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.
Legendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year. They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.
The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via Urshi, the NPC who appears after Greater Rifts are cleared.
While the developers are calling them “legendary gems” these socketables have nothing in common with regular gems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.
Legendary Gems Listing
While the Legendary Gems are still undergoing development on the PTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.
|Bane of the Powerful|
|Bane of the Trapped|
|Boon of the Hoarder|
|Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.|
|Gem of Efficacious Toxin|
|Gogok of Swiftness|
|Mirinae, Teardrop of Starweaver|
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Forum Watch #90: Keywardens and Hellfire Ring FarmingPosted 21 Oct 2012 by
Lots of forum conversation lately about the Infernal Machine, everyone’s favorite new v1.05 challenge. The first step is farming the keywardens, which is hard, or not, mostly depending on your gear, play style, and support team. (It’s dangerous to go alone.) Some useful discussion in this thread, which I’ve condensed and combined with personal experience for some bullet points:
Xah’s biggest danger comes from his AoE attack, as he can drop bodies on anything nearby, plus inflicting a big slowing debuff. Characters lacking a snare-breaking escape skill tend to get stuck and ground up, helplessly.
Monster Power and Farming
The other main consideration is the Monster Power setting. That’s complicated slightly by the fact that you MUST have 5 stacks of Nephalem Valor to have any chance of getting a key (or the demonic organs from the next stage bosses). (And remember that Magic Find is irrelevant for key drop.) So it’s not just, “can I spend an hour Zerging down the keywarden on MP10 for the guaranteed drop?” Not when you have to build up your 5 stacks of NV first, in that same game since you can’t change MP mid-game. And if you’ve got less than godly equipment, surviving on MP10 is out of the question.
People have argued about the math and the odds in a number of threads, and opinions vary. While MP10 is out of the question for most, given how steeply the monster hit points and damage scales up past about MP5, groups of well-equipped characters are routinely taking down the keywardens and then the Uber bosses on MP4-6. Your odds of a key dropping are 50% on MP5, which is pretty good.
If you’re doing it alone… it’s going to take a lot longer. It seems like MP2 or higher is really what you want to aim for; the monster difficulty doesn’t increase that much from MP1 to MP2 or 3, while the odds of finding a key go up from 10% to 20% or 30%. If you can double or triple your odds of finding a key (by going from MP1 to MP2 or MP3) while only increasing the difficulty by say, 50% (in relative terms), that’s a good trade off.
If you’re really low on gear, or playing HC and unable to die for your treasure, then yes, you can do it on MP0… but man it’s going to take a while. Finding the keys might not be impossible; say you get lucky with your 5% drop chance and it only takes you 10 runs per keywarden, at 20 minutes per run. That’s 30 x 20 = 600 minutes, or 10 hours of play time, but that’s only for 1 of each key. You need 3 of each! So you’re already up to 30 hours, and that’s only step one.
The hard part is killing the uber bosses, since you’re using up 3 keys each time you open one of the red portals, and if you do the ubers (don’t forget the 5 NV stacks) and you don’t get the demonic organ, you’re back to step one and looking at dozens more keywarden runs. Thus it’s damn near imperative that you do the Ubers on the highest MP you can manage, which is helped by the red portal staying open. You can Zerg them, and really… even if takes more than 30m and your NV stacks wear off, you can just go out into Act One and farm up 5 more stacks, before returning to the whittle-fest project on the Ubers.
Of course that’s totally out of the question for Hardcore players. Xanth and his brethren might just be happy that the Hellfire Rings aren’t actually very good for anything other than experience gain, since they’re so dangerous and time-consuming to farm if death is not allowed that it would just be a cruel temptation for HC players if the rings actually had awesome stats.
Hellfire Rings Great Success
Players are taking the challenge and Hellfire Rings are being obtained, mostly by people like windstriker who are smart enough to work in groups. Quite a few samples have been posted to the Hellfire Ring show off thread. Congrats and thanks to Katniss, gakky, Martialsage, Kestegs, and Windstriker, so far, some of whom have crafted several of them thus far. If you ask really nicely, maybe one of them will give you an extra one!