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    posted a message on Will the Monk be your 1st/Main character?
    The monks been nerfed so hard these days.. To the point where several of his skills are near useless now, Wave of Light in particular. Which idiot thought it was a good idea to cut WoL's damage by 2/3rds and yet keep the resource cost the same?!. In any case, if this is the trend of how the monk is going to go ill be passing on him. At least until he becomes the flavour of the month again and gets all his shit fixed up.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on WD Changes review - Patch 13 (good changes)
    Quote from MandyMemory

    Now I don't like seeing my favorite class get nerfed just like everyone else, but WD and to a lesser extent Wiz were leaps and bounds stronger than everyone else. I've watched my friend play every class. Hell, he died on the DH, and was always low on a monk. Barb was okay, but did less damage than WD and Wiz and had to be in melee to do it.

    Too true, I was a little pissed off the monk got nerfed as hard as he did, not gonna lie. Thought he would get a buff in a few areas if anything, but I havent tried him further than beta, so who knows.. The setup of the monk is the most annoying thing though, no more ignoring mantras completely... :(
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Some monk cooldowns are just too much !
    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.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on What generators will you use?
    Im going to be going exploding palm for sure. Im not too sure what kind of Exploding Palm combos I want though, but ive narrowed it down to 2 to try out and see which I like best.

    http://us.battle.net/d3/en/calculator/monk#UeWdjk!YVd!YacaZY
    My aoe Exploding palm build, with EP using a indigo rune for the aoe dot spread and Crippling Wave with the alabaster rune giving it the 15% dmg buff. This build would allow me to bring a group down to low health with Crippling Wave and then finish them off with aoe Exploding Palm dot. This one is definitely my favourite looking build so far.

    http://us.battle.net/d3/en/calculator/monk#UiWdjk!YVd!ZacaZY
    My single target Exploding Palm build, with EP using a Crimson rune which extends the dot to 7 seconds and Way of a Hundred Fists using a Alabaster rune giving it a frontal cone. This build allows me to apply multiple EP dots and then finish them off with WOHF causing a chain explosion of the EP dots. In theory I can see this build being very efficient, could even swap out WOHF Alabaster to a Crimson and just jump around doting groups/single targets.

    Either way they both look like hella fun builds and im looking forward to trying them out.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Exploding palm for leveling?
    Exploding palm will be great for leveling; looks to be a really solid dot/aoe ability. With Crimson rune you can extend the dot to 7 secs to make sure the explosions take place or you can do what I plan to do and use Indigo rune with exploding palm and keep the 3rd strike for when the mob is low on health. The big groups are gonna be fuuuunnn.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Eccentric Monk Builds
    Quote from M4st3rM1nd

    Who said the monk can't use ranged weapons? Because that is not true.Every class can wield a Crossbow and a bow. Mages can only wear wands and DH can only carry hand crossbows and quivers.

    Ranged Monk using 0 generators
    http://us.battle.net...dZQg!ZYb!bYbZbb

    With your spirit generation being around 1.6 a second its going to take you almost 94 seconds to fill your spirit pool (without passive) and that just seems way too long to me. Each to their own though..

    Quote from Capheus

    Based on D2 Hell difficulty :) , you might want to consider using One With Everything passive. I feel like it will be a must in inferno.

    One With Everything will only be beneficial if you have at least 1 stacked resistance. If your resistances are all balanced in numbers, it is a useless passive. Better to go with healing/dodge in that case.

    Quote from Capheus

    Couldn't find up to date info on it: What is the base spirit pool for the monks? Is it getting bigger as you lvl up?

    Spirit pool is 150 with Exalted Soul passive increasing it to 250.

    Quote from Tenhi

    Like I said in the other Topic (about "What Monk will you be") there is no point in using Fists of Thunder and WothF with Crimson runes. The Dash/Teleport is for both on the first strike... and you cant use both of them for the first strike :P If you want more speed change the WothF rune to Obsidian... that gives you a stackable (3stacks) +8%movementspeed buff. The generator rotation would be FoT (dash) -> WothF -> WothF. You dash with the first strike and the other 2 strikes stack your movementspeed buff.

    Its never going to be a static combo rotation, so if he wants to use them both that way then its perfectly acceptable. Plus the extra dmg isnt bad. D3 is all about viable builds, not optimal builds. I mean check out my build, its far from optimal. When I get to inferno it'll probably need alot of reworking so I can survive solo; leading up to inferno's gonna be a blast though.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on G'day Diablo fans...
    Hey all,

    Just a quick hello. Long time Diablo fan from Australia. Diablo is actually where I first started gaming, so you can imagine how excited I am to finally have the 3rd coming out. Haven't seen many aussies around though, and I'll be looking to join some communities and make some friends for when D3 comes out. Get some groups and pvp going; so drop me a line if you're in my region.

    For everyone else, nice to meet yas!
    Posted in: Introduction
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    posted a message on AddOns in D3?
    D3 doesnt need addons. They'd just take away from the game like they have in wow. All anyone cares about in that game since addons came out is dps/hps. D3 is a hack and slash, so its not at all about dps/hps. I hope to never see them introduced, D3 will be great without them just as D2 was.
    Posted in: Diablo III General Discussion
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    posted a message on What Kind of Monk will you be?
    Definitely going a dps/aoe build as my sig suggests. I'll surely be swapping things around as I try things out. However, im not that interested in dmg resistance/dodge monks or reflect monks. I may however go heal monk part time if needed for grouping in inferno. We'll see. Im really liking the dmg output and aoe possibilities of the dps monk though, looks like its gonna be alot of fun.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on D3 Skill Mechanics Destroy Replayability?
    Quote from ubeRom

    I believe that with the new D3 skill system, the replayability we found in D2 will not exist in D3. The tree feels very WoWesque. There seems to be no choice of skills, but rather, choice of active skills. The only customization that comes into play is the rune system, which just further enhances the skill's abilities or bonus effects.

    Blizz did away with those systems because ppl were just dumping points into 1 or 2 things rather than actually having a spread. D3 has taken the option of mass point allocation away leaving much more energy to be used perfecting the use of the skill makeups (builds). You can still make characters that are aspect focused, like healmonks and tankbarbs just not as much tinkering to be had with stats/skills. Personally im loving the new proposed skill and attribute systems, allows me to focus on what skills/runes are going to be the best for my play style.


    This is a hack and slash series. What gives the game replayability is creating new characters and trying to create that ultimate build. Even if you find it, or something close to it, you always think there is something better out there and try again. I remember I must have made like, 30 Hardcore Diablo 2 Necromancers over the course of my play. I don't regret any one of them. With this skill system, however, I don't see the need to EVER create more than 1 of any class, given they are not Hardcore toons and die. ( I plan on playing 100% hardcore, btw.)

    Even in D2 after patch you could just sit on one char and respec him hundreds if not thousands of times if you wanted to. No need to create more than one of each character either way. This system just puts more focus on other areas. There will still be a multitude of ways you can stand out from the crowd, if thats what you're aiming for. However, just like in D2 there will be many similar builds also, Its really up to the player.

    1. So...does this new skill system, in your opinion, kill the replayability (I'm talking years worth, like we got out of Diablo 2) ? Or, am I being hypocritical of a game that I have waited a decade for?

    2. Also, would you prefer the current D3 skill system setup, or a system similar to late D2 where trees had synergies, respec scrolls were available etc?

    Nah im really excited to see how the new system goes, it really sounds like its going to make the game better imo. Makes standing out in pvp a real challenge.
    Posted in: Diablo III General Discussion
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    posted a message on Why do you melee/Barb?
    Ive always loved the barb in D2, the in your face smash and bash style was just fun to play. With D3 however ill be going with the monk. Still love the melee side of things but I prefer the tactic side of the monk to the barb. Combos and the mobility make me really excited to play the monk.

    However, ive always liked ranged too. My first char in wow was a mage, years later I swapped to a rogue but still.. I think wizard or WH will be my alt.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Why do *you* want to play Beta
    The reason I want to play beta is because ive been waiting for this game since the rumors of its development while playing d2 way back ages ago. I started playing games with Diablo, so its pretty much origins for me. I cant wait to get back into sanctuary.
    Ive watched alot of diablo content, finding which char I wanted to play when it came out and all that. However, now that ive watched everything and its still going to be months away im getting so impatient lol. Maybe the beta would be a good fix while I wait for the real thing.
    Posted in: Diablo III General Discussion
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    posted a message on Eccentric Monk Builds
    http://us.battle.net/d3/en/calculator/monk#UiWdjk!YVd!YacaZY

    This build is a heavy upfront dps build. I plan to be using a 2-hander with it. Not sure about a few of the runes, like exploding palms creeping demise I may swap for impending doom. Also not absolutely sure about wave of light, may swap it out for something like tempest rush if it becomes too costly. However, for now or until I get to try it out im very happy with the look of this build. Some nice aoe in it.

    How some of you dont have exploding palm in your builds ill never understand. That things gonna be a riot.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Diminishing returns
    Quote from Ltbogan

    For example, from memory of WoW, the ability to dodge goes on an internal cooldown of a few seconds after your character has dodged a few times, regardless of how high said dodge chance is. I was wondering if that is the same for D3?

    Firstly, I don't remember wows dodge ever working that way. Diminishing returns are simple. The more you have the less (for example dodge/parry %) you get from these stats. I would imagine D3's dodge and crit will work the same way. In the beta so far from what I've seen every point of dexterity is .10% of dodge. Down the line with end game that will be greatly reduced due to diminishing returns.

    What I would like to know is, will +damage from stats suffer from diminishing returns? Like with my monk at a certain point will dexterity slow down on that +dmg%? In the beta right now, every point of dex is a percentage of damage. I would love for that to be the case end game.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on What kind of weapon will you use?
    Im going to be going for up front damage to support my heavy dps build. With inferno I suspect I will have to swap some things around to suit a bit more survivability (dodge/heals/etc..), but thats fine. The 2 handers are still going to be my focus, paired with +attack speed. Should rip through things..
    Posted in: Monk: The Inner Sanctuary
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