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Last active Sun, Jul, 8 2012 13:15:58
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Mar 21, 2012I will agree that some of the teirs look a bit powerangerish. Yet i don't think we will have the whole set at once. you know what i mean, it will be a mix of so many different tiers. So only time will tell how it really looks. All i know is, i am getting the collectors edition so that smoke or cloud dye better be awesomeness wrapped up in a bottle.Posted in: Monk: The Inner Sanctuary
Mar 20, 2012Posted in: Monk: The Inner Sanctuary
In this video the monks 16th tier has no helmet which in my opinion looks odd because all the other characters have epic helmets..... so why doesn't the monk get an epic helmet?
Feb 20, 2012Posted in: Monk: The Inner SanctuaryQuote from Durael
I want to deal dmg and be able to tank a little. For the dmg part i want to try to focus mostly on aoe dmg to kill large packs of enemys fast! For the tanky part i love the tanky passives and Serenity sounds cool!
little of the topic but is exploding palm the skill where you can see the little beating heart above the enemy and when it dies it explodes or did they remove this skill? I've seen it while playing the game at the Gamescom but im not sure if it was exploding palm^^
Yes this is the exploding palm but i am uncertain whether they kept the heart or made it a white palm above their head. Exploding Palm is indeed one of my favorites. Combined with the right runes, this move would be essential to the monk. So If you want to build up a lot of spirit? Exploding Palm with golden rune stone will give you spirit for every creature around the explosion and exalted soul will make it so all the spirit you gain doesn't go to waist
Feb 19, 2012I think not, because most characters have healing moves of their own. Instead of focusing on keeping heals up and not putting out damage. Your teammates will be getting hacked away. leaving you left to fight two people. I think a healer will be needed in the later difficulties but in pvp i feel like everyone needs to be well rounded and self reliant.Posted in: PvP Discussion
Feb 18, 2012May i quote Flo Rida, " I gotta good feelin" about these changes. The Indeed reduced the amount of damage and dodge for the monk. i still feel comfortable because of the new skill process.i am happy that by level 60 i will have access to all my skills possible. also hopefully the advanced option contains all statistical information.Posted in: Diablo III General Discussion
Feb 18, 2012Posted in: Monk: The Inner SanctuaryQuote from Tenhi
Quote from sn0wcatcher
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.
Feb 18, 2012The rune system looks good, if it is so. That runes are non longer going to be physical trading items. I agree with their decision, because it allows the player to use the skills intended to be used. Not wait until you are rich enough to buy, trade or find the rune you really want.Posted in: Diablo III General Discussion
Feb 18, 2012thechampion posted a message on What do you think the pros and cons will be of Diablo 3There of course will be more pros than cons, but one con for me is that only 4 players will be allowed to be in the game. I liked in Diablo 2 how 8 people were allowed, it created more diversity and a sense of a community. with 4 players not all the characters will be in game nor will the diversity be as vast.Posted in: Diablo III General Discussion
Feb 18, 2012Out of all the items i would like to see trang ouls because it added such a unique looking character to the game. It was one of the coolest sets because it allowed to look like a ghoul in the game and i hope blizzard put some of those ideas into diablo 3. So you acknowledge that "cool that guy has trang ouls" or some other set. I know it was a necro set but it could easily be made into another characters and just call it a slightly different name.Posted in: Diablo III General Discussion
Feb 18, 2012Posted in: Diablo III General DiscussionQuote from Kodachii
Maybe it's just me but, can't you look up your dodge rate etc fairly easily in your character tab or something?
Mantra of Evasion
Cost: 25 SpiritRecite a Mantra that grants you and all allies within 40 yards a 25% chance to dodge attacks. Lasts 3 minutes.For 3 seconds after activation, a second effect grants an additional 25% chance to dodge attacks.
Successfully dodging an attack has a chance to create a burst of flame dealing 78% weapon damage as Fire to all nearby enemies.
Backlash isn't an ability, it's a runestone modifying the ability. I'm pretty sure you can activate the mantra and check your total dodge % (add 25% to that for the first 3 seconds of activation if you can't check it fast enough), and make your decision from there. There's no need to be lazy. For instance, I'mma take a stab and say you start off with ~5% base dodge. Gear/other skills will modify that and you can take that into account. The mantra this runestone uses gives you another 25% passive dodge, and for the first 3 seconds another 25% dodge on top of that. So you'll have roughly 30% dodge before gear/other abilities after the first 3 seconds. Pretty sure you'll be given a stat tab though.
the problem isn't with the skill of mantra of evasion or the % it adds to dodge. It is the fact that it dose not list the %chance to cast the spell. it only states "has a chance to cast upon being hit." My question is, what is that chance?
Feb 17, 2012I think each class will be balanced and it will really depend on the user. Yet i feel like the monk has the most potential to do alot of damage while producing heals or just dodging attacks. So his survivability is greater than the barb but might do less damage. I think Pvp will be an advanced form of rock paper scissors. What i mean by this is,one build is better than another build, but another build is better than that build but not as good as the other.... you know what i mean?Posted in: PvP Discussion
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