Sunday, 20 May 2012

Diablo 3 Class War - Monk Mayhem

Diablo 3 Class War - Monk




Another mostly melee warrior-esque class, the Monk uses martial arts and is a Holy Warrior of the Light. 

It is very possible that this class is Blizzard's attempt an almagamation between the Assassin and Paladin classes, mixing the fast hitting combinations of the Assassin along side the area damage of the Paladin. Although a warrior style class like the Barbarian, the Monk uses speed over brute strength and prefers his fists (or fist weapons) and staves.



The Monk's abilities range from amazing martial art combos, which if used tactfully, can generate spirit which unlocks stronger skills available during battle. 

This would be your focus if going straight for doing as much damage as possible.







Monks also favour speed and maneuverability on the battlefield, quickly jumping in and around the battlefield and even have skills aimed at avoiding damage. Taking control of the field by disabling or knocking back enemies gives the Monk a distinct advantage, and will work really well if teamed up with friendlies. 


 Alongside all that the Monk's mantras are passive bonuses which aid the team with continuous bonuses. In comparison, you can look at the Assassin's Martial Arts tree (and general play style if you focused on this particular build), and the Paladin's Aura trees. Thankfully the passive bonus of the auras do not take up a combat slot.







The Monk's skill resource is Spirit. The player has a few ways they can build up their Spirit. Letting it replenish on its own is the slowest, easiest way, but if using specific skills and combos the Spirit orb will fill up much faster. 

The cost of skills is much higher with the Monk, but with the kickback of not having to worry about cooldowns as much. A careful use of skills, alongside the right equipment, will make sure the Monk is bringing a righteous smack down on the forces of darkness.


The Monk could be seen to play more a melee rogue type class, rushing in and dealing a lot of damage and avoiding damage instead of soaking it up. 

The Mantras (Auras) are a nice touch to a class like that, which usually just runs away at the first sign of a losing battle. The "auras" give them a bit more responsibility, and should encourage the "rogues do it from behind" mentality to be replaced by something a bit more noble. 

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