1. #1

    Cool Monks the only heals?

    now my question is are monks the only ones that can heal or am i missing something?

  2. #2
    Deleted
    As far as I know they're the only one who can heal others.

    The other classes some of them have runes on skills that give life back.

  3. #3
    sooo that makes the monks the most OP class in d3. because of the stupid potion delay.

  4. #4
    Quote Originally Posted by hq78 View Post
    sooo that makes the monks the most OP class in d3. because of the stupid potion delay.
    How does a heal make a class OP?

  5. #5
    Deleted
    Diablo pvp is so not about healing & potion spamming....

  6. #6
    Quote Originally Posted by remeyz View Post
    now my question is are monks the only ones that can heal or am i missing something?
    Make sure you let go of the idea that healing is very important. Diablo III has more varied forms of healing, through runes or abilities, than it used to have in DII, but healing is not a core element of the game. Not dying is a core element of the game and this can also be achieved by just killing very rapidly, generally CCing things, kiting and nuking.

    There is no holy trintiy. There is no tank, albeit characters can choose to be a meatshield by being the closest target and there are no dedicated group healers.

  7. #7
    Deleted
    D3 is at it's bare basic stripped down to nothing form about.. survival. If you don't survive, it's game over. To survive you can

    a) Heal (Monk/choosing runes)
    b) Mitigate damage (Barbarian/defensive cooldowns)
    c) Avoid damage (Kiting/ranged)
    d) Zerg stuff so quick it doesn't get many hits off (potentially any class)

    Whilst the monk is the only class that can heal other people, plenty of runes add a life leeching ability - you can also get life leech on weapons returning health.

    For many, survival builds aren't the way to go anyway, zerg builds will be - if you kill stuff quick, you don't need to heal, and you get loot and exp more efficiently.

    Some people may not even choose the heal abilities on the monk, instead choosing to go for a higher DPS build.

  8. #8
    List of Life restoration type effects for each class. There's some synergies too that aren't listed, like Barbarian's +crit passive to theoretically get the crit based effects to proc more, or the increased Ancient Spear damage/reset CD on crit for more healing through that.

    Barbarian:
    Self Healing:
    Frenzy - Triumph (8% max Life healed over 6 seconds when killing an enemy with Frenzy)
    Rend - Blood Lust (Gain 9% of the damage done by Rend as Life)
    Whirlwind - Blood Funnel (Critical Hits restore 1% of max Life)
    Ignore Pain - Ignorance is Bliss (Gain 20% damage done as Life while Ignore Pain is active)
    Ancient Spear - Dread Spear (Gain Life equal to 60% of the damage inflicted)
    Revenge -(Heals 5% of max Life for every enemy hit) Vengeance is Mine (Gain 5 fury and heal for 8% of max Life for every enemy hit)
    Furious Charge - Dreadnought (Gain 8% of max Life for each target hit)
    Overpower - Revel (Heal 8% of max Life for every enemy hit)
    War Cry - Invigorate (Increases max Life by 10%, and regenerates 310 Life per second while under effects of War Cry)
    Inspiring Presence passive (Double duration of Shouts, regenerate 1% max Life a second for 60 seconds after using a Shout)
    Bloodthirst passive (Gain 3% of all damage done as Life)
    Juggernaut passive (Duration of control impairing effects reduced by 20%, in addition when a Stun/Fear/Charm/Immobilize spell is cast on you, chance to heal 15% of max Life)

    Self/Others:
    Hammer of the Ancients - Birthright (Critical Hits have a 10% chance to cause enemies to drop treasure or health globes)
    Battle Rage - Swords to Ploughshares (When under the effects of Battle Rage, critical hits have a 5% chance to cause enemies to drop additional health globes)
    Pound of Flesh passive (25% increased chance to find health globes, you gain 100% additional Life from globes)


    Demon Hunter:
    Self Healing:
    Entangling Shot - Bounty Hunter (Gain 6% of the damage dealt as Life)
    Elemental Arrow - Nether Tentacles (Shadow tentacles deal damage along its path, you gain 3% of damage dealt as Life)
    Shadow Power - (Gain 20% of all damage done as Life for 3 seconds) Blood Moon (Increase damage done as Life to 30%)
    Preparation - Battle Scars (Gain 60% Life after using Preparation)
    Cluster Arrow - Maelstrom (Replaces grenades with shadow energy that deals damage to nearby enemies, gain 4% of damage dealt as Life)
    Brooding passive (As long as you have not taken damage in the last 3 seconds, you gain 1% of max Life per second)

    Self/Others:
    Marked For Death - Death Toll (Heal attackers for 1% of the damage done to the marked target)
    Sentry - Aid Station (Heals nearby allies for 1% of their max Life per second)

    Monk:
    Self Healing:
    Serenity - Peaceful Repose (When activated, Serenity heals you for 6202-7752 Life)
    Transcendence passive (Every point of Spirit spent heals you for 62.0 Life)
    Near Death Experience passive (When receiving fatal damage, you are instead restored to 35% of max Life and 35% Spirit. Cannot occur more than once every 90 seconds)

    Self/Others:
    Breath of Heaven - (Heals you and all allies within 12 yards for 6202-7442 Life) Circle of Life (Increases the healing power to 8063-9675 Life)
    Inner Sanctuary - Safe Haven (You and allies standing within the AoE of Inner Sanctuary restore 1550 Life per second)
    Cyclone Strike - Soothing Breeze (Cyclone Strike heals you and all allies within 24 yards for 1240 Life)
    Mantra of Life - (You and allies within 40 yards gain 310 Life per second. For 3 seconds after activation, effect is increased to 1240.4 Life per second) Sustenance (Increased Life regeneration to 620 per second)
    Mantra of Conviction - Reclamation (You and your allies have a 30% chance to be healed for 279-341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction)

    Wizard:
    Self Healing:
    Magic Weapon - Blood Magic (Attacks recover 1.5% of damage caused as Life)
    Galvanizing Ward passive (Armor durations increased by 120 seconds, regenerate 310 Life per second while an Armor spell is active)

    Witch Doctor:
    Self Healing:
    Firebats - Vampire Bats (Gain 2.5% of the damage done as Life)
    Haunt - Consuming Spirit (The spirit returns 155 Life per second)
    Zombie Dogs - Leeching Beasts (Zombie Dogs gain 50% of the damage they deal as Life, half of which heals you)
    Spirit Walk - Healing Journey (Gain 7% of your max Life every second while in Spirit Walk)
    Soul Harvest - Siphon (Gain 2171 Life for every enemy harvested)
    Sacrifice - For the Master (Gain 6202 Life for each Zombie Dog you Sacrifice)
    Spirit Barrage - Phlebotomize (Regain 3% of the damage dealt by Spirit Barrage as Life)
    Blood Ritual passive (15% of Mana costs are paid with Life, in addition you regenerate 1% max Life per second)
    Grave Injustice passive (Whenever an enemy dies within 8 yards, regain 1% of your max Life and Mana and the CD on all your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.)
    Spirit Vessel passive (Reduces CD of your Horrify, Spirit Walk, and Soul Harvest by 2 seconds. In addition, the next time you receive fatal damage, you enter the spirit realm for 3 seconds and heal to 10% of your max Life. This cannot occur more than once every 90 seconds)

    Self/Others:
    Zombie Dogs - Final Gift (Zombie Dogs have a 15% chance to leave behind a health globe when they die)
    Grasp of the Dead - Death is Life (Enemies who die in the area of Grasp have a 5% chance to produce a health globe)
    Hex - Hedge Magic (The Fetish Shaman will periodically heal allies for 1861 Life)
    Big Bad Voodoo - Ghost Trance (The ritual heals all nearby allies for 5% of their max Life per second)

  9. #9
    Quote Originally Posted by hq78 View Post
    sooo that makes the monks the most OP class in d3. because of the stupid potion delay.
    What is potion delay? I've popped a few potions in beta and haven't noticed a delay. Are you talking about the cooldown? I've messed around with monk and their Breath of heaven has a cooldown too. I agree with what's been said by others though on why healing spells don't make monks op. Every class has their perks, and they don't need healing spells to be balanced.

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