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 Monk Discussion, guides, opinions and builds for Monk!

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deodorant
post Jun 8 2012, 11:30 AM

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QUOTE(ClericKilla @ Jun 8 2012, 11:23 AM)
Deo,
That's why they are nerfing it.

Have to wait for 1.03 though sad.gif

I mean I go to the D3 official forums and I see people posting things like "oh no worries I'm not godly geared, here's how I cleared act 2"

like this: http://us.battle.net/d3/en/forum/topic/5578597076

And then they say "As you can see I'm certainly not geared godly or anything. I spent around 8mil to get my gear."

wtf, I have to farm close to 10mil in Hell or Inferno Act 1 before I can go to Act 2?

Just wondering how this passed bliz internal tests (without AH, no less). My gear all in is probably worth like ~1million LOL
yuhhaur
post Jun 8 2012, 11:43 AM

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QUOTE(deodorant @ Jun 8 2012, 11:30 AM)
Just wondering how this passed bliz internal tests (without AH, no less).
*
I doubt they tested that.

"Oh yea I can't get passed Act I Inferno. Good enough as those smart a** player will sure do better than us. Later if cannot then only we nerf that"
ClericKilla
post Jun 8 2012, 11:59 AM

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Deo , hahahah

10mil I will die .. I barely hunt 1mil .. Btw add me itzKeeeraaa#6824
yuhhaur
post Jun 8 2012, 12:02 PM

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2 monk is better than one? Even in inferno?
I did team up in NM, we were sort of hot knife cutting through the butter.
cyruz13
post Jun 8 2012, 12:34 PM

Look for the light
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QUOTE(deodorant @ Jun 8 2012, 11:30 AM)
Have to wait for 1.03 though sad.gif

I mean I go to the D3 official forums and I see people posting things like "oh no worries I'm not godly geared, here's how I cleared act 2"

like this: http://us.battle.net/d3/en/forum/topic/5578597076

And then they say "As you can see I'm certainly not geared godly or anything. I spent around 8mil to get my gear."

wtf, I have to farm close to 10mil in Hell or Inferno Act 1 before I can go to Act 2?

Just wondering how this passed bliz internal tests (without AH, no less). My gear all in is probably worth like ~1million LOL
*
dont try solo lor...
solo i also need spam all my skill fighting normal mobs.. inorder to survive.. LOL


Added on June 8, 2012, 12:35 pm
QUOTE(yuhhaur @ Jun 8 2012, 12:02 PM)
2 monk is better than one? Even in inferno?
I did team up in NM, we were sort of hot knife cutting through the butter.
*
ever think of 4 monk coop? with 4 different Mantara? thumbup.gif

This post has been edited by cyruz13: Jun 8 2012, 12:35 PM
Quazacolt
post Jun 8 2012, 12:55 PM

Riding couple
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QUOTE(deodorant @ Jun 8 2012, 11:15 AM)
Bump resist.

Anyways ... I spent a bit of time farming Act I butcher, got some drops, bought some stuff off AH. ~6k armor (67% DR), ~600 resist (67% DR).


The more "beefy" white mobs whack me for 12k:


The stupid flies, even though on my screen I've clearly side-stepped their mini-flies, but I guess due to lag I still eat the full barrage for ~4.5k each

First Elite pack, these lacuni things, hit me FAST for 8k-9k, plus ~1.5k from their lightning shield.

I mean, are you kidding me? Solo Act2 inferno 600 resist not enough to stand more than a couple seconds?
*
remember me posting about my stats and how im STILL getting raped? yeah.

the only difference is that im usually taking additional 30%-45% due to shitty coop


Added on June 8, 2012, 12:57 pm
QUOTE(yuhhaur @ Jun 8 2012, 12:02 PM)
2 monk is better than one? Even in inferno?
I did team up in NM, we were sort of hot knife cutting through the butter.
*
no. 1 monk 1 barb

better to not stack class to have best synergy throughout different classes

This post has been edited by Quazacolt: Jun 8 2012, 12:57 PM
squall0833
post Jun 8 2012, 01:02 PM

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seems like 1 monk and 1 barb really make things better

but now I can solo Act 1 easily, butcher is dam easy to kill in inferno (was extremely difficult for me before)

but........ Act 2 still kena rape by normal mob huntress/ warsps in a sec, on the path after left the city entrance,

fuuuuuuuuuuuuuuuuuuuuuuu


btw I noticed Fist of thunder and deadly reach generate spirit fastest, cripping wave slower and hundred of fists slowest >.<

This post has been edited by squall0833: Jun 8 2012, 01:05 PM
hcstwb
post Jun 8 2012, 01:40 PM

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Just finished Inferno Act 1 last night, after a long 30 minutes die and retrying. Got frustrated during the fight, change my skill over and over again and after like 7 or 8 tries, finally get the Butcher. Wah feel so happy man and all the old time gaming feeling suddenly came back to my vein. Hope Blizzard will not nerf the inferno, I am just getting started!!
Quazacolt
post Jun 8 2012, 01:48 PM

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QUOTE(hcstwb @ Jun 8 2012, 01:40 PM)
Just finished Inferno Act 1 last night, after a long 30 minutes die and retrying. Got frustrated during the fight, change my skill over and over again and after like 7 or 8 tries, finally get the Butcher. Wah feel so happy man and all the old time gaming feeling suddenly came back to my vein. Hope Blizzard will not nerf the inferno, I am just getting started!!
*
heh.
squall0833
post Jun 8 2012, 02:13 PM

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if u play monk or barb,

one good tip for u

fight butcher, stick ur back to wall, avoid butcher hits u fly away far far and wasting time to kill him b4 fire ground kills u if u spent too long to fight butcher
yuhhaur
post Jun 8 2012, 02:38 PM

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I heard there is a specific location where u stand will be able to avoid all the fire from bottom and butcher charge also won't fly far far...
ashx
post Jun 8 2012, 03:36 PM

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Yes, you stand right at the bottom right corner. There's an angle. IF all the floors are on fire stand there.. and he'll come to you.

This post has been edited by ashx: Jun 8 2012, 03:37 PM
yuhhaur
post Jun 8 2012, 03:39 PM

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Not really sure should I use that. Monk tanking @ normal/NM/Hell no prob. Inferno? Stand where also die la.
lordnoobie
post Jun 8 2012, 06:44 PM

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wts.. pm me here or in game with offer.. thx

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apsidewatch
post Jun 8 2012, 11:30 PM

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1st time will be playing diablo ( played a bit of diablo 2, just the wee bit start of it) and want to use monk.

any advice out there as starters?
mfa333
post Jun 9 2012, 01:06 AM

Huhah!
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how much dps do i need for inferno? i'm just finished hell difficulty.

please add me to the list. mfa333 - Act 1 Inferno

This post has been edited by mfa333: Jun 9 2012, 01:07 AM
Quazacolt
post Jun 9 2012, 03:47 AM

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QUOTE(apsidewatch @ Jun 8 2012, 11:30 PM)
1st time will be playing diablo ( played a bit of diablo 2, just the wee bit start of it) and want to use monk.

any advice out there as starters?
*
wait 1.0.3 or reroll range if you level damn fast for end game inferno.

as for monk specifically, get a balance of dex/vit, and in later difficulties resistance, rest weapon with dps


Added on June 9, 2012, 3:48 am
good news to melees/monks:

QUOTE
We thought this was a great question, too. Unfortunately, our developers were unable to address it with as much detail and depth as they wanted before the AMAA ended. They thought it was a really relevant concern, though, so when I brought up the topic again to Wyatt Cheng today, he took some time to write up the following response:

QUOTE
06/06/2012 08:48 PMPosted by Adamant
Can you please explain/reconcile the disparity between melee and ranged in this game?

I'll state up front that I do think there's a disparity between melee and ranged, and I would like to see that closed. I feel like if I talk a lot about thought processes and design philosophy and don't state this up front people will lose the forest for the trees and conclude we think everything is fine. So I'll say it again: melee vs. ranged disparity is not fine, changes are being made, and even if you disagree with the approach outlined below we can hopefully have the common ground that the current situation needs improvement.

It may not look like it on the surface, but a large number of the changes in 1.0.3 are actually targeted at closing the melee/ranged gap. Let me go through some of them.

Hardcore
I'm going to use Hardcore as a starting point. In Hardcore, there's actually a reasonable distribution of classes, and I don't think the melee vs. ranged disparity is as large. There are a lot of Hardcore players of every class in Inferno without a huge disparity. Why is this important? It's because a significant portion of the melee/ranged disparity is related to a ranged character's ability to progress even while dying. A melee player can throw themselves at a monster and die, doing almost no damage to an elite enemy. A ranged player can do a huge amount of damage to an elite enemy, die, respawn, and basically attrition the enemy down with repeated deaths. In the Hardcore environment where a single bad Mortar, Vortex, Jailer, or Reflects Damage will kill a glass cannon-ranged character, the disparity between ranged and melee is an order of magnitude less.

Repair Costs
One of the more controversial changes in 1.0.3 is the increased repair costs. The design intent of these increased repair costs is to make death more meaningful. One of the top arguments we see against the increased repair costs is "I'm already dying dozens of times to make any progress in Inferno. Don't you see this is going to make this impossible?" This concern is most often brought up by ranged glass cannons. Many melee players respond "increased repair costs seem fine" because they haven't been using death-zerging as a tactic. Melee can't easily death-zerg an enemy down, but ranged can. I don't think the answer is to make death-zerging more attractive for melee; I'd rather make death-zerging a less profitable strategy for ranged.

Enemy Health and Damage
We're also looking to adjust the damage and health of enemies in Inferno Acts II, III, and IV. This is another change that is primarily for melee with secondary benefits for ranged. A lot of ranged are building glass cannon with the mentality "well, I'll just try not to get hit at all." So, reducing incoming damage when they weren't taking any before isn't significant for them, whereas reducing incoming damage for the melee is a big deal. For the ranged classes, I'm hoping that the incoming damage reduction will make some survival stats more appealing to ranged classes. While before the damage was so large it just felt pointless to try and mitigate any of it at all, after the change hopefully ranged classes will think "well, if I just put on a modest amount of survivability, I don't get 1-shot, so that's worth it." There are some ranged players who are already doing this -- stacking survivability so they don’t have to endlessly kite -- and it just feels like the minimum amount of survivability to avoid the 1-shot is so large it's unattainable. That's one of the things 1.0.3 seeks to address.

Damage Reduction in Co-op
Another change which is targeted at improving life for melee is the reduction in co-op damage. Again, since many ranged players just build glass cannon and avoid damage completely, they didn't really care if incoming damage went up as other players entered the game, but the melee characters really noticed. It was very easy for your life-on-hit to have you at a steady equilibrium, but as soon as another player entered the game your life-on-hit was no longer covering the incoming damage and death became imminent.

Additional Changes
And finally, there are always minor polish adjustments designed to help melee -- such as the AI on some monsters (BEES!!!) being tweaked to run away less often, which again helps melee more than ranged. I actually spent some extra time the other day to make sure if a Sand Wasp runs away from you, and you start chasing the wasp, it doesn't turn and shoot 4 bees in your face (hopefully that makes 1.0.3). I'm also working with one of our gameplay engineers to make it so if you sidestep the Dark Berserker’s power hit (where he brings his giant mace down), he doesn’t turn to track you as he swings (though that change probably won't make 1.0.3). These kind of AI adjustments are things ranged players don’t even notice, but are huge for melee.

Another adjustment being made is increasing both the maximum range and the dead zone of Mortar. Mortar was specifically designed to be an anti-range affix, but many ranged players would just stand even farther away, whereas melee would sometimes get caught in the cross-fire of two Mortars. Increasing the maximum range and the dead zone helps with both of these.



We'll be including this response in the AMAA transcript, as well (just in case some players don't find this thread).


sauce: http://us.battle.net/d3/en/forum/topic/5590647017#8


Added on June 9, 2012, 3:49 am
QUOTE(mfa333 @ Jun 9 2012, 01:06 AM)
how much dps do i need for inferno? i'm just finished hell difficulty.

please add me to the list. mfa333 - Act 1 Inferno
*
~15k dps to kill butcher.

This post has been edited by Quazacolt: Jun 9 2012, 03:49 AM
Nels
post Jun 9 2012, 04:05 AM

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Those who below 13k DPS should really just go for mantra of retribution for butcher. A lot easier.
icecolddamncold
post Jun 9 2012, 10:48 AM

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successfully cleared inferno act 1.. can say breezing through act 1 besides from some elites pack hv to die from them at least 1-2 times, sometimes 3 biggrin.gif

been stucked in Act 1 quest 3 for quite some time, keep tweaking my skill build and of coz some item build and finally came to this skill build:

http://us.battle.net/d3/en/calculator/monk...;ZUX!cZbYca

very good i can tank for quite some time from normal swarm mobs laugh.gif elites also no problem.. butchered with an achievement of "A brief butchered" which means kill butcher under 2 mins, second attempt laugh.gif

with 500+ all resist and dps all buffed up to 15k dps, armor 6k+..

so now here come act 2, dont think so im ready for it though i havent try it out haha.. will try it out today and if cannot, i need to do more farming back in act 1 to at least change my weapon to higher dps, any idea where's the best for farming in Act 1?

cyruz13
post Jun 9 2012, 11:50 AM

Look for the light
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hp still so low.. sad.gif

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