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    posted a message on Combination Strike - A Monkey Idea...
    Quote from KdLoL

    check out the combination strike build that i m using

    http://us.battle.net...SYgk!UgX!aZccYa

    u gain 16% from using FoT and WothF, then 15% attack speed from WothF rune, so in this build, u constantly swich between Fot and wothf to maximze ur dps, breadth of heaven is no longer needed as u get more dps and loh + attack speed

    I've tried using combination strike before and it always feels extremely clunky and ends with more deaths than if I hadn't used it. The build you posted seems like you're getting the same damage output/healing(if you have good LoH, I suppose) but with much more unnecessary complexity, which will inevitably lead to a "brain fart" death from not being able to pay attention to other things. Not to mention losing Breath of Heaven in favor of LoH heals leaves you without an "oh crap" ability if you're low on HP and there isn't a viable attackable monster for you to leech from. In addition to that, you're forced to use a passive on combination strike to reach the same level of DPS that breath of heaven would give, when you could have used it to gain more survivability or utility.

    As fun as combination strike looks on paper it's just so overwhelmingly underwhelming I don't see a point to using it over a more streamlined build. Not trying to be a dick or a downer just saying, heh.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monks seem kinda boring compared to other classes?
    Quote from magiuspaulus

    Quote from koltara

    Give monks a passive spirit regen without a passive, that is my wish.


    Actually, i think there is this aura that gives spirit gen. It's not a passive skill strictly speaking, but you have to activate it only once each 2 mins. Don't know the name of the ability though

    It's a passive skill that increases Mantra duration and adds a passive spirit regen, unfortunately Monks in Inferno are so balanced around OWE plus 2 more defensive passives until you get to an extremely high gear level that it isn't realistic to take it, and you're better off building a lower spirit costing loadout. It's a design problem with mobs simply dealing FAR too much unavoidable damage and punishing poor survivability gear/abilities rather than poor play.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Is the quality drop in act 1 inferno the same for all parts?
    Yes. The drop rate chances only change between acts, with Act 3 and Act 4 being the same. The only part of Act 1 that has a separate drop rate from the rest of the act is Whimsyshire(secret pony level).
    Posted in: Diablo III General Discussion
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    posted a message on Genius ideas to improve gems!
    I like this idea actually, and I usually don't like ideas. :P

    I would even love to see it taken a step further and have shields(and possible OHs) with their own gem affixes. Thorns would fit perfectly into it for Topaz and things like chilling on hit, increased armor, increased block chance, or increased AllRes on a gem would be greatly welcomed as a buffer if you can't find or afford a piece of armor with perfect stat rolls.
    Posted in: Diablo III General Discussion
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    posted a message on Enchantress hinting at expansion at the end?
    Quote from Avernum

    CE Blu-Ray interview has a rather explicit thing regarding the rescue of Leah's soul and chasing Adria

    Does it? I have the damn thing and never made time to watch it. Now I have to.

    I have a feeling this next expansion will be us finding the Black Soulstone and entering it to pull Leah's soul back out of it and at least let her rest in peace. Being trapped in an endless void with the combined seven lords of hell hardly seems like a friendly bonfire with a cooler full of beers. Also we kill Adria because her betrayal was broadcast from a thousand miles away and poorly acted(read also: written) when it happened.

    Assuming each expansion only adds 1 act(hoping it's more, cross your fingers), I would think the second one will deal with Malthael and at some level Imperius. Tathamet gets left to Diablo 4 and beyond, although as much as I love the series I wish they would end it before the story jumps the shark even further and we all become completely disillusioned with Diablo being reduced to a 'villain of the week' role.
    Posted in: Lore & Storyline
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    posted a message on Diablo III Inferno Booster Pack Giveaway - Week 5
    KingKrooked#1493

    Posting from the US and I could DEFINITELY use a chance at some upgrades heh.
    Posted in: Diablo III General Discussion
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    posted a message on 1.0.4 Monk Builds
    Quote from Gamanuj

    The thing is that the monks now have more diversity.
    I use;
    http://eu.battle.net...#UTXgSk!!bcbYca
    which i love so far.
    lol forgot the passives :D
    i use Owe,seize the initiative and resolve. :D

    Yes we definitely have more diversity than we did before, the buff to WotHF especially was needed, but I still end up needing to stack a ton of defensive cooldowns and can't really switch off MoE without getting facewrecked. I just have trouble seeing what this patch allows us to bring to the table vs. a Barbarian - we're much less durable without a bunch of defensive cooldowns and a shield, and from what I've been seeing we don't stack up too heartily in damage either.

    I'm more than prepared to farm up some better gear and let the patch run a few more weeks to see if any crazy new builds surface before I blindly condemn it though hah.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on 1.0.4 Monk Builds
    I feel like Monk's kind of got shafted in this patch. The buff to our damage was great but the problem I keep running into is that without stacking defensive passives and skills, I'm too fragile to stay in combat long enough to actually DO damage/build spirit. I experimented with other builds and while I found a few random combinations that were fun in Act 1 Inferno, nothing but my pre 1.0.4 build(Cyclone, FoT, Breath, Serenity, Hard Target, Blinding Flash) gave me enough sustainability and damage to make steady progress. I was dying repeatedly to the first elite mob I found until I switched back, and then I proceeded to beat the act with little trouble.

    I just don't think any of our offensive spirit spenders can compete with a low cost heal + 15% damage buff, or a CC/Interrupt coupled with a 30% damage boost, or an invuln. The offensive spirit spenders we have are so expensive that they have to beat out a defensive low cost spell for a spot on my bar, and they can't do that if - without those defensive spells - I die so fast I can't build spirit.

    Edit: I should say that I could swap Cyclone out for a different spirit spending DPS spell like SSS and still be successful, but Cyclone was by far the most efficient way to dish out damage since I could spend the spirit with an elite pack a ways away, build it on normal mobs/regen my spirit, and go in with full damage capacity rolling and the ability to roll Mantra of Evasion's 3 second buff in between other defensive cooldowns.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Advice on a good summoner build
    Ive been trying this out on a mid level WD with extremely hilarious results:

    http://us.battle.net...YUVT!dWZ!abbaZZ

    Note that the primary ability and it's rune, spirit walk and it's rune, Pierce the Veil, and possibly even Gargantuan are changeable into whatever you happen to want. Zombie Bears would even be a possible replacement for your primary if you change Jaunt to Honored Guest.

    The basis for this is that you just continually sacrifice your zombie dogs for stupid amounts of damage (at absolutely NO mana cost, might I add), and the resulting deaths of normal mobs will, more often than not, refuel your ZDs back to the max of 4, only for you to sacrifice them again and again for FREE at 275%(+ 20% with PTV). With 4 dogs that's 1100% weapon damage per sacrifice. If you play your CDs right you can have them up 100% of the time, and have them tank elites for you should summon be on CD while you deal damage with your primary, only to sacrifice them for stupid damage when they get low/summon is off CD, repeat repeat.

    I have NO idea how this would work in Inferno since my WD isn't capped yet, but I'm having a blast with it in Nightmare.

    Edit: The rune on summon ZDs is variable as well. I'll probably end up changing it tomorrow myself, heh.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Lifesteal
    Quote from riptide

    Basically, you didn't read anything and just posted. Carry on.

    Incorrect. Don't confuse "You didn't read anything" with "You didn't read MY post so you suck!". The fact is that yes, I did not catch your particular post or the post you previously referenced, because it was not the OP and I did not read every single post in the thread.

    Also, if you're agreeing with me, there's no need to be such a giant asshole about it.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Lifesteal
    Quote from riptide

    Quote from Echaos

    Life on hit is affected by skill modifiers, so some skills grant you a higher percentage of your total LoH number than others.

    As far as I know, Life Steal is unnaffected by skill modifiers and thus you get the full value with every skill based on the damage you deal.

    In that respect, doing math based off your total amount of LoH without knowing the skill modifiers of every skill on your loadout is pointless, as you are missing a variable in your equation.

    I wish Blizzard would just come out and tell us what the numbers are so we could properly test and debate this.
    Quote from EarlZ088

    Quote from Echaos

    Life on hit is affected by skill modifiers, so some skills grant you a higher percentage of your total LoH number than others.

    As far as I know, Life Steal is unnaffected by skill modifiers and thus you get the full value with every skill based on the damage you deal.

    In that respect, doing math based off your total amount of LoH without knowing the skill modifiers of every skill on your loadout is pointless, as you are missing a variable in your equation.

    I wish Blizzard would just come out and tell us what the numbers are so we could properly test and debate this.

    True, this is what the paper comparison is missing. But even disregarding the hidden multipliers on the LoH, I cannot imagine how LS will actually be superior in terms of practical usage I mean you only drain 600HP per 100K damage delt, with my 825LoH I gain that per hit. But of course LS is cheaper.. A combination of both would be great.


    If both of you are referring to the numbers I got I did account for the life on hit coefficients and picked the most favorable loh generator too. Which is why if you use anything but FoT:TC Life steal will get better faster. It averages 125% loh per hit while the next best is Wothf:FoF at 125.33% however that is slower than FoT:TC.

    Link to LOH values based on runes.
    https://docs.google....d=0&output=html

    I know my first post that contained this info was long. But if you're going to compare anything you probably should have looked at the details and method rather than just the outcome. Else you're just regurgitating what you heard elsewhere.

    *EDIT * Slightly off topic

    Just a theory I have for 1.04 but if Wave of Light coefficients stay as they are but the spell gets either a damage increase or cost reduction, either of which I expect to happen,on top of 2handers being useful. LOH will actually be bad compared to life steal. Which is something you could never say with FoT:TC

    I wasn't referring to any post specifically, but most people who math out LoH vs LS don't take those coefficients into account. Plus, while FoT:TC may be a favorable skill for use with LoH, I would believe that a different load out of skills might slightly favor LS. My point was that it's impossible to generalize one as better than the other when the LoH coefficients innately make it a situational measurement.

    Also I would assume based on Blizzard's earlier statement that they would be buffing LS if it was obviously less powerful and used overall(which it is in many situations) that they will be making it stronger in one way or another eventually.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Lifesteal
    Life on hit is affected by skill modifiers, so some skills grant you a higher percentage of your total LoH number than others.

    As far as I know, Life Steal is unnaffected by skill modifiers and thus you get the full value with every skill based on the damage you deal.

    In that respect, doing math based off your total amount of LoH without knowing the skill modifiers of every skill on your loadout is pointless, as you are missing a variable in your equation.

    I wish Blizzard would just come out and tell us what the numbers are so we could properly test and debate this.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Need help improving DPS
    http://us.battle.net/d3/en/profile/KingKrooked-1493/hero/2357219

    My Monk's profile.


    I play pretty casually with my friend and we just found the time to work our way through Act 2 Inferno. Haven't made a concerted effort to start chipping at Act 3 yet, but I did do some punching bag tests on some of the early mobs in the Act.

    I've found that with good play and situational awareness my survivability is pretty adequate through Act 2 save for some ludicrous pack like molten horde teleport on mobs that already hit like station wagons bolted to the front of an inter-stellar spacecraft. My main problem while dual-wielding is that I can't seem to put up enough DPS to keep fights short enough that I don't make a fatigue mistake or get caught by an unlucky RNG move while my OH SHI- button is on CD. I realize that pushing my +crit% to at least 30% and my critdmg to at least 200% is a baseline goal, but I'm not sure where to go about upgrading without sacrificing a lot of resistances or health. I know my OH is a little on the low side in DPS but I can't find an upgrade for it on the AH that wouldn't bankrupt Bill Gates.

    Unfortunately I only have a 1.2m gold budget since my luck with drops has been absolutely awful and I have little luck with the AH.

    Would appreciate any help/advice.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on If you could live in Sanctuary...
    Quote from Afro_DemonHunter
    Society was fine for thousands of years before technology.

    Computers and machines =/= technology. A rock tied to a stick is a form of technology and to be honest, the only thing that sets humans apart from apes is the advent of technology, otherwise we're just hairless monkeys.

    No technology = no society.

    Also:

    Quote from soulzek

    If I was stuck living in Sanctuary I'd probably kill myself because there'd be nothing to do.

    Train your sword arm and slay some demons? I'd imagine those drops would be much more welcomed if they meant the difference between decapitating a zombie or being eaten alive. :P
    Posted in: Lore & Storyline
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    posted a message on [Divine Knights] Recruiting Friendly, Mature Gamers
    How strict is the rule about being online and playing with the clan a minimum of 3-4 days out of the week? I'm currently working while taking classes and searching for a job in my chosen career field so there will probably be weeks every now and then that I cannot realistically play that often.

    I like the rest of what I see on the site and it coincides with clans that I've been a part of in the past, but I cannot prioritize Diablo(or any game really) over my real life on a commited basis.
    Posted in: Clans [NA] [PC]
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