Diablo® III

Patch 15 Unofficial Changes

Posts: 621
http://www.diablofans.com/topic/37176-patch-15-unofficial-changes/

Holy cow: tank monks can be invincible for 1/5th of the time, using 1 skill. If the Beacon of Ytar passive is really back in as the unofficial notes for patch 14 indicate then that means almost a quarter of the time.

Tank builds for hardcore that use serenity, anyone?

Oh with Mantra of Healing shield being spammed too? Invulnerable monk? I think it can be done.
Edited by bluewolf on 3/16/2012 1:24 PM PDT
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Posts: 941
that CD change is nice

MoH will still cost 50 spirit, so keep that in mind
Edited by Vixen on 3/16/2012 7:07 PM PDT
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90 Orc Hunter
0
Posts: 589
The cooldown change to Serenity is very nice. In my opinion, it was not viable before with the 45 second cooldown for only a 3 second duration immunity.
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Posts: 1,892
You can build pure tank but that's not really what diablo is about. Unless your playing with a team full time it probably isn't worth building tank imo but it might be useful for some event in the game that requires someone to tank? Who knows really game isn't out yet :)
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Posts: 621
Not tanking per se, but for raw survival in hardcore the Monk is officially the unchallenged king
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Posts: 230
VERY COOL changes in unofficial patch 14 & 15. Why weren't they posted in the official patch 14 / 15 notes, are they for real (I REALLY hope so because the changes are SO good!) ?
Calculator STILL hasn't even been updated to patch 14 : /
Edited by Candle on 3/17/2012 10:23 AM PDT
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Posts: 941
VERY COOL changes in unofficial patch 14 & 15. Why weren't they posted in the official patch 14 / 15 notes, are they for real (I REALLY hope so because the changes are SO good!) ?
Calculator STILL hasn't even been updated to patch 14 : /


I think they are code hacked, so it's in the source (i.e. just like how they hack what all of the error message are, they do the same thing with current spell properties).
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03/16/2012 01:23 PMPosted by bluewolf
Holy cow: tank monks can be invincible for 1/5th of the time, using 1 skill.
"ground stomp" can pull in and stun your enemies for 1/3th of the time too. and since it affects the enemies, the stun can be chained. take 3 barbs and renew the stun every time the last "ground stomp" wears off.
this change was long needed, it makes "serenity" finally useful.

regards
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Posts: 621
The difference with serenity is that it'll always work...including against bosses.
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Posts: 123
Serenity will def be on my skill bar from now on :)
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Posts: 206
remember it's only a 4 person game
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Posts: 44
I'm having a hard time believing Serenity is now on a 20 sec cool down and only costs 10 Spirit.

Don't get me wrong, I'm not actually saying the data-mining is wrong, and I think its a fantastic change an definitely makes Serenity worth having now, but it strikes me as the type of change that people will point at and accuse of being OP.

I'd bet that it gets changed at some patch at some time in the future. Either by upping the Spirit cost, or back-flipping on the cooldown reduction.
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Posts: 941
@panser it does seem a little too good too be true
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03/17/2012 06:47 PMPosted by flash
Serenity will def be on my skill bar from now on :)


Yep. 3 second invincibility is too good to not use. Rune with heal solo and rune to affect group members when fighting elites.
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Posts: 2,005
My wife and I plan to both play as monks.

To have serenity be as they say they will. It should give us both 5 seconds between us if we rune it with the 2 second rune to all allies.

so 1/4 of the time we'll be invincible. Now to just stagger our stuns for those 15 seconds with Blind. 3 seconds x 2. So that makes 9 seconds of having to build spirit or survive while the serenity and blind cd's reset.

Very promising.
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