More after winding. ;) And that turned into being thrown up on. lol.
Well, I would say that 30% less damage taken is quite alot, although from what I understand not enough I guess. Unless I am completely wrong, barbs and monks can take more hits than a wizard (3 hits from a normal mob = death for a wizard, and no I am not complaining about it because wizard are not supposed to be able to take as much beatings as barbs or monks).
Yeah, that's what I originally tohugh on paper, and I'll be brutally honest, I wanted originally to play a Spectral Blades 'melee' Wiz, but (among other reasons) thought "But I don't get the 30% damage reduciton, I need that!".
It's just not noticable in Inferno. White mobs can still 1 shot us.
It's all about the gear. And to be frank, being at range and taking zero damage is far better than being in melee with a 30% damage reduciton. ;)
It could be that we have different definitions of "pure offense". To me it means foregoing defensive stats completely and not having to use defensive abilities. Wizards were foregoing defensive stats and hp before Force Armor and CM spec got fixed, but can't do that anymore. We need HP, and we need resistances. Although we don't prioritize resistances, it doesn't mean we ignore it.
Well, Rare's muddy the mix, coming with defensive stats alongside offensive. More importantly, Vit is rolled into a property with Dex (and I assume Int) anyway. So if you want the highest offensive stat, you get Vit for free so to speak. Which is one reason I don't count is as a defensive stat. It's a basic stat everyone needs some amount of. And monks don't scale with Vit (unlike Barbs), we actually get worse, the mor we have, as our heals don't scale...
Not sure what posts you have been reading about wizards, but the general advice given on the forums is to get enough HP to make Force Armor work, and get some resistance, and get enough attack speed to be able to kite. And yes, there is a "tank spec", however it is not really viable after act 2, so the "creator" of that build has now abandoned it, and it is mostly used for farm/fun.
Yeah, get vit now, after the nerf. ;) Once the damage has been done, but I digress, there was also Quickening/Boon abuse from Monks as well. :P
Actually I didn't. I was first saying that ranged would have a harder time against mob types such as Soul Lashers. I didn't mention specific affixes at all. Then when I was told melee also had trouble with them, I was interested in why that is.
Soul Lashers have the nasty ability to pull themselves to you, so you can't kite them. They're fast, and hit like a truck. I think everyone hates them.
Melee also hate Harbingers of Plague and Suicide Bombing Imps. >_< Thing is, Ranged attackers are just as bad.
I really am sorry we obviously came off wrong, because it really do seem like we agree. I have never claimed ranged have a harder time than melee (except agains Soul Lashers etc, which I now understand is not true), and I really am concerned about the state of melee if it is as bad as I am getting the impression from here. I too want melee to play as, well, melee. I am sorry if I in some way provoked you, and I guess my response to you could have been milder, but I was abit annoyed since I came here trying to learn what Monks are having a tough time with, and got met with a response to "suck it up". Again, I am sorry and I hope we can instead focus on a more comstructive discussion :)
The 'suck it up' wasn't personal, it was a more general response for other viewers, well, DH in particular. ;) You want to focus on DEX/MF and cry when you get one shot? That's bordering on hypocracy.
Apologies agian if it came across as a perosnal attack, never intended to be.
I'd usually always reference those directly. :P
That said, what are the concrete suggestions to let monks actually be monks instead of trying to be a melee/range hybrid?
It's a tough call. Blizz are nerfing Inferno. Which will make it easier for Melee, and should allow them to Melee. At some point. But it also makes it easier for Ranged, and the gap between the two remians.
Also Blizz have hinted we'll still have to kite anyway, and can melee once we overgear the Act. /sigh
Ranged classes could be nerfed to make the game harder for Ranged specifically.
Melee could see the inherant 30% buff increased. This would have to be handled with care, as to not upset the low game. But I suppose the buff could increase as the difficulty increases. 30% in normal. 40% in Nightmare, 50% in Hell, 60% in Inferno. That sot of deal. (Number off the top of my head).
Sustianability could be reduced to Melee only. Like LoH doesn't proc from Ranged.
The issues with the Monk class could be addressed. Scaling our heals to make them useful once we reach inferno and can't ignore Vit any more. Giving us an 'escape' ability that actually works. Making 'dodge' as our primary defense stat not suck, and make it apply versus everything. If we're gonna have to stand in the Plague (unlike Ranged), then let us dodge it. Only fair as Barbs are but not around dodging (I dislike binary on/off triggers), but damage mitigation...
There's lots of things that could be done. Guess we're gonna have to wait for 1.1. :(