I already posted my opinion in the PTR announcement topic, but I’m hardly a top player. So I wanted to see your opinions.
Current PTR plans for Monk:
Monk | Skill Change:
Mystic Ally - Fire Ally: Now splits into 2 splits instead of 5, but now all Fire Allies can split. Damage radius slightly increased and damage increased from 480% to 1920% weapon damage.
Mystic Ally - Earth Ally: Damage increased from 380% to 4500% weapon damage.
Item Changes
Inna’s Mantra 4-Piece Set: Gain the base effect of all four Mantras at all times. You gain 5% damage reduction for each Mystic Ally you have out. Your Mystic Allies no longer take damage.
Inna’s Mantra 6-Piece Set: Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allies. The damage of your Mystic Allies is increased by 950% for each Mystic Ally you have out.
The Crudest Boots: Mystic Ally summons two Mystic Allies that fight by your side. They deal 300% to 400% increased damage and are able to attack with their active forms longer.
Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 300% to 400% increased damage from your Mystic Ally for 5 seconds. Split Fire Allies gain 5 times this bonus.
And my opinion
Inna set changes:
Last season I loved playing a WoL Inna Monk, and these changes just killed the build.
And what do we get instead, the good: the Inna set finally gets some needed damage reduction on it. And to me that’s it.
The meh: everything else?
The Monk itself now does negligible damage, it only exists to spam spender abilities to reset Mystic Ally as fast as possible.
The math people can probably confirm this, but given the change to the Bindings of the Lesser Gods, the only usable Mystic Ally will be the Fire Ally. Not sure why you guys even bothered to change the damage of the Earth Ally.
We get damage reduction on the Inna set, but with the change to the 6-piece bonus, your extra mystic allies need to be spawned by hitting enemies and they only last 15 seconds. So not only is the damage bonus not at max at all times, neither is the damage reduction.
With the change to the 6-piece bonus we also lose the utility of the other allies. No more healing from the Enduring Ally, no more 100/200 spirit refill from the Air Ally.
And all our damage is now tied to a 30 second cooldown. At least we already geared for Zodiac/CDR to have Epifany always active.
The set may as well be much more powerful now (the math people can probably confirm this), but it sucks that the old playstyle is now dead. Same with how the Rathma set was completely changed to rely on cooldown abilities for all your damage.
I love pet sets, I really do, and it’s nice that the Mystic Allies are getting a boost to their damage, but you shouldn’t have killed the Monk’s damage to achieve that. They should have left the set with the same bonuses, but add the Damage Reduction to the 4-piece bonus, and have the 6-piece bonus apply to Mystic Allies too. The Crudest Boots or Bindings of the Lesser Gods could have an additional trait that makes all your Mystic Allies be the Fire Ally, or whatever Ally you have selected. Adjust the math to balance it. This way the Inna set could retain its current playstyle options, and have a summoning version available.
So Inna’s will be yet another TR build, since TR has a lot of attacks to constantly trigger the extra allies? Hooray. The alternative would be to spam generators to trigger having all the allies active.
First thing I thought was RiP Inna WoL (one of my fav builds an definitely the best playable WoL even if LoD is more powerful)
Second: Ha, a build where you are nothing more than a pet carrier. You can not do anything to directly deal dmg. So the hope is that your allys fight where you want them to fight. Looks like spamming cs and gen for having shen active all day long
And now khord makes me going wild since yes, tr with wkl has cs inside, so you only do the tr stuff again - hahaha, well thought out. And the Botlg change is crazy, why lifting a single rune? Never happened beforehands. Then just go more dmg on the fire ally rune, so what.
Until now: an absolute bs patch for innas thought our by some people never played monk. pity that there are no other changes which are all needed and postet.
Developer’s Note: Inna’s Mantra played similarly to other Monk sets and didn’t have a strong identity.
Who ever Dev. is it, who thought it might be a good Idea to kill of 3-4 other Builds, to push us toward a 3´ed TR-Playstyle …
Did they even play the Class ? Why don´t they ask us in advance what might be some Options, they could consider.
I mean … is it so hard to see, that this wouldn´t be fun ?
Innas has a strong Identity with Mantras and holy Power. Afterall she is the Goddess of the Sky.
There would have been so many other Possibilitys … like making Mantra of Retribution or Breath of Heaven a Thing … A holy Build where we can dish out our Power frome the Sky combined with a Mirinea … maybe a Generator-Build ?
This would have fit the Lore and could be on possible approche.
Or to go back to a more WoL/Uli-Variant, make that while at least one Pillar of the Anciant is active (or EP), your and the dmg of the Allys is increased … but not Allys alone.
Again …
Is is so hard, to sit down before a Change and at least read the Set-Lore ?
Getting some Ideas out, before … how to desripe this.
Inna, the goddess of the sky, treads upon clouds in the winter and the summer, in the night and the day.
Inna, the goddess of the sky, radiates beauty for all to see.
Gird yourself with the wisdom of Inna that you may gain her favor.
Only the holy will find refuge in Inna’s arms.
The goddess of the sky is infinite in her glory.
When Inna became displeased with a star, she would don these gloves, and hurl the offending star through the night sky.
Yeah the multipliers of TR are better now. But with the rework of the set your TR wont do any damage at all, right?
Youd just spam TR as all the procs buff your MAs and those then do damage.
I just dont wanna loose all hope to another TR set for the monk
Honestly, didn’t think of TR for this build. With TR and Zodiac and assuming my math is correct, the damage of one proc of fire ally should do around 3x more damage then a full flurry burst. With TR and Zodiac, well for one thing if you use the Won Kim Lau you just spin to win, but you will constantly be hitting the cooldown on your ally. So you’ll be spamming these massive damage bursts. If it is the way I assume it is, they are going to have to dial it back by a lot.
Inna is my favorite set. I love it’s flexibility. I love how satisfying it is to hit the Mystic Ally active and watch all the elemental effects go off.
So, all that’s gone now so I can watch pets kill stuff for me?
I hate to be dramatic, but when I saw the changes, my first thought was “So, am I done playing D3 now?”
He has roughly the same amount of paragon as I have on my non season and plays the “strong” tr inna - and I cleared a 124 with my WoL innas. And then hes going crazy cause he is p1? omg. I’d even say 124 is not the absolute push - but tr innas should be like 5 lvls higher or so? Have no idea since I do not like TR builds.
absolutely, especially because it has the “easy to play” builds of specialized versions like innas WoL is more comfortable than LoD and the r2i6 gen build is also easier to play. I want my Inna WoL to be still alive. So sad
Ah and btw: that lore thing might also be pretty off with that patch, especially when not the air ally is the buffed. I found it really cool that all allys were there like heavenly assistance.
How the Hell do you get to the Point that TR is used as a Dmg-Skill
Joa. But this wasn´t the reason I put in the Video
But what do you wanne do …
Play Innas like the old Pet-Build frome 5-6 Years ago with a Generator?
That sucks
Shenlong is also not an real Option.
Not only are they buggy as Hell and you had to dumb your Spirit all the Time, but you would also loose Crimson, MoC and the 120% from your Innas Reach …
So you say, i get my %-HP back on EP ?
And also a real SW-Build, where the whole Screen is coverd in Cyclones, that deal massive Lightning-dmg and Fulminator become usefull again ?
and a holy-build with miranea and maybe retri mantra, so that we have something other, than always salvation ?
Not to mention that the Hybrid Inna 6 Uliana 4 is DoA. I used to love that build. It wasn’t crazy powerful, but it was very satisfying when it blew up entire screens of enemies.
So thinking about the changes to Inna’s, this is what I initially think might be best but I’m definitely open to suggestions.
Inna Daibo, Gloves, Helm, Chest and Pants (or Boots or Belt)
Captain Crimson Belt and Boots (or Pants)
Mantle of Channeling
CoE and Zodiac
Bindings of the Lesser Gods
Squirt’s
Legendary Gems Taeguk, Trapped and Enforcer
Cube WKL, Crudest Boots and RoRG
Holy TR, Cold CS, Desert Shroud, Fire Dash (or Cold or Lightning), Circular Breathing
(or Agility) and Fire Ally
Passives Beacon, Harmony, Exalted Soul and Chant of Resonance
It does have some pretty big numbers for multiplying the damage from the allies.
x96 from Inna 6 (with all 10 allies)
x2.2 from Inna’s Daibo
x5 from Crudest Boots
x25 from BotLG (crazy Fire ally buff)
x2 from Squirt’s
1.25x from Mantle of Channeling (good call Balbero)
x1.7 from Crimson (assuming 70% CDR which is the maximum)
1.4x from Inna 2 piece and Double Fire Ally bonus
x4 from the change to Fire Allies base damage
One question I am wondering is if we have 10 of the same ally, do we get 10x the passive ability and if we have 10 Fire Allies, will they spit into 20 when we activate Mystic Ally?
Any thought how Ethereal would work into this? Is there a dual-wield/ weapon-shield combo that would work at a high level? Is Tasker’s able to work in there somewhere?