Monk for hardcore - the best? - Page 2
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DrSeRRoD
United States490 Posts
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Perseverance
Japan2800 Posts
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plogamer
Canada3132 Posts
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Smurphy
United States374 Posts
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
England19 Posts
Let's keep praying for "near future" release! | ||
DrSeRRoD
United States490 Posts
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[F_]aths
Germany3947 Posts
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Barrin
United States5002 Posts
On February 29 2012 11:39 plogamer wrote: Hardcore isn't really about killing speed. Better safe than sorry. <3 Actually it really is about killing speed, because you should never go into a place where you risk your life. The defensive strength of a monk would only raise this [soft] ceiling, but killing bigger monsters slower is not necessarily better than killing a lot of weaker monsters a lot faster - and trust me, the other classes [will] have much better tools for killing a lot of weaker monsters faster. So for non-defensive classes (which is totally fine, and btw every class can skew themselves towards defense), it really is about killing speed. So yeah the monk may be the best at a certain [arguably suboptimal] style of hardcore, but people being remotely sure that he'll be the best period is laughable. | ||
dacthehork
United States2000 Posts
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askTeivospy
1525 Posts
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imJealous
United States1382 Posts
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dacthehork
United States2000 Posts
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. | ||
Hrrrrm
United States2081 Posts
As WD you should really be taking zero damage the majority of the time. Which should guarantee survival. | ||
imJealous
United States1382 Posts
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DBHErazor
Sweden181 Posts
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
United States2124 Posts
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. | ||
Bulkers
Poland509 Posts
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Callynn
Netherlands917 Posts
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Vincanity
5 Posts
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iky43210
United States2099 Posts
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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