Idk why, but i've always been the kind of person that really enjoys a challenge and something that is a step away from normal. I've played almost all classes in d2. And I must say, a clothy melee class that uses fists and combos sounds like a healthy change from the archetypical class structure. On the other hand I love PvP In a 1v1 situation against a barb I just don't see the monk coming out on top when both classes roughly have the same resource mechanic. The monk is supposed to be a speedy/agile class but Ive only seen the monk use one movement skill and thats the short dash forward while the barb has leap as well as sprint. (I hope increased run speed returns in some way shape or form but thats for a different thread ) I've looked and looked for monk pvp footage on youtube but I haven't had any luck thus far to (dis)prove my assumptions. It seems only time will tell on this one but I wanted to see what you guys think.
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"We few, we happy few, we band of brothers; For he to-day that sheds his blood with me Shall be my brother" St. Crispen's Day Speech William Shakespeare, 1599
Lashing tail kick -> Crippling wave -> Deadly reach -> Serenity -> Way of the hundred fists -> Inner sanctuary. Rinse and repeat.
Lashing tail kick to knock back and stay out of melee range. Then crippling wave to slow. Deadly reach to damage whilst out of melee range. Serenity to protect from damage whilst going in to melee range to unleash way of the hundred fists. Finally finishing with inner sanctuary to wait for cooldowns to reset and hopefully run away from the barb whilst fury depletes.
Lashing tail kick - The Monk unleashes a deadly roundhouse kick, dealing Physical damage and causing knockback.
Crippling wave -A series of large, sweeping attacks that debilitate enemies and cause a percentage of weapon damage. First Hit: Enemies are dazed, reducing movement speed. Second and Third Hit: Refreshes the duration of the daze effect.
Deadly reach - The Monk projects lines of pure force that allow him to hit several enemies a short distance away, dealing a percentage of weapon damage.
Serenity - The Monk creates a shield that protects him from all incoming damage. Lasts X seconds.
Way of the hundred fists - A series of punches strike enemies in front of the Monk, causing a percentage of weapon damage.
Inner sanctuary - Creates a protected region on the ground for X seconds that cannot be passed through.
I'm sure there will be a few "anti-barb" builds, but then you might have some trouble with other classes, perhaps the monks best asset with be a class that does well against the "average" barb.
Keep in mind the Monk is the only class to have direct healing spells. I'd say his Spirit generation would be faster than the Barbarian Fury generation (since the Barb can generate it from dealing AND taking damage, while the monk has to use combos).
He also has some interesting debuffs, like Blindness (which specifically harms the way the Barb does damage), and is one of the classes we have the least skill information so far.
Sadly we couldn't choose the Monk at the Blizzcon 2010 build PvP =/
I can see Monks doing fine against Barbarians, though =]
Keep in mind the Monk is the only class to have direct healing spells. I'd say his Spirit generation would be faster than the Barbarian Fury generation (since the Barb can generate it from dealing AND taking damage, while the monk has to use combos).
He also has some interesting debuffs, like Blindness (which specifically harms the way the Barb does damage), and is one of the classes we have the least skill information so far.
Sadly we couldn't choose the Monk at the Blizzcon 2010 build PvP =/
I can see Monks doing fine against Barbarians, though =]
I agree fully, The monk will be able to hold his own not saying hes going to go toe to toe the whole time but he wont be a push over with the cc and heals.
The Monk has some of the strongest defensive mechanics in the game. "One With Everything" is likely the best passive ability in the entire game, it's just broken (and I hope they'll fix this). Along with crazy resistances, the monk can get high dodge rates very easily. I see him as a healer/CC support mostly.
The Mantras give the Monk some customization vs specific team. Facing a hard hitting team with high damage and low defenses. Switch to Mantra of Retribution with Retaliation socketed. You now return 75% holy damage, which most enemies won't spec for.
You are up against a mostly elemental team? Take Mantra of Healing with Time of Need.
Since the main pvp format will be team death match monk will be definetly very strong and welcome to teams becouse, as already mentioned, he's the only class with direct healing abilities. Also in monk vs barb matchup don't forget retribution mantra, that'll make barb cry unless he manages to kill monk before monk generated enough spirit for heal. Or just stack dodge chance against barb. But all in all monk looks really strong from both pvp and pve perspective.
I predict that since they're the only class that can heal their team they will be essential in 3v3 competition and 4v4 competition. I'm looking forward to D3 pvp. =)
Even if the monk isn't fantastic at 1v1, being an unkillable healer/support with some DPS and crowd control via stuns sounds pretty amazing for team pvp (which is what I mostly care about).
It's pretty hard to predict though because the skill/rune stuff we see in the character calc are very clearly not going to be their effects in PvP (unless they're planning on 100-0 stunlocks being the norm).
After looking at the skill calc, I have no doubt that the Monk will excel at not dying which is why I'm looking at that class for Hardcore. Not dying is also a valuable skill in PvP, so he'll definitely be a top contender in my opinion.
Respectfully, I disagree with the OP; I think Monks have numerous life-saving abilities that will make them very elusive and hard to kill.
I did a write-up of Diablo 3's 20 most powerful abilities. If you look at the Monk abilities chosen, you might agree that Monks have an incredible amount of survival tools:
I have to say that i think monks will be the one people will QQ about being OP in the beginning and the one that people defend because it seems like a high skill lvl class, I think its a high risk high reward class type only judging by the video of course... Defently a class i cannot wait to play.
The monk is an interesting combo of utility, tankyness, and dps. With abilities like Cyclone Strike, Inner Sanctuary, and their heals they can provide some great team utility.
In addition to being able to rune abilities like Crippling Strike for either defensive or offensive purposes. All of their mantras are useful and can be runed to be even more effective. I'd say with proper passives and runes monks should have no problem going toe to toe with classes like the barbarian, and perhaps not dealing enormous damage but enough to wear them down.
I can see monks filling any number of roles on a team and being very effective, but I imagine they will have to build very specific ways to accomplish this.
I hope the unkillable healer thing doesn't show up in Diablo 3. I cried a little inside when I saw a few healing spells in the monk skill list. If you stick a sword into something 20 times it should be dead. 30 minutes to kill something isn't very fun. Designing a healer to not be killed quickly by one person is a bad thing in my opinion. It would be a shame if it turned into a who falls asleep first contest/wait for the draw timer contest when you see 4 monks in 4v4. If they changed the monk healing spells to be ineffective self heals equal to or worse than lifestealing effects, I would be happy. Or a cap on healing received from any source in a certain amount of time to keep fights from lasting too long. I hope the heals won't be enough to keep a monk (or his party) alive forever against the damage of one person.
Diablo 2 paladin did have a healing spell though..and you could learn to heal in Diablo 1. So I guess there's precedent for them.
The monk abilities I've read about aside from the healing spells sound fun.
I think each class will be balanced and it will really depend on the user. Yet i feel like the monk has the most potential to do alot of damage while producing heals or just dodging attacks. So his survivability is greater than the barb but might do less damage. I think Pvp will be an advanced form of rock paper scissors. What i mean by this is,one build is better than another build, but another build is better than that build but not as good as the other.... you know what i mean?
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For he to-day that sheds his blood with me
Shall be my brother"
St. Crispen's Day Speech William Shakespeare, 1599
Lashing tail kick to knock back and stay out of melee range. Then crippling wave to slow. Deadly reach to damage whilst out of melee range. Serenity to protect from damage whilst going in to melee range to unleash way of the hundred fists. Finally finishing with inner sanctuary to wait for cooldowns to reset and hopefully run away from the barb whilst fury depletes.
Lashing tail kick - The Monk unleashes a deadly roundhouse kick, dealing Physical damage and causing knockback.
Crippling wave -A series of large, sweeping attacks that debilitate enemies and cause a percentage of weapon damage. First Hit: Enemies are dazed, reducing movement speed. Second and Third Hit: Refreshes the duration of the daze effect.
Deadly reach - The Monk projects lines of pure force that allow him to hit several enemies a short distance away, dealing a percentage of weapon damage.
Serenity - The Monk creates a shield that protects him from all incoming damage. Lasts X seconds.
Way of the hundred fists - A series of punches strike enemies in front of the Monk, causing a percentage of weapon damage.
Inner sanctuary - Creates a protected region on the ground for X seconds that cannot be passed through.
He also has some interesting debuffs, like Blindness (which specifically harms the way the Barb does damage), and is one of the classes we have the least skill information so far.
Sadly we couldn't choose the Monk at the Blizzcon 2010 build PvP =/
I can see Monks doing fine against Barbarians, though =]
I agree fully, The monk will be able to hold his own not saying hes going to go toe to toe the whole time but he wont be a push over with the cc and heals.
Here is an example build.
The Mantras give the Monk some customization vs specific team. Facing a hard hitting team with high damage and low defenses. Switch to Mantra of Retribution with Retaliation socketed. You now return 75% holy damage, which most enemies won't spec for.
You are up against a mostly elemental team? Take Mantra of Healing with Time of Need.
The Monk is so versatile.
Another nice build... 1s root every second.... yes please: http://us.battle.net/d3/en/calculator/monk#gdeYXU!UYc!bbcaYZ
It's pretty hard to predict though because the skill/rune stuff we see in the character calc are very clearly not going to be their effects in PvP (unless they're planning on 100-0 stunlocks being the norm).
Only char with significant team heal. <This coupled with normal life regen/sec from items will be huge!
I think every "good" pvp team will have a barb and monk on it.
I did a write-up of Diablo 3's 20 most powerful abilities. If you look at the Monk abilities chosen, you might agree that Monks have an incredible amount of survival tools:
http://www.diablo3warrior.com/top-20-most-powerful-diablo-3-spells-skills-and-abilities/
In addition to being able to rune abilities like Crippling Strike for either defensive or offensive purposes. All of their mantras are useful and can be runed to be even more effective. I'd say with proper passives and runes monks should have no problem going toe to toe with classes like the barbarian, and perhaps not dealing enormous damage but enough to wear them down.
I can see monks filling any number of roles on a team and being very effective, but I imagine they will have to build very specific ways to accomplish this.
If you take each class, you can see obvious "op" things that they can do in pvp ( teleport, spriit walk, barb leap... )
Diablo 2 paladin did have a healing spell though..and you could learn to heal in Diablo 1. So I guess there's precedent for them.
The monk abilities I've read about aside from the healing spells sound fun.
Death to healers,
Takashi_Komuro