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  1. #11
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    Re: Why Macros Will Be Necessary To Play A Monk

    Quote Originally Posted by Eagle View Post
    Why didn't Blizzard emphasise the combo system in the Monk video? Makes him sound a lot more interesting to play.
    Because there is no real combo system. At most you can pick 2 generators and still have a reasonable build. Damn you 6-skill slot limit!!



  2. #12
    IncGamers Member z00t's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    Macros would certainly help, but if I recall correctly, Blizzard explicitly stated that they won't be legal to use in Diablo3.

    If you wanna use 3 spirit generators (and I will probably experiment with this at some point just because of Combination Strike :P), it'll have to be entirely skill .



  3. #13
    IncGamers Member Buu's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    Or you could practice the timing for each skill, and get good it.



  4. #14
    IncGamers Member rodge's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    I'm going soooo going for a combo monk. Trying 2 of em out in beta at the same time (Piercing Trident & Crippling Wave) gave me versatility and really gave an impression that I'm generating Spirit more quickly. Using these two skills, I never really thought I'd need to use my other skills unless I have to dish out more damage, or if it's completely necessary. Think of the runed combos too!

    I changed my keybindings so that I can relax my hands more though. Instead of using 1234, I'm using ZXCV so that I can hold shift and press any of the keys without straining my hands. I think this is more efficient if you're using a combo monk too.

    Quote Originally Posted by Buu View Post
    Or you could practice the timing for each skill, and get good it.
    This. Don't hold your keys. One at a time.



  5. #15
    IncGamers Member Coolhwip's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    Quote Originally Posted by Chaboi View Post
    Hate to burst your bubble, but anything with more than 1-2 spirit generators will not be viable end game. You will need survivability skills to make it happen.
    This.

    Quote Originally Posted by rodge View Post
    Don't hold your keys. One at a time.
    Yup. There is a slight delay between your key presses/mouse clicks and the actual command being carried out in game. If you are fast enough you can que up commands a few milliseconds ahead of them actually taking place, almost as if you were building a combo. The faster your weapons are the easier it gets because you can que up more commands.



  6. #16
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    Re: Why Macros Will Be Necessary To Play A Monk

    Have to admit I don't see why a macro would be needed for this.



  7. #17
    IncGamers Member Hokuto no Ken's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    except there's a nice passive that gives you an incentive to use multiple spirit generators on the monk. combination strike...



  8. #18
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    Re: Why Macros Will Be Necessary To Play A Monk

    Quote Originally Posted by Buu View Post
    Or you could practice the timing for each skill, and get good it.
    Timing isn't the only issue. There's also the whole inability to click lock and cycle skills like you could in D2.

    Quote Originally Posted by Capt Goodman View Post
    The only macro you really need is for the Barb's Ancient Spear. You just need the macro to call out "GET OVER HERE" whenever you use it.
    *desire to play barb jumps about 10 points*




  9. #19
    IncGamers Member aerial's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    Quote Originally Posted by Capt Goodman View Post
    The only macro you really need is for the Barb's Ancient Spear. You just need the macro to call out "GET OVER HERE" whenever you use it.

    lol so true



  10. #20
    IncGamers Member HardRock's Avatar
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    Re: Why Macros Will Be Necessary To Play A Monk

    Quote Originally Posted by MoUsE_WiZ View Post
    There's also the whole inability to click lock and cycle skills like you could in D2.
    Click locking is indeed gone, but I think it's for the best. It trivialized targeting and it was partly to blame for D2's boring combat system.

    Skill cycling is still in though. You can hold down the hotkey for Frenzy for example and if you hit the key for Ground Stomp it will go off as soon as the current swing for Frenzy finishes. You'll start swinging again after GS finished, you won't have to lift your finger from Frenzy. This is very much like D2's system, where you could switch skills while you kept the mouse buttons pressed down. This new system requires one less keystroke to do this and it feels much more natural, at least to me.



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