Diablo 3 PTR Testing: Monk Skill Buffs and Elite Modifers

Yesterday’s Diablo 3 PTR report covered the new crafting recipes and their hypothetical economic ramifications. Today’s is all about gameplay stuff, including the new/upgraded Monk skills, the changes to some Boss monster affixes, and various general game balance issues.

As I said in yesterday’s report, I didn’t test everything, but I did several quick MP1 and MP2 farming runs of Act 3, hit Acts 1 and 2 for the sake of comparison, spent all my gold and Demonic Essences on new crafting recipes, and basically kicked the tires and slammed the doors a few time after a short test drive.

Monster Elite Modifier Changes

Three DiabloWikiElite Modifiers are being changed in v1.07, and I ran into all three of them several times.


Plagued was bumped up in damage by 120%. For the mathematically disinclined, that’s more than double, and it’s definitely noticeable. In v1.06 my Monk is indifferent to the green ground splashes, but I nearly died to a Plagued boss in my first game on the PTR last night, mostly since I ignored it as usual and took a moment to wonder why my hit points were plunging.

How much this effect bothers you will vary entirely by your hit points, leech, resistance, and color blindness, but if you’re used to ignoring Plagued like I was, you might have to check yourself before thou wreckest thyself.

To give you a general idea, my Monk was in a bit more survival gear than his usual max-MF farming getup. On the PTR he was running with about 650 Res All, 54k hps, and 600 LoH when he had to hotstep out of the Plagued. For the sake of comparison, in my usual farming gear that character is maybe 510 Res All and 47k hps, and he can ignore Plagued like it’s not even there.


Molten damage has been reduced by 40% and that was also noticeable. Naturally, the first several Elites I got with Molten had Plagued or DiabloWikiDesecrator as well, so it was hard to judge just how much less damaging Molten was by itself, but it did seem less dangerous than now and roughly equivalent to the new version of Plagued.

To put that into context, in v1.06, my Monk in farming gear is pretty indifferent to standing in Molten unless it’s really stacked up from fast moving enemies. He can ignore single Molten explosions, though he has to scoot away when several are going off at once, or when he’s low on hit points.

DiabloWikiReflects Damage

I wrote an article about the new Reflects Damage a couple of weeks ago, so check that for a fuller report. Here’s from the official v1.07 patch notes, plus last night’s update:

The Reflects Damage affix has been redesigned:

* It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active.
* A visual effect will display whenever the durational buff is active.
* Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player.
* (NEW) Damage reflected back from the Reflects Damage affix should now be capped at 10% of the monster’s current health pool (overkill damage is not considered in the reflect).

The notes don’t mention it, but the visual has been changed as well, and it’s a definite improvement. I put some screens in the article from two weeks ago, and reported that the graphic of small swirling orange swords was far too subtle. Not only was it hard to see in close combat, but it was hard to see even by itself, when the monster was on a bright background.

RD. Also, bewbs.
RD. Also, bewbs.
The shots in this section are from tonight and show the new graphic. It’s basically the same, but with a lot more orange spikes that no longer have a sword shape, which makes it a lot more visible. As you can see in the pics below, it’s still kind of tough to see in melee combat (especially for my Monk with Sweeping Wind tornadoes and explosions flashing non-stop), and I still think that eligible monsters who are not currently active should show something to indicate that they might soon become spiky. But it’s a lot better than it was 2 weeks ago.

As for the damage from the effect, I actually found it more noticeable than it is currently, but that was probably because my Monk had higher damage (thanks to Monk skill buffs and me changing my gear from MF to DPS for PTR experimentation). Reflects Damage does require you to pay some attention now, which I think was the goal of the devs.

Basically it’s like DiabloWikiShielding, in that you want to hit the monsters that don’t have it active. This means nothing if you’re all AoE, but even though my Monk’s damage with DiabloWikiSweeping Wind and DiabloWikiFists of Thunder is mostly AoE, I did notice a big difference in how much RD I was taking, depending on which enemy I was targeting. As you can see in the shots below, the effect can be active on more than one monster at once (unlike Shielding). So it’s not just one monster you need to watch out for; between an Elite and her 5 minions there will usually 3 or 4 with RD active at a time.

I didn’t get it enough to study it that closely, but the effect is generally live on about 2/3 of the eligible monsters at once, and presumably each one has their own timer, since it can be active even when there’s only one monster left. (Unlike Shielding.)

Characters with far higher DPS than EHP will now be able to take on RD bosses without suffering instant death, but you’ll have to be careful, especially with a ranged or area attack as you can have shots in motion or tornadoes spinning when the RD cycles between different Champions or Minions.

Click through for much more, including discussion of the Monk’s considerably skill buffs. (My monk found them quite delightful.)

Monk Skill Changes

Here’s the full list from the Patch Notes:

Active Skills

* DiabloWikiCyclone Strike — Weapon damage increased from 100% to 313%.
* DiabloWikiDashing Strike — Weapon damage increased from 160% to 303%.
* DiabloWikiExploding Palm — Explosion damage increased from 30% to 50% of the target’s maximum health.
* DiabloWikiInner Sanctuary — Radius increased from 8 yards to 11 yards.
** Skill Rune – DiabloWikiForbidden Palace — Damage bonus increased from 10% to 15%.
** Skill Rune – DiabloWikiSanctified Ground — Now reduces enemy movement speed by 80% (up from 60%).
* DiabloWikiLashing Tail Kick — Weapon damage increased from 235% to 470%.
* DiabloWikiMystic Ally — The amount of damage a Mystic Ally can take from a single hit is now capped. The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance.
** Skill Rune – DiabloWikiEternal Ally — Weapon Damage increased from 40% to 60%. The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds).
** Skill Rune – DiabloWikiFire Ally — The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds.
** Skill Rune – DiabloWikiWater Ally — The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%). The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds.
* DiabloWikiSweeping Wind — Base weapon damage increased from 15% to 20% per stack.
** Skill Rune – DiabloWikiBlade Storm — Weapon damage increased from 20% to 26% per stack.
** Skill Rune – DiabloWikiCyclone — Weapon damage increased from 20% to 26% per stack.
* DiabloWikiTempest Rush — Weapon Damage increased from 85% to 155%
* DiabloWikiWave of Light — Weapon damage increased from 390% to 829%.

Monk Passive Skills
* DiabloWikiNear Death Experience — Dying will now reset the cooldown.

Bug Fixes
* Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player.
* (NEW) Cyclones generated by Sweeping Wind should now travel roughly in the same direction that the player is facing.

A glance will show you a lot of skill damage buffs, and these aren’t all just to minor skills no one uses. Sweeping Wind: Cyclone is 3rd most popular Monk skill in the game, and it’s quite powerful *now*.

Sweeping Wind

The skill (for non-Monk players) creates a sort of aura that deals constant weapon damage to every enemy within 10 yards of the Monk. The most popular rune effect is Cyclone, which sends out little blue tornadoes with Critical Hits, and they zap everything in range (it’s a long range, much like the zaps from the DH’s Ball Lightnings) for another 26% weapon damage (up from 20%).

So the base version of Sweeping Wind now does what the Blade Storm rune effect used to do, and to compensate that one’s been raised from 20% to 26% base, which will stack up three times to 78% weapon damage. A nice buff, but not amazing. Note that other tidbit they sneaked into the patch changes under a bug fix, though. “Cyclones generated by Sweeping Wind should now travel roughly in the same direction that the player is facing.”

After some time on the PTR I can safely report that this makes a HUGE difference. Currently the tornadoes mostly go backwards or sideways from the target you’re hitting. This isn’t awful since the tornadoes have pretty good range on their zapping, so they’ll hit whatever you’re hitting, but they seldom hit anything behind your target. What they mostly do is hit monsters behind you, so I suspect a lot of you other Monk players do what I do, which is to run (or Tempest Rush) into the midst of a huge group of enemies before you start your melee attack. This brings enemies in from all directions, but all the ones beside and behind you get chewed up by the Sweeping Wind, and especially by the Tornadoes.

I’ve often dealt with dangerous Elites by moving away from them and beating down defenseless trash mobs for the LoH healing, while still dealing excellent damage to the big guys behind me thanks to the dozens of tornadoes that go spinning out.

This will no longer work in v1.07.

In compensation, you will do a lot more damage to your target thanks to all the tornadoes pushing past it, and you will do huge damage to any enemies behind your target, since those guys used to hardly get hit at all by the cyclones. Thanks to this change (and the damage boost as well) I found my killing time considerably faster, especially against enemies that bunched up. I could chew through huge packs much more quickly since my tornadoes were always going forward and softening up everything before I even landed a punch.

It might take some getting used to; you do much less damage to enemies to the rear than you’re used to, but you do much more to those ahead of you, so expect to learn some new battle positioning. The pic below I took while harvesting the Skeleton King for a new Crafting Recipe and it really shows which direction the tornadoes head in. I’m just surprised that this is a “bug fix” rather than a skill improvement. So we should have had this all along? Ragerageragearglebarglecheeseburger!

New and improved Cyclones from Sweeping Wind.
New and improved Cyclones from Sweeping Wind.

Exploding Palm

Not as popular a Monk skill, but I’ve found this one very useful when grinding on higher MP levels and keyruns. It deals some DoT to the monster you target, but the real boost comes if the monster dies with the debuff still active, since it explodes and deals damage based on its hit points to all enemies in a (fairly small) range.

It was actually quite useful even at just 30% damage, especially against Champions, since the first one you killed would almost always finish off the other two or three, if they were crowded in and taking damage from your Sweeping Wind and AoE combo attack the whole time. Now that this one deals 50% of the monster’s hit points, it’s even better… for those who use it.

If the Monk had some huge damage single target attack, this might create some potentially-clever tactics against bosses, since there’s no cap on the explosion; if you kill a boss with this effect on them, everything in range takes 50% of the bosses hit points. And since Bosses have much higher hit points than their minions (much less regular monsters) it’s instant death. As such it’s almost unfortunate that Monks have so many AoE and multi-target attacks, since those make it hard *not* to kill all the minions and trash mobs nearby before the boss dies itself.

Like I said though, this is amazing against Champions, and theoretically you could devastate the second big boss while fighting the Infernal Machine events.

Tempest Rush

DiabloWikiTempest Rush is (currently) an amazing support skill. Most Monks use it to dash between groups of enemies, and with enough Spirit Regen you can use it quite extensively, basically slashing through/past all the trash mobs and only pausing for really big groups, or when you find the next boss pack.

It’s not (quite) capable of functioning as a full time, main skill though (barring exceptional equipment). For most Monks the Spirit costs are too high and/or the damage is too low, so even with Sweeping Wind at three stacks, and Breath of Heaven: Blazing Wrath for your DPS boost, trash mobs don’t die with a single pass. (Not that making a second pass, or circling around them, is hard to do.)

That will change in v1.07, and even without any equipment changes to my Fist/Shield Monk in max MF gear, I found Tempest Rush fully-capable of killing 75% of trash mobs from a single pass. It’s basically the Monk version of the Barb’s Spin2Win build, where you can just run past/through things and watch them die seconds behind you from tornadoes. This is thanks to the huge boost to Tempest Rush damage (up from 85% to 155%) and Sweeping Wind damage (up from 45% to 60%) and Sweeping Wind Cyclones (up from 20% to 26%).

Nothing has been changed to make the Spirit costs more affordable though, so most players will still need to use Circular Breathing, and special passives, and specific gear to meet the resource cost. (Perhaps next patch Monks will get a ridiculously OP skill like Fist of Az Turrasq that hugely boosts movement speed, and damage, and more than pays for itself while in use.)

Before some nitpicker goes crazy in comments, yes Tempest Rush can be used almost full time now, as some Monk rushing videos show. But like Jason Bourne you’ve got to fully commit to the program, which generally means using a two-handed weapon (which means Skorn) with The Guardian’s Path passive and probably Exalted Soul and/or Chant of Resonance as well. Which can work in v1.06 but is borderline suicidal if you’re Hardcore or not super-geared, and forces you to hit very slowly (unsatisfying) when you pause to use something other than Tempest Rush to generate Spirit or kill a boss.

In v1.07 it’s possible deal much higher damage from Tempest Rush, without resorting to the awkward two-handed option, and I envision dual-wielding Monks with a pair of Spirit-generating fist weapons going berserk with full time Tempest Rush, only stopping to punch (at super fast dual-wielding speed) when they encounter an Elite. It’s enough to make me wish my Fist of Az Turrasq didn’t have a terrible roll on the inherent Spirit regen, since a good value on that would be enough to make up the plodding-slow Spirit cost difference between Northern Breeze and Tailwind.

Final Word

On the whole I’m excited about v1.07, despite my almost total disinterest in the zero-feature-added D2-style dueling system we’ve been abandoned to. My current fave class is getting a big boost to several of skills I actually use, most of the new crafting recipes seem pretty interesting, and there are a bunch of other useful changes as well. (Though I’d hoped for more big changes to class balance, fixes to “farm act 3 only” problems, and other major changes.)

You guys finding things to like and look forward to? Have you tried it out on the PTR yet?

Related to this article
  • One life to live: Post patch Hardcore
  • Diablo 3 Patch v1.07 Crafting Plans Strategy
  • Diablo 3 “Ask the Devs” Round 1 Q&A

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    24 thoughts on “Diablo 3 PTR Testing: Monk Skill Buffs and Elite Modifers

      • Yes, but at least for me, the rubber banding comes, 99% of the time, right when I first start to use it. I almost never get any rubber banding (except with a Fleeting Shrine as well when I move so fast I get desynched with the server) when using it for extended periods, so when/if you can use it for 10 or 20 or 30 seconds at a go, that problem almost entirely goes away.

    1. Currently, in 1.0.6. the cyclones from Sweeping Wind are cast in the direction you were facing when you initially cast the skill. So if you were facing left when you cast it, all cyclones would spawn to the left, no matter what direction you are currently facing.

      It’s actually pretty useful when you’re paragon farming act 3 areas always going in a left-ward direction, to cast the skill facing right, so the cyclones will kill things that are behind you. This saves a lot of time because you can just keep moving forward.

      • No. No they don’t. They do backwards and perpendicular exactly as described here. The “loss” of rear attacking won’t be missed in the slightest.

          • One of the first hits were facing south, and the tornadoes went north. Par for the course in exactly how this article says it should.

            I main a Monk. I know for a fact they spawn behind you and perpendicularly. They are never in any set direction. Hence why they’re fixing that…

            • Please, just test it out for yourself.

              They went northward, just like you said, because he cast Sweeping Wind facing that direction (while he was on the stairs). Yes, his first actual attack is facing southward, just like you said. They don’t come out backward, they just come out in the same direction as the original cast. And it stays that way as long as you refresh it. Blizzard is fixing it, anyway, so all this won’t mean a thing after patch.

              BTW, the fellow who posted the video is the guy who wrote the comprehensive guide on tempest rushing on the battle.net forums http://us.battle.net/d3/en/forum/topic/7199912895 if anyone is interested.

    2. Bewbs? Seriously?
      There’s porn all over the internet, and someone is drooling over those 16 pixels in a tiny pic of a video game?


    3. So this is what I’m working towards:

      I am building my monk to not use crit in any meaningful way other than to stack sweeping winds. I simply want spirit regen, attack speed, spirit gen added damage, and tons of dexterity. When the patch hits I’ll be going for the eventual Marquis Ruby. I lack a better mara’s, Inna’s belt, and better crafted shoulders/gloves. I’m considering Lacuni’s and eventually Vile Ward and of course improvements upon what I already have.

      My setup can be interchangeable between using Bells, and Exploding Palm. I maintain Overawe(3 second damage not priority), Dashing Quicksilver to a target, use bells or EP( I like the flesh is weak due to higher target damage taken component to focus a target down). I’ve also considered using WOTHF- Windforce Flurry that sends a 250% damage bolt in front of you it works alright in testing, and Spirited Salvo- that works with attack speed giving you a 15% chance on activation to get 15 spirit with WOTHF.

      I’m expecting my dps to cap out over 100k with optimal gear, but I am not in this game to min/max. I’m in it to enjoy it paragon levels be damned. I don’t care what criticism I get, I care about what I like to do and that is experiment. So don’t get on my case about FoT, Cyclones, Etc. I was setup that way and was tired of being that way all the time.

      I’m hopeful that they make these higher spirit spenders more accessible to the masses via spirit costs/generation being improved, but until then I like my improvised approach.

      • That’s a lot like what I was thinking of, for equipment. You’ve got almost 6.5 spirit regen from 2 fists and your hat (my monk in the above demonstration has only 1.5 from those items) so you’re much more open on skill selection. That build will kick ass in v1.07, and even Monks with much less from their gear should be able to do it with some of the passives I mentioned.

        That might even make it viable for HC monks; I was talking to Xanth about it yesterday and he was like, “I’m not giving up my defensive/survival passives just for more spirit.”

        • Thanks. Once gear gets optimum I’m anticipating a point where I can switch a few skills around when I want and they would all still be viable. I believe you can get over 50% damage to spirit generators and I know it’s possible to get over 10 spirit/sec. Yes I’m a GAH user, but it’s almost necessary if you want to be practical and still play on the limited basis I do. I could really go with the same explosive palm build, and stick with bladestorm, and WotHF-Fist of Fury, with some defensive/offensive (inner/Blind/SSS/Serenity) instead of Dashing and it still work. I tried using spirit gen passives and really the only one that might work would be the 100 more spirit/1 gen one because often you get spirit overload. Most HC players I assume are using templar that also adds to spirit generator generation. I farm at mp2-3 right now, but sometimes go to 5-6 for challenge and do alright.

    4. Well to the post-patch D3 Flux! As a DH player, I got my fill when they bumped many DH skills making many of them suddenly Inferno viable, in that they could actually kill things on Inferno. They’re certainly not the most efficient, but I can play and kill things with my DH in 4 or 5 different ways when I gear up appropriately (making Stash space a premium). I’m sure you’ll find the same with your Monk in 1.07.

      I highly recommend experimenting heavily, particularly with targeted gear. for instance, Sentries got an enormous bump in damage, but no longer Crit. Well now, to effectively use a Sentry, you’re best off focusing exclusively on IAS, Dex and damage mods since CC and CD are literally worthless. IAS, Dex and Damage mods are worlds cheaper than CC/CD mods so building towards it is even affordable. In 1.0.7 the Sentries won’t proc Reflect Damage so I should be able to play about MP4.

      I highly recommend you look for similar opportunities with the Monk buffs. Find some combination of 1 or 2 skills recently buffed and buy gear specifically for them. It’s an absolute blast.

    5. Or play PoE and monster mods are actually interesting, and the gameplay requires you to actually pay attention or you’ll die, fast. D3’s become so durpy I just set the highest mp I can farm in without dieing and just WW through everyone by myself for 3-6 hours, or I play PoE and me and my friends are having a blast together on the higher difficulty’s, its not just d3 launch inferno where monsters rape you in 1-4 hits, its actually pretty deep. That and because you can actually avoid projectiles in PoE because monster attacks don’t have extreme leniancy and can somewhat abuse stun time to kite melee monsters as a melee class means that if you play well enough you can avoid alot more damage.

      Diablo 3 leniancy has always been really awfull, and its mainly because it just feels like your a bunch of numbers hitting other numbers, theres no dodging attacks, theres not running out of melee range when they swipe, you either run in and win, or run in and die, or run in, then run out and hope they don’t kill you, it almost feels like theirs no inbetween, where you can eek little advantages with movement and knowing monster attack patterns etc.

      • You see I think this is the problem with too many in D3 and I think the major disconnect. If you get bored playing WW on easy mobs. Challenge yourself do something different make it challenging again where you can die. Just because farming is easier at 0mp or whatever doesn’t mean you have to. Do something different with what is available.

        People these days with their trends and ‘viral’ just because x is doing so well with it I must. Go play PoE, I hear everyone else is.

        • Yeah,I don’t understand that either, if you don’t like farming in MP0 with Whirlwind, don’t do it, easy enough.
          Also, if you don’t like Diablo3, don’t play it.

          But no, people have to whine and write comments to tell us how bad is our game and why we should hate a game we like…

        • Ok, I quess I should just go make d3 harder on purpose, lets make the game challenging and inefficient on purpose so I can have fun. I hope your talking about diablo right? Last time I remember diablo was fun because it was all about doing things as efficiently as possible, but in diablo 3 the most efficient thing is to farm by myself on a low MP level. playing pubs is boring, playing other classes (Iv tried all 5 on softcore and hardcore, lets say theres alot of low levels I don’t touch) I only find the barb fun, I played the barb in d2, I feel no joy from any other class, I guess I got my couple hundred hours in, so I can’t complain to much, but I can say that so far PoE has given me more enjoyment in 2 weeks than d3 has since the first couple days after it launched.

          D3 hasn’t been a great experience, just because we all have 100-300+ hours doesn’t mean we got our value out of it, I played d3 alot expecting it to get better, and found out that the first week of d3 was the only real fun I was ever going to get from the game, 8+ months later and I regret almost all of the time I spent on this game, and for good reason, poor customization, I felt like I was so similar to every other barb, poor skill variety, I wish there was a shitload of tiers of runes that made for a more diverse skill system, the endgame item grind feels 100% pointless, paragoning (im 35) felt like I was getting such a minor stat buff I stopped caring after about 20 paragon levels, it just became something automatic (I guess thats what they were going for right? just keep playing and the it’ll do everything for you, no need to think or anything.) inferno wasn’t so bad when it had challenge to it, hell everyone asked for inferno to be hard, and it was hard, and people said that its to hard, so they made it easy as shit, and now its a joke, if im not talking to a friend on skype my mind turns to jelly farming act 3, its like im watching TV or something its so easy, and with almost no real rewards to stimulate you it just feels like your grinding without purpose.

          I know im ranting, and I like diablo, but with the way its been the last 8+ months, and the way the future patchs continue to be 6 month old predictions of kripparian talking about how pvp was going to be the exact way it is now, I truely feel like unless they do some serious work in the next 2-4 patchs I don’t even want to buy the expandsion, I would rather not spend more money on something thats only given me headaches and disappointment.

    6. This is my monk and dh( which I was last playing) – eu.battle.net/d3/en/profile/Debrup-6903/hero/19272188
      I love Tempest Rush and look forward to mp0 farming with it in 1.07.
      OTOH, I’m really enjoying POE and taking a break from d3. If you have played d2 there is a good chance that you might like POE.

    7. Thank you Leroy for your mandatory POE is better post. Entertaining stuff!

      On the monk changes. I can definitly confirm that edless Tempest build is working really good in 1.0.7. It worked kind of good pre 1.0.7 on lower MP levels (Mainly MP0) but on the PTR I can farm MP1 faster than MP0 in 1.0.6. It’s not on par with WW barbs but I’d say it’s pretty much the fastes possible way to farm MP0 as a monk and a strong contender on MP1 and MP2 in 1.0.7 depending on your gear.

      My monk uses Both ‘SW-Inner storm’ and Circular breathing, a Stone of jordan with spirit regen, 4 pieces of innas with head-stone with spirit regen.

      This gives him enough spirit to constantly be tempest rushing and to cast the much improved Cyclone strike with reduced spirit cost pretty often meanwhile which is pretty awesome for elites and spread out groups.

      The 4 set bonus of innas is imortant since it gives you unlimited use of SW and let’s you refresh the stacks so that it is constantly on 3 stacks.

      heres the build. http://eu.battle.net/d3/en/calculator/monk#cSQfgX!Ycd!ZYZaYb
      Works fine with decent gear. My Monk has nothing special and around 110k dps buffed.

    8. You seem to have mixed a few details Flux!

      Main reason to play with 2-hander in a Tempest Rush build is the use of Guardians Path (mandatory) AND the fact that Tempest Rush spirit cost is based on your attack speed. So dual wielding weapons with spirit regen isn’t useful for tempest rush, much better to keep slow attack speed. It is really expensive to make a good build like this (250-500 million) but it can manage some really fast farming on MP0. You can not use any ias gear, and at the same time you need 140k DPS unbuffed and quite okay survival for it to work together with a good SOJ and Inna’s hat.

      About Sweeping Wind “buff”. There’s much discussion about this over in the US forums. In fact, the net dmg will become lower in this patch than before for a lot of monks because they do atm use Blind to “snapshot” before casting SW. This will not be possible in 1.0.7. The net result will therefore be a nerf of about 5% dmg for all people that used Blind this way. I should add that I think this is a welcome change anyway, will open up for other skills than Blind to be used for some monks.

      And a last addition. Most monks over at the US forums are really pissed because the promised (yeah, they’ve actually kinda promised) changes were to be more than a “simple number tweak” and they were supposed to give monks some sort of offensive passives and also fix spirit regeneration (atm one spirit regenerator is much better than all others). So these dmg increases in some skills are not what people were waiting for and they actually do not even touch the real problems the monk class has. Just some info for all you non-monk players 🙂

    9. Guys, I look at your DPS and I think all you guys are godly. I just don’t have the time and patience to farm, I guess.

      It’s doing me good though. I haven’t exhausted the entire game of its content so I still enjoy it immensely. In fact I just played right now and just like that two hours have passed.

      I have participated in the PTR, and I think that we should categorize the players according to the damage they deal. Maybe a letter system of some sort (D,C,B,A,S and SS) or even a 10-star system. It would work well when judging whether the character is your match or not.

      A match making system is definitely a bonus, but its still nice to see you’re moving up the ranks.

    10. It’s probably been stated already, but there’s a lot of information missing in the sweeping winds section and probably a bit in the tempest rush area,

      Previously, whatever direction you were facing when you casted sweeping winds is the direction they would ALWAYS gravitate towards. This is particularly handy in Tempest Rush builds as you generally want your cyclones to spawn behind you.

      You totally forgot to mention the “fix” of the sweeping winds snapshot effect, which gave way to a bunch of “gimmicky” builds that allowed monks that had perfect setups to do 3mil+ edps with white weapons. Ignoring those people, this patch is still a NERF to sweeping winds. The minor buff in the dps of sweeping winds does NOT compensate for the nerf to the snapshot mechanic. No longer will players be able to use blinding flash/ foresight/ whatever to gain 50%+ dps and SNAPSHOT it into sweeping winds.

      This patch doesn’t make TR farming any more efficient, it’s either a push or reduces the effectiveness. The fact that cyclones no longer spawn where you want them (behind you), Tempest Rush is only ~20% of a TR’s monk damage, and the snapshot mechanic was nerfed makes overall TR DPS go down.

      2handed TR is the only viable build, which can be achieved relatively cheaply. 1handers will never be optimal at all.

      Sidenote: TR monks farm faster than barbarians with sprint.

      • I fail to understand how Monks can farm faster than barbs? I feel like it comes down to who runs faster, and Barbs clearly do run faster with WotB %20 and sprint (%40) vs %10 passive and %25 from TR?

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