On May 30 2012 01:03 Medrea wrote: Dropping One with Everything is unadvisable.
Drop transcendence for Resolve instead. Its completely nonscalar. You only need like 300 life on hit to get the same benefit, as opposed to stacking hundreds more all resists that OWE would otherwise provide, the stat budget differences are enormous.
What are everyone's opinions regarding keen eye vs. concussion?
I'm playing HC, Act 2 Hell. I understand that most here play SC and are in inferno, so opinions may vary. Probably also rather stat and synergy dependent, but I just want some general opinions.
So far, for me, seems like concussion is slightly better.
On May 30 2012 01:03 Medrea wrote: Dropping One with Everything is unadvisable.
Drop transcendence for Resolve instead. Its completely nonscalar. You only need like 300 life on hit to get the same benefit, as opposed to stacking hundreds more all resists that OWE would otherwise provide, the stat budget differences are enormous.
sir you havent been in act 3 or 4 yet, have you ?
All the time.
On May 30 2012 01:25 Qaatar wrote: What are everyone's opinions regarding keen eye vs. concussion?
I'm playing HC, Act 2 Hell. I understand that most here play SC and are in inferno, so opinions may vary. Probably also rather stat and synergy dependent, but I just want some general opinions.
So far, for me, seems like concussion is slightly better.
Concussion. Though you have to land hits for it to start working. I mean Deadly Reach is similar but you can carry it from enemy to enemy but concussion requires every single enemy to get hit.
Its better in parties. Hundred Fists is better for solo grinding though since the knockback is much appreciated even if rare packs dont get hit by it. Rare packs and champions usually come with white mob baggage anyway.
On May 30 2012 01:06 Slayer91 wrote: One with everything is great - most people sell things completely ignoring a single non physical resist in the pricing on rares, so you get a great set cheap. Even better - you can get 50 resist all on the expensive stuff but also randomly find 40 resistance of your choice on the item which is also ignored mostly in the pricing. If you're super rich and get rares with no free slots (I.e a ring with dex/vit/atk/resist all) maybe its better to not get OwE like regina says but I'm not convinced. Transcendence seems like the easiest thing to drop for resolve. That said resolve -25% damage is going to be worse than transcendence if you are using transcendence for more than 25% of your healing.
Transcendence is really strong if you have alot of flat spirit regen (spirit stone, daibo, fist weapon, circular breathing are viable choices to improve that imo because I don't like SW nor the funky 7min mantra passive) and far less interesting if you regenerate spirit almost purely with attack generators. Having alot of spirit to spend helps with mantra spam, utility and dps so I think transcendence + flat spirit regen is a very viable choice if you spec and play accordingly.
Makes sense. I'm usually playing solo, since no one I know plays HC, and joining publics in HC is too risky.
Only thing is, I can stutter step kite with deadly reach, and can't with crippling wave. That's the only advantage I suppose keen eye has over concussion.
On May 30 2012 01:35 Qaatar wrote: Makes sense. I'm usually playing solo, since no one I know plays HC, and joining publics in HC is too risky.
Only thing is, I can stutter step kite with deadly reach, and can't with crippling wave. That's the only advantage I suppose keen eye has over concussion.
you can stutter step with all of them if you shift click on the ground, which also makes deadly reach more effective assuming you evaluate the time monsters need to get in range during the attack animation.
On May 30 2012 01:06 Slayer91 wrote: One with everything is great - most people sell things completely ignoring a single non physical resist in the pricing on rares, so you get a great set cheap. Even better - you can get 50 resist all on the expensive stuff but also randomly find 40 resistance of your choice on the item which is also ignored mostly in the pricing. If you're super rich and get rares with no free slots (I.e a ring with dex/vit/atk/resist all) maybe its better to not get OwE like regina says but I'm not convinced. Transcendence seems like the easiest thing to drop for resolve. That said resolve -25% damage is going to be worse than transcendence if you are using transcendence for more than 25% of your healing.
Transcendence is really strong if you have alot of flat spirit regen (spirit stone, daibo, fist weapon, circular breathing are viable choices to improve that imo because I don't like SW nor the funky 7min mantra passive) and far less interesting if you regenerate spirit almost purely with attack generators. Having alot of spirit to spend helps with mantra spam, utility and dps so I think transcendence + flat spirit regen is a very viable choice if you spec and play accordingly.
You can get those but miss out on survivability stats and I prefer the mass resist and do damage with spirit generators and sweeping wind and use whatever spirit defensively.
Monks offensive spirit options are godawful aside from sweeping wind.
Also way of the hundred fists SEEMS to do a lot of damage but the damage over fists of thunder isn't all that much higher.
Fists of thunder first and second strikes do not like to hit more than one target but Hundred Fists does, so the damage difference is huge.
They screwed up the monk in beta, you can even go back and take a look.
Sweeping wind and explosive palm used to be spirit generators but they made them spirit spenders instead but kept there damage the same.
Also Wave of light did like triple its current damage. Cyclone is a rushed/botched ability in general. Complete with non scalar heal.
EDIT: I also forgot that they removed the rune for explosive palm to hit multi targets and also scaled its damage down in difficulties.
In short during the beta they took a huge shit on the classes DPS. Monk needs to have the highest DPS out of all the classes since it has less survivability but is required to be in melee range to do its business (or have incredible controls, Blinding Flash is nowhere near as good as its predecessor Cloak of Shadows), instead it has the worst DPS out of all of them. Many companies seem to have this problem with understanding the melee penalty in these hack and slashers.
EDIT2: IIRC Breath of Heaven also used to scale with dex. Now it doesnt.
Simply put. Monk is a non scaling class. And its built for Act 1 Inferno. When they bumped up and tiered the other acts. Monk fell behind in a big way.
Monk is the tankiest class by far, what are you on about?
Also fists first and second strikes are much faster, and you can also use fists x 2 and use thidr for reach or windforce flurry to get most of the damage out of those.
No that would be Barbarian. They have better passives (20 percent magic reduction, vit to armor instead of dex to armor) and scalar abilities (percent of max life regeneration abilities) whereas Monk is non scalar (Breath of Heaven heals for flat amount, as does healing mantra, runed heals, and so forth).
Check out the abilities page.
Fists atk spd advantage is nulled by only doing 1.1 as opposed to 1.4 damage. Although both are way too low to be competitive with other classes.
The monk was never designed to be tanky. It was designed to be a holy version of the martial assassin from D2. Hence controls like blinding speed and invincible frames like Seven Sided Strike, Dashing Strike, and so forth. Also knockbacks. Monk was never supposed to be about standing toe to toe, thats the Barb. Otherwise Barb would be pointless since the monk would be faster AND more tanky? Nope.jpg
The only thing a monk can tank better would be a mob that only melee hits, and even then only one of them. After about 2 enemies barbarian's revenge starts to give them ridiculous amounts of health.
It's ok though, Im sure its all being looked at.
EDIT: They are also looking to nerf overawe (more conviction damage). Right now monks can't even afford to use this aura unless way overgeared, but when they bring Inferno down to within reason, I could see how it could be too good.
I agree, seems kind of counter intuitive to have abilities based on fixed number with a very low max point when the rest of the classes have almost purely percentage based increments depending on gear.
The fixed values for Monk were fine. But then they made Act 2 3 and 4 into different tiers, and didnt go back and rescale all of the classes. Thats why some classes are thriving more than others. Every tier after the first act punishes the monk at its core attributes more than the last one.
Is it doable? Of course! It just requires way more gear and a lot more skill when your skills are shrinking.
Tough call. Neither pairs are giving much resistances (especially if OWE isnt keyed into cold). DEX is low on both as well. The one with melee damage reduction has no Vit. The one with Vit has no resistance.
I'd prob go with IK for its attack speed and stun on hit (but i would really miss that life on hit and life) but only if cold translated to all resistances. But neither set of gloves are really great for the survival fest that is Inferno. In the end I would personally probably end up selling both and buying a better rare.
On May 30 2012 02:23 Medrea wrote: No that would be Barbarian. They have better passives (20 percent magic reduction, vit to armor instead of dex to armor) and scalar abilities (percent of max life regeneration abilities) whereas Monk is non scalar (Breath of Heaven heals for flat amount, as does healing mantra, runed heals, and so forth).
Check out the abilities page.
Fists atk spd advantage is nulled by only doing 1.1 as opposed to 1.4 damage. Although both are way too low to be competitive with other classes.
The monk was never designed to be tanky. It was designed to be a holy version of the martial assassin from D2. Hence controls like blinding speed and invincible frames like Seven Sided Strike, Dashing Strike, and so forth. Also knockbacks. Monk was never supposed to be about standing toe to toe, thats the Barb. Otherwise Barb would be pointless since the monk would be faster AND more tanky? Nope.jpg
The only thing a monk can tank better would be a mob that only melee hits, and even then only one of them. After about 2 enemies barbarian's revenge starts to give them ridiculous amounts of health.
It's ok though, Im sure its all being looked at.
EDIT: They are also looking to nerf overawe (more conviction damage). Right now monks can't even afford to use this aura unless way overgeared, but when they bring Inferno down to within reason, I could see how it could be too good.
I was always under the impression barbs were the one having the hardest time soloing inferno. Also you're forgetting stuff dex-->armour is just as good as vit-->armour, dex is a PURELY defensive stat for the 3 other classes it's assumed that 1 dex gives dodge equal survivability wise to 1 str. One with everything one of the best passives in the game I'd say, probably a lot better than -20% magic damage. Sure you get non scaling heals, while barb has scaling heals, but that just means you rely a bit more on armour and resists (seize and one give you more of these) and dodge (dex gives you more of this while giving armour) and flat heals like life on hit.
Also serenity is the ultimate scaling ability, completely ignores damage for 3 seconds! Can't outscale that. It also heals for 10k. Combined with all the monks knockbacks, stuff like keen eye (50% armour wtf) and 7 sided strike I'd say monks generally harder to kill than barbs who rely on staying on melee range a lot more to do anything while monks have some ranged spells and heals that let them go back in the fight once they regen.
Are you really saying monk is UP right now? Or at least weaker than barb?