Yes, I agree. But my point is you need to stop to fight with Shenlong for at least 2 seconds (1 second for generating full spirit to trigger shenlong (this part is annoying to me) and 1-2 second to kill). Yet TR can kill everything in 1 second and TR build can use in-goem. R6/shenlong can be quite fast but clearly not as fast as TR.
So my point is if remove the spirit draining effect, I can at least save 1 sec to trigger the buff for each fight. Just dash and punch and done. It will make it much faster and you can wear some better rings.
Yah Raiment Gen isnt a fast build and strictly for pushing GRs. The spirit drain part isnt so bad once u get use to it. But I also ainât gonna complain if the mechanic is removed either lol.
It was annoying having to gear a Monk during Seasons when I played alot of D3. Gotta gear a zmonk for 4 man, then WoL for key farming and speed GRs, then R6 for pushing. I hate WoL cuz itâs so boring and on high pushes the RG takes forever with no power pylon. My Raiment took a minute for RG with no pylons on a 120.
There use to be a Dashing Strike version of Raiment and was very fast and had the damage for speed farming⌠But unfortunately the build has been forgotten and the Dashing Strike fist weapon is way too weak and might be too squishy for T16 without proper gear investment (havenât played it since S11). If they brought the Gen and Dashing strike up to par u could use 1 set for speeds and pushing
Hmmmmm⌠Maybe a Raiment set buff and some damage reduction or healing might help wink wink wink.
It was called âGod Monkâ and people use fire DS with fire chest armor. It is a god build when there wasnât T16. From T16 to T13, that is a 15 level GR difference and x8 mob HP difference. Hope they will buff r6 decently in the next patch.
Lol yup thatâs the one. I suspect it maybe could do T16 fully augmented but I dont have the God Monk gear anymore to test
The DS fist weapon needs a buff. All I kept from the old days was my lightning TP and spirit guards and static charge gear hoping for a SC return.
Funny part is lot of ps4 playerbase started in S12 and later and never seen or heard God Monk lol. Hell they never even knew a Gen Monk was an RGK in the past lol.
So besides Raiment/Inna buff⌠Dashing Strike weapon buff as well (forgot the name)!!!
Drain Mechanics - I never said it is a bad mechanic or that âonly pplz who should l2p nag about itâ. I only mentioned, that similar (generator) builds do not have any countermechanics to their damage buffs. I think that dmg buff would be better than removal of the mechanic, but with removal we could throw an actuall buffing skill on skillbar
Rainment - I never tested it much, but when I tried to use it it felt slow/clunky for a speed T16 build and lacked survivability for pushing.
Defensive ring - I simply donât understand why no other defensive option beside UNITY exists here. Band of rue chambers could have: get 1% DR for every 1.75% of current spirit - to fix both spirit generation needs and defense, without affecting other builds dramatically.
As Iâve said beforeâŚthe drain on the set isnât needed now. Itâs a cool mechanic and used to be a good build but it sucks compared to sooo many other builds now. The fright of the fist set being used for other builds isnât likely. The other builds have better legendary weapons that give more damage verses using both hands for the set.
DR for the monk however has been needed for too long.
If Shenlong drain was that low youâd very easily be able to stay at max forever (the CC immunity then too). If an item is going to negate one of its own mechanics it might as well just be reworked (stares at Typhon setâŚ).
Also I think your Band rework is a little too mixed in purpose. It would be overpowered for Gen builds, and every other Monk build would want it too. Plus Bandâs current effect may still have some cool potential. Strongly agreed that Monk needs more DR tho.
I sure hope so. When I saw people doing/discussing that I legit facepalmed. Even if it were worthwhile, that fact would be a huge problem. Representing how messy the game actually is.
Relevant to the previous, even if there is little risk of unintended alternative use, I think the drain is still actually good for the sake of flavor and skill. IMO the real issue is just that it feels too high with the current balance and design, because Raiment will automatically take Spirit away when you use Dash, and Gen builds in general are squishy so you canât afford to have that much combat time at suboptimal damage. If those points were addressed I think the entire feel would change.
Donât tell me, really?
Wasnât the video that I exposed DAYS ago about a DIFFERENT subject about speeds? Hm âŚ
You donât know how to use this build and itâs 200% proven. In the previous topic itself and this one you demonstrate that you donât know how to control shenlong.
And do you have evidence that Raiment cannot Speeds? No ⌠itâs just the opinion of someone who doesnât know how to control shenlong.
In short, the only reason anyone would ask for the removal of the shenlong drain would be due to sheer lack of knowledge.
Removing the drain just to make TR / Shenlong âless difficultâ is just ridiculous.
After replaying the R6 shen gen for a bit I have slowly begun to get a rhythm down for 80âs GR. By constantly dashing from mob to mob after regenerating just enough spirit to not hit max until I hit a big pack then after they die I let it drain al the way and start over.
Biggest issues for me on shen is damage and Toughness. I have not done PTR but guessing the extra 200% isnât going to be enough to bring gen up to the standards of all the other high performing sets. With either inna or R6.
I will add that I do not foresee shen being used for any other build besides gen even if the drain wasnât there. Even the new 400% damage isnât as much as the 600% on one weapon used for TR.
In fairness, since the per-spirit and proc buffs are separate, it will be anywhere from +2600% to +3905% in total. But tradeoffs and difficulty of use will still almost definitely prevent it.
Isnât the per spirit for buffing generators only though? If so then that % damage wouldnât work for anything but gen builds. And forgive me if I didnât understand your %âs if this was taken into account as I have sucked at math and the mechanics of diablo
Kenbak, IpXNOOB, please guys, please go with your rainment war on priv or do a separate thread.
When it comes to shenlongs - I made a mistake by listing energy drain removal as a first proposed change. The set is here since more than 2 years, most of us can use cyclone+assimilation+mangle combos and keep full Spirit Bar.
Still, either need top AS rolls on multiple(all possible) items or Breath of Light.
Actually, increasing % dmg on shenlong, inna, and adding % DR for shenlong would make the build OKâish. Its probably far too late for any changes in mechanics too soâŚ
Go back to your previous topic, itâs still there.
LTK?
We are talking about TR vs Raiment / Shenlog ⌠moreover, it is interesting that I specified LOW level GR, NOT rift âŚ
For your information, your video above was not even a good example, WoL is still the fastest build of this game for T16.
@topic
Even with 3rd slot in the cube, there is no way that any other build can beat TR. If the goal was to make TR more powerful, this was successful with buf shenlong, but Monk Gen, is far from being competitive, in addition, Uliana is also very distant from everyone, is still weak and is rubbish in the fight against the boss, needs much more than a 100% buf.
But Shenlong is not part of TR builds on non season which means the current patches do not change anything.
The pure topic is inna gen build and this build is still far from current tr builds. Iâm asking why on earth they do such silly patches where it is totally obvious that this wonât change anything. Any patch done for monks is just far away from needed patches. Iâm totally sure that modding community would get the balancing done in a few days.