? That's insanely OP, dude!
Think one monk with a runed conviction aura can already do that, dont need 2 do do stuff like that.
Ya, but a single monk can only provide the default conviction-mantra damage buff (+20% damage), on top of whatever rune he wants to apply to his mantra.
Where-else 2 monks can provide both the white-rune debuff (mobs do 30% lesser damage) and also the red-rune buff (+37% damage). You can't possibly tell me that +20% damage is the same as +37% damage.... Hehe...
So if more than one monk is in the group, how do you even know that you're wasting your time using a mantra that the other monk also has on, thus it isn't taking effect?
I really don't see the problem with stacking mantras. Whether you stack the same type of mantra or you make use of each differing type, what's to say which is more OP?
It's already been mentioned, but I'll clear it up a bit more.
Let's take the dodge mantra. Its chance of dodging is x, and the number of monks in the game stacking this mantra are n. Then the formula for the dodge chance for the party is
P = 1 - (1 - x) ^ n
Using x = 25% and n = 1,2,3,4 we get P = 25%, 44%, 58%, 68%.
So it's considered that dodging 2/3 physical attacks is OP? Well, that team is suffering from the possible use of a healing mantra, or something else with its own set of benefits.
And besides, these mantras already stack in a sense. Whenever you use it, it increases your natural dodge chance even further.
If stacking was allowed, and it turns out that while the single stack dodge mantra of 25% is balanced, but stacking it makes it OP. Couldn't Blizzard just penalize stacking, without complete ridding the option to use it from the game entirely?
Not allowing stacks just creates problems amongst the team. In most cases, I'm willing to bet that teams will often be hindered because there are multiple monks that are using the same mantra without even realizing it.
Not allowing stacks just creates problems amongst the team. In most cases, I'm willing to bet that teams will often be hindered because there are multiple monks that are using the same mantra without even realizing it.
Reminds me of the old days where WoW paladins had to use the Pally-Power addons.
I love the monk but I am wavering on my decision to play it first.. I want it to be the great support/heal class it could be.. I just feel its lacking something
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!
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.
http://us.battle.net...XZbf!Ufd!YZYacc
Ah, I must have missed it, my bad.
It is really great news to hear that a party of monks can use multiple auras to get super-buffed! I wonder if that might be a tad too OP though? Hehe!
I am not in Beta, but my guess is that you will only enjoy the benefit of the runed mantra yourself.
Imagine 2 monks with Mantra of Conviction (one runed White to debuff mobs, the other runed Red to boost party damage)... If the whole party get the benefits of both runes, it would be pretty OP, no?
Partially incorrect, a runed mantra will affect the party as well, but you cannot stack the same mantra, no matter what rune the other monk is using.
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Hmmm now if only I could convince the rest of my friends to roll monks as well....
By fun gimmick I hope you mean powerful tool. Still that is about as far as it will ever go. A powerful too tool to add some passive/active extra stats that can be useful. I have to agree that other classes have mechanics similar to the Monks that add to the party and that in no way is the Monk too special because of this. It is powerful yes but in no way does it ever seem over powered.
Remember the designers want Monks to be using mantras. This is why they seem over powered, however they are not any more powerful than some of the other passive buffs other classes can support with (or cc as Deleo stated with the WD). Just because they look over powered does not mean there are other options to get the same, if not more, damage/healing/tanking for a better spirit cost elsewhere.
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Sorry had to fix that table.
The last thing they are doing with this game is balancing it for ESports, so anything is possible in regards of PvP.
While I'd love it if they would, they just aren't, fact. lol
Ya, but a single monk can only provide the default conviction-mantra damage buff (+20% damage), on top of whatever rune he wants to apply to his mantra.
Where-else 2 monks can provide both the white-rune debuff (mobs do 30% lesser damage) and also the red-rune buff (+37% damage). You can't possibly tell me that +20% damage is the same as +37% damage.... Hehe...
I really don't see the problem with stacking mantras. Whether you stack the same type of mantra or you make use of each differing type, what's to say which is more OP?
It's already been mentioned, but I'll clear it up a bit more.
Let's take the dodge mantra. Its chance of dodging is x, and the number of monks in the game stacking this mantra are n. Then the formula for the dodge chance for the party is
P = 1 - (1 - x) ^ n
Using x = 25% and n = 1,2,3,4 we get P = 25%, 44%, 58%, 68%.
So it's considered that dodging 2/3 physical attacks is OP? Well, that team is suffering from the possible use of a healing mantra, or something else with its own set of benefits.
And besides, these mantras already stack in a sense. Whenever you use it, it increases your natural dodge chance even further.
If stacking was allowed, and it turns out that while the single stack dodge mantra of 25% is balanced, but stacking it makes it OP. Couldn't Blizzard just penalize stacking, without complete ridding the option to use it from the game entirely?
Not allowing stacks just creates problems amongst the team. In most cases, I'm willing to bet that teams will often be hindered because there are multiple monks that are using the same mantra without even realizing it.
Reminds me of the old days where WoW paladins had to use the Pally-Power addons.