Diablo® III

[Request] Combined Community Monk Patch Note

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The Prayers of Saints
[Combined Community Skill Balance Suggestions]
(excerpt #23 from Academy Monk Guide)
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- this is the professional visionary patch note and balance request,
posted at the request of Community Manager Vaeflare (thank you)
and shall be reviewed and suggested to developers.

- After interviewing over 300 research groups of monks in US and EU regions,
from all gear and skill levels, throughout the course of 1.0.3 to 1.0.5.
those of whom have achieved 700 hours each, and having played both softcore and hardcore.

we have created a compilation list of skills,
that we would like to be adjusted in order to balance the monk class.

We invite you to notice these analyzed suggestions,
for the increase (buff) as well as diminish (nerf) to the listed monk skills,
Which will ultimately balance this class for both pve and pvp,
as well as align with the true lore of a Monk.

To ascertain that all skills are used equally,
and not one rune is more dominant than any other.
To give each monk balance, synergy, and the pursuit of build variety.

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=========================Spirit Generators===========================

The damage of the 4 spirit generators should be increased to

Fists of Thunder : 110% (same)
Deadly Reach : 120% (increase)
Crippling Wave : 130% (increase)
Way of the Hundred Fists : 140% (same)

to follow an ascending pattern, and to balance out their attack speed modifiers from fastest (FoT) to least fast (WoTHF).

Fists of Thunder
.
  • Thunderclap - electric shockwave's damage reduced to 20%,
    holding shift and holding mouse click, now allows you to stand still and attack without teleport.
  • Lightning Flash - grants 20% dodge (up from 16% to match the rest of dodge skills) increase attack speed by 7%.
  • Static Charge
    increase static duration on monsters to 7 seconds.
  • Quickening
    grants 15 spirit per crit (same), increase movement speed by 7%
  • Bounding Light
    2nd strike now generates a chain lightning that bounce to 2 targets, 3rd strike now generates 4.
    All chain lightnings deal 77% damage.
  • (Note : the last rune of a skill should be more powerful,
    to match the runes such as cyclone and faith in the light, loaded for bear, thrive on chaos, improved archon, etc.)

    ==================================

    Deadly Reach
    - increase base damage to 120%.

  • Piercing Trident - grants a 15% chance to immobilize enemies.
    (this rune is kite-oriented, thus needs to be given immobility chance to promote the build variety of the kite-monk)
    Change damage type to poison, and cause enemies to take 60% damage as poison over 3 seconds.
  • Keen Eye - increase duration to 5 seconds, up from 4 seconds.
  • Scattered Blows - first strike now hits 2 targets sideways, 2nd strike hits 4 targets in a cross shape, and third strike hits 6 targets in a radius of 15 yards.
    Increase 3rd hit's damage to 177%.
  • Strike From Beyond
    increase spirit generation on critical hit to 12.
    Increase range by another 6 yard for every strike. To define the meaning of 'strike from beyond'.
  • Foresight - reduce dps gain to 15%, down from current 18%.
  • .
    =============================================

    Crippling Wave
    - increase base damage to 130%.

  • Mangle - increase base damage to 155%. Change damage type to Fire, to match its red color. Enemies slain by Mangle explode, dealing 20% of damage done to it to nearby enemies.
    Mangle is a single purpose cleave run, and needs to have increased damage in order to suffice.
  • Concussion - increase enemy weakening to 25% damage reduction. Change damage type to poison, to match its green color. Apply a poison dot on the 3rd hit, for 40% over 2 seconds.
  • Rising Tide - increase spirit generation to 7. Change damage type to Holy. Enemies slained by Rising Tide, return 700 life per kill to you and nearby allies.
  • Tsunami - increase the enemy attk speed reduction to 30%, same 60% movement speed reduction, increase range of 3rd hit to 18 yards. Change damage type to Cold and grants a 10% chance to freeze.
  • Breaking Wave - increase enemy debuff to 20%, up from current 10%. Change damage type to Arcane.
  • .
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    Way of the Hundred Fists
    -increase 2nd strike's proc coefficient of each hit, to 15% from 9%.

  • Hands of Lightning - increased 2nd hit's hitcount to 13, from 10. Grants a 10% chance to Stun per hit. Critical hits by the 2nd strike releases electrify lightning, dealing 10% damage each.
  • Blazing Fists - increase attack and movement speed gain, to 7% each stack, for 7 seconds. Change Damage Type to Fire.
  • Fists of Fury
    perfect, no change.
    possible suggestion : increase the dashing distance of Fists of Fury, to match that of Thunderclap.
  • Spirited Salvo
    increase extra spirit generation chance to 25%. Heal for 7% of damage done by Spirited Salvo. Change damage to Arcane.
  • Windforce Flurry - extends first hit's range to 7 yards from 5 yards,
    give 2nd hit a beam that travels half the length of the 3rd beam for 150% damage, fix the bug that doesn't proc SW even on the 3rd hit.
    Increase the 3rd hit's damage to 300%. Up from 250%.
    Change damage type to Cold and slows enemies by 30% for 2 seconds.
    .
  • .
    =============================================

    =========================Secondary Attacks===========================

    Lashing Tail Kick
    increase all Lashing Tail Kick damage to 350%, up from 235%.

  • Vulture Claw Kick - apply a burning effect, causing monsters to take 66% damage as fire over 3 seconds.
  • Sweeping Armada - reduce the extended knockback range to 100% (down from 150%).
  • Spinning Flame Kick - knockback chance reduced to 25% from current constant 100%.
    Fix the bug that currently causes Spinning Flame Kick to not refresh Sweeping Wind.
  • Hand of Ytar - damage increased to 444%. Enemies slain by the Hand of Ytar cause nearby enemies run away in fear for 2 seconds. Retaining the 80% slow effect.
  • Scorpion Sting - extend the range of sting by an additional 5 yards in front. Increase stun duration to 2 seconds.
    .
  • =============================================

    Tempest Rush
    - increase all base movement speed by 10%. Increase damage to 125% from 85%.

  • Northern Breeze
    reduce spirit channeling cost to 7 spirit from 8.
  • Tailwind - reduce increased movement speed to 20% from 25%. Thus lowers desync chance. And so that Tailwind isn't dominant over the other runes.
  • Flurry - also adds a 15% chance to confuse enemies hit by tempest rush, for 3 seconds.
  • Slipstream - reduce damage taken while running by 25% (same). And increase damage dealt while running by 25%.
  • Bluster - also adds a 20% chance to cause enemies to bleed for 70% weapon damage over 3 seconds.
    .
  • =============================================

    Wave of Light
    - lower spirit cost to 70 from 75. Increase damage to 700%, up from 390%.
    Reduce Knockback chance to 35%, down from constant 100%.

  • Pillar of the Ancients - increase Pillar of the Ancient's damage to 500% for both hits, up from 280%, combining to be a total of 1000%. Increase time between pillar and its explosion to 4 seconds, up from current 2 seconds. Thus grants to ability to summon a row of temples before they explode.
  • .
    .
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    ============================Defensive============================

    Blinding Flash

  • Self Reflection - increase blind duration to 5 seconds.
  • Blinded and Confused - increase confusion chance to 50%.
  • Blinding Echo - 7 seconds after the first flash, a second flash will blind for 1.5 seconds.
    (the current 6 and 0.5 does not suffice.)
  • Searing Light
    increase the chance elites will miss to 70%, up from 60%. Reduce all elemental damage taken by 15% for 3 seconds.
  • Faith in the Light - reduce the increase in dps to 25%.
  • .
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    Breath of Heaven
    - increase healing radius to 20 yards, (up from 12 yards) increase base healing to 9k.
    to encourage party support builds, and to match the range of mantras.

  • Circle of Scorn - Sear enemies for 250%, up from 80%.
    it can only be used once every 15 seconds, the damage needs to be worthwhile.
  • Circle of Life - Increase healing to 15k, up from 9k
  • Blazing Wrath - lower damage gain, to 10%. Down from 15%.
    lower duration to 30 seconds. Down from 45.
  • Infused with Light - perfect, no change.
  • Penitent Flame - increase fear duration to 3 seconds, enemies take 70% damage as holy over 3 seconds.
  • .
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    Serenity

  • Peaceful Repose - increase healing to 9k.
    Name change suggestion : "Temperance"
  • Reap What is Sown - increase explosion damage to 50% of damage taken. Increase the damage cap to 200% of HP. Explosion has a 50% chance to cause confusion for 1.5 seconds.
    Name change suggestion : "Redemption"
  • Tranquility - remove the 1 second serenity from party. Grant allies a 25% damage reduction for 3 seconds.
  • Ascension - increase damage done by 7% for 4 seconds during the duration of ascension.
    To match the lore of ascending to enlightenment, thus damage is increased.
  • Instant Karma - increase reflect chance to 70%, up from current 50%.
    Name change suggestion : "Karma"
  • .
    .
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    Inner Sanctuary
    - increase all sanctuary's duration to 7 seconds. Casting Inner Sanctuary dispels any ground pool effect within the area of sanctuary, and prevents desecrator from being cast into it.

  • Safe Haven
    - increase health regen to 1777 per second.
  • Sanctified Grounds
    - increase the sanctified ground's duration to 7 seconds after sanctuary. Enemies in the area take 35% damage per second as Holy.
  • Consecration
    - increase sanctuary's duration to 10 seconds.
  • Circle of Protection
    - increase damage mitigation to 40%, up from 35%
  • Forbidden Palace
    - increase damage gain, to 15%.
  • .
    .
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    ============================Techniques============================

    Dashing Strike
    combine Way of the Falling Star, and Soaring Skull, into 1 rune.
    -- increase your movement speed by 30% for 3 seconds, while slow enemies movement speed by 30% for 3 seconds.

  • Flying Side Kick
    increase stun chance to 70%, increase stun duration to 2 seconds.
  • Replace Soaring Skull with new rune
    name suggestion : "Dashing Slash"
    - enemies along the path of dashing strike, take 170% damage as physical, and bleed for 70% over 3 seconds. Add a 7 second cooldown to this rune. Extend its range by 12 yards, increase width radius to 7 yard.
    Lore : ancient monks were able to dash into enemies and cause the ones he passed through to receive heavy wounds, in which historically evolved into the samurai's deathblow sword attack.
    This lines up with Blizzard's goal of 'promoting the lore of the monk.'
  • Blinding Speed
    - also increases attack speed by 10% for 3 seconds.
  • .

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    Exploding Palm

  • Strong Spirit
    Increase spirit regain per enemy hit by explosion, to 7 spirit. Up from 5.
    Explosion now has a 30% chance to stun enemies for 1.5 seconds.
  • Creeping Demise - decrease slow percent to 60%, down from 80%.
    But increase slow duration, to 6 seconds.
  • Essence Burn - Increase burning damage to 900%, to match with Rend Lacerate.
    Increase after-effect's damage to 90% over 4 seconds.
  • .
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    Sweeping Wind
    -increase Sweeping Wind's Radius to 12 yard. Up from 10. Reduce Sweeping Wind cost to 70 spirit. Extend Sweeping Wind's duration to 7 seconds from 6.

  • Master of the Wind - Also increases movement speed by 10%
    also place "the" in its name to correct grammatical error.
    It's currently 'Master of Wind'.
  • Blade Storm - increase the damage per stack to 25%.
  • Fire Storm - increase radius to 16 yard. Every enemy slain within the fire storm, has a 20% chance to cause a fire explosion, dealing 60% damage to nearby enemies.
  • Inner Storm - increase spirit regen by 3 per second (same), also Increase life regen by 300 per second.
  • Cyclone - reduce each cyclone's damage by to 15%, down from 20%, to line up with 1 stack of sweeping wind. Give tornados new animation.
  • .
    .
    =============================Focus=============================

    Cyclone Strike
    - double the proc rate of cyclone strike, increase pull distance of all runes, to 30 yards,
    Increase Cyclone Strike's damage to 300%, and fix the bug that causes yellow champions to be immune to cyclone strike.

  • Eye of the Storm
    reduce spirit cost to 25, down from 30.
  • Implosion
    Remove, replace with new rune.
    - Create a vortex that slowly pulls enemies into your range, delayed animation for 7 seconds while absorb in damage, then strike all enemies in the radius for 700% damage as Arcane + 300% of damage received as Holy. Name suggestion : "Deadly Enticer".
    Add a 10 second cooldown on rune.
  • Sunburst
    increase fear chance to 45%, fear duration to 2 seconds. Change damage to fire.
    Enemies feared will burn for 50% damage over 2 seconds.
  • Wall of Wind
    change damage type to Cold, and slows enemies by 60%.
  • Soothing Breeze - increase party healing to 2480.
  • .
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    Seven Sided Strike

  • Sudden Assault
    - increase damage to 2777%, up from 2310%
  • Several-Sided Strike
    - increase number of strikes to 12.
    Name change suggestion : "Divine Blitzkrieg"
  • Sustained Attack
    - enemies hit by seven-sided strike also have their damage reduced by 15% for 7 seconds.
  • .
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    Mystic Ally
    - increase base damage of Mystic Ally to 50% weapon damage. increase Ally's attack speed by 10%.

  • Water Ally
    increase the width of the water attack by 4 yard, and increase slow effect to 60% for 3 seconds.
  • Air Ally
    increase the chance to proc spirit to 5%, up from 2%. Increase torrent of wind's damage to 15%, up from 10%, to equal the amount of one stack of sweeping wind.
  • Eternal Ally
    this rune is currently broken and needs to be adjusted.
    - increase Eternal Ally's base attack to 60%, Increase resummon chance to 100%,
    and give Eternal ally the ability of a small AOE Seven sided strike - Fulminating Onslaught for 177% damage, with a 15% chance to stun for 1.5 seconds.
  • .
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    Edited by LordRaahl#1733 on 2/2/2013 1:14 AM PST
    Reply Quote
    ============================Mantras============================

    Mantra of Evasion


  • Hard Target
    perfect, no change.
  • Divine Protection
    when you or an ally are below 30% Life, (up from 25%), a shield of protection forms around that target, reduce damage taken by 70% (down from 80%), over 5 seconds. (up from 3 seconds).
    Reduce cooldown duration to 60 seconds from current 90, to match the adjustment of Near Death Experience from the last patch.
  • Wind Through the Reeds
    increase movement speed by 10%, (up from 8%), and stacks over movement speed cap.
  • Perseverance
    increase crowd control reduction amount to 25% (up from 20%), and grants 35 life per spirit spent.
  • Backlash
    perfect, no change. Rename suggestion : "Fire Nova" or "Black Ash".
  • .
    ===========================

    Mantra of Retribution
    - reduce mitigation on returning damage onto enemies, by 50%.
    In other words, increase the damage you reflect onto enemies, by 100%.

  • Transgression
    increase attack speed for you and allies by 10%.
  • Indignation
    increase stun chance to 25%, for 3 seconds. Current 10% is unviable.
  • Against All Odd
    increase spirit gain to 5 spirit per attack taken.
  • Collateral Damage
    increase proc chance to 40%, increase damage to 70% damage as Holy.
  • .
    ==============================

    Mantra of Healing
    - increase base life-regen to 350 (up from 310), increase shielding effect to 1860 damage, from current 930.

  • Sustenance
    increase life-regen to 700, from current 620. also combines Boon of Inspiration and grants 200 life on hit.
  • Circular Breathing
    grant other monks present in the party, 3 spirit regeneration per second.
    Lore : when ancient monks would fight together, they would match their breathing to synchronize attack patterns.
  • Boon of Inspiration
    remove and replace with new rune, Name suggestion : Boon of Purification
    - grants you and your party, 100% thorn and 1% lifesteal.
  • Time of Need
    perfect, no change.
  • .
    ===============================

    Mantra of Conviction

  • Overawe
    reduce enemy debuff, to 16%(down from 24%), and 32% for 3 seconds after activation (down from 48%).
  • Intimidation
    enemies affected deal 15% less damage(up from current 10%) and slowed by 30%. (combining with Dishearten)
  • Dishearten
    remove, replace with new rune. Name suggestion : Inquisition
    - grants you and the party, 3% critical hit chance, and 2000 life per kill.
  • Reclamation
    increase proc chance to 35%, increase healing amount to 360.
  • Submission
    - increase base damage tick, to 15%, up from 12%.
  • [li].=========================================
    =========================================

    +++++++++++++++++++++++++PASSIVES++++++++++++++++++++++++

    Transcendence
    - increase Life per Spirit Spent to 77, from current 62.

    Chant of Resonance
    - increase spirit regen to 3 per second, (up from current 2), same 7 minute duration,
    also resonate the 3 second effect of mantras and increase it to 5 seconds.

    Seize the Initiative
    - perfect, no change.
    Possible suggestion : increase armor gained from dexterity, to 75%.

    The Guardian's Path
    - when dual wielding, you gain a 20% chance to dodge. (up from 15%)
    - when using 2handed, you gain 35% spirit generation rate (same)
    - when using a shield, you gain 10% chance to block, and 700 block amount.

    Sixth Sense
    - your dodge chance, is increased by an amount equal to 50 percent of your critical hit chance. (up from current 30%)

    Guiding Light
    - increase damage gain to 20% for the party, for 20 seconds.
    during solo mode, whenever you use a direct healing skill on yourself, you gain 20% damage reduction for 3 seconds.

    ONE WITH EVERYTHING
    - the skill description says,
    "Ice hunter brave months of frozen darkness.
    Desert traders bear relentless, scorching sun. This world is ours to endure."

    This passive is perfect and cannot be changed. It is the Monk's alone to endure.
    Thus we hope you stand true to that quote, and never tarnish the perfection that you created, that is One With Everything.

    Combination Strike
    - reduce damage gain to 5% for each spirit generator(down from 8%), but grant 5% attack speed for each generator.

    Near Death Experience
    - when receiving fatal damage, you are instead restored to 25% HP and 25% spirit (down from current 35%), but casts a 2 second serenity upon the restoration. Death now resets the skill off cooldown.

    =====================================

    **Suggestive Balanced Change to Monk item sets**

    Inna's Grandeur

    2 piece
    + 130 dexterity
    3 piece
    + 0.77 spirit regeneration (up from 0.33)
    + 25 life per spirit spent
    4 piece set
    + increase critical hit damage by 20%.
    + extend Sweeping Wind Duration by 3 seconds. Remove the 70 spirit reduction.

    Inna's Reach now rolls a natural ~700 Life on Hit and 1% crit chance.

    -------------------------------------

    Shenlong's Noble Path
    + 130 dexterity
    + 0.77 spirit regeneration
    + chance to hurt a ball of pure energy when attacking, increase the size of the energy ball,
    turn damage to Cold, and has a 25% chance to explode on impact.

    --------------------------------------

    Flying Dragon
    + double the proc rate of flying dragon, increase duration to 5 seconds.
    + Flying Dragon now rolls a natural 1.5%-3% of one status effect.
    .

    Fin.
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    Edited by LordRaahl#1733 on 2/2/2013 1:08 AM PST
    Reply Quote
    Visionary Patch Note is now finalized and formatted.

    Our sincere hope is that you review these beneficial changes, and take these Buffs, and Nerfs,
    into consideration, And forward them to developers in order to conduct the balance of the class of the Monk.

    Thank you.
    Edited by LordRaahl#1733 on 12/6/2012 4:42 PM PST
    Reply Quote
    Nice list, a couple comments/suggestions/thoughts:

    1. Formatting, if you want to be taken seriously by Blizzard this needs to look like something professionally done. IE there shouldn't be random line breaks, typos, or punctuation errors, etc. I suggest using the Unordered List [ ul ] & [ /ul ] and List Item [ li ] & [ /li ] features they provide on these forums.

    2. While many people may appreciate the writing style you've been employing lately, going along with point #1, I think you would have a better chance at getting Blizzard's attention if you left that out of this.

    3. It will be interesting to see once this thread gets more feedback, whether people agree or disagree with the specific figures you've given as suggestions. I'll give it some more reading and weigh in on that later.

    4. But for now, good job :)
    Edited by gotaplanstan#1369 on 12/6/2012 4:11 AM PST
    Reply Quote
    of course, this is the rough draft, editing now.
    you may want to edit your post too and remove that, before I link the thread to Vaeflare as he suggested.
    Edited by LordRaahl#1733 on 12/6/2012 5:22 AM PST
    Reply Quote
    12/06/2012 04:55 AMPosted by LordRaahl
    you may want to edit your post too and remove that

    Remove what?
    Reply Quote
    edit what you said about formatting, because I'm doing that right now, it doesn't need to be said, also why do you need to repost and quote?
    I will send them the thread link when it is finished.
    Edited by LordRaahl#1733 on 12/6/2012 4:11 PM PST
    Reply Quote
    Thank you again LR. As a non-user of SW and knowing of your frustration with its huge use, this: "Cyclone - reduce each cyclone's damage by to 15%, down from 20%, to line up with 1 stack of sweeping wind. Give tornados new animation" should generate lots of feedback

    Tonsils
    Reply Quote
    Thank you Doc. Much obliged. :]
    Reply Quote
    (1) edit what you said about formatting, because I'm doing that right now, it doesn't need to be said, (2) also why do you need to repost and quote?
    (3) you don't get it, this was CM Vaeflare's request to be posted, not just a random thread.
    I will send them link when it is finished.

    1. I don't see the need in editing it, because when I posted that you hadn't done so. Logic dictates that me suggesting that was plausible.

    2. I actually didn't repost anything. I quoted the part of your response that didn't make sense. Its not my fault you weren't clear enough that I had to even ask.

    3. It took me a minute to realize that by CM you meant Community Manager. The most often used reference to "CM" on any Diablo 3 forum or subforum atm I would wager is in reference to Critical Mass using Wizards. You might want to change this to avoid any further confusion.
    Edited by gotaplanstan#1369 on 12/6/2012 6:51 AM PST
    Reply Quote
    How about adding a more offensive passive? Like Weapon Master on barbarians. Frankly, that would be a great addition for the monk. No need to nerf Combination strike it should be more of buff to about 12-15% increase.
    Edited by Wolfenheart#1389 on 12/6/2012 7:56 AM PST
    Reply Quote
    Also no need to nerf thunderclap..that's just silly.

    I didn't read your whole post (don't have time to read the wall of text at the moment) I just skimmed it (don't know if you mentioned this or not) but the inna's set should be changed to something more appealing..

    Also they need to add another form of life steal for monks. When barbs can get 10%+ life steal it's just not fair to monks only being able to get half of that. Barbs are supposed to have high armor and be able to tank..which they do. So especially after nerfing monks armor by a good chunk for most of us but leaving us without another form of life steal, or better passives or defensive skills.

    Not saying that we necessarily need it but for balancing purposes I'd say it'd be fitting.
    Reply Quote
    Also no need to nerf thunderclap..that's just silly.

    I didn't read your whole post (don't have time to read the wall of text at the moment) I just skimmed it (don't know if you mentioned this or not) but the inna's set should be changed to something more appealing..

    Also they need to add another form of life steal for monks. When barbs can get 10%+ life steal it's just not fair to monks only being able to get half of that. Barbs are supposed to have high armor and be able to tank..which they do. So especially after nerfing monks armor by a good chunk for most of us but leaving us without another form of life steal, or better passives or defensive skills.

    Not saying that we necessarily need it but for balancing purposes I'd say it'd be fitting.


    How about a passive that gives us 750~ LOH...something to compensate for the fact that barbs already get so much LS.

    Barbs have TWO armor passives and yet our armor passive is not that great. We definitely need a buff on that.
    Edited by Wolfenheart#1389 on 12/6/2012 8:18 AM PST
    Reply Quote
    How about a passive that gives us 750~ LOH...something to compensate for the fact that barbs already get so much LS.

    Barbs have TWO armor passives and yet our armor passive is not that great. We definitely need a buff on that.

    The problem with that idea (like Transcendence) is that neither scale off of DPS. One scales off of APS (LOH) and the other (LPSS) off APS (indirectly, through faster generator usage) and Spirit Regen items.

    If anything, they could add an IAS bonus onto Transcendence. I think that would work quite well actually.
    Reply Quote
    12/06/2012 08:09 AMPosted by SrslySam91
    Also they need to add another form of life steal for monks. When barbs can get 10%+ life steal it's just not fair to monks only being able to get half of that. Barbs are supposed to have high armor and be able to tank..which they do. So especially after nerfing monks armor by a good chunk for most of us but leaving us without another form of life steal, or better passives or defensive skills.

    As much as many monks are loathe to use it, LpSS is a viable addition to LS (whereas I'm not sure if barbs have any effective form of sustain outside of LS and LoH) - do they have a sustain that is based on fury spent?.

    I think that monks are designed with LpSS in mind, so doing some things to boost the effectiveness of LpSS (like the increasing effectiveness of LpSS in Transcendance) can be helpful. When we have access to a potential of ~200 LpSS + 62 LpSS (from Transcendance), it gives us a total potential heal of ~250 LpSS (maybe more). With that, it means we can potentially get a burst heal of 12.5K HP per mantra spam and 18.75K HK per SW spam, and when you consider that most DW monks can spam a mantra once every 2-3 seconds, it can give us 4K HP / second potential. Considering that this can be done on demand, it is pretty sweet, in my view.

    I think that if we played the monk according to how it's designed and stop playing our monks to be more like WW barbs, we might actually come out ahead. My 2 cents anyway.
    Reply Quote
    do they have a sustain that is based on fury spent?

    They have a small form of this on their IK 4pc bonus I believe. I think theres at least one legendary weapon with this affix as well.

    I doubt either is large enough to be very noticeable though.
    Edited by gotaplanstan#1369 on 12/6/2012 8:30 AM PST
    Reply Quote
    @Wolf, I agree that would be nicer for the tankier monks, however for someone like me 750 LoH just wouldn't do much at all. 3% Life steal might be a little to much, however maybe an added passive or addition to one of our current skills could have something along the line of "critical hits have a chance to restore XX amount of life" or something similar to that.

    A straight up "bloodthirst" passive would be to similar to a barbs, not very diverse at all IMO.

    Or changing combination strike instead of 8% damage, make it a 5% crit chance increase, or 15% attack speed.

    I do like this thread though keep up the good idea's lads!
    Reply Quote
    12/06/2012 08:27 AMPosted by Nameless
    Also they need to add another form of life steal for monks. When barbs can get 10%+ life steal it's just not fair to monks only being able to get half of that. Barbs are supposed to have high armor and be able to tank..which they do. So especially after nerfing monks armor by a good chunk for most of us but leaving us without another form of life steal, or better passives or defensive skills.

    As much as many monks are loathe to use it, LpSS is a viable addition to LS (whereas I'm not sure if barbs have any effective form of sustain outside of LS and LoH) - do they have a sustain that is based on fury spent?.

    I think that monks are designed with LpSS in mind, so doing some things to boost the effectiveness of LpSS (like the increasing effectiveness of LpSS in Transcendance) can be helpful. When we have access to a potential of ~200 LpSS + 62 LpSS (from Transcendance), it gives us a total potential heal of ~250 LpSS (maybe more). With that, it means we can potentially get a burst heal of 12.5K HP per mantra spam and 18.75K HK per SW spam, and when you consider that most DW monks can spam a mantra once every 2-3 seconds, it can give us 4K HP / second potential. Considering that this can be done on demand, it is pretty sweet, in my view.

    I think that if we played the monk according to how it's designed and stop playing our monks to be more like WW barbs, we might actually come out ahead. My 2 cents anyway.


    Keep in mind Life per spirit spent items are usually rare and the ones with 50+ LpSS are pretty expensive. So buffing transcendence is a VERY good idea.
    Reply Quote
    12/06/2012 03:51 AMPosted by LordRaahl
    holding shift and holding mouse click, now allows you to stand still and attack without teleport.


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    The nerfing of the cookie cutter build skills are unnecessary. They're not OP, all the other skills are just underwhelming.
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