On June 01 2012 04:26 Medrea wrote: Resolve works only on things you are hitting, and anything you are hitting is often controllable anyway. Dont drop OWE for resolve. Drop Transcendance instead.
Ideal Monk gear is often the following mods. This is what you are looking for.
Dex
Vit
Resist an element (Pick only one, mine is poison)
Resist all elements
Armor
Life on hit
And herein lies the problem with monk. That's 6 mods all of them for defensive reasons. Only DEX helps DPS. After getting enough Life on Hit you can drop transcendence for resolve. But still our damage will always be poor, too overbudgeted. Demon hunters can get away with 4 mods and Wizards can get away with 4 mods and sometimes 3. Barbarians only need 5 mods. If you play with a lot of friends of various classes, you know that Monk DPS is shit even if your tooltips say you are higher.
you only get as much vit as you need to not get bursted. resist all elements and resist an element can be interchanged. you can get armor via dex.
in the end its: dex, resist all/specific, life on hit/life regen and just enough vit. ofc you can scale up with some resist all if you have OWE but its not optimal or at least not more compared to crit, IAS, armor, spirit regen or any other stat you can get that kinda helps.
Even with 70k HP I still get "bursted" from full life to death so Im not sure I see your point.
On June 01 2012 09:20 Slayer91 wrote: What's the point of playing a melee as a pure dps? Can't other classes just do more dps and kite better to boot?
Right now? Nothing. Blizzard missed this boat completely. But obviously it won't be for forever.
hopefully their balance patch wont be long off, but till then as i am stuck in act 3 inferno with my monk i rolled a DH because i want to be a winner XD
All I hope, is that they will adjust things in order to make it more balanced, but not drop a giant nerf on inferno (like they used to do in wow, still remember that -30% in sunwell).
On June 01 2012 18:28 Medrea wrote: They have to nerf Inferno. The melee damage is just too high and the items in D3 are simply not good enough to deal with it, at least not economically competitive with the other classes.
I'd say there's other ways around it. Nerf other classes(not barbs, but the other 3 to varying degrees) so they have as much trouble as us. That doesn't really fix the fact that the people who played the other classes probably exit the nerf with better gear anyways and still have it easier unless you put more gimmicky mechanics in. I'd go with the middle road though of minor-major nerfs to WD, wizard and DH(in order) along with buffs to monks/barbs to bring everybody roughly in line.
Act3+ is where it really starts scaling out of control though damagewise. Even in act2, with good gearing, by and large you can tank it. From there I would probably scale damage no more than 15-20% an act, which just isn't the case right now. elite mob modifiers need to be toned down damagewise(all of them with the exception of mortar, (mortar+wall hurts melee as much if not more than ranged), hurts melee far more than it hurts ranged.
what i would do is change damage reduction for melee classes from 30% up to 50% - this buff wouldnt make inferno 2 easy but would make act 3 possible and act 4 as hard as act 3 is now.
Then just nerf all other classes to this level and u get healthy game with very challenging end game but doable with good gear and effort.
im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
so immensely frustrating playing the monk worrying about all the different stat modifiers when you have classes like the DH stacking pure DPS and not giving 2 shits about anything else.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
The fireballs from the blue winged beasts, the fallen shamen and subjugators for instance all do an insane amount of damage for some reason. Keep in mind you have 17% additional melee redux!
On June 01 2012 09:18 Jarlax wrote: As a result im considering selling all my defensive gear and going all in with dexterity/crit chance/ crit dmg/att speed and ~maybe~ run speed. Instead of counting on my stats to save me i will just take every single cd to get as many free hits as possible and then kite mobs like wiz or dh when my cd's are down.
What do u guys think.
Um actually thats the way I played in Inferno now (act1+2). Using serentiy and blind to get free hits in closecombat. Backing off and kiting. Repeat. Works with almost every elite which is net Fast or Jails (or Waller), those are really hard.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
Just wondering, are you able to tank soul ripper/soul lasher elites in act 3 with those stats? I'm sitting at 10k armor, 888 resist, 8% melee reduction and I still have trouble with those fuckers and find myself having to reset if I get them. I'm progressing through act 3 just fine though (in heart of sin atm) and can deal with 90% of the elites. It's just those mobs that annoy the hell out of me because of their speed, damage, and tongue thing making it impossible to kite.
edit: I should say I only have 300 loh, and tried swapping out a 12% string of ears, but I don't think it makes that much of a difference against those.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
I have 4% ranged reduction, no melee, and they're also the most annoying thing. Btw, I think Soul Rippers are ranged, not melee. The funny thing is, that early part of the act is much harder than the Keep and the Underbridge. Keep level 1 is basically 2-3 free nephalem + 50% at a resplendant.
I keep Dashing Strike to deal with the first two parts and hopefully roll enough easy bosses to get 5 neph before Siegebreaker. I still don't know how to kill it legit; at least I have two different cheeses for it.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
I have 4% ranged reduction, no melee, and they're also the most annoying thing. Btw, I think Soul Rippers are ranged, not melee. The funny thing is, that early part of the act is much harder than the Keep and the Underbridge. Keep level 1 is basically 2-3 free nephalem + 50% at a resplendant.
I keep Dashing Strike to deal with the first two parts and hopefully roll enough easy bosses to get 5 neph before Siegebreaker. I still don't know how to kill it legit; at least I have two different cheeses for it.
For siegebreker you can just summon an earth ally and have him taunt SB, then just run behind him and hit him. I don't think you can really tank him, but you shouldn't be getting hit at all if done correctly, and pop serenity when he does. Also, you can pretty much not hit him at all and let tyreal/ally do everything.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
I have 4% ranged reduction, no melee, and they're also the most annoying thing. Btw, I think Soul Rippers are ranged, not melee. The funny thing is, that early part of the act is much harder than the Keep and the Underbridge. Keep level 1 is basically 2-3 free nephalem + 50% at a resplendant.
I keep Dashing Strike to deal with the first two parts and hopefully roll enough easy bosses to get 5 neph before Siegebreaker. I still don't know how to kill it legit; at least I have two different cheeses for it.
For siegebreker you can just summon an earth ally and have him taunt SB, then just run behind him and hit him. I don't think you can really tank him, but you shouldn't be getting hit at all if done correctly, and pop serenity when he does. Also, you can pretty much not hit him at all and let tyreal/ally do everything.
just face on tank him maybe ?
Havent seen soulrippers in along while, guess they are not on the path where i play atm. doubt it will be to much off a dela if they dont have some stupid affex. i use positioning alot to kill elites, by using stairs and door openings etc to avoid getting pounded by 4 off them at the time. But havent had to many problems. Have to admit that the ponys in rainbow lvl do hit like af ucking truck :S
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
I have 4% ranged reduction, no melee, and they're also the most annoying thing. Btw, I think Soul Rippers are ranged, not melee. The funny thing is, that early part of the act is much harder than the Keep and the Underbridge. Keep level 1 is basically 2-3 free nephalem + 50% at a resplendant.
I keep Dashing Strike to deal with the first two parts and hopefully roll enough easy bosses to get 5 neph before Siegebreaker. I still don't know how to kill it legit; at least I have two different cheeses for it.
For siegebreker you can just summon an earth ally and have him taunt SB, then just run behind him and hit him. I don't think you can really tank him, but you shouldn't be getting hit at all if done correctly, and pop serenity when he does. Also, you can pretty much not hit him at all and let tyreal/ally do everything.
Even if you stand behind him, he hits you with his triple attack while he's turning. Letting Tyrael do most of the work is the easiest method I've found, but it is long and boring.
On June 01 2012 19:24 Regina wrote: im so confused, melee dmg is actually the only dmg that i can tank infinity off. in act 3 and 4. its the spells that rape me (750 all resist 12k armor 17% melee reduction)
I have 4% ranged reduction, no melee, and they're also the most annoying thing. Btw, I think Soul Rippers are ranged, not melee. The funny thing is, that early part of the act is much harder than the Keep and the Underbridge. Keep level 1 is basically 2-3 free nephalem + 50% at a resplendant.
I keep Dashing Strike to deal with the first two parts and hopefully roll enough easy bosses to get 5 neph before Siegebreaker. I still don't know how to kill it legit; at least I have two different cheeses for it.
For siegebreker you can just summon an earth ally and have him taunt SB, then just run behind him and hit him. I don't think you can really tank him, but you shouldn't be getting hit at all if done correctly, and pop serenity when he does. Also, you can pretty much not hit him at all and let tyreal/ally do everything.
Even if you stand behind him, he hits you with his triple attack while he's turning. Letting Tyrael do most of the work is the easiest method I've found, but it is long and boring.
He usually does his triple attack on your ally who is on the opposite side of him and has him taunted. If he does hit you can you survive a few hits without dying, and you have serenity. For most of the bosses in inferno, I've found that you can only kill them because they can't touch you at all through kiting/out-ranging with deadly reach (such as Ghom) unless you are ridiculously geared like Regina.
Is the Earth Ally any good for elites? Getting 5 nephalem is hard enough without having to waste a skill slot, but if he can draw some desecrates it could be worth it. I'm gonna give it a shot.
ps. I can survive 3 hits. The problem is getting the health back while you can't hit him.
i think i have found the stat that is gonna let me progress to act 4 easily (its life on hit). i am looking forward to an inferno nerf but in the meantime act 3 is pretty much on farm mode. i regretted actually spending gold on trying to get my resist all / melee resist up, should have just bought a good life on hit weapon in the first place.
started with 400+ life on hit with my amulet and belt, bought a 3.5m, 900+ dps, 900+ life on hit weapon and the latter makes everything much easier, now i even have the luxury of finding out what is gonna be the best dps build i can use lol.
On June 02 2012 07:16 wwiv wrote: i think i have found the stat that is gonna let me progress to act 4 easily (its life on hit). i am looking forward to an inferno nerf but in the meantime act 3 is pretty much on farm mode. i regretted actually spending gold on trying to get my resist all / melee resist up, should have just bought a good life on hit weapon in the first place.
started with 400+ life on hit with my amulet and belt, bought a 3.5m, 900+ dps, 900+ life on hit weapon and the latter makes everything much easier, now i even have the luxury of finding out what is gonna be the best dps build i can use lol.
Problem with life on hit, is that you still need stats to prevent getting 1 shotted. So resistances + armor still extremely important