It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the Greater Rift Guardian (GRG) which is an upgraded version of the regular Rift Guardians.
Difficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.
Shrines: There are virtually no shrines or pylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that Conduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift Leaderboard system.
No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (respec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.
Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as Goldwrap and Harrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)
Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.
Accessing and Process
- # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
- Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to Orek.
- Kill all the mobs in the Greater Rift before the timer runs out.
- No regular or champion mobs drop loot in Greater Rifts.
- The Rift Guardian will drop loot regardless if the timer has run out or not.
- If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
- The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.
Progress Bar and Rift Speed
The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.
When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.
- Item Generation from Racks
- What Was Your Best Drop Today?
- Auction: Perfect Sorc Torch
- 10 giveaway
- Seasonal Legendaries Now Enabled on the PTR: full…
- List of PK's
- BobCox2's OTF Taco and Burrito bar - The Cause of…
- 2014 Summer MFO Results Thread
- Updated Diablo 3 Patch 2.1 Notes for the PTR +…
- The Noodle Compound Bed and Breakfast
- >>> Private Moustache Club - OT Thread <<<
- PTR Cesspool?
Diablo 3 Auction House: Watch Out for Gem Price ScamsPosted 26 Jan 2013 by
I’ve seen player comments on this of late, and saw it myself in the Diablo 3 Auction House the other night. People are running a new scam where they list 10 gems (of whatever quality) for a very low price, then use a second computer to buy them as soon as they’re listed. This costs them the 15% gold sale fee, but that’s negligible on a low price item.
The purpose of this is to trick the auto price setting mechanism of the GAH into setting lower default prices for other people posting their auctions. So the scammers sell 10 of their gems to themselves (via another account) for a tiny price, then attempt to buy more of that same item for a price well below the usual selling price, hoping that careless players will enter their own auctions of that item without noticing the much lower than usual automatic price. You can see this in action in the screenshot, which I took on the Americas GAH last night.
I took this shot after trying to sell that Star Ruby, and getting a suggested list price of under 400k. As a Star gem costs 500k just to upgrade from Flawless Squares, and Star Rubies have been selling for over 800k of late, I found that default price a bit surprising, and went to the search window to double check. Had I not done that though, and just mindlessly accepted the suggested price, I’d have sold the Ruby for half its value, (and less than it cost me to create) presumably to the price manipulating scammers who were eagerly buying up all the Star Rubies being posted for below their usual value.
I’ve seen this sort of price cheat going on with other types and qualities of gems, and I’m sure it’s been done with every other sort of commodity as well. The moral of the story, as always, is to know the rough value of what you’re selling and to be a savvy consumer, since some asshole is always looking to rip you off. In real life as well as on the Diablo 3 Auction House.
Diablo 3 Auction House Sales Update
I mentioned the big slow down I’d seen in sales in a recent economy news item, and asked if others had noticed the same thing. Feedback in the comments was mixed, with a lot of people echoing my experience while others said their auctions were still selling pretty well. Spurred by that post, I’ve taken a new approach that’s gotten my sales flowing again. Lower prices!
No, not exactly a shocking innovation, but surprisingly effective. I’m now listing almost everything for 1/3 to 1/2 the price of comparable items, most of my auctions are selling, and the gold is adding up acceptably. This strategy requires that you find a variety of stuff to sell, and more crucially, that you make your peace with listing items for much less than they seem to be “worth.”
Not to get all existential, but nothing is worth anything in this world, or the world of Diablo 3. All value is externally-applied, and objects are only worth what someone else is willing to pay for them.
The best way I’ve found to think about it is that the *vast* majority of items in the GAH are listed at absurdly high prices that no one will ever pay. You can easily take a sort of moral stand and list your item at a high price, and insist (to your cat) that your item is clearly worth 5m, and maybe even 6 or 8m, compared to the other similar items. And then you can stroke Mr. Scruffles for consolation 36 hours later when that item is back in your stash, unsold. (Just like the owners of those overpriced items you used for your comps.)
It also helps to remind yourself that you’ve got a backlog of other items to list and that they don’t gain you any profit sitting in your stash. And that you’ll find more saleable items the next time you play, should you slow down long enough to pick up a few of them.
(Also, more MF. I hadn’t played my DH much of late, and was amazed to rediscover what a difference it is playing with 425% MF vs. ~250% MF (My DH has max MF from paragon + gear and I was farming on MP2). You don’t see *that* many more legendaries, but when virtually every boss is dropping 3 or 4 Rares (instead of 1 or 2) and those rares are regularly rolling with 5 or 6 affixes instead of 3-5 affixes… it adds up quickly. Especially if you’re only picking up the item types that have good odds of being useful/salable.)