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 Monk Discussion, guides, opinions and builds for Monk!

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Quazacolt
post Jun 6 2012, 03:47 PM

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QUOTE(cyruz13 @ Jun 6 2012, 03:31 PM)
maintenance started??  unsure.gif  unsure.gif

*
tonight


Added on June 6, 2012, 3:48 pm
QUOTE(Instant_noodle @ Jun 6 2012, 03:33 PM)
!!!

monk gear donation plzzzzzzz!!!!!!!!
*
nope.

This post has been edited by Quazacolt: Jun 6 2012, 03:48 PM
deodorant
post Jun 6 2012, 04:29 PM

Surfing LYN instead of Working.
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QUOTE(cyruz13 @ Jun 6 2012, 03:31 PM)
5k amor, 500 resist (all), 18k dps, 34khp ... i manage to tahan abit bit on normal mobs.. but not elites... =/

even normal mobs also i struggle. elites, even harmless combo also i cannot kill doh.gif the issue i have is that i don't feel "oh i'm almost there just need to increase a bit dps or increase a bit there." I feel more like showing up to a gunfight with a sword doh.gif
icecolddamncold
post Jun 6 2012, 05:36 PM

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not the crap maintenance again man!!
sukz4eva
post Jun 6 2012, 05:52 PM

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Its ok what, should be yesterday, but they did it today. Same thingy la.
nncl
post Jun 6 2012, 05:53 PM

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QUOTE(yuhhaur @ Jun 6 2012, 03:17 PM)
ugpm!
*
reply u later.. shit proxy in company make me cannot pm.. rclxub.gif

Quazacolt
post Jun 6 2012, 10:34 PM

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QUOTE
You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.


http://us.battle.net/d3/en/blog/6262208/Pa...w-6_6_2012#blog

jesus FINALLY!
cyruz13
post Jun 6 2012, 11:34 PM

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QUOTE
Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
good news for me?? biggrin.gif biggrin.gif
Nels
post Jun 6 2012, 11:37 PM

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Have to take a break playing Diablo 3. At time like this motherboard is dead. sleep.gif----

I missed my monk already.
dagnarus
post Jun 6 2012, 11:41 PM

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seriously guys, monks got plenty of dmg reduction skill. even my monk wearing dumb gears can solo pretty well in act I inferno
Quazacolt
post Jun 6 2012, 11:42 PM

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QUOTE(dagnarus @ Jun 6 2012, 11:41 PM)
seriously guys, monks got plenty of dmg reduction skill. even my monk wearing dumb gears can solo pretty well in act I inferno
*
so?
dagnarus
post Jun 6 2012, 11:43 PM

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QUOTE(Quazacolt @ Jun 6 2012, 11:42 PM)
so?
*
forgot to quote posts i read previously about act I inferno survival of monks XD
SUStlts
post Jun 7 2012, 12:30 AM

pee poo pee poo
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QUOTE(dagnarus @ Jun 6 2012, 11:43 PM)
forgot to quote posts i read previously about act I inferno survival of monks XD
*
u should try act 2 even blizz know is way to hard to pass the smalest mob there
deodorant
post Jun 7 2012, 12:45 AM

Surfing LYN instead of Working.
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QUOTE(dagnarus @ Jun 6 2012, 11:41 PM)
seriously guys, monks got plenty of dmg reduction skill. even my monk wearing dumb gears can solo pretty well in act I inferno

go to act ii then come back and tell us whether you would like to change your statement on inferno survivability.

in any case patch 1.03 they're reducing act ii incoming damage ... time to do a monk dance
dagnarus
post Jun 7 2012, 12:51 AM

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QUOTE(deodorant @ Jun 7 2012, 12:45 AM)
go to act ii then come back and tell us whether you would like to change your statement on inferno survivability.

in any case patch 1.03 they're reducing act ii incoming damage ... time to do a monk dance
*
lol thats' why i specifically say act 1 inferno, not inferno in general biggrin.gif
hitokai
post Jun 7 2012, 12:53 AM

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seriously i felt inferior altho i reach inferno act 1
Nels
post Jun 7 2012, 12:54 AM

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I want to try a different build later on if I got the chance. Instead of relying on our weapon might go for full tank + resist + damage reflect + mantra to reflect damage forgot what name. Might be fun and cost effective lolz.
[F]atalit[Y]
post Jun 7 2012, 12:58 AM

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Fck...my monk lvl 54 dps only 4.5K =( And my gold is like 100K only. Any guide? =(
SpikeTwo
post Jun 7 2012, 08:19 AM

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buy gold go AH. profit!
ellimist
post Jun 7 2012, 09:42 AM

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Quick check if anyone interested in any of these stuff, before I shove them to AH:
user posted image

Pm me with offer amount if you are

tongue.gif

This post has been edited by ellimist: Jun 7 2012, 09:42 AM
deodorant
post Jun 7 2012, 09:51 AM

Surfing LYN instead of Working.
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Oo just noticed that gems are available on AH now.

flawless square ~1.5k
perfect square ~35-38k lawl

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