Quote from overneathe
Quote from CultofPersonality
This game is broken at the core.You can add lots of interesting things with patches but the core will never be changed.And when the core is broken,patches won't do shit.
I know it's pointless to write to you, but the core of the game is the combat. And it is the most flawless part of the game and the reason so many people still play it and not one of the competitors, which are now a pretty good number. Don't read "no one plays the competitors" or "everyone prefers D3". It's not what I said.
@sketchfactor
No, competitive PvP is in the works with no ETA.
@JoeShmo
You have great arguments many of which I do support, but many others we've discussed on these forums since before the game's beta. I can't give you a proper answer in here because this is not the place (nor do I have the time right now, sadly). Instead, you bringing valid arguments into our forum threads would make the community much better and you'll see the other side of the coin.
My slightly sarcastic remark was mostly because everything that has been done to D3 the negative part of the fanbase dismisses as "should've been there from the start", which is starting to become quite the hook for them. Paragon levels are unique, the way crafting is done is unique, the skill system is quite unique in its design. Yet these are all things that "should've been there from release (even when some were)". If it wasn't for player nostalgia the game would've headed in a completely different direction imo, but fans just can't let go and Blizzard prefers to listen instead of to improvise and innovate. Funny thing innovation. Everyone wants it but no one likes it when its implemented in a sequel. Ruins the franchise.
Anyway. My point was, stick around and maybe you'll see our crowd isn't so bad.
Oh, mob density was never a problem in D2 because 95% of players farmed about 10 mobs. And in D1? That was 20 years ago, come on.
Yes combat is the most flawless part of the game,but playing the same build again and again does not help.I love Fot:TC for example when playing as monk,but i would really like to give things like deadly reach a try.(And by try i mean something more than using it once every 15 or so seconds just for a dps buff)
Combat is the most flawless part,but it still ain't something exceptional.
And combat isn't the core.Itemization is the core.And you don't make itemization good by adding a few BOA items and targeted legendaries etc etc.
The devs have no idea about itemization.One blue post during the beginning of d3 says that legendaries are not supposed to be the driving force and perfectly rolled rares are supposed to be better while another one before 1.0.4 says that legendaries are in fact supposed to be the driving force.(Which is clearly the case if you look now)And rares are suddenly shit except the super perfect ones of course which are sold in billions.
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@Dashing:-Glad someone made the connection between Best In The World and CultOfPersonality.
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@Dashing:-Glad someone made the connection between Best In The World and CultOfPersonality.
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I plan to use these skills in my build with dual wielding spears.
The attack speed bonuses are listed below:-
Bonus from dual wield-15%
Bonus from weapon master-10%-20%(i am dual wielding spears so will i get 10x2=20% attack speed?)
Bonus from frenzy-15%-75%(depending on muber of stacks)
Bonus from wrath of the berserker-25%
So i have a potential attack speed increase of 65%-135%.
But i have a doubt.Do the spears have any range?When i played diablo 2 with spears and i was always out of enemies's reach due to the awesome range.But i saw a beta video and it did not appear as though the spears had any range.They appeared to have the range of just any other weapon.If the spears have the range like diablo 2 though i am ready to play with them even if they only gave me 0.5 attacks per second.
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@nivius:- I don't want to acquire 100% dmg reduction.That would spoil the game.However i want to get the best dmg reduction using 2 skills 1 passive and gear so that i can collect a lot of dexterity(Which will boost crippling wave's aoe damage as well as get me some bonus armor with seize the initiative).So with the remaining skills and 2 passives i can go fully offensive.(which will also benefit from the mantra's boost which increases enemy dmg taken by 12%)
I have read a lot of forums on battle.net and whenever someone creates a nice offensive build everybody swarms on to him and tells him that the build wont survive in inferno.So i wanted to create a build that focuses on offense as well as defense.I always like to assume the worst so i assume that this build along with armor,innate dmg reduction and other armor,dmg reduction buffs provided by party members will give me a total damage reduction of 50%.And you have four skills and 2 passives remaining so you can do anything.
So is this The Best Damage Reduction Build in The World?Yes.
A sample build for you guys containing offense too:-
http://us.battle.net/d3/en/calculator/monk#WbXVTk!Zgf!ZcbaaZ
X% dmg reduction(i am not sure how much anymore)
Enemy dmg received increased by 12-twenty four%(twenty four % when using exploding palm)
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
Potential 57%-73% damage bonus(oops were they multiplicative??)
Heals
And seven sided strike runed for 1007% damage and teleportation that will make use of these buffs
All in all if you run into a pack,use exploding palm,kill the monster,use exploding palm on the monsters who weren't affected by the first one(very bad radius),generate 50 spirit and use seven sided strike on the now weakened monsters or that pesky archer pack far away while enjoying these buffs,you will have a good balance between offense and defense.It wont be perfect as nobody's perfect.(LOL i want to change my name from CultOfPersonality to nobody)
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My calculation methods are based on formulas used on many websites and in battle.net forums.
But lets assume the worst of the worst and assume that this combo reduces damage by 40%.
But we still have that innate 30% damage reduction,so i think it is still The Best Damage Reduction Build in The World!!!
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Yes you are right this build is built around the hope that holy damage cannot be resisted by monsters.But i am 100% sure of it because where have we seen demons or zombies or vampires who do not die due to holy damage?I think thats a big advantage.
Second,if holy damage was meant to be resisted by monsters,why were the players given arcane and holy resistance in one slot??
I tell you you can rock with this build.
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Also another pro i forgot to add:-
This build can be completed by level 46 you dont have to wait till level 60 to kick a$$e$ by the masses.
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Wow!! 65% Damage reduction,not 55!!
Thanks for pointing out, you made my day better!!
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Basically the best spirit generation build in the world. First i will tell you the reasoning behind the skills and the passives:-
Way of The Hundred Fists:- Fists of Fury
As you can see below my build contains sweeping wind.You must perform a melee attack before the 6 second duration comes to an end.So my first thought was fists of thunder with thunderclap.But then i saw its videos.It stops at the first obstacle and also at the first monster that comes your way.So i choose this rune instead.This adds a dash to the first strike.All those people who have used dashing strike know how smooth it is.It also adds a 10% holy damage per second to all enemies.The third strike is an aoe effect so you will be able to place the dps on them all.It also works well with the dps you are getting from sweeping wind and mystic ally.So it has a dps potential of 35%-65% weapon damage.
Wave of light:- Explosive Light
The main problem of the original wave of light is it affects only limited enemies in front of you and the range of the second wave is not that good,not helped by the fact that it does only 45% holy damage.Exploding light solves this problem.Its range is more than that of the second wave,its damage is more than that of the two waves from the basic wave of light combined,holy damage cant be resisted,and it works like a nova going off in all directions.The main spam attack of the build.(yes i know it is difficult to spam this skill but not in this build)
Sweeping Wind:-Inner Storm
A good dps attack provided that you can keep it up for a long time.And if you cant,who cares? With the passive regeneration coming from this build you should be able to start it again anyway.Inner storm is chosen for the passive(and also massive,if i may) 3 spirit generation per second.And you will be able to keep it up for a lot of time due to the dash from Way of The Hundred Fists.
Serenity:- Reap What Is Sown
I always choose this rune because the other runes provide defensive bonuses while this provides an offensive one.If you are surrounded by monsters then how the hell will a heal or 1 second increased duration help you? And the amount of damage it deals is not based on your weapon damage but on your maximum life.And if you just equip a helmet with 3 radiant star rubies then your maximum life will be increased by 54%.Also it deals holy damage which cannot be resisted in a huge 20 yard radius.While all of you will use it as your escape button, i will use it to quickly get in the middle of a nasty pack,generate spirit while also increasing the vortex count of sweeping wind.Anything that remains after the 20 yard blast can be exterminated by wave of light.
Mystic Ally:-Air Ally
I chose this not only because of the generation chance of 100 spirit,but also for the dps.Thats another speciality of this build.Even those enemies you are not pummeling with your generator are receiving damage.And by the way,most people dont like the 100 spirit generation.In battle.net forums,i saw people say that if they already have more than 50 spirit then a part of the 100 spirit will be wasted.Well good luck to them in inferno,because i am sure these guys are not going to use potions and heals very often because they will be thinking,"OMG!! I only have 2000 life out of my 9000 life.And monsters are coming after me fast!!Although i have Breath of Heaven Runed for more than 8000 heal i wont use it.What a waste of that extra 1000 life!!", and then some monster would come along and kill them in 1 hit.Hopefully these morons will play hardcore,and it will be fun to see them begging the game developers to revive their characters!!
Mantra of Healing:-
Heal every second for huge amounts of life and gain 3 passive spirit generation.Also after fights are over,just stop for a few seconds and you will have full life!!(And with the amount of spirit generation this build provides,maybe full spirit too)
Passives:-
Chant of Resonance:- Another passive spirit generation of 2.And Mantra Duration increased by 7 minutes.Cool.
Trascendence:-Heal for 64 life(per point of spirit spent) whenever you use a spirit spender.Since you will be spamming exploding light,you will be healing a lot.Also did you know that some items can provide a boost to this property?You can extend it to 200 with little difficulty.(Imagine getting 15000 life each time you use that huge aoe!!)And if you try hard enough you can extend it to 300 too.
The Guardian's Path:- This build will require a two handed weapon because if you use a shiled you will have not-so-good attack speed and if you dual wield then your damage dealing skills will only consider the damage from your mainhand weapon.So whats the problem in using a 2 hander?Also Guardian's Path gives you +25% spirit generation per strike.So you generate 30 spirit ever 4 hits.
So the summary of the build comes down to this:-
Pros:-
5-8 spirit generation per second.
You will obviously be performing at least 3 hits every 2 seconds to generate 31.5 spirit(guardian path bonus).Thats 15.75 spirit per second.
So total spirit generated outside combat is 5-8 while during combat you will generate 20.75-23.75 spirit per second.
This allows you to spam Exploding light every 5 seconds(roughly assuming delays) and with it get a huge heal too.The way i see it,285% holy damage in a huge radius along with a 4800 heal every 5 seconds is no joke.
You wont have any problem generating spirit if you start the battle with serenity.
Cons:-
Bad attack speed due to 2 handers(can be improved with gear)
The sweeping wind vortex count has a CHANCE to increase upon a critical hit.Chance upon a chance is not good.
Here the best defense is a good offense as you have to spam exploding light to maintain a 4800 heal every 5 seconds.So not so good defense unless you use serenity.
So that's it.Best Spirit Generation in the world.You must be thinking this build is pathetic as there are far more ways of generating spirit,that too more spirit than this build can generate.And there are many good combinations out there too which i did not make use of.Like Resolve.And there are runes on all generators to generate way better spirit than this build.But those mostly have a chance to generate or require critical hits.
I can make a build using all those skills and runes,but mark my words,those will just be lists of spirit generating skills and runes,not builds.A build is something you should be able to use offensively as well as defensively.My build has almost everything like huge aoe damage,escape situational skill,single target focus,heals,damage per second,spirit generation,you name it.
So i am adamant that this is the Best Spirit Generation Build in The World!!!
Oh and i completely forgot to mention that there was a forum on battle.net about a guy who said he had acquired 3 spirit generation per second from gear.If thats the case in the beta,Then tell me what is stopping us from acquiring 5+ passive spirit generation in inferno??
And do you want to see some of the skills from this build? Look below:-
Way of The Hundred Fists with The Fists of Fury rune:-
http://www.youtube.com/watch?v=8WV5v-ggOtI
There was another video of it available too but it was created with an emulator so i dont trust it.
Wave of light:- Exploding light
http://www.youtube.com/watch?v=iVPakGBUKEQ
Skip to 1:47
Sweeping Wind:-Inner Storm
http://www.youtube.com/watch?v=UCfFWq_QK_Y
Skip to 0:26
The video is a bit outdated,of when sweeping wind was a generator.Ignore the three strikes,the vortex that forms around the monk is now the only effect.
Please give huge amount of feedbacks.
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Well i hope you actually clicked on the link and saw the few changes i made.I have chosen the Reap What is Sown rune for serenity which will reflect 30 % of the damage the monsters deal to the monk as holy.But even that kind of pounding from inferno monsters can kill you if you were only taking 30% damage from the monsters in the first place.I can deal damage as high as my maximum life with a huge radius.You thought i was going to kill them with the generator?
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Now remains the problem of ranged monsters.Since you have 4 skill slots remaining and 2 passive slots remaining you can solve that problem.
@vingor: This is my first post.I have been trying to post on battle.net for the past year but am not able to do so.I saw people posting threads like "monk build" "another monk build" "just another rate my build thread" and they were posting such stupid builds that it made me laugh,and i couldnt even reply.It felt just like being very thirsty and hands tied behind my back when a bottle of the most awesome thirst quenching water is in front of me.All i have to say is thanks for replying positively to my first diablo 3 post ever and i have many other combos in mind which i will keep posting.
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http://us.battle.net/d3/en/calculator/monk#UXgVTk!XZU!cbZZcc
When you are playing in inferno you will obviously play in a party. And in inferno the mobs will deal gigantic amounts of dmg.So what my idea behind the change is that if they receive that dmg they will be goners.Lets say you start the battle with 0 spirit.Charge mindlessly into the pack and activate serenity,you should be able to generate at least 40 spirit and when serenity ends many monsters will be killed so you can use exploding palm on the remaining.If the ranged characters kill that monster then you are getting spirit for free just like that so you have to generate lesser spirit for your next exploding palm,and it also improves party coordination.Remember that you will be dealing 30% of the monster's max life as damage which is more than what essence burn will ever achieve.Just a suggestion.
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http://us.battle.net/d3/en/calculator/monk#W....k!Z!Z....Z
55% dmg reduction
Enemy dmg received increased by 12%
Enemy movement speed decreased by 30%
Enemy attack speed decreased by 20%
Aoe Damage
All this with only 2 skills and 1 passive!!!