I don't have access to the beta for the next hour or two but when I get home I will check. From what I remember in the posts talking about the changes to the Mantra I recall there being a 3 sec CD being placed on all your Mantras in order to keep you from overlapping. I could be wrong. I will post as soon as I get the chance to log into the beta to clarify.
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Ok just checked now. The short term buff goes away when switching Mantra. There is now possible way to overlap the long or short term. Also there is no CD at all. It can go as fast as your attack speed. Reapplying it does refresh the duration of the short term buff as well. Knowing this some of these runes really look over powered >.>
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Ok just checked now. The short term buff goes away when switching Mantra. There is now possible way to overlap the long or short term. Also there is no CD at all. It can go as fast as your attack speed. Reapplying it does refresh the duration of the short term buff as well. Knowing this some of these runes really look over powered >.>
I was looking at that as well, reading the short term rune buffs that is. I came to the same conclusion that some of them are very powerful, and now that you confirm that they are "spammable" in a sense - well could it be they over looked it or will the "problem" disappear in the upcoming skill revamp. If its not changed, I believe "Mantra monk" will be very real in the coming future.
At least for me, spamming a mantra is not a viable/nor fun play style, but each to their own I guess
Ok just checked now. The short term buff goes away when switching Mantra. There is now possible way to overlap the long or short term. Also there is no CD at all. It can go as fast as your attack speed. Reapplying it does refresh the duration of the short term buff as well. Knowing this some of these runes really look over powered >.>
I was looking at that as well, reading the short term rune buffs that is. I came to the same conclusion that some of them are very powerful, and now that you confirm that they are "spammable" in a sense - well could it be they over looked it or will the "problem" disappear in the upcoming skill revamp. If its not changed, I believe "Mantra monk" will be very real in the coming future.
At least for me, spamming a mantra is not a viable/nor fun play style, but each to their own I guess
This is true. I feel we are being left out of the loop on purpose with some of these things because the dev team does not want to get our hopes up. There are way too many abilities that when I look at the runes I say "there is no way that is going to be in the game" the Mantras are the greatest victim of that scrutiny. I really feel that within the next few days we will find out the proper cool downs for these and than we will really know what is OP and what is not.
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Doesnt the OPness of mantra of healing activation depends on how hard the enemy pummels your face?
In addition, you do not regenerate spirit or dish out damage when pressing mantra so often anyway, youll prolly end up in a bag once you go low on spirit. Statisticly speaking if you get attacked 4 times during the mantra of evasion buff you dodge an additional 1 attack. if it hits for 1 damage that is useless, if you dodge a 100.000dmg hit its overpowered.
Then again that is solo, in co-op i can kinda agree that its gonna get silly with 200 spirit and 3 partners mashing that thing ever 3sec.
Next to the heal a 25% shield on all members times 8 before you run dry is quite nuts. In contrast a non activated mantra of healing is quite shitty tho
You also do dish out damage and generate spirit. It has already been checked in the beta and stated in this topic that you can generate spirit and use the Mantra every 3 seconds. Even the numbers point to you being able to do with without even logging in.
Well do not forget at higher levels the enemies will start to deal much more damage. Being able to spam something to in essence bubble you up constantly is quite OP. Even in solo the game is designed to be very hard. In no way is the game balanced when you can just say "I have to have x rune with y mantra because it is the best ever and I will be kicked from the party if I do not have it" The intention of the rune system was to get around this problem but with the current iteration of the rune lacking this cool down makes it strictly better than any other option just by the sheer amount of damage you can mitigate per second.
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Everyone would agree that there is no point having breath of heaven if you can just spam the mantra of healing for half the price and gives almost the same amount of healing. There is definetly going to be cooldowns on stuff and it is not implemented yet. If you check the video from blizzard where they say that we are gonna die, if you check carefully, i recall seeing a cooldown on wave of light in that video. And btw, no wonder that guy dies in inferno whit the shitty build he had... Don't tell me that this guy was a pro... He had like 7SS, WOL and BOH in the same build. No sane person would ever go for such a heavy spirit spender build.
Well the main point to take away is the amount it would heal for would be something close to BoH runed crimson. The only reason why I say this is a bad thing is because when you look at the numbers you are spending 25 spirit opposed to spending 50. The spirit spent gap is rather absurd for the healing output potential between these two moves.
By the way the mantra itself seems to work is that when you activate it you get a short term buff along side the long term buff. I assume it over rides the first (or adds to it) to give you that initial bonus. I have a feeling the shield will be tied into the short term buff. ie the buff will both heal over time for the increased amount and give the bubble.
All that said the rune system was not finished before posting it. They just wanted to give us an idea as to how everything is going to work. It was not a promise that things are going to be exactly as they read. It may very well do what it says but it also seems the most recent patch they have been working on has been all centered around tweaking the rune system so they are all balanced.
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Everyone would agree that there is no point having breath of heaven if you can just spam the mantra of healing for half the price and gives almost the same amount of healing. There is definetly going to be cooldowns on stuff and it is not implemented yet. If you check the video from blizzard where they say that we are gonna die, if you check carefully, i recall seeing a cooldown on wave of light in that video. And btw, no wonder that guy dies in inferno whit the shitty build he had... Don't tell me that this guy was a pro... He had like 7SS, WOL and BOH in the same build. No sane person would ever go for such a heavy spirit spender build.
Wave used to have a CD but they removed it in a recent patch from what I recall.
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Everyone would agree that there is no point having breath of heaven if you can just spam the mantra of healing for half the price and gives almost the same amount of healing. There is definetly going to be cooldowns on stuff and it is not implemented yet. If you check the video from blizzard where they say that we are gonna die, if you check carefully, i recall seeing a cooldown on wave of light in that video. And btw, no wonder that guy dies in inferno whit the shitty build he had... Don't tell me that this guy was a pro... He had like 7SS, WOL and BOH in the same build. No sane person would ever go for such a heavy spirit spender build.
I resent that ( on a joke level of course) I have BoH in my build for a good reason. It gives me the option to heal and yet keep my mantra of evasion. As well with the indigo rune I can heal more. Some would say the obsidian rune makes it worth it. The skill itself may be easily replaced but its runes give it the ability to fit in a lot of places.
And btw, no wonder that guy dies in inferno whit the shitty build he had... Don't tell me that this guy was a pro... He had like 7SS, WOL and BOH in the same build. No sane person would ever go for such a heavy spirit spender build.
I dont know, there could be some merit behind his build. Lets say he has guardians path ( so 20% spirit regen) and lets say for fun he has a golden rune in way of the hundred fists. He could very well get the spirit to fuel this choice. Not to mention when this was taken monks had a bit more spirit to play with. Who's to say that the gameplay is the guy playing and not just them taking good looking skills to make it look that little bit better ?
The skill itself may be easily replaced but its runes give it the ability to fit in a lot of places.
The runes really add to the skill in my opinion, Getting that extra damage, fear , extra health or spirit regeneration for that 25 extra spirit seems worth it. I like indigo for that extra health.
BoH is range limited! I stated somewhere else that range on screen is much shorter than you would think by reading over the spell. I think BoH as we are thinking to be used on the party is a little off. 15 yards is essentially standing right onto of your character. (about the distance that Deadly Reach can hit from) I have a feeling it may be a little unbalanced that BoH is so powerful but that is probably why the others are under powered in comparison.
The Mantra allows healing from 40 yards off and this can allow healing almost across the screen. At a lower amount yes but regardless it will at least hit those casters in the back and heal them too. The divide between these too abilities is apparent but the range differences really shows what they are geared for. BoH is really focused on the Monk, especially if he is tanking, where as the Mantra allows more healing output but it can only do so in a party.
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I think the scaling of real life yards to in game yards is different. 15 yards should be a fair amount. With some skills being 24 yards , That sounds like a lot of range but it turns out its a dash small. I wonder if this is going to be fixed or if its all intentional. or the last option Iv lost my faint grip on reality. All are good options.
I think the scaling of real life yards to in game yards is different. 15 yards should be a fair amount. With some skills being 24 yards , That sounds like a lot of range but it turns out its a dash small. I wonder if this is going to be fixed or if its all intentional. or the last option Iv lost my faint grip on reality. All are good options.
We already have moon physics when you kill an enemy and send them flying through the air. This was an intentional choice. I have a feeling if they already put those numbers in for ranges they will scale as such in game. I know what you mean the yards are quite a bit off but I really do not think that this is the top of their list of things to work on :/
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And btw, no wonder that guy dies in inferno whit the shitty build he had... Don't tell me that this guy was a pro... He had like 7SS, WOL and BOH in the same build. No sane person would ever go for such a heavy spirit spender build.
That Vid is from a pretty old build with CDs on 7SS and WoL...the thing is even then there is no problem with running around with 1 Gen and 4 Spender (+1 Mantra). He used Tempest Rush, 7SS, WoL and BoH? Why not... Tempest Rush had no Spirit Cost in the Vid, WoL and 7SS have a CD... so there should be plenty of room for all those skills.
But I agree on one part... the Monk was bad. He had like 40% HP... and used WoL instead of BoH Oo he sat there and waited for his death instead of using his heal <_<
I think the scaling of real life yards to in game yards is different. 15 yards should be a fair amount. With some skills being 24 yards , That sounds like a lot of range but it turns out its a dash small. I wonder if this is going to be fixed or if its all intentional. or the last option Iv lost my faint grip on reality. All are good options.
The scale is completly off. An average person is what? 2 yards tall? If the Ingame Char is 2 yards then the skills are way off.
Yes the scale is completely off. I don't think they really thought much about that when they were working on the game. Personally I don't mind too much. I just pretend 1 yrd = 1 foot than it looks much better.
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I was looking at that as well, reading the short term rune buffs that is. I came to the same conclusion that some of them are very powerful, and now that you confirm that they are "spammable" in a sense - well could it be they over looked it or will the "problem" disappear in the upcoming skill revamp. If its not changed, I believe "Mantra monk" will be very real in the coming future.
At least for me, spamming a mantra is not a viable/nor fun play style, but each to their own I guess
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This is true. I feel we are being left out of the loop on purpose with some of these things because the dev team does not want to get our hopes up. There are way too many abilities that when I look at the runes I say "there is no way that is going to be in the game" the Mantras are the greatest victim of that scrutiny. I really feel that within the next few days we will find out the proper cool downs for these and than we will really know what is OP and what is not.
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You also do dish out damage and generate spirit. It has already been checked in the beta and stated in this topic that you can generate spirit and use the Mantra every 3 seconds. Even the numbers point to you being able to do with without even logging in.
Well do not forget at higher levels the enemies will start to deal much more damage. Being able to spam something to in essence bubble you up constantly is quite OP. Even in solo the game is designed to be very hard. In no way is the game balanced when you can just say "I have to have x rune with y mantra because it is the best ever and I will be kicked from the party if I do not have it" The intention of the rune system was to get around this problem but with the current iteration of the rune lacking this cool down makes it strictly better than any other option just by the sheer amount of damage you can mitigate per second.
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Sorry had to fix that table.
By the way the mantra itself seems to work is that when you activate it you get a short term buff along side the long term buff. I assume it over rides the first (or adds to it) to give you that initial bonus. I have a feeling the shield will be tied into the short term buff. ie the buff will both heal over time for the increased amount and give the bubble.
All that said the rune system was not finished before posting it. They just wanted to give us an idea as to how everything is going to work. It was not a promise that things are going to be exactly as they read. It may very well do what it says but it also seems the most recent patch they have been working on has been all centered around tweaking the rune system so they are all balanced.
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Wave used to have a CD but they removed it in a recent patch from what I recall.
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The runes really add to the skill in my opinion, Getting that extra damage, fear , extra health or spirit regeneration for that 25 extra spirit seems worth it. I like indigo for that extra health.
The Mantra allows healing from 40 yards off and this can allow healing almost across the screen. At a lower amount yes but regardless it will at least hit those casters in the back and heal them too. The divide between these too abilities is apparent but the range differences really shows what they are geared for. BoH is really focused on the Monk, especially if he is tanking, where as the Mantra allows more healing output but it can only do so in a party.
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Sorry had to fix that table.
We already have moon physics when you kill an enemy and send them flying through the air. This was an intentional choice. I have a feeling if they already put those numbers in for ranges they will scale as such in game. I know what you mean the yards are quite a bit off but I really do not think that this is the top of their list of things to work on :/
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Yes the scale is completely off. I don't think they really thought much about that when they were working on the game. Personally I don't mind too much. I just pretend 1 yrd = 1 foot than it looks much better.
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Sorry had to fix that table.