I read again what you said, which was "This post is worthless because I don't need some streamer to tell me how to play the game."
So, like said above, you have some beef with this specific streamer, which is fine, but don't call out other people posting ideas from the PTR. We all know it's speculation...that's why it's on the test server...
Ignore the troll. He hates anyone who streams, cause you know, "pro players" like him don't. He was bashing MeatHeadMikhail when his Pet Raekor build was featured on the main page. So yea, he has problems that only a straitjacket can fix.
Anyways back on topic.
I'am sure even the most optimist among us didn't think the perma serenity through Zodiac would make it to live. Specially when it could be done with so little CDR. However, no one is asking why people are going through the trouble of stacking CDR to come up with such gimmicky perma immunity builds. The reason is that mitigation is absolutely worthless in higher greater rifts. PaulNg's post on the official forums explains this really well...
"The game broke when MP1-10 system was introduced. All the cycles of tweaking skills/runes can never catch up, and is too much work for a small development team to handle, leaving much of the game skills/runes neglected across the classes. At that time, Lifesteal was the only mechanic that scaled properly, hence it was removed to make the game truly broken.
The ideal solution was to fix Toughness and Recovery by scaling adequately across all difficulty levels. Have a prefix multiplier pegged to the difficulty of the content. For example when GR increases by 1 level, Toughness x 1.1, mob damage x 1.15.
That way, we will all eventually hit a ceiling where we need better gear/items, but many builds and concepts will be able to push towards that ceiling. When the development team goes around to "tweak" numbers, scale them so their efforts can remain effective as the difficulty level goes up. Evidently, all the non-scaling items/skills have been discarded by the players due to fixed number limitations. Healing 20000 life per second is just not good enough if we die within 1 second.
We need to move away from perma-lockdown, perma-invulnerability, perma-WotB, perma-whatever. A game is only fun and challenging when the AI reacts to us, and we react to the game content.
CDR, crowd control, invulnerability, all add fun and diversity to the game flavour. If we did not die in 1-shot or 1-second, we wouldn't be focused only on perma-something because many other approaches would have been able to accomplish the tasks. There is no need to nerf anything, just make the other skills/items/mechanics as capable. I urge Blizzard's development team to take a serious look at the root of the problem and stop going around in circles."
There is no possible builds, so the spamm wrods coming from other " pro " player has nothing to do here. In 1 month will suposely release the patch or 2, so from there we can talk literally about the possible builds to round it. There is more better players which dnt stream or spotting on everywhere to say: checkit out, im on tip of iceberg.
If you don't like whats being discussed you can stay out of it. Quin talks a lot of sense and actually helps the player base with his videos. And whats wrong with him saying he's on top when he really was on top at the end of season 1. You got a problem with people speaking the truth? Or maybe you're just jealous.
Why don't you tell the guys here at Diablofans to stop posting datamined info on the front page? Cause as you said, in a month we'll have all the info and then, according to you, we can start talking "literally" about possible builds. Whatever that means.
I didn't know i needed your permission to make threads about monks.
---Boost your attack speed through 2 piece Raiment, Flying Dragon, Miranae and Alacrity passive.
---Remove all CHC on your character. This is to game Broken Promise which will give you 100% CHC if you don't crit for 5 hits. With all that crazy attack speed you will have 98% uptime of that 100% buff
---Get perma Serenity through reworked Zodiac ring that now gives RCD to one of your skills every time you use a resource.
---Quin thinks this can easily take you to GR50s and was able to get his sheet dps to 10-11 million through some gear optimization.
2. "Monk Sentries"
---6 piece Innas now causes your Mystic Allys to cast spenders like EP, LTK, WoL when you cast them.
---2 Piece Innas doubles the passive effect of your Mystic Ally and base passive effect of your Mantras.
---In the video he shows how you can range down mobs by casting EP through your Mystic Allys, effectively turning Monks into M6 Demon Hunters.
---However the effect of the rune used for the mantras is not being doubled. Also the fact that you are forced into using the Inna wep instead of a Furnace if you want the full Inna-Wuko synergy kinda holds this build back.
3. "Raekor Monk"
---4 piece Raiment increases wep dmg of Dashing Strike to 5000%
---6 piece Raiment makes Dashing Strike cost 50 spirit and refund a charge when used.
---Use reworked Zodiac to have perma Epiphany : Insight. Through this you can spam Dashing Strike to your hearts content.
---Using un-optimized gear and a 4k Furnace he was getting 700million crits. He thinks 1 billion hits can be achieved with optimized gear.
Ignore the troll. He hates anyone who streams, cause you know, "pro players" like him don't. He was bashing MeatHeadMikhail when his Pet Raekor build was featured on the main page. So yea, he has problems that only a straitjacket can fix.
Anyways back on topic.
I'am sure even the most optimist among us didn't think the perma serenity through Zodiac would make it to live. Specially when it could be done with so little CDR. However, no one is asking why people are going through the trouble of stacking CDR to come up with such gimmicky perma immunity builds. The reason is that mitigation is absolutely worthless in higher greater rifts. PaulNg's post on the official forums explains this really well...
"The game broke when MP1-10 system was introduced. All the cycles of tweaking skills/runes can never catch up, and is too much work for a small development team to handle, leaving much of the game skills/runes neglected across the classes. At that time, Lifesteal was the only mechanic that scaled properly, hence it was removed to make the game truly broken.
The ideal solution was to fix Toughness and Recovery by scaling adequately across all difficulty levels. Have a prefix multiplier pegged to the difficulty of the content. For example when GR increases by 1 level, Toughness x 1.1, mob damage x 1.15.
That way, we will all eventually hit a ceiling where we need better gear/items, but many builds and concepts will be able to push towards that ceiling. When the development team goes around to "tweak" numbers, scale them so their efforts can remain effective as the difficulty level goes up. Evidently, all the non-scaling items/skills have been discarded by the players due to fixed number limitations. Healing 20000 life per second is just not good enough if we die within 1 second.
We need to move away from perma-lockdown, perma-invulnerability, perma-WotB, perma-whatever. A game is only fun and challenging when the AI reacts to us, and we react to the game content.
CDR, crowd control, invulnerability, all add fun and diversity to the game flavour. If we did not die in 1-shot or 1-second, we wouldn't be focused only on perma-something because many other approaches would have been able to accomplish the tasks. There is no need to nerf anything, just make the other skills/items/mechanics as capable. I urge Blizzard's development team to take a serious look at the root of the problem and stop going around in circles."
If you don't like whats being discussed you can stay out of it. Quin talks a lot of sense and actually helps the player base with his videos. And whats wrong with him saying he's on top when he really was on top at the end of season 1. You got a problem with people speaking the truth? Or maybe you're just jealous.
Why don't you tell the guys here at Diablofans to stop posting datamined info on the front page? Cause as you said, in a month we'll have all the info and then, according to you, we can start talking "literally" about possible builds. Whatever that means.
I didn't know i needed your permission to make threads about monks.
Quin talks about the 2.2 changes to sets and possible builds.
2.2 Monk Sets
1. "Monks will be Gods."
---Boost your attack speed through 2 piece Raiment, Flying Dragon, Miranae and Alacrity passive.
---Remove all CHC on your character. This is to game Broken Promise which will give you 100% CHC if you don't crit for 5 hits. With all that crazy attack speed you will have 98% uptime of that 100% buff
---Get perma Serenity through reworked Zodiac ring that now gives RCD to one of your skills every time you use a resource.
---Quin thinks this can easily take you to GR50s and was able to get his sheet dps to 10-11 million through some gear optimization.
2. "Monk Sentries"
---6 piece Innas now causes your Mystic Allys to cast spenders like EP, LTK, WoL when you cast them.
---2 Piece Innas doubles the passive effect of your Mystic Ally and base passive effect of your Mantras.
---In the video he shows how you can range down mobs by casting EP through your Mystic Allys, effectively turning Monks into M6 Demon Hunters.
---However the effect of the rune used for the mantras is not being doubled. Also the fact that you are forced into using the Inna wep instead of a Furnace if you want the full Inna-Wuko synergy kinda holds this build back.
3. "Raekor Monk"
---4 piece Raiment increases wep dmg of Dashing Strike to 5000%
---6 piece Raiment makes Dashing Strike cost 50 spirit and refund a charge when used.
---Use reworked Zodiac to have perma Epiphany : Insight. Through this you can spam Dashing Strike to your hearts content.
---Using un-optimized gear and a 4k Furnace he was getting 700million crits. He thinks 1 billion hits can be achieved with optimized gear.
Edit:- Sorry for just posting the vid Baggy