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Monk for hardcore - the best? - Page 2

Forum Index > Diablo 3
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Prev 1 2 All
DrSeRRoD
Profile Joined October 2010
United States490 Posts
February 29 2012 00:56 GMT
#21
Hard to determine how certain skills will work in HC since I don't think they've really said whether those post-death triggering passives will work for HC or not. I'm going to guess they won't work but we'll have to wait and see.
Perseverance
Profile Joined February 2010
Japan2800 Posts
February 29 2012 02:08 GMT
#22
Monk will clearly be the best because of his utility. At least, assuming Blizzard doesn't nerf him
<3 Moonbattles
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
February 29 2012 02:39 GMT
#23
Hardcore isn't really about killing speed. Better safe than sorry. <3
Smurphy
Profile Blog Joined November 2010
United States374 Posts
February 29 2012 04:21 GMT
#24
Generally, when you get killed in Hardcore, if you were to stand back up with 35% life, your powers still on cooldown, and none of your buffs up, you would simply die again. However, the are things that explode like Stygian Dolls of various "enchanted" monsters where Near Death Experience could be very helpful.

Speaking from my experience playing D2 Hardcore to a few 99s in pre 1.11 days, and playing the D3 beta, Near Death Experience seems viable but not overly powerful for Hardore mode.
Jiyakku
Profile Joined December 2011
England19 Posts
February 29 2012 11:18 GMT
#25
Hopefully there is no "best" class :D

Let's keep praying for "near future" release!
|||||||EG.DeMuslim|||||||Liquid'Jinro|||||||MarineKingPrime|||||||Liquid'TLO|||||||
DrSeRRoD
Profile Joined October 2010
United States490 Posts
February 29 2012 21:43 GMT
#26
Alright, I was able to confirm from Jay that it will save you from death so NDE looks to be useful in that regards.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-03-01 13:32:12
March 01 2012 13:31 GMT
#27
While probably any class will be hardcore viable, I think the Witch Doctor is the best choice as he can fight with minimum risk to be hit, because he has pets to keep the mobs at distance. Some months ago as Blizzard changed and added some passives, one could see that they consider some skills to special hardcore mode skills as they don't increase damage output, but help to survive.
You don't choose to play zerg. The zerg choose you.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 01 2012 13:53 GMT
#28
--- Nuked ---
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
March 02 2012 02:15 GMT
#29
eh just wait till they nerf all these skills or make them not stack in a patch then you will know your answer.

Warturtle - DOTA 2 is KING
askTeivospy
Profile Blog Joined March 2011
1525 Posts
March 02 2012 03:30 GMT
#30
dashing strike is best because it lets you get out and run away if you get surrounded
hihihi
imJealous
Profile Joined July 2010
United States1382 Posts
March 02 2012 05:57 GMT
#31
Yeah I don't quite see how you don't think dashing strike is an incredible ability. Its a mobility spell with no cooldown... you can use it to get to the perfect attack position and then use it again to get out of trouble. The description says it can target an enemy OR location.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
Last Edited: 2012-03-02 06:29:53
March 02 2012 06:20 GMT
#32
http://us.battle.net/d3/en/calculator/monk#VcYXkd!VZa!.YZbca

Is the basic build with some variations, lashing tale kick could be removed for mobility, but blinding flash, breath of heaven, The idea is not to "escape" or "solo" ever. It's a build that basically walks up to enemies, aggros them all or shares aggro with a barb/monk/minions and goes to town. Serenity and NDE are the "get out of jail" cards, which don't endanger his HC allies. letting them safely sit back and go to town. The idea is that "running away" and letting the boss hit a wizard or dh is not going to be a good thing, since the monk will by far be the best defensive character.

Emergencies he has +35% health, and a 5s bubble, and blinds/confusions to throw out. Emergency high cooldown skills are perfect for HC. Instead of rolling a new character, I get to sit around for a minute while it recharges. There is some danger, but if needed I can just pop serenity and TP out.

Running away might be worth it, and in that case lashing tail kick would be dropped, but I think 1s stun is too good to pass up when attached to a DPS ability with some AOE.

Basically, I'm only going to play with smart enough people to realize they need crowd control, stuns, blinds, utilities over small damage increases, and that by utilizing party wide buffs, we can negate the loss in dps by runing for utility over the +20% damage on one skill.

I remember looking at skills and builds weeks ago that are now nerfed exactly as I thought they would be, Mantra of evasion for instance I noted on the bnet forums weeks ago as being an OP skill, and well enough they nerfed it from 25% to 15%.

I'm pretty much spot on most of the time at spotting imbalance. I think overall the Witch doctor is the best class in diablo 3 right now, but that Monk has a great toolset for someone wanted to go safely through hardcore as part of a good group.

I think overall it goes

WD -> Monk -> Barb -> Wiz -> DH

with WD being the best in ideal situations aka 4 man parties due to having 2 party wide 20-30% damage buffs.

but Monk will be key in doing harder content with no risk, with his amazing array of tools for debuffing enemies. One with everything may be a star passive depending how resistances work, being able to itemize for one type of resistance, trading the rest to your party and having Max + All resist very early will be amazing. The main goal anyone should have for a Day 1 HC character is just getting on a slow path to hell/inferno grinding to itemize and upgrade your vendors etc and start getting gear prepared for other classes and re-runs. That's why I'm so set on making a monk since I will be largely ignoring softcore.
Warturtle - DOTA 2 is KING
Hrrrrm
Profile Joined March 2010
United States2081 Posts
March 02 2012 06:38 GMT
#33
WD is beastly. His confusion + hex spells can pretty much control the majority of enemies as your pets and spells wreak havok. Add the enchantress in the mix and you have a lot of freaking CC. There's a reason why Necro was OP being able to go through Hell naked. Meat shields + CC rules all. Whatever you can't CC is attacking your pets as you run around lobbing long range spells. If an enemy even looks in your direction, use Spirit Walk(30 mana and every 15 seconds) or Horrify(22 mana and every 20 seconds) and you're safe.

As WD you should really be taking zero damage the majority of the time. Which should guarantee survival.
alot = a lot (TWO WORDS)
imJealous
Profile Joined July 2010
United States1382 Posts
March 02 2012 06:41 GMT
#34
dacthehork, the build you linked does not include serenity, did you mean to replace mystic ally with serenity?
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
DBHErazor
Profile Joined April 2011
Sweden181 Posts
March 02 2012 06:56 GMT
#35
On March 02 2012 12:30 askTeivospy wrote:
dashing strike is best because it lets you get out and run away if you get surrounded


Agreed! Gettin away will prolly be crucial vs mobs that have freeze etc
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
March 03 2012 05:52 GMT
#36
On February 29 2012 08:35 Rorance wrote:
Near Death Experience isn't a skill I would really want in HC, all it is is a +35% health buff.

It could easily be a lot more if you include the damage from the killing blow.

i.e. if you are at 1k health and get hit for 3k, it would effectively be 35% plus that extra 2k absorbed.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Bulkers
Profile Joined September 2010
Poland509 Posts
March 03 2012 08:32 GMT
#37
This monk will not die easily, but he wont kill anything on inferno easily too...
Callynn
Profile Joined December 2010
Netherlands917 Posts
March 08 2012 15:47 GMT
#38
Considering all classes have some sick combinations for survivability, you could probably guess that inferno is just going to be nigh-impossible. Also, if inferno is not as hard as they say it is, the game is going to become a boring faceroll quite fast.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Vincanity
Profile Joined March 2012
5 Posts
March 08 2012 22:22 GMT
#39
Range-DPS will be the best, because you can stay away from mobs. Barbarian should be the hardest in HM.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-03-08 22:47:24
March 08 2012 22:29 GMT
#40
your build is terrible, LtK is a horrible horrible skill. replace that with deadly reach with foresight and you'll increase your damage drastically

replacing LtK not only increases your dmg, but also increases your defense as the extra spirit you earn can be spent on keeping a 100% uptime with your MoE mantra

Here's my build for softcore, obviously replace some skills for hardcore style but crippling + deadly reach combo far outweight the tail kick style

http://us.battle.net/d3/en/calculator/monk#bVdXkZ!aZf!cacbbc

Here's LtK build vs Cripping wave spam (with deadly reach) with basic math

"Assumptions: Crippling 1.8 atk/sec and LtK 1.5 / sec, they're numbers tested in other thread , and I rather use a real close approximated values than putting up a bunch of random variables

First, lets talk damage:

In order for your build to match mine in dps is if you can spend 70% of your rotation on LtK and 30% on crippling wave, which is just mathematically impossible given the rate of your spirit generation (6*1.8+ ~1.92 (BoH, (1.8*5*6-25)/15) + 2 (mystic ally, assuming it has 1.0 as) = ~15 spirit per second. It will take you 2 seconds (or approximately 3.5 crippling wave hits) in order to generate enough for a single LtK. Putting you at ratio 2.4:1 crippling to LtK in best case scenario (forget the fact that the seconds spent on LtK aren't generating you spirit, which would actually lower your overall dmg)

That is far from a minimum requirement of 0.42:1 to match in damage. In fact, your build would be far below the dps of mine. I didn't even want to add in the additional damage that my fire mystic ally would put out compare to your air ally (since the benefit of your air has been already accounted for on spirit/sec, but not for mine). Long story short, you just don't generate spirit fast enough

Now Lets talk defense:

what are the advantages to your build? you gain an 20% dmg reduction from crippling wave debuff. That's it, everything else is accounted for to my knowledge. However, my build also allows for a 100% uptime on the 20% atk speed reduction of crippling waves, while yours definitely will not have 100% debuff up time.

Also my build would actually have plenty of spirit allow for dashing strike for additional 20% dodge, whereas yours can't afford to unless you plan to further diminish your dps. This is why LtK builds just doesn't look good on paper, u don't generate spirit fast enough unless you go full out on skills that are used for generating spirits, though I didn't really look at what would've happened to pick that route"

TLDR: LtK is terrible and you're better off spamming cripplin wave for both MORE dmg, More defense as you can have 100% mantra uptime and keep up resolves + atk speed reduction debuff
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