@1up_mush: I would be surprised if WOTHF spirited salvo allowed monks to generate spirit without a target, but it could be. If so that would be a fantastic choice of generator.
To follow the recommendations of Jay Wilson regarding Inferno- 2 defensive skills, 1 single target DPS attack and 1 AoE- there seem to be surprisingly few monk build options when aiming at maximum DPS and survival. Here's my build- http://us.battle.net/d3/en/calculator/monk#UeXdTk!eUT!cccccc - but you don't have to look at it to discuss which of the monk's skills will be effective enough for Inferno.
SKILLL ANALYSIS
-Out of all the skill types the generators seemed the most balanced- I could see using any of the four in Inferno.
-Besides generators, Seven-Sided Strike appears to be the monk's only true single target skill (and of course even this is also multi-target). And Wave of Light is definitely the biggest AoE bomb the monk can spam.
-Sweeping Wind is really interesting. It may not be good enough to replace SSS or Wave of Light, but if survival isn't an issue it could replace a mantra. Inferno of all places seems like where we'll be able to find an enemy to hit every 6 seconds.
-Tempest Rush and Mystic Ally don't do too much damage and in some ways seem to be more useful defensively than offensively- Temple Rush to escape a tight spot and Mystic Ally to draw them away from you. These could be useful enought to replace one of my defensive skills- we'll have to wait until May 15 to see.
-Cyclone Strike at 100% weapon damage seems like a great skill for areas you know you can handle, but a luxury we probably won't be able to afford in Inferno.
-Exploding Palm and Lashing Tail Kick I'm on the fence about- LTK might do enough damage, and I don't doubt that there will be big crowds in Inferno for EP to cause cascades in. But are they good enough to replace Wave of Light? I don't know.
Passives: I went all defensive because my mantra is offensive; with the near-constant dying in Inferno Jay discusses, Near-Death Experience at least seems like a no-brainer.
What do you think? What monk skills will make the cut in Inferno? Of course there are a ton of open variables, so we can't really know until the game is released, but honestly I'm going crazy here waiting for May 15.
How is experience divided in co-op parties? Is it split equally, or based on the proportion of damage each character does?
I saw on the bestbuy chat that rushing with high level characters won't really work, because the low level character will get greatly diminished XP. Does that scale based on the level difference?
The damage reduction debuffs are multiplicative instead of additive, so I think it would be more effective to spread them around into dodge/armor/etc. But otherwise this looks good.
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@OP- That sounds really fun, flirting with danger by getting yourself surrounded, dropping a bomb and then high-tailing it out of there.
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http://us.battle.net/d3/en/item/crystal-fist
I found a more powerful weapon almost immediately after, but still very exciting.
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SKILLL ANALYSIS
-Out of all the skill types the generators seemed the most balanced- I could see using any of the four in Inferno.
-Besides generators, Seven-Sided Strike appears to be the monk's only true single target skill (and of course even this is also multi-target). And Wave of Light is definitely the biggest AoE bomb the monk can spam.
-Sweeping Wind is really interesting. It may not be good enough to replace SSS or Wave of Light, but if survival isn't an issue it could replace a mantra. Inferno of all places seems like where we'll be able to find an enemy to hit every 6 seconds.
-Tempest Rush and Mystic Ally don't do too much damage and in some ways seem to be more useful defensively than offensively- Temple Rush to escape a tight spot and Mystic Ally to draw them away from you. These could be useful enought to replace one of my defensive skills- we'll have to wait until May 15 to see.
-Cyclone Strike at 100% weapon damage seems like a great skill for areas you know you can handle, but a luxury we probably won't be able to afford in Inferno.
-Exploding Palm and Lashing Tail Kick I'm on the fence about- LTK might do enough damage, and I don't doubt that there will be big crowds in Inferno for EP to cause cascades in. But are they good enough to replace Wave of Light? I don't know.
Passives: I went all defensive because my mantra is offensive; with the near-constant dying in Inferno Jay discusses, Near-Death Experience at least seems like a no-brainer.
What do you think? What monk skills will make the cut in Inferno? Of course there are a ton of open variables, so we can't really know until the game is released, but honestly I'm going crazy here waiting for May 15.
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I saw on the bestbuy chat that rushing with high level characters won't really work, because the low level character will get greatly diminished XP. Does that scale based on the level difference?
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