- Joined
- Apr 27, 2013
- Messages
- 11
Like the title said, monks tend to have issues with mana, especially during boss fights.
I've noticed that monks tend to burn through their mana quite quickly and usually on my monk, I'll go oom, even during short boss fights, though this varies as it largely depends on how often Body and Mind procs.
Currently I think the issue is that many of the spells monks rely on to generate threat were mana costed for a caster hero who would put points into Wisdom and usually have MP on gear. And so with potions, and appropriate gear the mana cost of soul strike and crippling curse are perfect. However for a monk who already needs to spend skill points on Agility, Constitution, and at least some in Intellect, having to place points into Wisdom as well is not really an option. Additionally I don't like the idea of placing MP on monk gear.
I would like to say that even with the use of potions, monks can burn through their mana quite quickly and be in a situation where to keep aggro they need to use the body and mind procs to cast soul strike, but are unable to.
The solution that I propose is that on the finishing move of Divine Fist, the monk gains back a small amount of mana, somewhere around 2-5% of the total mana pool. I think the amount should be kept quite low (if it is kept as a percent to scale with increasing levels it should not go above 3-4 actual mana), so as to not remove the mana management aspect of the hero. With this value I think over long boss fights, potions will still need to be used, but it will prolong the time with which monks are actually able to effectively fight and contribute dps in shorter boss fights without the use of potions.
Overall this solution is meant to give back some of the mana used to cast Soul Strike/Heal on Mind and Body procs, as well as the upkeep of Crippling Curse. Like I said above the amount should be kept small, this is not meant so that monks can use their high mana cost skills like Burst of Light, Resurrection, and Symbol of Fury continuously without burning through their mana pool.
I know that since 1.2 is right around the corner, Monks will be getting an AoE taunt that (if it does not have a mana cost) will help with the situation as it stands, but taunts are short lived ways to get aggro on a mob right away, not keep aggro. Additionally Monks are also getting an AoE spell, which if it costs a similar amount of mana to Soul Strike (which I think it will/should) will only exacerbate the current mana issues that Monks face.
Just my thoughts. Although even with this problem, I love my monk .
I've noticed that monks tend to burn through their mana quite quickly and usually on my monk, I'll go oom, even during short boss fights, though this varies as it largely depends on how often Body and Mind procs.
Currently I think the issue is that many of the spells monks rely on to generate threat were mana costed for a caster hero who would put points into Wisdom and usually have MP on gear. And so with potions, and appropriate gear the mana cost of soul strike and crippling curse are perfect. However for a monk who already needs to spend skill points on Agility, Constitution, and at least some in Intellect, having to place points into Wisdom as well is not really an option. Additionally I don't like the idea of placing MP on monk gear.
I would like to say that even with the use of potions, monks can burn through their mana quite quickly and be in a situation where to keep aggro they need to use the body and mind procs to cast soul strike, but are unable to.
The solution that I propose is that on the finishing move of Divine Fist, the monk gains back a small amount of mana, somewhere around 2-5% of the total mana pool. I think the amount should be kept quite low (if it is kept as a percent to scale with increasing levels it should not go above 3-4 actual mana), so as to not remove the mana management aspect of the hero. With this value I think over long boss fights, potions will still need to be used, but it will prolong the time with which monks are actually able to effectively fight and contribute dps in shorter boss fights without the use of potions.
Overall this solution is meant to give back some of the mana used to cast Soul Strike/Heal on Mind and Body procs, as well as the upkeep of Crippling Curse. Like I said above the amount should be kept small, this is not meant so that monks can use their high mana cost skills like Burst of Light, Resurrection, and Symbol of Fury continuously without burning through their mana pool.
I know that since 1.2 is right around the corner, Monks will be getting an AoE taunt that (if it does not have a mana cost) will help with the situation as it stands, but taunts are short lived ways to get aggro on a mob right away, not keep aggro. Additionally Monks are also getting an AoE spell, which if it costs a similar amount of mana to Soul Strike (which I think it will/should) will only exacerbate the current mana issues that Monks face.
Just my thoughts. Although even with this problem, I love my monk .