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Looks like Blizzard feels monks are pretty close to how they want them to sit. Only changes are to blinding flash. Another thought: I think i like how dexterity, which will be stacked a good ammount since it is the source of monk (and demon hunter) damage also gives +dodge. With the possibility of dodge working on ranged attacks I think we get the good end of that deal with the other classes getting +armor (barb) or +health from globes (wiz and WD) on their primary stats. This also means that the monk gets attack, dodge, and defense all only from dexterity (assuming seize the initiative passive). Quite a powerful stat, I forsee stacking dex and vit.
Edited by Lemz on 1/23/2012 7:48 PM PST
Mantra of Healing numbers seem off to me
Transcendence: Every point of Spirit spent heals you for 118.6 Life.
Seize the Initiative: Your DefenseArmor is increased by 25% of yourDexterity.
Fists of Thunder: Generate: 6 Spirit per attack / Unleash a series of extremely fast punches that deal 100% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit Generators due to the high attack speed.
Breath of Heaven: Heal increases to 9490 - 14235 Life, and damage increased to 0 - 1 Holy damage.
Indigo: Increases the healing to 12337 - 18505 Life.
Obsidian: The initial cast will also heal you and all allies within 24 yards for 21352 Life.
Serenity: Cost: 10 Spirit / Cooldown: 45 seconds / You are enveloped in a protective shield that intercepts all incoming damage for 3 seconds and grants immunity to all control impairing effects.
Crimson: Heal yourself for 34994 - 42705 Life when Serenity is activated.
Mantra of Healing: Life regeneration increased to 593.1 Life per second.
Crimson: Increases the Life regeneration granted by Mantra of Healing to 594.1 Life per second.
Mantra of Conviction:
Golden: You and your allies have up to a 30% chance to be healed for 1779 - 2372 Life when using melee attacks on an enemy under the effects of Mantra of Conviction.
Golden: You and all allies regenerate 771.1 Life per second while inside the circle.
Seven-Sided Strike: Dash rapidly between many nearby enemies 7 times striking for 160% weapon damage with every hit.
Crimson: Teleport to the target location for the strike, and damage increases to 208% weapon damage per hit.
Blinding Flash: Blind duration increased to 97 seconds.
Crimson: For 3 seconds after using Blinding Flash, all of your attacks are infused to deal 35% additional weapon damage as Holy
Golden: Increases the duration enemies are blinded to 7 seconds.
Edited by Patchwork on 1/23/2012 9:38 PM PST
Late-game healing was seriously increased, but it will always be finicky math on the part of the developers until they normalize it to a percentage of total health.
Also I dislike healing in an action rpg...and there's a hell of a lot of it. It's cool for situational purposes but the monk's ability to heal is unprecedented in the Diablo franchise and I just hope that Blizzard is going to pick up the slack (for example, making sure that the unofficial buff to seven-sided strike is actually in the game or adding more damaging skills)...because you can't heal Diablo back to hell.
Edited by bluewolf on 1/24/2012 7:26 AM PST
In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)Jay Wilson in the System Changes article
I want to be excited about skills and keep trying to plan, but they have made it pretty clear that there are changes coming down the pipe that will (probably) make all that planning pointless.
When I was playing the original Diablo, I went through particularly hard fights on my Warrior wielding a Bountiful (iirc) Staff of Healing.
You could, as a matter of fact, heal Diablo back to hell. Well, into your forehead anyway.
What I'm saying is that the Monk's healing isn't unprecedented. It's less powerful and more sophisticated than healing in the original game.
I agree with OP I think lore and gameplay wise Dex is really important to the monk with the dodge and now damage to the monk but also it really makes the one passive ability Seize the Int. really strong. But there is also the important thing to remember that Str is needed for armor just like in D2 but I dont think itll need to get too high like how the Sorc and assassin only had to go to a certain amount before putting the rest in the other stats.
I'm also on board with the changes to attributes and how Dex ended up. Having it in mind to play a defensive monk, I think this will give us a unique evasive/avoidance approach to 'tanking' compared to the heavily armored barbarian. This was always the vision I think.
That said, I think dodge will have a tough time comparing to the barb's primary attack stat giving reduction to all types of damage plus bonus to physical dmg reduction. Dodge would have to work against range and spell attacks for it to hold its own; does it??
Edited by Flapjak on 1/25/2012 10:48 PM PST
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