I would have sworn I’d already posted about this one in our extensive (and endless) Blizzcon media coverage, but it’s got today’s date on it, so I guess it’s new. Or at least newly-repackaged. JoyStiq has posted a “new” article that’s basically a hands-on report of the Monk. I doubt you’ll find anything here you’ve not read previously, but you can never get enough D3 gamplay report! (Can you?) Here’s a quote:
As we reported earlier, the Monk is designed to play like a fighting game character. Having spent considerable time testing out his skills, I can vouch for Blizzard’s efforts. We knew that the Monk’s skills could be chained into combos using multiple clicks. As an example, the Crippling Wave skill delivers three successive staff attacks – one attack per click—with each attack doling out debuffs to the enemies, culminating in an area debuff attack on the third strike. What we didn’t know, was that these combos can be performed across various skills.
In other words, by assigning two different skills to each mouse button, it’s possible to mix and match the various combo skills. Want to deliver two blows of the crippling wave technique and then cap it off with the final strike of the Exploding Palm? Go for it. Now the enemy has debuffs applied to it and, most likely, will explode in a few seconds. Then toss in the fact that many of the Monk’s skills don’t require mana—although more advanced techniques like the Seven-Sided Strike do—and players are really encouraged to experiment with different strategies. In fact, the Monk setup at PAX didn’t even include a regular attack button, instead assigning the Exploding Palm as the default left button—you can assign a standard attack button if you want, of course.