[Preface: I was originally going to reply to my original Fire Ally thread where I showed how Fire allies are failing to do damage but ‘new’ forums dont allow for you to reply twice in a row… so I figured new thread cause its more directed at the gameplay aspect]
I just got the fastest 135 clear on Fire Inna’s Monk on Seasonal PTR – All I can say is … I hate this build. I literally enjoyed Patterns of Justice original SW version much more.
This build is a pet build with multiple pets but plays like impale EXCEPT on this you dont get to control where the damage goes and half the time there is no damage… you get an illusion pack GL you get a waller pack GL you get too many mobs… GL
Like Kikaha said if you dont 1 shot the build doesnt work… which means its purely a stat/damage check (like we metaphorically talk about all of Diablo being the straight DPS check) but this legitimately is there’s very minimal if any strategy and none of the finesse you still see on most builds for higher clears.
You know what this build is… run around dont collect too much activate move forward a bit cyclone them together try to get it so your fire allies can attack (if you do this perfectly you will stay around the timer) then you find a conduit and this is the only way you really pull ahead when you are pushing it to its limits … You wanna know how I got the clear after ~40 keys and getting things like lacuni phasebeast square festering woods with multiple good pylons and failing horribly… I got a power pylon with two elites by themselves basically to get me back even with time, then I walked into a festering woods with a conduit at the door and 4 elite packs, then I got channeling for the boss which may have made the difference for fastest 135 or just one of the 3 135 clears up there.
Water Ally was so much smoother area damage actually worked which helps also they hit a much bigger radius and had no collision
I honestly cannot think of a build I enjoyed less [there probably is one] but as someone who has enjoyed many a monk builds
I loved LoN TR + EP, Inna’s Palm (broken promises version too), Inna’s Gen w/ 2p Raiment, Nirvana Monk, Light SW was even fun, Ulianna (with or without BP back when we thought madstone was good), Raiment 6 Dashing Strike + SWK spirit dump EVEN THOUGH IT KILLED MY HANDS, SWK LTK, SWK EP + WOL back in first seasons, SWK WOL, Inna’s WOL, WOL with RS+ LoD, LTK with RS+LOD, Druins TR build, SWK palm, and the one that ruined monks chances of ever being damage meta Static Charge
But quite honestly PoJ is kinda boring to me and clunky but its still playable - Inna’s pet cold back when wasnt the funnest build ever but it was several times more enjoyable than this fire build.
Just so Im not only complaining here…
If you are insisting this is the build for Inna’s please fix:
Area Damage on Activation for Fire Ally
Mystic Ally % on Activation for Fire Ally
both work for their passive attacks
But the one MANDATORY thing Blizz/d3team need to change for this build to just make sense upon activation fire ally (the mini’s) have NO collision they can move through impassable objects however you wanna say it/they get illusory boots etc I’d say remove collision entirely but I feel like new players probably enjoy the pets blocking incoming damage.
Other smaller things (explosion should hit in a much bigger radius and hit multiple mobs at once per explosion) also pets should prefer targetting mobs that were cycloned striked recently or even just within that radius.
I really do appreciate D3 team still coming up with fresh ideas, this late in the games lifespan but sometimes there is some serious tweeking needed to just make the build work… imagine if we left POJ the way it was originally where Epiphany ported you everytime your mouse touched a mob and you lost your flurry stacks.