Guys lets face it, some cooldowns on monk's spells are just too much. As if being a melle character is not enough ( being engaged by pretty much all the range mobs and half of the melle enemies that you see on your screen ) i think that if inferno difficulty is as hard as they say, w8ing for 30 sec for a spell to cooldown, might be just too much. I mean come on, i know seven-sided strike is a handy skill, inner sanctuary can provide quite a defense with obsidian rune ( 40% dmg reduction ) but i dont think that this skills are worth the 30 sec coodlwon.
My suggestion is that 20 sec cooldown would be most apropriate for this skills, if you agree with me, please share your thoughts i would love to hear em.
Guys lets face it, some cooldowns on monk's spells are just too much. As if being a melle character is not enough ( being engaged by pretty much all the range mobs and half of the melle enemies that you see on your screen ) i think that if inferno difficulty is as hard as they say, w8ing for 30 sec for a spell to cooldown, might be just too much. I mean come on, i know seven-sided strike is a handy skill, inner sanctuary can provide quite a defense with obsidian rune ( 40% dmg reduction ) but i dont think that this skills are worth the 30 sec coodlwon.
My suggestion is that 20 sec cooldown would be most apropriate for this skills, if you agree with me, please share your thoughts i would love to hear em.
Dont worry about it...You probably wont have anywhere near enough spirit to use the cooldown anyways!
For example, wave of light might as well have a 1.5 mins cooldown on it, cuz thats how long it will take you to save up that much spirit.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Guys lets face it, some cooldowns on monk's spells are just too much. As if being a melle character is not enough ( being engaged by pretty much all the range mobs and half of the melle enemies that you see on your screen ) i think that if inferno difficulty is as hard as they say, w8ing for 30 sec for a spell to cooldown, might be just too much. I mean come on, i know seven-sided strike is a handy skill, inner sanctuary can provide quite a defense with obsidian rune ( 40% dmg reduction ) but i dont think that this skills are worth the 30 sec coodlwon.
My suggestion is that 20 sec cooldown would be most apropriate for this skills, if you agree with me, please share your thoughts i would love to hear em.
I don't know. In the very small amounts of time I've seen the monk played, it tends to take a while to fill its orb of spirit. The cooldowns on abilities didn't seem too harsh.
I did, on the other hand, think that the golden runes should really reduce cooldown instead of spirit cost on some of the abilities, since I see a lot of people running around with full or nearly full orbs.
Still, the cooldowns do make the Exalted Soul passive seem pretty bad.
Still i think 7SS, sanctuary and serenity needs -10 sec on the cooldowns each.
And why? You never provide any reasons for your statement. All you are saying is "common guys you know it needs a shorter CD"... that is not a valid argument... thats just your baseless opinion. Its pretty pointless to "argue" with you if you dont provide anything to the discussion...
Edit: To provide something useful... just look at the CDs of the other classes. For example Ignore Pain from the Barb has a 30sec CD... BUT it only provides you with a 65%dmgreduction for 3sec. If you compare that to Serenity that provides 100%dmgreduction for 3sec you can see why Serenity has a longer cooldown. And the Barb is a melee too... so do you want to decrease the CD for the Barb too? And what about Skills like Earthquake and Call of the Ancients... they both have a 120sec CD. If we follow your logic "They are handy but common" we should decrease their CD too.
And its not just the Barb... even the ranged classes have CDs on their powerful skills... offensive and defensive. Its just a way to balance things. You have to remember that strong moves need some kind of drawback or they become imbalanced. And in the end like all the other people already said, we dont know how Inferno will be so you cant really assess the skills.
Edit2: Also your pointless posts wont help you to get a BetaKey post something constructive for a change and with some luck you can get a Key...
The Argument is that why would you want to use a skill that lasts 4 times less in length than it's own cool-down. Seven sided strike, A can't be spammed, B cost a lot of spirit points and C had a 30 second cool-down. This bothered me too because why do i want to pick a spirit spender that i am going to be waiting around for instead i could go with exploding palm or some other move with no cool-down or cost to spirit.
Personally id love shorter cooldowns on Serenity and Seven-Sided Strike But with the Crimson rune for example, 7SS is a spell putting out 1456% weapon damage. The cooldown is fairly justified imho, as much as id love to see it drop to 20 seconds. However, if the cooldown is your major problem, the Golden rune will drop it to 22 seconds. Which is less damage up front (1120%) but more dps in the long run. 50.9% per second as apposed to Crimsons 48.5%. Im going to be going for Crimson since its rare that you're ever going to be using 7SS as soon as it comes off cooldown.
Serenity would be awesome with a lower cooldown, at 45 seconds I dont think im going to be using it, but I can also understand how OP it would be if the cooldown was say 10 seconds. Socketed with the Indigo rune, it would just be a rdps nightmare in pvp.
I think most of the skills that have such a long CD have it for a reason. 7 sided strike for example, you are completely untargetable / unable to take damage for the duration of preforming the spell. If they were to give it much shorter of a CD people would be spending too high of a % of the time immune to damage. As for inner sanctuary, it is equally potent in creating bottle-necks, holding postition, reducing damage taken, or flat out providing an out for your group to run away. I think the CDs are warranted, unforunately I also think you aren't going to be able to make a build of 6 super powerful long CD abilities like some people would like to, but CDs add that great feeling of epicness when you use them properly and completely turn a fight around.
I believe the way the character is designed you are suppossed to have 1 or 2 spirits builders and 1 mantra and 3 spenders. The 3 spenders should not all be offensive just because i think a common theme of the monk will be that he uses a powerful attack like the 7 sided strike. After using this he will probably want to use a mantra, and defensive abilities such as inner sanctuary and serenity all the while spending spirit generators. By the ends of this cycle i believe your 7 sided strike will be ready to rape once again. I don't have the beta, but when I look at monkeys skills thats kinda the vibe i get use power skills then protect yourself while dealing less damage and then bring out the big guns and repeat.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My suggestion is that 20 sec cooldown would be most apropriate for this skills, if you agree with me, please share your thoughts i would love to hear em.
Dont worry about it...You probably wont have anywhere near enough spirit to use the cooldown anyways!
For example, wave of light might as well have a 1.5 mins cooldown on it, cuz thats how long it will take you to save up that much spirit.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I don't know. In the very small amounts of time I've seen the monk played, it tends to take a while to fill its orb of spirit. The cooldowns on abilities didn't seem too harsh.
I did, on the other hand, think that the golden runes should really reduce cooldown instead of spirit cost on some of the abilities, since I see a lot of people running around with full or nearly full orbs.
Still, the cooldowns do make the Exalted Soul passive seem pretty bad.
The Argument is that why would you want to use a skill that lasts 4 times less in length than it's own cool-down. Seven sided strike, A can't be spammed, B cost a lot of spirit points and C had a 30 second cool-down. This bothered me too because why do i want to pick a spirit spender that i am going to be waiting around for instead i could go with exploding palm or some other move with no cool-down or cost to spirit.
Serenity would be awesome with a lower cooldown, at 45 seconds I dont think im going to be using it, but I can also understand how OP it would be if the cooldown was say 10 seconds. Socketed with the Indigo rune, it would just be a rdps nightmare in pvp.