Simple Ideas To Improve Monks.

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Simple Ideas To Improve Monks.
TLDR Version: How to improve Monks by changing unused skills mostly by tweaking numbers.
- Add teleport to all Fists of Thunder runes.
- Guiding light buffs you even if you only heal yourself
- Sixth Sense adds critical chance and damage based on dodge chance, not the other way around.
- Combination Strike now works on all abilities, combo sweeping wind, serenity, heal, everything. (@5% per ability)
- Mantra of Retribution now deals weapon damage instead of % damage taken.
- Exploding Palm explosion radius increased so it can work on mobs with a big hit box.
- Beacon of Ytar now reduces cooldown and spirit cost of all abilities by 15%
- Chant of Resonance increases the duration of Mantra activations by 6 seconds (to 9) and while reciting a mantra you gain 10% increased Dexterity.
- Inna's 3 piece now 80 all res
- Seize the Initiative: Your Armor is increased by 50% of your Dexterity, In addition reduces all non-Physical damage by 40% of your dodge chance. (20% @ 50% dodge)
- Each different mystic ally provides a different bonus to the monk.
- Cyclone Strike works on champion packs.
- Mantra of Healing now heals a decent amount and has useful runes.

Please bump and like if you support any of these ideas, If you consider any idea to be overpowered or just crap please reply and provide the reason. Most of the number tweaks would need testing to work out the right balance, but I wouldn't imagine them to be to far off.
Most importantly if you have your own sweet idea for a rune, let us know!

Wall of text crits you for 28393947392389074 version.

Well after seeing the PTR notes I went back to work on a list of ideas for monk skills that are worthless (90% of them), Its not done yet, I still need to do secondary, focus and the 2 spirit generators I've pretty much never used. Here is what I have so far, the idea is to make changes that are just number tweaks that could be implemented in 10 seconds by blizzard if they wanted to.

Most of the changes are self explanatory, but the basic idea is to buff up currently worthless runes to be a viable alternative to the one spec all Inferno monks use, almost all monk passives suck, and defensive ones are getting nerfed but we will still use them anyway on high MP since there is nothing else.

I've been happy with Blizzards response to community ideas in the past and with the PTR I hope they take the opportunity to try some stuff out, even if it doesn't make it to live, because with the current PTR every monk will still be forced to use the same 5 skills and 2 passives with a massive 1 choice.

Other quick thoughts.
- Inna's set pieces can't roll 170-200 legendary affix as listed on the game guide (which has now been changed s blizzard was to stupid to fix the game so they change the guide). They always roll the non legendary affix, Inna's also has 0 Resistance on the entire set.
This was obviously a bug as all legendary sets were suppose to have a chance to roll legendary affixes.

-Dexterity as a primary stat is ok, but needs abilities that revolve around dodge to make it fun, counterattack type moves after you dodge, passives that give you damage for your dodge rating, something to make it useful. Currently a high geared monk or barb will have 3000 strength or dex, now a barb gains 3000 armour from that which can be boosted by passives and abilities giving it good synergy. The monk has about 50% dodge and needs to take a passive to make it give 1500 armour, along with this all the skills that provide dodge are now worse as big diminishing return kick in with multiplicative dodge stacking, also you cant dodge fire on the ground!

Primary:

Fists of Thunder http://us.battle.net/d3/en/class/monk/active/fists-of-thunder
Base Ability: Now teleports without a rune.
Thunderclap: Teleport removed as it is now baseline, AOE damage remains the same.
Static Charge: Your primary target is charged with static electricity for 5 seconds and takes 60% weapon damage as Lightning when you attack with Fists of Thunder. (Can now be used on single target and increased to 60% to make it viable vs Thunderclap)
Lightning Flash: No change.
Quickening: Critical Hits generate an additional 10 Spirit (Down from 15) for each target hit.
Bounding Light: Every punch releases chain lightning instead of knocking enemies back. (Every punch instead of every 3rd punch now procs this effect, currently you lose the knockback and do far less damage than thunderclap with it.)

Deadly Reach http://us.battle.net/d3/en/class/monk/active/deadly-reach
Base Ability: Base attack speed increased to the same as Fists of Thunder.
Piercing Trident: Increases damage to 140% along with AOE increase.
Keen Eye: The third strike increases your Armor by 50% for 6 seconds.(up from 4)
Scattered Blows: The third strike is replaced with an attack that will hit up to 6 nearby enemies within 25 yards(Up from 15) for 250% weapon damage as Lightning.(Up from 170%).
Strike from Beyond: No change.
Foresight: No change.

Secondary

Tempest Rush http://us.battle.net/d3/en/class/monk/active/tempest-rush
Base Skill: No longer drains more spirit the higher attack speed you have, drains a flat amount per second. By default Tempest Rush increases your move speed by 15% while channeling. Startup cost reduced to 10 spirit (down from 15) + 10 per second channeling.
Northern Breeze: No change
Tailwind: Move speed increase reduced to 10% as 15% is now baseline
Flurry: Also increases the duration of the slow to 3 seconds.
Slipstream: No change.
Bluster: Now increases the damage of tempest rush to 200% weapon damage, but no longer knocks back enemies.

Defensive:

Blinding Flash http://us.battle.net/d3/en/class/monk/active/blinding-flash
Base Skill: No change.
Self Reflection: Increase the range of blinding flash to 30 yards as well as the current effect.
Blinded and Confused: Confused duration increased to 6 seconds.
Blinding Echo: Second flash now comes 4 seconds later instead of 6.
Searing Light: Elites suffer 100% miss chance.
Faith in the Light: No change

Breath of Heaven http://us.battle.net/d3/en/class/monk/active/breath-of-heaven
Base Skill: No change
Circle of Skorn: Damage done increased to 200% Weapon damage from 80%.
Circle of Life: Increases healing done to 12000-14000 and increase the radius of the heal to 24 years (doubles the healing doubles the range)
Blazing Wrath: No change
Infused with Light: Gain 4 Spirit per attack (down from 6) for 45 seconds (up from 5)
Penitent Flame: Now stuns enemies for 2 seconds rather than fear for 1.5.

Serenity http://us.battle.net/d3/en/class/monk/active/serenity
Base Skill: No change
Peaceful Repose: Serenity now costs no spirit and heals you for 50% max HP.
Reap What Is Sown: Damage cap increased to 500% HP.
Tranquility: No Change
Ascension: No Change
Instant Karma: After Serenity ends 50% of all physical attacks are reflected back for 3 seconds (you take no damage from these reflected attacks)

Inner Sanctuary http://us.battle.net/d3/en/class/monk/active/inner-sanctuary
Base Ability: Cost reduced to 10 spirit, also clears out any ground hazards for the duration, it is a sanctuary after all!
Safe Haven: Healing increased to 2k/sec and also provides the circle of protection 35% shield wall effect
Sanctified Ground: Also deals 30% weapon damage per second.
Consecration: No change.
Circle of protection: Now doubles the size of inner sanctuary
Forbidden Palace: Increase damage done by 30% up from 10%

Techniques

Dashing Strike http://us.battle.net/d3/en/class/monk/active/dashing-strike
Base Skill: Increase the distance you travel when targeting the ground by 5x, Now allows you to dash over walls like barb leap.
Way of the falling star: Now gives increased speed even if you target the ground.
Flying Side Kick: Now has a 50% chance to stun all enemies along your path.
Quicksilver: No change
Soaring Skull: Now also damages enemies along the path for 100% Damage.
Blinding Speed: Now also grants 15% attack speed for 3 seconds.

Exploding Palm http://us.battle.net/d3/en/class/monk/active/exploding-palm
Base Skill: Cost lowered to 30 Spirit down from 40, Explosion radius increased by 30%
The Flesh is weak: Increase damage taken to 10% and Explosion radius increased by 60%
Strong Spirit: Now also reduces the cost of exploding palm by 10 (20 to cast)
Creeping Demise: Now also reduces targets attack speed by 30%
Impending Doom: Damage increased to 2000% Damage over 15 seconds (it makes no sense for a glyph to nerf damage done)
Essence Burn: The burning jumps now deal the full 745% damage over 9 seconds, as you were sacrificing the explosive effect for a 60% damage dot.

Sweeping Wind http://us.battle.net/d3/en/class/monk/active/sweeping-wind
Base Skill: No change.
Master of Wind: No Change.
Blade Storm: Also Increases the max stack count to 4 for 80% damage (5/100% might also be good, it is competing with cyclone after all)
Fire Storm: Also slows enemies.
Inner Storm: Now provides 3 spirit a second with any amount of stacks.
Cyclone: No Change.

Focus

Cyclone Strike http://us.battle.net/d3/en/class/monk/active/cyclone-strike
Base Ability: Now also pulls health globes towards the Monk. Now works on Yellow champion elites. Spirit Cost reduces to 40.
Eye of the Storm: Spirit cost reduced to 20.
Implosion: Pull range increased to 40 yards.
Sunburst: Also increases damage of cyclone strike to 200% weapon damage.
Wall of Wind: Increased to 25% dodge.
Soothing Breeze: Heals for 15% max life to anyone within 36 yards.

Mystic Ally http://us.battle.net/d3/en/class/monk/active/mystic-ally
Base Ability: Now gains the monks Life on hit and life steal stats.
Water Ally: In addition, grants the monk 12% increased movement speed.
Fire Ally: In addition grants the monk 6% critical chance.
Air Ally: Now restores 2 spirit per second rather than 100 on random proc.
Eternal Ally: In addition now grants 40 Life per spirit spent and 3% life steal.
Earth Ally: No change

Seven-Sided Strike http://us.battle.net/d3/en/class/monk/active/sevensided-strike
Base Ability: Every 100 spirit spent reduces the remaining cooldown of 7SS by 1 second.
All Runes: No change

Mantras

Mantra of Evasion: http://us.battle.net/d3/en/class/monk/active/mantra-of-evasion
Base Skill: No Change
Hard Target: No Change
Divine Protection: Shield cooldown reduced to 45 seconds.
Wind through the Reeds: Move speed increased to 8% and now ignores MS cap.
Perseverance: CC reduction increased to 25% and increases aura range to 60 yards.
Backlash: No Change

Mantra of Retribution: http://us.battle.net/d3/en/class/monk/active/mantra-of-retribution
Base Ability: Now deals 35% weapon damage instead of sustained damage, 70% upon activation
Retaliation: Increases effect to 50% weapon damage, 100% on activation and now works on ranged attacks.
Transgression: Now provides 12% IAS.
Indignation: Increased stun chance to 50% up from 10.
Collateral Damage: When an attack is dodged or blocked you preform a counterattack causing the attacker to suffer a feedback blast, dealing 60% weapon damage as Holy to it and nearby enemies.

Mantra of Healing: http://us.battle.net/d3/en/class/monk/active/mantra-of-healing
Base Skill: 1% max life per second (so 310 +1%) (620% +2% on activate). Shield removed, activation back to the original double it approach.
Sustenance: 620 + 2%. (1240+4% on activate)
Circular Breathing: No Change. (6 spirit on activate)
Heavenly Body: Increases all base stats by 5%. (10% on activate)
Boon of Inspiration: Increased to 250 LOH. (500 on activate)
Time of Need: Now increases both armour and resistance by 15% (30% on activate)

Mantra of Conviction http://us.battle.net/d3/en/class/monk/active/mantra-of-conviction
Base Skill: No Change
Overawe: Now provides 18%/36% additional damage (yes it needs nerf with other changes)
Intimidation: No Change
Dishearten:No change
Reclamation: Increase chance to be healed to 100%
Submission:Enemies now take 20% damage per second and increases the auras radius to 40 yards.

Passives

Seize the Initiative http://us.battle.net/d3/en/class/monk/passive/seize-the-initiative
Your Armor is increased by 50% of your Dexterity, In addition reduces all non-Physical damage by 40% of your dodge chance. (20% @ 50% dodge)
This is to make up for not being able to dodge molten, easily implemented by copying code from barb superstition.

One With Everything http://us.battle.net/d3/en/class/monk/passive/one-with-everything
75% of your elemental resistance is added to your all resistance (a Nerf to overall max res however you can mix and match any type of elemental resist gear)

Fleet Footed http://us.battle.net/d3/en/class/monk/passive/fleet-footed
Also increases Attack speed by 6%

Combination Strike http://us.battle.net/d3/en/class/monk/passive/combination-strike
Now works on all abilities, damage reduced to 5% per ability but if you combo together 6 abilities it will be a 30% damage increase.

Beacon of Ytar http://us.battle.net/d3/en/class/monk/passive/beacon-of-ytar
Now reduces cooldown and spirit cost of all abilities by 15%.

Sixth Sense http://us.battle.net/d3/en/class/monk/passive/sixth-sense
Your Critical Hit Chance is now increased by 15% of your dodge chance. (7.5% crit @ 50% dodge), Your Critical Strike Damage is increased by 50% of your dodge chance. (Monk version of ruthless)

Guiding Light http://us.battle.net/d3/en/class/monk/passive/guiding-light
Whenever you use a direct heal skill you and anyone healed deal 15% more damage for 30 seconds (up from 15). (no longer need to hit another player with a heal, but still buffs anyone you do hit)

Pacifism http://us.battle.net/d3/en/class/monk/passive/pacifism
Now also reduces CC duration by 20%.

Exalted Soul http://us.battle.net/d3/en/class/monk/passive/exalted-soul
Now provides 2 spirit per second and +100 max spirit.

Chant of Resonance http://us.battle.net/d3/en/class/monk/passive/chant-of-resonance
No Longer provides spirit regeneration but increases the duration of Mantra activations by 6 seconds (to 9) While reciting a mantra you gain 10% increased Dexterity.

The Guardian's Path http://us.battle.net/d3/en/class/monk/passive/the-guardians-path
While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 50%.(Up from 35), While using a shield you gain 10% additional block chance and 50% additional block value.

Ideas to improve Diablo 3

For the monk stuff scroll down a bit, this is a new section.

- Monster Power levels now grant 30% magic find per level up from 25%
- Every 4 monster power levels an additional elite will spawn in each area, on monster power 10 three additional elites will spawn. For example Stonefort spawns 2-5 elites normally, on monster power 4-7 it would spawn 3-6 elites, on monster power 10 it would spawn 5-8 elites.
- All massive dungeons (e.g. Battlefield Stores, Fortified bunker) have there base elite count increased on level 1 by two.
- There will no longer be any account rollbacks given for any reason to combat rollback duping, however new security measures will be put in place, these are.
-Once an account has been active for more than 7 days, you cannot use the auction house or join group games without an authenticator attached to your account for at least 24 hours.
-Attaching an authenticator to your account rewards the player with a one time bonus of 500,000 gold.
- Magic find granted from paragon levels is now account wide, all characters will receive gold and magic find equal to the highest paragon level on the account, this is to allow users to play more than one character and still find equivalent loot to their main character.
- When viewing an item in the auction house it will compare stats to the currently equipped items of your character.
- 2 Billion gold limit on the gold auction house removed.
- An in game vendor in town the can be used to access the AH.
- Exalted Crafted items are now roll level 63 affixes.
- Crafting fees for 4 property armour reduced to 10k, 5 prop 20k 6 prop 50k.
- Crafting fees for 4 property Weapons reduced to 25k, 5 prop 50k 6 prop 80k.
- The Two handed +50% damage affix can now roll up to 75% to make them usable.
- Hellfire ring can now be salvaged into a random organ that it was created from.
- Hellfire ring crafting fee increased to 100k.
Ideas for later so I don't forget.

- Health globes restoring spirit / pickup range passive
- increase lightning damage passive
- A generator rune restoring % hp, prob crippling wave.
- 77 spirited strike.

Simple ideas to improve Diablo 3

- Monster Power levels now grant 30% magic find per level up from 25%
- Every 4 monster power levels an additional elite will spawn in each area, on monster power 10 three additional elites will spawn. For example Stonefort spawns 2-5 elites normally, on monster power 4-7 it would spawn 3-6 elites, on monster power 10 it would spawn 5-8 elites.
- All massive dungeons (e.g. Battlefield Stores, Fortified bunker) have there elite count increased on level 1 by two or three.
- There will no longer be any account rollbacks given for any reason to combat rollback duping, however new security measures will be put in place, these are.
Once an account has been active for more than 7 days, you cannot use the auction house or join group games without an authenticator attached to your account for at least 24 hours.
Attaching an authenticator to your account rewards the player with a one time bonus of 500,000 gold.
- Magic find granted from paragon levels is now account wide, all characters will receive gold and magic find equal to the highest paragon level on the account, this is to allow users to play more than one character and still find equivalent loot to their main character.
^
Agreed, Monk is always getting shafted.

We have SO MANY useless and boring skills.

Even if monks roll different builds everyone is generally always the same.

Monks are all generally the same:

  • Main attack + Aura being constantly spammed for max utilization
  • Sweeping Wind Up 3 stacks - now maintain
  • Blinding flash and/or Breath of heaven constantly spammed every 45 and 15 seconds respectively for max dps output
  • Serenity for Oh !@#$ moments, I messed up on my CD rotation or Im jailed ontop of desecrate/plague
  • RINSE AND REPEAT and its quite boring.

    Please fix.
    ^
    Blizzard doesn't monitor the class forums, or ever listen to player suggestions.
    UPDATE



    Generators :

    Fists of Thunder : Static charge by default, no knockback. Range of charge is increased by INT. Critical hits increase your max chance to stun targets by X%, this bonus resets on stun.

    Deadly Reach : 100% pierce, damage and range are increased by STR. Critical hits increase your max chance to knockback targets by X%, this bonus resets on knockback.

    Crippling Wave : Steals a % of movement and attack speed based on VIT. Critical hits increase your max chance to immobilize targets by X%, this bonus resets on immobilization.

    Way of the Hundred Fists : DEX increases the number of hits in the second strike. Each critical hit from the second strike increases your max critical damages by X%, this bonus resets on critical hit except those from the second strike.

    Spenders :

    Blinding Flash : A flash that has 10 times your chances to blind enemies. All affected enemies (blinded or not) have 20% more chances to be critically hit and 30% to miss their attacks.

    Wave Of Light : Affected enemies are more vulnerable to crowd control effects for 5s. Also breaks walls (wallers).

    Exploding Palm : No more bleeding. Affects one enemy at a time. The enemy absorbs 50% of all damage done to other enemies within 15 yards. When the affected target dies, it explodes and deals 30% of its max life within 15 yards.

    Lashing Tail Kick : No knockback. Affected targets return +20% heal effects to they assailants for 3s.

    Mystic Ally : Switch location and HPs with your ally instead of receiving fatal damages. 60s cooldown.

    Seven-Sided Strike : ??

    Inner Sanctuary : Radius 40 yards, anyone can enter, nobody can escape, lasts 15s, cooldown 2m. A random shrine appears at a random place inside of the sanctuary.

    Cyclone Strike : Also pulls globes, immune vortex/knockback for 3s. Pickup radius increases CS's range.

    Sweeping Wind : The vortex lasts 9s. Cyclones by default.

    Dashing Strike : Immune/breaks roots/stuns. Floor damages reduced by 40%.

    Tempest Rush : Immune/breaks charm/fear/blind. + 15% max movement speed.

    Serenity : No more immunities, no more cooldown. Costs all spirit and activates all your unlocked passive skills for 0.02s per spirit spent.

    Breath of Heaven : heals you and all allies for 75% life.

    Mantra of Protection : Adds a flat 20% block chance for 3s, then 10%. Radius scales with dexterity by X%.

    Mantra of Retribution : Damages dodged are converted in attack power. Radius scales with intelligence by X%.

    Mantra of Healing : Increases all heal effects by 40% for 3s, then 20%. Radius scales with vitality by X%.

    Mantra of Conviction : Enemies take 40% additional dmgs for 3s, then 20%. Radius scales with strength by X%.

    Passives :

    Tower of Strength : Gain a X*STR chance to resist knockback, vortex and snare effects are reduced by X*STR.

    Pacifism : Damages taken are reduced by X*VIT when rooted/stunned.

    Awareness : Charm/fear/blind duration cut by half for 10s everytime being charmed/feared/blinded. This effect stacks up to X*INT times.

    Guardian's path : While dual wielding or using two-handed weapons, you gain the ability to block.Chances to block = DEXT*0.01. Block amount = DEXT*2.
    While using a shield, your chances to block and block amount gain 15% of their max values.

    Razor's Edge : Double your chances to dodge half the damages for 3s when being harassed (high frequency of hit received/dodged/blocked).

    Combination Strike : Each different Generator you use increases your attributes efficiency for 5s :

    15-45-135-405% resistances from INT
    15-45-135-405% armor from STR
    1-3-9-27% life from VIT
    1-3-9-27% max dodge from DEXT

    Temperance : Health globes stack up to X*DEXT and are singly triggered when bellow 45% life.

    Exalted Soul : All life steal excesses are converted into spirit.

    Resolve : 3s debuff increasing all other debuffs by 20% of their max values.

    Seize the initiative : Chances to trigger crowd controls are doubled on critical hits. Critical damages max value is reduced by 30%.

    Harmony : Each resist = 22.2% the sum of all resists.


    Read more (game mechanics, crowd controls, items, heals) : http://us.battle.net/d3/en/forum/topic/7004456699?page=1#3
    Some good stuff there guys, I love the idea of inner sanctury being used as a prison for run away elites.

    I updated my first post with more random thoughts about monk issues ATM.
    nerf monks buff barbs!
    Agreed, Monk is always getting shafted.

    We have SO MANY useless and boring skills.

    Even if monks roll different builds everyone is generally always the same.

    Monks are all generally the same:

  • Main attack + Aura being constantly spammed for max utilization
  • Sweeping Wind Up 3 stacks - now maintain
  • Blinding flash and/or Breath of heaven constantly spammed every 45 and 15 seconds respectively for max dps output
  • Serenity for Oh !@#$ moments, I messed up on my CD rotation or Im jailed ontop of desecrate/plague
  • RINSE AND REPEAT and its quite boring.

    Please fix.


    Pretty much. The Monk class needs an overhaul as all the primaries play pretty much the same and the spenders aren't really worth using or cost so much that they never get used and have no affect on overall play style.
    I would love a skill, rune, or passive that gives back the ability to dodge reflect (to make it strong it would include all elemental stuff like Arcane). Not that I expect it and maybe that's OP, but It'd be a pretty tough call between that and STI for me right now, although that's hard to really guess without having played the new damage amounts from 1.05 either.
    >defensive/itemization patch
    >monks get a 25% free damage reduction
    >monks complain about lack of offensive content updates, when anything attack wise that received a tweak was a nerf

    Logic
    ^
    ^
    I just want to let you know that no set items can roll the 170-200 main stat listed on the game guide. The only way to get more than 100 is to get a "double" stat roll by getting the main stat in another roll as well.
    09/21/2012 10:26 AMPosted by Collateral
    I just want to let you know that no set items can roll the 170-200 main stat listed on the game guide. The only way to get more than 100 is to get a "double" stat roll by getting the main stat in another roll as well.


    Check out the Immortal King set, The IK belt I found had 200 strength and Int dex on it for the random prop, I believe the hat also can but only gains 1 random prop not the 2 listed.

    I guess its just another case of one set of rules for barbs, another for everyone else.
    09/21/2012 10:36 AMPosted by Kegsta
    I just want to let you know that no set items can roll the 170-200 main stat listed on the game guide. The only way to get more than 100 is to get a "double" stat roll by getting the main stat in another roll as well.


    No Monk set items, Check out the Immortal King set, The IK belt I found had 200 strength and Int dex on it for the random prop, I believe the hat also can but only gains 1 random prop not the 2 listed.


    Some of the rolls do seem anomolous. But I wouldn't say all. For example All the chest pieces roll similar primary stats.

    The reason IK belt rolls higher str though is the same reason Tal or Zuni helm can roll higher int. Because those slots by default can roll higher int on rares.

    The higher Str slot is belt. The higher Int slot is helm. The higher Dex slot is boots.

    On the other hand, It is weird that IK helm can roll up to 270 STR but Inna's can't roll nearly that high dex.

    Also worth noting that Tal's belt doesn't often roll high either.

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