Important points for monks
There were only a couple of changes this time --
Increased base skill damage to 109%
Increased third hit knock up chance to 50%
Skill Rune - Scattered Blows
Increased damage to 156%
This is a good thing. It's by no means substantial but the allocation is really good.
DR is already moving toward a position of being "core" because the new Foresight requires actually using DR (what?!?!) and it is now our highest APS generator.
The viable runes as it stands appear to be Strike from Beyond for spirit generation (though it's quite a bit worse than Rising Tide), Keen Eye due to the massive eHP buff it gives and Foresight because Deeps!
The knockup on the third hit is actually very "skill intensive" and allows for some cute gameplay tactics so increasing it's %proc will do wonders for DR's bid to be the top-dog spirit generator.
Scattered blows might actually take the crown as the single best "cookie-cutter" spirit generator as it has a lighting component for you lighting junkies and has a fairly good Proc C/second and a very good DPS/second... seeing it's damage increased a little is nothing but gravy.
Increased base skill damage to 30%
Skill Rune - Cyclone
Reduced Cyclone damage to 23%
This is a much needed Change.
SW-C is currently overtuned relative to its compatriots who are undertuned relative to other skills. A tweak like this is exactly what the doctor ordered to get them all back into line.
I am not sure if the amount is enough to make Cyclone drop from "the best damage by a mile" or to make something like Bladestorm move into "viable over other skills" ... but it's the right direction.
Increased base skill duration to 6 seconds
Skill Rune - Sanctified Ground
Increased duration to 8 seconds
This buff is a LOT bigger than you might think.
Currently, Inner Sanctuary - Forbidden Palace is right on the edge of being amazing. It hasn't quite crossed that line because people are still scared to lose paper DPS in favor of CDR and it doesn't "carry with you" so you have to play more tactically to use it compared to a flat +%dmg buff.
Increasing its duration by 6/5 = 20% is just what this skill wanted to have happen.
If you can get to ~50% CDR (viable but tough) you are looking at a solid 60% uptime of near-invincibility and MASSIVE 35% damage increase for a total DPS increase of 21%. That's more than Overawe offers now!
Like I said ... it doesn't come with you so it's not the same ... but I am really excited to see this!
The other Sanc runes do not feel competitive to me at this time ... but I haven't fully explored them yet! :D
There is also a Spirit Stone (if I recall correctly) that adds 10 spir/sec as long as you are standing in Inner Sanc ... this buff would be a solid 20% increase in efficiency for that legendary as well which I assume will be used in conjunction with Forbidden Palace for some serious hurt.
I don't have a build in mind for this setup yet ... but I imagine it goes well with my current TR suit ...
Reduced cooldown to 60 seconds
Reduced Spirit Regeneration per Second to 20
Oops! I somehow missed this one which is CRAZY because it's the biggest buff monks have received in RoS so far!
Epiphany is an outstanding skill. It has a bunch of weird effects all lumped together (teleporting on your skills, spir/sec and X depending on rune) but it does one thing that we ALL have wanted since the dawn of Wrath of the Berserker ... it makes you immune to Crowd Control.
I can't stress how good this is. Being immune to CC in RoS is a godsend and at 60s CD, Epiph can now be used for almost every elite fight if you have enough CDR.
I am rocking 36.7% CDR via Diamond in helm + Beacon + Paragon and it's amazing.
Three of the runes seem worth it to me ... -50% damage taken is pretty strait forward ... +giant heals when you use a skill is similar to the -dmg taken but better for groups (heals them too) and better for monks with low sources of healing normally ...
Then we have Inner Fire ... the damage ... it's so intense. It procs when you do stuff so things like Tempest Rush proc is REALLY quickly and it has amazing range and does amazing damage.
This is a must-try skill and may be a must-use skill in the future.
If any of the changes from this patch don't make it to live, I would bet cold hard cash that this is the one.
That's all for today!
"Life is either a daring adventure, or nothing at all" ~ HK
Supporting member -- BannedOfGamers.com
Druin, the happy monk