The funny thing is, 4/6 skills are basically non-negotiable.
You need Serenity, Breath of Heaven, Blinding Flash and a Mantra, probably Hard Target dodge mantra. You sacrifice so many offensive slots of defensive skills that let you run the fuck away if you get caught out.
Going back into Hell mode even with the gear I've got, I can run whatever Spirit gen I want, Wave of Light, Lashing tail kick, a whole bunch of things but the diversity just doesn't seem to be there in inferno.
But hey, guess we'll wait a bit and see if they realize melee's a little wonky.
Worst part is DH and Wizards with autoregen resources where a monk ending a fight at 1 spirit is stuck there without passive regen on gear until the next packs.
Last edited by Idara; May 23 2012 at 09:53:46 PM.
I am at the end of act 1 inferno now and this build works for a monk:
All that shitstorm about "waah, I am onehit and monk is unplayable" etc you can read on official forums is just bullshit from people who could only progress with bugged skills or simply too dumb to play/think about where their problems lie. Now that this quickening/cyclon strike healing build apparently doesnt work anymore they are fucked and rightfully so. Greatly enjoyed some tears in the forums today.
Regarding this build, I play it as a tank/heal hybrid and kite and focus out targets one by one. Earth ally is needed for extra life and taking some heat off you, serenity and breath of heaven are being used alternately (always have one ready while the other is on cooldown) and breath of heaven is a crowd control skill at the same time to fear mobs away.
Serenity with 3 secs invulnerability is used to counter attacks or situations that would kill you or to gain some spirit in tight situations. Lashing tail kick is there to get you some breathing space and to ensure that you don't have to tank whole groups at once. Concussion rune, evasion mantra with hard target and resolve lower enemy dps quite a lot and help you survive.
Seize the initiative is there for even more damage reduction obviously and one with everything lets you have high resistances across the board. The trick there is to stack resistance of only one type (I use fire resistance only for example) because this is easier to bring up to a high level than trying to bring everything up separately.
As for gear, you need a good shield and a fast one- hand weapon for good spirit generation. Rest of the gear is dexterity, vitality and resistance type of choice. High armor values help as well and an amethyst in a helmet together with earth ally brings the hp values quite a chunk up. The only disadvantage of this build is the not quite stellar dps but it gets the job done if you invest in a good weapon. I am currently at around 8500 dps, 30k life and 350 resists across the board. There is a LOT to improve on my gear but I am progressing slowly but steadily. You can farm the start quests quite decently with that and can defeat many rare mob packs with some player skill involved. Clear mobs around an area so you have some room for kiting and you should be doing fine.
Btw it's Inferno act 2 when people start getting 1 shot by the elites. Act 1 is nowhere near as hard.
MoH:BoP wasn't even good in Inferno past act 1 since you couldn't spam it fast enough to heal through any sort of incoming dps even with the nearly infinite spirit from quickening.
You blitzed the game, geared up harder and faster than anyone I know (and I put in hard time), and are now somehow ass hurt that you've figured the game out/found an OP build in the opening week?
First world problems.
Bleh reading this thread makes me want not to get past Hell and just reroll and have fun. My full dps ambi barb is way too fun to wear a fucking shield anyway.
English Langage management 4/5
So, a little contrary perspective yet again in this thread.
I'm an Act 2 Inferno Monk, ama. Oh wait, not reddit.. Anyway, couple of points:
1) People saying melee instadie in Act 2 to trash mobs? Bullshit, they're probably just whining about Sandwasps, which instagib you in Hell as well: don't get hit by their slow-moving projectiles. I'm not seeing a major major ramp up in damage, can tank just fine, even with them "nerfing our only viable build, might as well reroll now Monk is useless". -_-
2) Inferno seems to be completely designed for two things: incremental gear progression, almost like tiers in mmo-raids and teamwork/strategy. If you want to fuck around with random builds and use that one skill you love but that isn't very good: that's what hell is for. So far Inferno is utterly unforgiving and therefore the most fun I have had in aeons. Fuck your exploit dumbfuck builds (looking at you sand), use a normal build and experience the difficulty as it's meant to be (read: insane).
I seriously cannot stress enough how much fun I've been having in Inferno with my Barb buddy. The two classes everyone says can't deal with Inferno, and we're having a blast. Even the hardest champ/unique combinations are doable, some just take longer than others. So far the most fun was a Desecrator Jailer Mortar Shield pack of champions, with special mention for the Teleport Fire-chains Molten Extra Health champ group, who were also retarded.
As for kiting: Well, some skill is required. I can tank the hits, but standing in any kind of ground aoe (can't be dodged) for even a second is almost certain death, so you're moving around constantly. It's much more active than the previous difficulties, where I could facetank everything without moving.
3) Monk whining. Seriously, I don't get it. It's not so bad in this thread, but on reddit and the official forums it's just retarded, really. 3 things got hotfixed:
-Infinite spirit from Quickening
-Damage shield from Boon of Protection
-Spammable increased heal from Mantra of Healing
All of those were obvious fixes, and very clearly not how it was intended. I feel sorry for the monks who have been abusing it constantly and now don't know how to play their class, but eh.. Really, what were you expecting?
I use the following in Act 2 Inferno: linkity link, and that's with a proverbial fuckton of experimentation. I really don't think there are that many alternatives build that will work at the higher acts of Inferno without insane gear.
-Crippling wave is not my favourite skill, but the 20% raw mitigation is absolutely fantastic in Inferno. I used the Fists of Lightning:dodge one before that, but due to the diminishing returns on dodge I'm not convinced it's the way to go.
-Sweeping wind:Cyclone does the most damage out of any spender we have, and is easy to keep up indefinitely. None of the other spenders are any good (kick is too slow, bell has retarded animation and is too expensive, exploding palm is awful and need I even say anything about the running one?), and the Cyclone one is simply the best rune. I see a lot of people use the bladestorm one, but Cyclone does WAY more damage.
-The three required skills in ANY build are: Blinding flash:4sec, Serenity:4sec and BoH. The latter can be done with pretty much any rune, but I prefer the raw 15% damage output, because it does such fun stuff to my sweeping wind numbers. Really, if you're playing Inferno you can't do without these. Flash is one of the best cc skills in the game at no cost and almost no cd. Increasing the duration on it is a no-brainer, really. Same for Serenity: total invulnerability? +an extra second? None of the other runes compare. Just be sure to cycle flash and serenity so that always one of them is available (it's your basic OSHI- button), and spam BoH whenever it's up.
-Next is the Mantra, which probably took me the longest to figure out.. The theorycrafter in me wants to love MoEvasion:armor rune, but I couldn't make it work. Possibly viable for people who have great gear and lots of lifeleech, but totally not viable for anyone else. The health regen from MoHealing is pretty much required for any battle that takes longer than 5 seconds, so the question was: which rune. Time of Need is the clear winner here, especially considering how good resists are in D3 and Inferno specifically. Especially coupled with the One with Everything passive, this just boosts our damage mitigation by a little more while maintaining the life regen we need from MoHealing. It's multiplicative, so don't expect +20% base resists straight up, but once you get higher resists, which you should once you reach Inferno, it'll become more and more valuable.
-Passives is pretty easy. You'll see the big obvious one missing is Transcendence, which is considered "vital" by most Monks I've seen on the forums. It's bullshit though, because Transcendence scales well with levels, but doesn't scale with gear. Guess what? Inferno doesn't have any level ups, and it's ALL ABOUT gear, so transcendence becomes pretty useless. 62 per spirit spend, that's 310hp extra when activating a mantra. I have a health pool of 40k, and the mobs hit for several thousands per hit. Kind of a waste of a passive slot.
So you should take Resolve (which is kept up constantly on everything by Sweeping Wind), Seize the initiative (because we stack dex and armor is another straight up all-damage mitigator) and One with Everything, which is the most overpowered passive in the game. Seriously, go to town on one specific resist, slot One with Everything and laugh as you just gained +500 resists (which translates to around 70%+ mitigation) to EVERYTHING in the game, without even accounting armor.
And that's pretty much my late night post of the day, expecting plus reps if I helped any Monk players sort out their builds for the higher difficulties.~
1) There's no other options. We have 3 defensive skills. Vault, which doesn't grant any protection beyond movement (and you can be hit during the whole thing). Caltrops, but snares don't work at all in Inferno. And Smoke Screen but it just got nerfed. We basically have no survivability in Inferno. At least wizards have options like their chain-frost nova. I wanted a "trap" build but I can't really pull it off despite trying a bunch of variations unless I want to run in circles for hours trying to beat a single pack of mobs while praying they don't have Vortex, Teleport, Mortar, etc. When mobs hit for 45k+ in Act2 Inferno, are immune to snares and do all kinds of fun shit.....this isn't "tactical" at all.
2) Uh, I did not "blitz" through the game. I played actually quite slow compared to a lot of people and helped several friends go through Nightmare/Hell. Just because I got good gear, and know how to play the AH, doesn't make me a "rusher". I have 50 hours on my guy, and that's with taking 2 days off work to play. That's not that much when I see people with 100+. There's nothing wrong with being skilled - at this point I'm just gathering achievements (and at 2300).
I never questioned it being OP/broken, but the fact that there are zero other options in Inferno it's pretty damn frustrating. How about you actually get to Inferno and see what its like before claiming you understand.
I'm really trying to puzzle out what your actual complaint is. At first I thought it was an inability to cope with success. You have a build, you played the AH and got good gear that augmented said build, and everything worked.
Now you're complaining that if you change that build, inferno mode is suddenly hard again.
What in the ever loving fuck is wrong with you?
And really, don't bother with attempting to respond with another cute answer. This all started with me saying two words: "broken class" and you felt the need to defend it. We clearly don't agree - I find Blizzard's balance and the viability of DH skills an absolute joke. Nerfing an OP ability is fine, I agreed it was dumb to play in "god mode", but the class needs other options for Inferno and really there aren't none unless you enjoy running at max speed and having things run over mines for hours. You realize act4 mobs can hit for a base of like 150-200k damage? There's videos of Barbarians with 50khp and 700 capped resists dying in a single hit to white mobs. What kinda "difficulty" is that when the only viable option is "don't get hit".
Not to mention how this insanity of invulnerable builds, infinite spirit monks, OP wizard 35% armor builds...made it pass QA and their elite "testing" team that said Inferno would take months to beat. They pulled PVP because it wasn't finished but clearly the main game wasn't finished either. There's an act 4 Inferno witch doctor using thorn pets who has played a viable "non cheating" build through every pack in no rush and will probably beat it before this weekend. Blizzard is just so off basis...it clearly shows their "A" squad went to work on Titan.
Given Blizzard's track record, I can shelve the DH and play something else then in a few balance patches, come back to a viable DH...and then get nerfed again. It's their circle of balance.
Last edited by sand; May 24 2012 at 04:23:54 AM.
Just got and installed the game. How do I find people to play with who aren't annoying leechers?
Anyone want to join me at lvl 1 normal?
Edit: Synapse#1656 is what you'd need to find me yes?
I also agree with you on the comment about having fun clearing elite packs, they are challenging and that's a good thing. Some, well most, require you to give everything you got. We (my monk, a barb and a WD) killed the first boss in Act 2 last night. I was trying out a dodge build, worked quite ok, but still not totally sold on it, need to test other stuff as well.
Currently without barb shout:
62% armor DR
Doing act 1 farming runs goes pretty damn fast (can just dps down most elite packs) with dual wielding, Mantra of Conviction + Overawe, 15% dmg from BoH, 18% from Deadly Reach + Foresight, Crippling Wave + Mangle.
Anyone got any tips for me?
Iam a lvl 53 WD in hell act 2, starting to get a bit poblems now...
Question is if i should go full gank as mobs will onehit me anyway... i just cant figure out what a good euipment is.
adj; underdeveloped, esp mentally and esp having an IQ of 70 to 85 See also ESN, mental handicap, subnormal
the single target dps cc kiter: http://us.battle.net/d3/en/forum/topic/5271599319 i like this one
the vision quest spammer: http://us.battle.net/d3/en/forum/topic/5149620026 it's a level 60 build but it shows the basic idea: spam stuff to get 300% regen all while spamming your primary attack, be it bears or bats. probably best for when in a group.
here is a cool thread about what stats affect pets the most. apparently, they can be viable in inferno if you stack the right stuffs. http://us.battle.net/d3/en/forum/top...1500086?page=1
and here is a thread that expands upon the previous, showing how if you stack life leech gear and use fierce loyalty, it may be possible to summon pets that form a healing chain. http://us.battle.net/d3/en/forum/top...1500086?page=1
the last 2 are some serious eft warrior shit, though. i'd go with the single target cc method.
Last edited by Space Panda; May 24 2012 at 08:17:33 AM.
More from the category "shit blizzard doesnt tell you":
Mirror images will cast only a handfull of spells, and you have to train them, but among them are: Frost Nova, Force Wave, Arcane Orb. However, spell effects are ONLY applied if you use the Mimic rune. If you do, mimiced spells will apply the runes you have selected for them.
Also, Magic Weapon is bugged to give 20/30% with Force Weapon instead of 10/15.
So, for the lulz im going to try:
Illusionist, Mimic Mirror Images, Force Wave with impactful wave. Basically, this build: http://us.battle.net/d3/en/calculato...dSO!dXY!YbcaZY
Might lack Diamond Skin, possible to take it instead of Magic Weapon i guess but due to aforementioned bug a pretty huge dps loss.
Needs decent lifesteal and/or HP reg, slow weapon, some crit and ap/crit.
At lvl 41 now and running through nightmare mode. Found a good 2h mace with ~140dps that means my damage is up to 3k. Running this build at the moment: http://us.battle.net/d3/en/calculato...lTS!YXf!aaaabZ having signature spells in the left/right means endless spam (lightning for groups and MM for single focus). You can spam blizzard pretty much infinitely with this, covering entire areas.
Works wonders with other people as you slow/freeze everything, do AoE damage (blizzard and passively) and have some damage mitigation for the OSHIT. Currently midway through nightmare and with the DPS mobs die extremely fast. Elites are easily kited with blizz, but not sure how long this build will be viable, just seeing what works
Heres my current nightmare build, start fights off with blizzard and drop a comet a little closer to where I am then chain lightning them for a bit (seriously love this skill). Once I've gained enough arcane power I switch to disintergrate for the extra damage, or drop another blizzard/comet combo.
If they get close then time stop and frost nova and run away, timestop also synergises really well with absolutely everyone in group play. I'm flicking between diamond skin and frost nova at the moment and will try teleport at some point. Similarly I'm not sure how long this build will work for, but right now its a hell of a lot of fun.