also:
"Exploding Palm just remove this crap."
"Seven Sided Strike should apply Exploding Palm but the effect to make enemies be affected by 2,000% weapon damage when exploding. Also Seven Sided Strike should have its damage raised to 13,000% or 15,000% and removing its cd reduce rune. It would be a really cool and OP Skill."
hm ye .. makes sense ^^ besides, 13k % ? really ? ;D so u wanna make monks from (really) low as atm, to best class ever ? not really balanced imo .. see "Inner Sanctuary is a really cool skill, but it should follow you." ;D
Exploding Palm remove in the way to don't make it mandatory. It is really annoying at PTR seing people looking for "pull monks", if you go DPS they ask you to change your build.
SSS should be more offensive as it is now, since it is the only skill that can make a lot of damage. It is better to have a % of weapon damage instead of % of life since life at GR scales a lot.
Also Inner Sanctuary should have a higher radius and also follow you, so you could apply it buffs to more monsters/allies.
Revert Dashing Strike to a spirit cost instead of charges. Solves most toughness problems
Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
To start it off: the topic name is misleading as there is close to 0 analysis in your post and it definitely isn't "complete" as there's quite a few skills never mentioned. All I can see is "monks are too weak make them overpowered instead"
I'm sorry but most of ideas in here are absurd.If you had played a top 250 monk in vanilla you should know that the things you suggest are a little over the top.You should have a better understanding on how the class works and how to balance it without making it ridiculous.
The only good suggestion I noticed is the one about Inner Sanctuary following you.
And to use a finisher:
TL;DR would NOT hire you to balance anything. Not even a plate on a finger.
Maybe numbers are not good enought, I just replaced them to something convenient.
I mentioned every skill, that is because you maybe didn't read it at all.
Revert Dashing Strike to a spirit cost instead of charges. Solves most toughness problems
Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
Good ideas!
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With those ideas we would be as good are Crusader and Barbarians (melee classes).
also:
"Exploding Palm just remove this crap."
"Seven Sided Strike should apply Exploding Palm but the effect to make enemies be affected by 2,000% weapon damage when exploding. Also Seven Sided Strike should have its damage raised to 13,000% or 15,000% and removing its cd reduce rune. It would be a really cool and OP Skill."
hm ye .. makes sense ^^ besides, 13k % ? really ? ;D so u wanna make monks from (really) low as atm, to best class ever ? not really balanced imo .. see "Inner Sanctuary is a really cool skill, but it should follow you." ;D
SSS should be more offensive as it is now, since it is the only skill that can make a lot of damage. It is better to have a % of weapon damage instead of % of life since life at GR scales a lot.
Also Inner Sanctuary should have a higher radius and also follow you, so you could apply it buffs to more monsters/allies.
Remove CD on SSS, raise spirit cost to 100 spirit. Change Flow of Eternity to reduce the resource cost by 45-50%
Reduce Spirit Generation from gear/passives by about 30%. Double the spirit generated by spirit regenerators.
Cap EP at 25% of the mobs HP in single player game. Change Fist of Az'turrask to increasing the radius of the explosions by 2-4 yards. Remove any modifiers to explosion damage such as +physical, +elite damage, or any other +damage% source.
Increase the damage of sweeping wind (all runes/effects) by about 150%
Add a HoT effect to Breath of Heaven, so it heals for 100% of the heal amount over 4 seconds (as well as the initial heal).
I mentioned every skill, that is because you maybe didn't read it at all.