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  1. #1
    Administrator Flux's Avatar
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    Monk Reaper of Souls Datamined Skill Changes

    Digging through the hay stack of datamined skill strings, I wanted to sort them out and put them into order so as to better get a sense of what's changing. The DM print out lists a lot of skills that are only changed in wording, so I didn't include those here. Only skills that have changes in function. Other classes:




    The mandatory disclaimer:
    these are from an early version of RoS and many of the changes will change by launch. Source: Datamined skill details.


    ________________________Monk Passive Skill Changes __________________________

    Only skills that see function changes in the early RoS info are included in this list. Lots of others get changes in the tooltip wording, but not in function.

    Transcendence: Every point of Spirit spent heals you for 165.1 Life. Heal amount is increased by 1% of your Health Globe Healing Bonus.
    (Old version was 62 life/per spirit point and no bonus from the +health globe affix.)


    Near Death Experience: When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. This effect has a 60 second cooldown. When Near Death Experience is on cooldown, your Health Globe Healing Bonus, Life per Second and Life per Hit are increased by 35%.
    (The last sentence is new, with the +35% bonuses during cooldown.)




    _________________New Monk Passives:____________________

    Mythic Rhythm
    Using a Spirit Generator grants increased Spirit generation from Spirit Generators by 2, stacking up to 3 times.
    Using a damaging Spirit Spender consumes all stacks and has its damage increased by 8% for each stack consumed.

    Momentum
    Moving 30 yards increases your damage by 20% for 4 seconds.
    I like the idea of Momentum. Though Monks already had great burst damage options, adding another one with an interesting priming method might actually change play style a bit. This would pair very well with Tempest Rush or the new Dashing Strike, either of which will make it possible to move 30 yards in a blink. For 20% boosted damage I can see Monks zipping from one side of a group of monsters to the other, or using TR to rush through a group rather than stopping at the start of it, making sure they travel 30 yards before stopping to punch.




    _____________Monk Active Skill Changes___________________

    Primary Skills:

    Fists of Thunder (db)
    Generate: 8 Spirit per attack. Teleport to your target and unleash a series of extremely fast punches that deal 145% weapon damage as Lightning. / Every third hit deals 275% weapon damage as Lightning split between all enemies in front of you and releases chain lightning, dealing 73% weapon damage as Lightning to up to 3 additional enemies.
    • Thunderclap: Release an electric shockwave with every punch that hits all enemies within 6 yards of your primary enemy for 35% weapon damage as Lightning and causes knockback with every third hit. (Lost its teleport effect since that's now a basic for the skill, and gained knockback.)
    • Bounding Light: Every third hit also releases chain lightning dealing 73% weapon damage as Lightning to up to 3 additional enemies. (It sounds like the basic Chain Lightning will hit up to 6 enemies with this effect.)

    Many changes to this very popular Monk skill. The old version generated 6 spirit and dealt 110% damage so those are buffed. The base skill is a teleport now, which was previously only found on the very popular Thunderclap rune effect which meant that hardly anyone uses the other rune effects, so there should be more variety now. The third hit damage is greatly buffed as well,but the 275% is spread between all enemies, not dealt to all of them as previously, and there's an added Chain Lightning effect.

    On the whole this skill should be much more damaging against single enemies or small groups, but less powerful against very large groups.Testing will be required to get a real feel for it, of course.

    It's no longer clear which rune effect is the best option, since Thunderclap's teleport effect now applies to every rune. None of them seem like real big DPS boosts, so perhaps Quickening, simply to boost Spirit generated to 15 per use.


    Deadly Reach (db)
    Generate: 7 Spirit per attack / Project lines of pure force over a short distance for 110% weapon damage. as Physical. / Every third hit has a 30% chance to knock up enemies. (Previously 6 spirit per attack and the third hit was a 25 yard reach, rather than the chance to "knock up" enemies.)
    • Scattered Blows: Every third hit randomly damages enemies within 25 yards for 170% weapon damage as Lightning. (Formerly up to 6 enemies within 15 yards.)

    It's not known what "knock up" enemies means. Presumably it's not slang for "impregnate" though you have to admit that would be a pretty cool effect. It would add a degree of difficulty for the female Monk, too.


    Crippling Wave (db)
    Generate: 7 Spirit per attack
    Unleash a series of large sweeping attacks that deal 125% weapon damage as Physical to all enemies in front of you. / Every third hit also dazes enemies around you within 11 yards, slowing their movement speed by 60% and attack speed by 20% for 3 seconds.
    (Previously 110% damage, and the dazed debuff was only 30%.)
    • Mangle: Increase damage to 163% weapon damage as Physical. (Preivously 143% damage.)




    Way of the Hundred Fists (db)
    Generate: 7 Spirit per attack (Previously 8 spirit per atack.)
    Unleash a rapid series of punches that strike enemies for 140% weapon damage as Physical.
    • Hands of Lightning: Increase the number of hits in the second strike from 7 to 10, increasing damage to 200% weapon damage as Physical. (The 200% weapon damage increase is newly added.)





    Secondary Skills

    Lashing Tail Kick (db)
    Unleash a deadly roundhouse kick that deals 470% weapon damage as Physical.
    Cost: 30 Spirit
    • Sweeping Armada: Damage done is increased to 611% weapon damage as Physical. Enemies hit are knocked back and Slowed by 60% for 2 seconds. (Previously increased knockback distance by 150%.)

    By popular demand the Knockback effect has been removed from base skill and all but one of the runes.


    Tempest Rush (db)
    Charge directly through your enemies dealing 155% weapon damage while running, knocking them back, and hobbling them, Slowing their movement by 60% for 2 seconds. You run 25% faster while channeling Tempest Rush. (Previously no mention of 25% faster speed from base Tempest Rush.)
    Cost: 15 Spirit plus an additional 10 Spirit while channeling.

    • No changes to the rune effects.

    Update: The 25% faster movement in the base skill description is just a clarification to the old tooltip, not a new addition in RoS. Unfortunately; since most players don't even notice the slight movement speed boost from any rune other than Tailwind. All forms of TR are faster, but the 25% is very hard to notice in normal game play stops-and-starts.

    Due to how the bonus is calculated (multiplicative on top of gear bonuses) Tailwind is more like a 50% bonus in movement speed, which makes it very noticeable, even in short bursts. Thus in RoS you'll still have to use Tailwind to get a movement speed increase that's impactful. See comments for more details, and thanks to Snurrfint for the tip.

    Wave of Light (db)
    No changes except tooltip wording. Bell-dropping may proceed without interruption.




    Defensive Skills

    Blinding Flash (db)
    Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
    Cooldown: 15 seconds
    No changes to the rune effects. The base skill and all rune forms are now free to cast, when there was prevoiusly a cost of 10 Spirit.


    Breath of Heaven (db)
    A blast of divine energy heals you and all allies within 12 yards for 16515 - 19818 Life. / Heal amount is increased by 100% of your Health Globe Healing Bonus.
    Cooldown: 15 seconds
    (Previously this had a 25 Spirit cost and it's now free. It's also much more effective, boosted from 6202 - 7442 healing, plus that +health globe healing bonus affix boost..)
    • Circle of Life: Increase the healing power of Breath of Heaven to 21469 - 25763 Life. Heal amount is increased by 100% of your Health Globe Healing Bonus. (Previously 8063 - 9675 healiing and no +health globe bonus.)

    Almost all of the healing skills for all classes are set for considerable buffs in RoS, since 1) item inflation and Paragon Points means that characters will have considerably higher hit points and 2) all of the Life Steal skills are being nerfed.

    Serenity (db)
    You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.
    Cooldown: 20 seconds
    (Base skill is unchanged, but the old 10 Spirit cost has been removed.)
    • Peaceful Repose: When activated, Serenity heals you for 16515 - 20644 Life. / Heal amount is increased by 100% of your Health Globe Healing Bonus. (Another healing skill with a big buff in numbers -- it used to be 6202 - 7752 -- and the added HGHB property.)

    No changes to the base function or the other skillrune effects. The removal of spirit cost is not a major factor as it was just 10 spirit previously.


    Inner Sanctuary (db)
    Create a runic circle of protection on the ground for 5 seconds that reduces all damage taken by 35% for all allies inside.
    Cooldown: 20 seconds
    (Used to cost 30 Spirit. Now free to use.)

    • Intervene: Dash to the target location, granting a shield that absorbs up to 2477 damage for 3 seconds to allies within 11 yards and then creating Inner Sanctuary Absorb amount is increased by 100% of your Health Globe Healing Bonus.
    • Forbidden Palace: Enemies inside Inner Sanctuary take 30% increased damage and have their movement speed reduced by 60%.
    • Sanctified Ground: Duration is increased to 7 seconds and cannot be passed by enemies.
    • Temple of Protection: Projectiles cannot pass through Inner Sanctuary and ally resource generation and regeneration is increased by 35%.
    • Safe Haven: Allies inside Inner Sanctuary are healed for 4129 every second. / Heal amount is increased by 100% of your Life per Second. (Previously healed 1550 per second.)

    Multiple switches of the rune effects on this one, trying to make an almost unused skill viable. Several names were swapped to modified versions of previous rune effects. The effects listed above are the new planned ones





    Technique Skills

    Dashing Strike (db)
    Quickly dash up to 50 yards, striking enemies along the way for 535% weapon damage as Physical. (Previously 303% damage.)
    Cost: 50 Spirit
    (There was previously a 1 second root effect on the struck target, which has now been removed.)

    • Barrage: The last enemy you dash through is obliterated with a barrage of strikes, taking an additional 1337% weapon damage as Physical over 2 seconds. (Previously known as Searing Skull and had a slowing effect on enemies and no bonus damage.)
    • Quicksilver: Reduce the cost of Dashing Strike to 30 Spirit. (Previously reduced cost from 25 to 10.)
    • Flying Side Kick: Perform a flying kick that has a 100% chance to Stun enemies hit for 1 second. (Previously had a 60% chance to stun for 1.5 seconds.)

    Big changes to this skill. Previously it cost 25 Spirit, but only worked to hit the target and would not move if targeted at open ground. It now works much like the Barbarian's Furious Charge, dashing to a set location and damaging everything along the way. One of the more-publicized new item effects is one that reduces the cost of use to nothing, if the attack hits something successfully, and the developers have said this is very fun to use and move at warp speed.


    Sweeping Wind (db)
    No changes except some tooltip wording for clarification.


    Exploding Palm (db)
    No changes except tooltip wording.




    Focus Skills

    Cyclone Strike (db)
    Basic skill function is under construction so may change.
    • Soothing Breeze: Cyclone Strike heals you and all allies within 24 yards for 3303 Life. Heal amount is increased by 20% of your Health Globe Healing Bonus. (Previously the heal was 1240 and there was no bonus for +health globe healing.)

    Another big healing skill buff.Because we'll need them in RoS with the current LS/LoH all getting nerfed.


    Seven Sided Strike (db)
    No changes except for tooltip wording.
    • Sustained Attack: Reduce the cooldown of Seven-Sided Strike by 7 seconds.

    No changes to Sustained Attack, but the wording changes from "to 23 seconds." This is not a change in the function, but I noticed it since in an interview Wyatt Cheng mentioned this was one of his pet peeves. The effect reduces the cooldown by 7 seconds, which is appropriate for Seven Sided Strike. But when he wanted to use "7" in the tooltip in the past the grammarians rejected it since the format for rune effects was to list the final value, not the reduction.

    Either that rule was overturned or Wyatt just stuck the 7 in there now and is hoping no one will notice.


    Mystic Ally (db)
    No changes in function.




    Mantras


    Mantra of Healing (db)
    Recite a Mantra that causes you and your allies within 60 yards to gain increased Life regeneration by 1651 Life per Second. The heal amount is increased by 100% of your Life per Second. Lasts 3 minutes.
    For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to 2477 damage. Absorb amount is increased by 15% of your Health Globe Healing Bonus.
    Only one Mantra may be active at a time.
    Cost: 50 Spirit

    • Sustenance: Increase the Life regeneration granted by Mantra of Healing to 3303 Life per Second. / Heal amount is increased by 100% of your Life per Second. (Preiviously 1240 and no bonus for Life Per Second.).
    • Boon of Inspiration: Mantra of Healing also heals 495 Life when hitting an enemy. Heal amount is increased by 100% of your Life per Hit. (Previously 186 heal per hit and no bonus from Life per Hit.)

    Previously 40 yards and 620 life per second, and no bonus from Life per Second. The 3 second buff previously absorbed just 930 damage, and had no bonus for HGHB. With so many other healing skills changing it was natural that this one would be buffed and modified in function.


    Mantra of Conviction (db)
    Recite a Mantra that causes all enemies within 30 yards of you to take 12% additional damage. The Mantra lasts 3 minutes. (Previously 20 yards.)
    For 3 seconds after activation, the effect is increased to 24% additional damage.
    Only one Mantra may be active at a time.
    Cost: 50 Spirit
    • Dishearten: Slow the movement of enemies within 30 yards by 60%. (Formerly 20 yards and 30% slower.)
    • Reclamation: When an enemy affected by Mantra of Conviction is killed, your allies nearby gain 1% of maximum Life and 1% of maximum resources. (Previously granted a 30% chance to heal for 279 - 341 Life.)
    • Intimidation: Enemies affected by Mantra of Conviction deal 15% less damage. (Previously 10% less damage.)




    Mantra of Retribution (db)
    No changes except tooltip wording.
    The devs have said they hope to make Thorns builds viable at some point, so probably they're ignoring this unused skill for now and not worrying about it until some other big changes go in to make reflected damage effects worth attempting.


    Mantra of Evasion (db)
    Recite a Mantra that grants you and your allies within 60 yards a 15% bonus Dodge Chance. Lasts 3 minutes. (Previously 40 yards.)
    For 3 seconds after activation, a second effect grants an additional 15% Dodge Chance.
    Only one Mantra may be active at a time.
    Cost: 50 Spirit
    No other changes to skill or rune effects.





    ___________________New Monk Skill_________________________


    Epiphany
    You have an Epiphany, restoring all of your Spirit, reducing the Spirit cost of your skills by 50% and enabling your melee attacks to instantly dash to your target for 20 seconds.
    Cooldown: 120 seconds
    No rune effects listed yet.





    __________________Monk Conclusion_________________

    It seems like Blizzard is tinkering with the Monk, rather than making any major revisions or buffs/nerfs as they're planning for the DH and Barb and Wiz. None of the main Monk builds seem likely to be much changed, pro or con, and his passives are hardly being tweaked at all. (So far.) The biggest behavior change seems likely to come from the remodelled Dashing Strike, as it and Tempest Rush give the Monk some tremendous fast movement options.

    The Monk's lack of Life Steal effects from skills saved him the trouble of having them all torn asunder, as the Barbarian's were.

    Many fans had hoped for changes to Mantras to make them more party friendly, but the introduction of the party-friendly Auras of the Crusader pretty well ruled that out for the Monk.
    --Flux
    The Diablo 1, 2, & 3 Wiki! (Under construction.)


  2. #2
    IncGamers Member
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Nice read, will at least change some of the most popular skill choices. Really hope there will be a lot more changes though, still loads of skills/runes that will be completely useless in endgame. Guess more changes are coming to passives later.

  3. #3
    IncGamers Member Kornkills's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    I may stay monk, some seriously over powered **** is about to go down.

  4. #4
    IncGamers Member FaultyYogurt's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Darnit, I wanted them to bring back the fighting game style combos.

  5. #5
    IncGamers Member snurrfint's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    "The faster movement speed formerly found in the Tailwind rune effect has been baked into the base skill, and Tailwind now adds 25% on top of that, which should make for a *very* fast Monk. The goal seems to be to make other rune effects more viable/popular, and it might work. Tailwind should be so fast that killing enemies with one pass will be difficult and that effect seems destined to be used for very rapid movement, rather than as a killing attack."

    This is not true flux, sorry. The 25% increased movement speed for the base skill has always been there. They just added that to the tooltip.

  6. #6
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Something I noticed is that they changed the wording on all the near death effects from " this effect can not occur twice in succession withing 60 seconds " to "this effect has a 60 seconds cooldown".

    So whats the difference you may ask? In RoS / paragon 2.0 there are items and paragon abilities that reduces cooldown timer so it should affect these passive abilities. ( think about the wizard with critical mass and unstable anatomy effecting each other... should be amusing )

  7. #7
    Administrator Flux's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Quote Originally Posted by snurrfint View Post
    This is not true flux, sorry. The 25% increased movement speed for the base skill has always been there. They just added that to the tooltip.
    That is not the case. Go try it. Unless you're using Tailwind you move at the same speed with TR as without it. It looks faster as the monk is in a speedy animation, and it's faster to move if there are monsters around since you go right through them, but it's not actually faster through open dungeon.
    --Flux
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  8. #8
    Administrator Flux's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Quote Originally Posted by Rpgguy View Post
    Something I noticed is that they changed the wording on all the near death effects from " this effect can not occur twice in succession withing 60 seconds " to "this effect has a 60 seconds cooldown".

    So whats the difference you may ask? In RoS / paragon 2.0 there are items and paragon abilities that reduces cooldown timer so it should affect these passive abilities. ( think about the wizard with critical mass and unstable anatomy effecting each other... should be amusing )
    I think both. They did a lot of cleanup and improvement on just general tooltip grammar, but also what you say as they want to stress that there's a cooldown involved in that skill, since we're going to get cooldown modifying powers in RoS.
    --Flux
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  9. #9
    IncGamers Member snurrfint's Avatar
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Quote Originally Posted by Flux View Post
    That is not the case. Go try it. Unless you're using Tailwind you move at the same speed with TR as without it. It looks faster as the monk is in a speedy animation, and it's faster to move if there are monsters around since you go right through them, but it's not actually faster through open dungeon.
    Go try it yourself lol! I've been using both tailwind and slipstream a lot for almost a year now. I know for a fact that you get a speed boost with base tempest. When I play with my wizard friend on higher MP levels I use slipsteam, and when I don't use tempest I'm just as slow as he is, but can easily outrun him with tempest.

    If you think about it, there is no way that tailwind is only 25% faster movement speed. When using tailwind you are at least as fast as a barb using sprint. And that is 40% faster.

    And if you still don't believe me you can read this thread where they calculate the base tempest speed to around 25%. http://us.battle.net/d3/en/forum/topic/8087068736

    Now, you should thank me for pointing out your mistake, apology for being stubborn and rewrite your fail article. No offense.
    Last edited by snurrfint; 17-09-2013 at 11:23.

  10. #10
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    Re: Monk Reaper of Souls Datamined Skill Changes

    Quote Originally Posted by snurrfint View Post
    Now, you should thank me for pointing out your mistake, apology for being stubborn and rewrite your fail article. No offense.
    Wow you have such a big penis mr. I cower in fear before your superiority , clearly this specific mistake made flux's article a complete fail thanks for pointing it out in such a manner so we all know how stupid he is.

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