QUOTE(cyruz13 @ Jun 6 2012, 03:31 PM)
tonightAdded on June 6, 2012, 3:48 pm
QUOTE(Instant_noodle @ Jun 6 2012, 03:33 PM)
nope.This post has been edited by Quazacolt: Jun 6 2012, 03:48 PM
Monk Discussion, guides, opinions and builds for Monk!
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Jun 6 2012, 03:47 PM
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5,366 posts Joined: Jan 2007 From: KL Malaysia |
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Jun 6 2012, 04:29 PM
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Senior Member
5,691 posts Joined: Mar 2006 |
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 |
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Jun 6 2012, 05:36 PM
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Junior Member
140 posts Joined: Aug 2008 |
not the crap maintenance again man!!
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Jun 6 2012, 05:52 PM
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Junior Member
87 posts Joined: Jan 2010 From: Selangor , Kuala Lumpur |
Its ok what, should be yesterday, but they did it today. Same thingy la.
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Jun 6 2012, 05:53 PM
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404 posts Joined: Jan 2009 |
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Jun 6 2012, 10:34 PM
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5,366 posts Joined: Jan 2007 From: KL Malaysia |
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! |
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Jun 6 2012, 11:34 PM
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717 posts Joined: Feb 2007 From: Penang |
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?? |
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Jun 6 2012, 11:37 PM
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Senior Member
811 posts Joined: May 2006 |
Have to take a break playing Diablo 3. At time like this motherboard is dead.
I missed my monk already. |
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Jun 6 2012, 11:41 PM
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Junior Member
328 posts Joined: Jul 2008 |
seriously guys, monks got plenty of dmg reduction skill. even my monk wearing dumb gears can solo pretty well in act I inferno
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Jun 6 2012, 11:42 PM
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Senior Member
5,366 posts Joined: Jan 2007 From: KL Malaysia |
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Jun 6 2012, 11:43 PM
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Junior Member
328 posts Joined: Jul 2008 |
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Jun 7 2012, 12:30 AM
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1,891 posts Joined: Apr 2008 From: Cheras |
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Jun 7 2012, 12:45 AM
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5,691 posts Joined: Mar 2006 |
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 |
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Jun 7 2012, 12:51 AM
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Junior Member
328 posts Joined: Jul 2008 |
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. lol thats' why i specifically say act 1 inferno, not inferno in general in any case patch 1.03 they're reducing act ii incoming damage ... time to do a monk dance |
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Jun 7 2012, 12:53 AM
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Junior Member
350 posts Joined: Mar 2008 |
seriously i felt inferior altho i reach inferno act 1
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Jun 7 2012, 12:54 AM
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Senior Member
811 posts Joined: May 2006 |
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.
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Jun 7 2012, 12:58 AM
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Junior Member
312 posts Joined: Jan 2010 |
Fck...my monk lvl 54 dps only 4.5K =( And my gold is like 100K only. Any guide? =(
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Jun 7 2012, 08:19 AM
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Senior Member
5,464 posts Joined: Jan 2003 From: Über Special Forces Gaming Room |
buy gold go AH. profit!
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Jun 7 2012, 09:42 AM
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Senior Member
6,106 posts Joined: Jan 2003 From: Klang |
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Jun 7 2012, 09:51 AM
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Senior Member
5,691 posts Joined: Mar 2006 |
Oo just noticed that gems are available on AH now.
flawless square ~1.5k perfect square ~35-38k lawl |
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