"New Depth Diggers in PTR roll a new legendary affix which increase all generator skills' damage by 80-100%, which instantly make almost all our spirit spender useless (for now), except a few for their utility function."
- Neo Lee
"> Thanks. I'm finding the distance you need to dash for Jawbreaker to work is often longer that what the screen shows, unless the enemies are diagonal from you. How do you guys manage this? My Jawbreaker is 33 yd and I often find it's shorter than I imagine -_- Try always dashing left/right and avoid dashing up/down. See the image below for reference. http://i.imgur.com/xrLttfu.jpg > I'm thinking of just changing this to a Lightning build instead, using either Pillar of the Ancients or LTK, Sweeping Wind, and using DS Raiment proc as a low CD 3000% skill. That way I can replace Jawbreaker with something more damaging. IMO it's somehow weaker than pure Raiment+Jawbreaker (mostly because it requires you to be tankier) but still viable depend on your gears."
- Neo Lee
"I was planning on some guide but it's a little busy recently and the PTR experience may change some of my thought. So maybe later. For now I can give you some basic suggestion. Mandatory gears: Raiment 6pc, Jawbreaker And you need high lightning/elite damage bonus and high weapon damage numbers. Mandatory skills: DS, Momentum Other good skills: anything increase the damage; anything can help you positioning yourself and monsters (e.g. MoC:Dishearten is one of my favs, and any bonus for running speed). After all it's very special playing style so you can only improve it by trying it."
- Neo Lee
"That's it. WD is OP not only because Jade build is powerful but there are several pet builds that are relatively easy to gear up and all viable for T5+."
- Neo Lee
"Yeah these key problems are annoying and I have an idea. 1. Only one kind of GR key to rule them all. 2. Completing GR gives GR keys, as currently on PTR, but only one kind of key, without the 'Level X' affix. 3. Pay one GR key to enter GR, the level can be chosen by the player, but with some restrict, see below. 4. Player can choose any GR level below their **qualified level**. Every time player cleared a level system calculate the next level based on their performance, if this calculated level is higher than their **qualified level**, it becomes their new **qualified level**. 5. If in a team, the lowest qualified level among all players will be the 'qualified level' of the team. The team can choose any level below it. Seems all problems solved..."
- Neo Lee
"Yeah these key problems are annoying and I have an idea. 1. Only one kind of GR key to rule them all. 2. Completing GR gives GR keys, as currently on PTR, but only one kind of key, without the 'level X' affix. 3. Pay one GR key to enter GR, the level can be chosen by the player, but with some restrict, see below. 4. Players can choose any GR level **below the highest level he cleared within the past week** (or X days, as Blizzard wishes). Let's call that highest level their 'qualified level'. 5. If in a team, the lowest qualified level among all players will be the 'qualified level' of the team. The team can enter any level below it. All problems solved."
- Neo Lee
"Even after fine tuned for Harmony I have nearly the same survivability as before the patch (a bit weaker actually). Problem is, as the GR comes out all classes need some kind of buff (or 'opportunity for upgrades') on both damage and survivability. We now stay the same as before (and Harmony is still mandatory), that equals to nerf IMO."
- Neo Lee
"I've been thinking these two days: Why? Why Blizzard bring themselves such a (nearly solution-less) problem? Greater Rift -> Speed Contest -> Class Balance -> OP Mechanism Cutoff -> ??? Does a game like Diablo really need such things? Why did we all happily play D2 all these years? I am totally confused now."
- Neo Lee
"> Dex to Armor/Healing Yep, nearly same here. As I predicted after the 2.1 preview blog, the loss of dodge will force us to adapt the more mobile play style because we will be even weaker when we face tank horde of trash mobs. The healing changes can be very annoying based on your gears. If you have to re-roll some gears for the additional healing that sucks. > zDPS or go home Maybe some build can be developed soon but for now this is the truth. Since actually we have no substantial upgrade on our popular builds, so either new build or no big changes."
- Neo Lee
"I have played for a while (3-4 hrs maybe). I think the answer very much depends on your gears. If you have already build up your monk before the patch you will only notice minor changes (overall more comfortable, after some OWE->Harmony tweak). And I think there are some interesting builds with potential out there but we need time to get the gears they need (cold/cc monk is the first which I'd like to try)."
- Neo Lee
"> a lot of people are enjoying it and the jawbreaker combo seems to be viable enough to stay Absolutely. And I guess many monks are just frightened by those play videos. My suggestion is: just try it (if you get the 6pc and Jawbreaker), it's not so terrible when you actually play it other than watching the video, at least for many people it will work. Once you get adapted and familiar with the new play style, it's amazingly fun. You would even pray for multiple groups of elites in T5/6 all the time!"
- Neo Lee
"> zDPS monks are most beneficial to a group, rimeheart/furnace, perma serenity/desert shroud/forbidden palace means we're invincible in tiered rifts giving 100% increased damage to everyone else. They already are now, so where is the change? Plus, Rimeheart is the rarest weapon in this game, Furnace is the rarest 2h weapon in this game, and perma xxxxx require extremely min-maxed gears with RCD. Don't get me wrong, I am very excited about the PTR. It brings us many new opportunities and tons of new things to explore and try. It'll be amazing. But I don't think this mentioned zDPS build is something interesting in the new patch and it'd better not be."
- Neo Lee
"Just read my comment again. And read Druin's thread on BNet forum. For high-end monks the damage reduction from armor and all res is almost the same before and after the changes, **without** considering dodge. My own character gives the same conclusion (I have a thread here too). And these conclusions are based on the fact you continue to use Harmony passive. If not your damage reduction will mostly lower after the changes we now know, also **without** considering dodge at all. What's so hard to understand buddies?"
- Neo Lee
"17k armor and 500 all res = 92.97% damage reduction 8500 armor and 1k all res = 92.44% damage reduction Nearly the same. But typically you will have more armor and less all res in patch 2.1."
- Neo Lee