———————————————[ Minor Changes ]——————————————————————————————————————————————————————Transcendence --
Transcendence Every point of Spirit spent heals you for 165.1 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.
This is the first case of a skill being affected by +to globes and it is a GREAT one!
I will be using 40k globes as my "baseline" because that is a pretty reasonable amount to get on gear right now without sacrificing major stat-lines.
With 40k globes, this heals for 561.1 life per spirit spent.
A skill that costs 50 spirit will heal for 28,255 life.
This isn't too bad. I do not know if it would be possible to sustain entirely off this passive but I assume it's not totally impossible. Either way, this is at least a viable source of HP now.———————————————————————————————————————Near Death Experience --
Near Death Experience When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. / This effect has a 60 seconds.second cooldown. / When Near Death Experience is on cooldown, your Health Globe Healing Bonus, Life per Second and Life per Hit are increased by 35%.
Giving NDE some alternate text is very good because it is a "almost never useful" skill.
However, this change does not address the real problem. NDE is currently only used in HC and when it is on CD you are in town waiting. It is virtually never procced.
To make this skill more viable, I would really want to see the bonuses apply the whole time.
That being said, the bonuses are VERY good. If you want to make a LPS/globes/loh build (IE:not LS) then you will want this passive to be active .. it's the Guardian Path of healing-stat builds when active.
I will be keeping a tentative eye on this one.———————————————————————————————————————Mantra of Healing
Mantra of Healing Cost: 50 Spirit / Recite a Mantra that causes you and your allies within 60 yards to gain increased Life regeneration by 1651 Life per Second. The heal amount is increased by 100% of your Life per Second. Lasts 3 minutes. / For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to 2477 damage. / Absorb amount is increased by 15% of your Health Globe Healing Bonus. / Only one Mantra may be active at a time.
It has long been known that the healing portion of MoH is pretty useless outside of Sustenance in Hardcore.
They are clearly looking to change that.
The radius of the mantra is being increased by 50% which is very nice for people who use it to proc Guiding Light and the heal is now effective enough that keeping your allies in the radius might be important.
Furthermore, they have increased the amount of the heal substantially (620 to 1651 is an almost 200% increase) AND added in a bonus for your Life per Second.
This is so awesome!!!
Life per Second was one of those "meh" stats that came on items you liked sometimes but was never really a priority (unless your name is Mojo, in which case it's best stat 2013).
However, with this change, it may be very possible to heal your character entirely with LPS.
Let's assume you have 3000 LPS (a lot but doable).
With MoH on, you would now have 1651 + 3000 + 3000 = 7,651 LPS.
For a "normal" monk with 50,000 HP, you are looking at a full-heal every 6.5 seconds.
Now, toss in Boon of Inspiration --
Boon of Inspiration : Mantra of Healing also heals 495 Life when hitting an enemy. Heal amount is increased by 100% of your Life per Hit.
And you are looking at a LOT of healing without the need for LS.
These changes seem very good. Not only will the aura give your LS to your party for increased Hardcore sustain, but a LPS / LoH build might actually be a viable alternative to LS.
Lastly, they increased the shield that protects you when you cast MoH to 2477 from 930 AND let it scale by 15% of your Globes bonus!!!
Not that I want this anymore, but the days of MoH spam to live could very well be back! ;)
My overall take here is that MoH scales with three different stats (LPS, LOH and Globes) which makes it very pliable with different builds. I think this mantra will see increased usefulness as it is now the best possible way in the game to make your monk not die.———————————————————————————————————————Mantra of Conviction
Mantra of Conviction Cost: 50 Spirit / Recite a Mantra that causes all enemies within 30 yards of you to take 12% additional damage. The Mantra lasts 3 minutes. / For 3 seconds after activation, the effect is increased to 24% additional damage. / Only one Mantra may be active at a time.
Increased radius on MoC? I THINK SO!!!
Pure-TR gets a buff here as MoC - Submission will now hit even MORE things for even longer.
Other than that, the sauce is all in the runes --
Dishearten now snares by 60% which has major PvP implications but will remain pretty useless in PvE.
Intimidation decreases enemy damage by 15% instead of 10% which is probably useless but may be somewhat viable to someone. Definitely not a bad change.Now, we get to talk about my favorite change in the entire set of information!!!!!
Reclamation : When an enemy affected by Mantra of Conviction is killed, your allies nearby gain 1% of maximum Life and 1% of maximum resources.
This rune used to be absolutely TERRIBLE and now it is easily the most interesting rune our of all the mantras.
So, you get back spirit by killing things .. who cares?
Monks, until now, have only had two ways to generate spirit ... you could hit things with a spirit gen or you could stack spirit/second on items/skills.
Now, there is a third mechanic. Stack max spirit, stack +%spirit gain and KILL THINGS.
First let's compare it to MoH - Circular Breathing which gives a static 3 spirit/second.
In FoM, I clear it in ~5 minutes and kill ~600 monsters.
This comes out to ~2 monsters per second killed.
With a max spirit of 250, this is 5 spir/sec on average from Reclamation vs 3 spir/sec from CB.
However, Reclamation has waaaay more upside than that.
First, it only regens spirit after you have spent spirit to kill the mobs. This makes its spirit generation possibly more impactful than CB.
Second, you get to use MoC!! It is no secret that MoC is the best aura. You always want more damage but it hurts to give up the utility from other runes ... no longer is this a problem.
For example, many pure-TR monks use MoH - CB because the 3 spir/sec helps them TR forever ... well, you only need to kill 1.2 monsters / second for MoC - Rec to be just as good. This means a pure TR monk can now have the perma increased 12% damage AND gain more spir/sec than before ... so cool!
This also opens up the possibility of "going infinite" by stacking enough max spirit (can get it as a paragon level passive) hopefully to ~300 then stacking +% spirit gain (can get it as a paragon level passive) and, ideally, you would gain ~5 spirit per kill which means a WoL - Empowered Wave only need to kill 8 monsters to be completely free!
Of course, it gets even more broken when you group up and give this effect to teammates such as WD's who can suddenly spam all their skills or DH's who have a way to generate disc/hatred FROM their disc/hatred spam skills....
I could talk for quite some time about this rune and how excited I am about it so I will end it here.———————————————————————————————————————Wave of Light
Wave of Light Cost: 75 Spirit / Focus a wave of light that crushes enemies for 829% weapon damage as Holy, followed by an additional 96% weapon damage as Holy to all enemies in a line.
Nothing about this is new except ...
Wall of Light : Increase damage of the initial strike to 1202% weapon damage as Holy and adds a knockback.
The added phrase "and adds a knockback" pretty much ensures that the other runes of WoL no longer have knockbacks!
This is a pretty big deal and the knockback was one of the only things stopping WoL from being the single best damage dealing skill in the game of D3. Looks like Monks will no longer have to worry about it!
I am not terribly excited about this change, as it's more of a quality of life thing than a game-changer, but it's a pretty significant buff so we should keep it in mind.———————————————————————————————————————Lashing Tail Kick
Lashing Tail Kick Cost: 30 Spirit / Unleash a deadly roundhouse kick that deals 470% weapon damage as Physical.
Finally, they have listened to our prayers and have removed the knockback from LTK.
This is a much bigger deal than the knockback change to WoL because the knockback on WoL was tiny and only an annoyance while the knockback on LTK was huge and made the skill un-usable.
Now, we have access to Spinning Flame Kick (high DPS line-nuke) and Vulture Claw Kick (PBAoE nuke) as new forms of damage-skills.
This is awesome for several reasons ... the first is that -LTK cost gear makes LTK more efficient at turning spirit into damage than WoL.
WoL - EW is currently 829+96 /40 = 23.125 %dmg per spirit
LTK - SFK is 588 /30 = 19.6 %dmg per spirit
If you have a single item with -5 LTK cost --
LTK -SFK is now 588 /25 = 23.52 %dmg per spirit which is better than WoL.
With the full suit of -19 LTK cost (very unlikely but w/e!)
You get LTK - SFK is now 588 /11 = 53.45 %dmg per spirit.
Wow! That is a lot!!
Furthermore, these are both "main" skills that can be your major source of damage and they are Fire skills!! This means ilvl73 Magefist will effect them as well as Maximus and Axe of Sankis along with any other +fire damage items Blizz chooses to implement.
All in all, I LOVE this change and will probably be moving to the LTK camp if I possibly can.———————————————————————————————————————Tempest Rush
Tempest Rush Cost: 15 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies dealing 155% weapon damage while running, knocking them back, and hobbling them, Slowing their movement by 60% for 2 seconds. / You run 25% weapon faster while channeling Tempest Rush.
There are no actual changes to TR but people are freaking out over the "you run 25% faster while channeling" line so I wanted to clear this one up.
TR already does this in game and this is just a tooltip clarification.
If you don't believe me, take a TR rune that isn't Tailwind and run next to someone with the same movespeed as you and watch as you out-pace them. It's not your amazing hardware causing you to lag less, it's TR's base movespeed! :D
Nice of them to confirm the 25% though!