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    posted a message on Loss of interest due to loot drops?
    Imo drop progression is bad more then anything else. Especially for melee who can't stack mainstat/as/crit and hope to get by on that. As a monk i need vit/armor/arcane res (my one of choice)/all res/dex for armor slots, AS/Live/hit/Dex weapons/jewelery. Atm i'm comfortably doing warden/butcher run with 160 MF and i barely find anything for sale, and even then this items are worth 100-150K at most. That's a non-factor sum when all upgrades for me are starting from 1mil and decent once comes to 5-30mil sums.

    Ofc i decided that Butcher/Warden are bads and nothing to see there, switched to act 2 Kull/Belial runs (ofc with 5xNV) and... 1 usefull drop in about 10 runs (yet again close to nothing for sale).

    After getting upset by Kulls/Belials loots i decided to do it hard way and start act 3 elites farming (oh so painfull) and i'm still getting retarded lvl 57 yellow items left and right.

    P.S. Same as OP playing Monk, and i use 1 drop (from Inferno Belial), rest is AH stuff. Just think it's rediculous that in 3d act of inferno difficulty mobs drops items for hell difficulty... that's just feels wrong and unrewarding.
    Posted in: Diablo III General Discussion
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    posted a message on Monk is.. lacking?
    Quote from Kaoskadosk

    Quote from Cuttroat

    Its probably just me but i'm having fun with my monk, you guys just want to play versions of the monk that aren't as viable with how the game works.

    Like the monk that just solo'd diablo, his spec is exactly what i would go for to do that, its not that hard to see some things work better on certain bosses / packs.

    Personally i play a tank monk, and i can tank 1, 2, 3 and 4 player easily in inferno act 1 and just fine in act 2.

    I think you should find a spec and gearset that fit togeter in what level of content you are, There are many ways to play each class, like blizzard said *There are optimal specs but way more viable specs*.

    And that monk who solo'd it required about 2-3 times better gear than other classes.

    I'll be impressed to see him posting a video of solo farming 5xNV before diablo kill. Myself i don't believe it's possible with how low his defensive stats are. We all know how easy it is to heal through bosses with live/hit compared to certain elites.

    P.S. As mentioned above i've no troubles with act 2 content, act 1 i can run with 160 magic find with eyes half closed and yet act 3 takes stats balancing to a new extremes. Imo killing boss is one thing (especially given how gimped they're), whille reliably clearing content is a different one.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk is.. lacking?
    Monk Inferno Act 3 reporting.

    I agree with OP - even compared to Barbarian monk is lacking. Barbs have easier time hitting really high armor values, 2 solid escape tools (1 granting insane armor buff), very solid live leaching abilities % based (meanwhille my heals feels worse the more vitality i get). But most difference comes out from freenzy insane attack speed modifier (75% seriously...) allowing them to stack other stats and still do good dps (also benefiting them from live/hit 75% more then us) and Wrath of the Berserker (Insanity) nearly tripling their dps for the times of need. I understand Barbs have equally bad times gearing as us but outcome is simply better.

    I can easilly do Kull/Belial run and tank most Belials abilities, but come act 3 and things go wrong. Especially wrong with dps imo, i can survive champs for quite a whille but more often then not i end up randomly falling over before i got them down.

    P.S. Being practically forced to pick armor/dodge/-dmg runes for our core dmg abilities doesn't help either. Also spirit spenders are weak, possibly becouse of our really low dps. Barbs spenders aren't much better (given about same dps we've), although i think they skip them in act 3 and beyond.

    So given how low our dmg are in realistic scenarios i think the proper way of actions would be either buffing our passive defence abilities to allow more focus on dps, or increasing coefficients on both generators and spenders.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Paladin: An Inferno Tanking Build
    Quote from GT4

    One question: Why not Resolve instead of Transcendence?
    Compared to the +life on hit healing, Transcendence makes up for a very small part of total healing, while Resolve (unless there's some bug I'm not aware of) gives you some more hard mitigation in almost all cases.

    Droped Seize the Initiative for Resolve here since first ups me from 91% mitigation to 92% so Resolve obviously better. Can't let go of Tradescence still since extra healing from mantra spam adds up. I'm at ~700 live/hit atm and there're no moderate price upgrades to get it higher - damn weapons with that stat costing tens and tens of millions.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Paladin: An Inferno Tanking Build
    Quote from Lanthazer

    Did you try Fist of Thunder with Thunderclap instead of Deadly Reach, Keen Eye.

    I currently have 580 life on hit with a (slow) 1.3 weapon and I find the regeneration to be twice faster with it.
    Plus the teleport part which get useful to get out of jailer, the knockback comp allow to stunlock ennemies with slow to mid attack animation, and the extra attack speed allow for a better dps overall for me.

    I also have Lashing tail Kick, Sweeping Armada as my main spender to avoid beeing surrounded and/or teleport to a mob for mobility.


    So I did try Deadly Reach Keen Eye, but I not sure if I'm doing it wrong but the mitigation I gain from it and the extra range doesn't seem to help that much. Also having such a great regen on hit saves me the passive slot you use for Transendance for something else like Resolve or Pacifism maybe.

    What do you think about it (aside from the, I want the highest Armor/Res possible build).

    Tried something similar exept with wave of light (explosive light) as a spender (had a great memories of runing with it on NM/Hell), lost quite a bit mitigation and i really didn't like standing in the mobs face. Becides with current stats/build i faceroll Belial dodging only chain attack and metiors - rest time i spend taking whatever he throwns on me:P

    P.S. In act 3 droping whatever mitigation you can get isn't even a choice, dieing to elites time after time. Mean things going there...
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Zero mobility as Monk?
    Just jogging around, fear/blind/immunity kind of makes up for mobility a little when you're getting stuck in firechains/molten etc., but ground targetable dash would make live so much easier.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Inferno Act 2 stats. need help!
    Stats aren't bad at all for act 2. Would change both spirit generator and spender though - deadly reach (keen eye) for extra 50% armor will help you to survive + will allow you to kite mobs better, as a spender sweeping wind (firestorm) - it's easy to keep up during kiting with deadly reach and is a solid dps increase. Extra spirit use for mantra spam.

    Also i would trade some dextrity for vitality, 27K is a risky ammount and invest into live/hit.

    P.S. Holding shift and spaming deadly reach allow you to hit mobs from 24 yards away, really good ability for killing damn wasps.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk Inferno Guide How-to
    Quote from TexlorD1987

    I can famr everything including butcher with a built where I have a 1 HAnd weapon with 1k DPS and a good schield with 180% Magic find wihtouf neph valor.

    How different are drops with such a high magic find? I used to have around 90% but droped them for act 2 progression.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Paladin: An Inferno Tanking Build
    Used the same build exept with cripling wave. Switching to deadly reach prooved to be a great idea, not so much becouse of armor increase but becouse of the range - having no problems keeping up sweeping wind (firestorm) and generating enough spirit to rotate defensive cds. Cleared act 2 with 700ish resistance/8K armor with buff (droped seize the initiative for resolve)/40K hp/700 live on hit, can clear it pretty fast now but still die from time to time to retarded affix combinations.

    P.S. Entered Act 3, that was a wholle different story - dunno what kind of stats needed to clear it.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on You guys see Athene's 3 Sec Butcher Kill?
    That was funny, good troll is good.
    Posted in: Diablo III General Discussion
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    posted a message on How is it possible?
    Quote from zero0920

    Games can be hard, yet still fun, challenging, and rewarding.

    Having mobs straight-out one-shot players who aren't in full BiS gear that can be found in that Act or possibly a future Act is neither fun nor challenging, and definitely not rewarding. It's hard, and the cheap way out.

    That's the problem, i'm runing act 2 with 5xnephalem and i've yet to find items of the same quality i'm using. So obviously i outgear this act, but it doesn't feel like it. Against 50% champion packs i'm runing around waiting for my immunities/heal/blind cds light up, and that's with 600 resistance/6K armor/41Khp/700 live per hit/2.2 attacks per sec/14.5Kdps against mobs debuffed with resolve+conc cripling wave. I don't think that it's possible to build more tanky monk, but that doesn't provide "tanky" feeling - it's nessesity to stay alive.

    So i really don't think monks would be progressing properly without either being carried by ranged classes or by loot from AH farmed yet again by ranged classes. I don't know about act 3 just yet, but transition from inferno act 1 to act 2 is too harsh on monks.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Specific items for Monks lvl 60
    I would say Madstone with good modifiers is worthy picking. Saw one with 2 spirit/sec and -5 spirit cost from Cyclone Strike - kind of great to keep enemies away from your teammates in coop. Costed measly 300Kg but by the time i pressed button it was already sold, such a pity.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Character Deleted!
    Ingame support / call line will definetly help him if he decently and politely explain the issue. Considering that D3 require enet connection i'm sure they store back-up data (like they do in WoW) on their servers. So i wish him good luck.
    Posted in: Diablo III General Discussion
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    posted a message on Inferno Survival Build (least gear dependent build)
    A really nice build you posted. I'm runing pretty similar build, just instead of Blinding Flash i'm using Seven Sided Strike with stun chance rune, fear rune for Breath of Heavens (that short fear + cripling wave slow allow you to reposition yourself) and One with Everything passive instead of Seize the Initiative (even though i'm loosing out on extra 1K armor, 360 resistance to everything helps a lot + i'm runing with shield anyway).

    P.S. Loot goblins are bitches with this build, especially if they've other monsters around and you can't get full SSS in them.
    P.P.S. It's a real shame that most items with live gain/spirit spent or spirit/sec have awfull other stats.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Act 2+ Inferno defensive Monk build w/ Belial Solo kill. *Video*
    Thnx for sharing, nice to see ppls pulling through without exploitive mechanics.
    Posted in: Monk: The Inner Sanctuary
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