Showing posts with label Monk builds. Show all posts
Showing posts with label Monk builds. Show all posts

Sunday, 1 May 2016

Deadset's Guide to 2.4.1 - Detailed Beginner/Group/Solo Guides, Personal Impressions and Expectations


You may know me from a youtube guide or two over the past year and a half, or a (hopefully educational and nice) stream that I run at twitch.tv, or even my participation in the State of Sanctuary, all under the nickname Deadset. I have done a similar in-depth exploration for Patch 2.1.2, Patch 2.3, Patch 2.4 and I am back at it for my cross class guides. Below you can find my full impressions of the patch, as well as links to all detailed, full-blown explanations of 2.4.1 builds!

S6 STARTER SET BUILDS

Barbarian: Raekor Furious Charge


Full Video Guide: LINK

Playstyle: If you are looking for a high risk, high reward playstyle, you are probably looking at its best example this patch. Raekor is reworked but remains true to its roots with a fast-paced playstyle that thrives on trash clearing and requires good judment when, what, and how to engage. This is the Barbarian glass cannon, and being a close combat build it requires excellent knowledge of monster progression (which fights are worth your time, which are likely to kill you, etc). If you have it though, the potential for GR clears is sky high.

Personal opinion: I continue to dislike Raekor for all its characteristics since its 2.1 (?) rework. Raekor is the fishing master, the playstyle requires precision and practice, and pushing can be a more frustrating experience than other builds (Unfavorable elites? Bad RG? Run ends!) With Raekor, it becomes all or nothing earlier in GR progression than other builds, but in the right circumstances the ceiling for clears is unrivaled. I guess the slight refocusing to Ancient Spear in 2.4.1 is also nice, you actually feel it chunking the enemy.

Expectation of performance: I have seen this build clear GR90+ end expect it to reach around 100 when fully optimized.

Crusader: Akkhan/Invoker Thorns

Playstyle and Personal opinion: Since it's a variation of the pure Invoker Thorns build, my opinion of the two is basically the same - please check it out below!

Demon Hunter: Marauder Cluster Arrow


Full Video Guide: LINK

Playstyle: As safe and consistent as an endgame Demon Hunter can get, the Marauder places a solid wall of pets and sentries in the way of monsters, while it safely picks them off from the distance. Resource management nightmares will be largely dealt with through perma-Vengeance Seethe, and the build's arsenal of slows and chills keeps demons at bay, allowing for a beginner-friendly Demon Hunter experience.

Personal opinion: This is as close to a chill Demon Hunter playstyle as you'll get. Even a casual Demon Hunter player will reach GR75+ with relative ease if he plays consistently and gears properly. The set continues to receive buff after buff, making it a breeze to start a season with.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear slightly above GR90 when fully optimized.

Mystic Ally Inna Monk


Full Video Guide: LINK

Playstyle: How does a summoner Monk sound to you? How about a super safe, relaxed Monk build? How about the two combined? If all those propositions sound good, look no further than the Inna Mystic Ally build. With a straightforward gearing process, simple playstyle and the opportunity to expand into a Mystic Ally-EP hybrid with an even higher potential (and skill ceiling!), the Inna Monk is a great seasonal starting point.

Personal opinion: As a fanboy of pull mechanics, I'm a sucker for Cyclone Strike builds. Any Monk build that takes Cyclone Strike automatically receives +1 in my book. The option to expand the build into MA-EP hybrid is a great example of a modifiable build to suit your needs - the pure pet Monk is simpler, the EP variation has a higher GR ceiling. Either way, I really like the playstyle.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Zunimassa Witch Doctor


Written guide update coming very soon!

Playstyle: The build wields an army of Fetishes at its side, but gets the bulk of its damage done by the Doc shooting Poison Darts alongside his 5 closest summons. You will enjoy the build if you like pet-heavy builds, as well as hammering targets down individually with heavy single target damage.

**Personal opinion: The pet and positioning reliance of the build is really irksome at times, but the build is capable of pulling some very high damage numbers if the circumstances align in your favor.

Expectation of performance: I have seen this build clear GR80+, and expect it to clear well above GR85 when fully optimized.

DMO Arcane Orbit Wizard


Full Video Guide: LINK

Playstyle: The Arcane Orbit Wizard is a bursty, mobile and relatively safe melee spellcaster. It requires very simple stack management for the amount of damage it can deliver, turning it into one of the most beginner-friendly playstyles.

Personal opinion: Durable, melee range, crowd control heavy, need I say more? It's one of my favorite Wizard playstyles ever since it came out.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear well above GR90 when fully optimized.

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GROUP BUILDS

Energy Twister with Tal Rasha


Playstyle: The heir to the DMO version of the Twister build, the Tal Rasha version retains much of the playstyle (abuse of corners, stacking mechanics, etc.), but has little more varied rotation, and looks a little flashier - it's Tal's after all. If you hated the build in the past, you're not going to love it now, but its group power is undeniable and expected to dominate much (if not all) of the 2.4.1 group meta.

Barbarian Support


Playstyle: Abandoning his globe spawning role, the Support Barb is mostly a buffs and pulls master, an adept scout, and continues to be the overall leader of the support pack.

Monk Support


Playstyle: Similarly to the Barb, the support Monk ditches globe duties in favor of some skill-dependent healing. He fully retains his DPS guardian role.


Playstyle: Perhaps closest to his 2.4 form, the Support Doc adds some flavorful Wormwood Locust Swarms, but that's about it.

Personal opinion of the meta: I wasn't really looking forward to Darude Sandstorm and his mighty followers for a 2nd season in a row, but eh.** Expectation of performance of the group: GR120+

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SOLO BUILDS

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BARBARIAN

Leapquake with Might of the Earth


Playstyle: If you are looking for a clean, logical rotation and a more methodical approach to fights, you will enjoy Leapquake a great deal. The build dishes out a lot of crowd control and has a built-in pull to ease the AoE damage Earthquake specializes in. It does not slack in single target either, with Skular's Salvation empowered Boulder Tosses helping smooth out the usual Barbarian disparity of quick rift clear and agonizing slog through the Guardian. If keywords like 'deliberate pace', 'stun-heavy' and 'AoE and single target balance' sound attractive, look into the Leapquake build.

Personal opinion: This was one of my 2.4 favorites, and my opinion stands in 2.4.1 - less gimmicky than other builds, solid rotation built in. I love specs that lean on pulls anc CC, so I have some personal bias here, but really - try it out if you haven't!

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Whirlwind with BK/Wastes


Playstyle: If you are looking for a build that feels fast, excels at hit and run tactics, and thrives the more enemies it can lure to chase it, then give the Whirlwind Barb a spin. It is very demanding to perfect gear-wise, and arguably does not reward you for it enough, but WW is always a blast to play.

Personal opinion: Wastes set needs retouching, relying on CC secondaries for some decent damage reduction from APDs is absurd. Up until you hit your toughness ceiling and you start feeling like paper, WW barb is pretty darn cool. Some number upgrades (especially Skull Grasp finally being multiplicative) push the build farther out.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

Rend IK and HotA IK


Playstyle: I see these two builds as two sides of the same coin, using the base power of the Immortal King set (perma-Berserk and Ancients) to twist them for their own needs (mobile, DoT based playstyle for Rend, and a static, fight-to-fight playstyle for HotA). If you don't mind playing slightly off the meta and enjoy a decent challenge, both builds will provide plenty of quirks to learn and optimize for.

Personal opinion: The 2.3 darlings are actually bumped up a little with changes to their sets (IK and Wastes sets getting a bump in numbers, the 2.4 Endless Walk set getting added to HotA, etc.) If you don't mind playing a little outside the meta, these builds are still damn fun and different.

Expectation of performance: I have seen both builds clear GR80+ and expect both to clear slightly above GR85 when fully optimized.
Frenzy Thorns // Coming Soon!

Playstyle: -

Personal opinion: This actually exists, and is pretty cool!

Expectation of performance: 95+.

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CRUSADER

Bombardment Legacy of Nightmares Crusader


Playstyle: The Bombardment Crusader continues to be an oddity, with autoaimed volleys making up most of your attacks, having a single hyper-burst moment with a huge downtime, and spending most of the run focusing on survival. The playstyle has its intricacies - cooldown management, toughness issues, picking a proper fight - and would appeal to you if you enjoy setting up a fight and demolishing the enemy in single, spectacular shots.

Personal opinion: I'd definitely play this if I wanted to get on the Crusader leaderboard. It has some decision making as it's not the most durable build around, but that pales in comparison to its damage potential. I can certainly see people not digging the playstyle just based on how detached it feels from the battle, as you only take care of one offensive cooldown, and spend the rest of your attention on positioning and survival.

Expectation of performance: I have seen this build clear GR90+ and expect it to clear in around GR100 when fully optimized.

Invoker Thorns Crusader


Playstyle: The king of the chill endgame, Invoker Thorns is (to my knowledge) the only build that can go full tank and still clear 80+ with no twitch reflexes, heart stopping situations and instant leave decisions. Do not get me wrong, it will not clear every rift, but it will clear most of what your gear is capable of at a steady, unrelenting pace. If you ever wanted to play a solo build without flashy gimmicks but a true sense of invincibility, pick Invoker Thorns and do not look back.

Personal opinion: I have always enjoyed the Invoker take on the Thornsader, it's a straightforward melee build that doesn't go into full downtime mode on the off cycles of CoE. If you don't mind the lack of flashy, you'll feel right at home. I know I did.

Expectation of performance: I have seen this build clear GR85+ and expect it to clear slightly above GR90 when fully optimized.

Blessed Hammer Seeker of the Light Crusader


Playstyle: The 2.3 favorite has consistently received slight buffs to keep it from completely falling out. It is no longer reliant on kiting and stutter stepping (phew), and fights at a steadier pace that jumps into a fight and stays in its midst until it's over. If you enjoy slamming into the thick of the fight and mowing enemies with holy power, Hammerdin might just be the guy for you.

Personal opinion: Ever since 2.4, I've been pretty happy with how Hammerdin plays; now they get an additional buff in the form of Johanna's Argument 100% Hammers damage increase, bumping the build up yet again. I don't expect it to compete for the top spot, but you can definitely get some enjoyment out of the build.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Sweep Attack Rolands Crusader


Playstyle: The Sweep Sader thrives in density due to the Golden Flense mechanics, but can be quite fearless even in the thickest of fights due to his strong control capabilities. If you enjoy near-permanent CC and enemy manipulation, Sweep Sader can be your guy.

Personal opinion: I have always enjoyed the janitor Crusader; then again, any build that vacuums enemies and destroys them in a near-helpless state will earn my seal of approval. He hasn't gained an inch when it comes to single target potential, but the Roland set continues to get an improvement after improvement. If you don't mind a little fishin', you can take this build quite high.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear well above GR85 when fully optimized.

Condemn Akkhan Crusader


Playstyle: Akkhan remains untouched in the defensive front (very disappointing for Patch 2.4.1), but its damage multipliers remain through the roof. One of its undeniable upsides is that this is one of the more enjoyable, fluid and visually appealing Crusader builds. If you are a fan of consistent AoE clear, crowd control immunity and the general feeling of a vortex of destruction, and you don't plan on pushing the highest of high GR tiers, try Condemn out.

Personal opinion: I still propose the trade of 150% of Akkhan's damage multiplier for a 50% reduction in damage; I don't think Mirinae as a form of sustain will pull you through burst, but it's something at least. Bane of the Stricken takes care of the formerly torturous Rift Guardian clears, and Vacuum never ceased to be one of the most satisfying pulls in the game. Somewhat similar to Raekor, you have to fully accept that elites will only be killed as collateral damage, and keep moving forward.

Expectation of performance: I have seen this build clear GR80+ and expect it to clear slightly above GR85 when fully optimized.

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DEMON HUNTER

LoN Fan of Knives


Playstyle: Arguably one of the most interesting playstyles in the game, the LoN FoK Hunter relies on the Shi Mizu mechanic to drop to low health, get guaranteed crits, and stay there for the entirety of the run. If you enjoy exotic builds with high skill cap and Leaderboard potential, this is the build for you.

Personal opinion: I love this build for what it is: twisting expectations, going for obscure item interactions, all the good aRPG stuff. Downside is, of course, THUMP THUMP THUMP

Expectation of performance: I have seen this build clear GR95+, and expect it to clear around GR100 when fully optimized.

Unhallowed Essence Multishot DH


Playstyle: What do you imagine when you hear Demon Hunter? I personally think of a lone, brooding archer mowing demons down from a distance with a spray of arrows. This is the exact 'archer' fantasy fulfilled: no gimmicks, no pets, no vaulting like a madman.

Personal opinion: UE is on a buff streak, which makes me happy. The playstyle is easy to grasp and execute, and having a small margin of human error when executing mechanics leaves more space for better judgment of combat, positioning, and damage potential. I greatly enjoy Multishot, and so should you! :D

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Rain of Vengeance Natalya DH


Playstyle: This is a high skill cap, mid-range playstyle that balances AoE and single target burst relatively well. With a slew of quality of life upgrades, several number boosts and some synergistic new items, Natalya remains a decently competitive playstyle. If you enjoy a challenging build that rewards you with relative consistency, this is the Demon Hunter build for you.

Personal opinion: Receiving a slight damage bump in 2.4.1, I can hardly talk about mind-blowing Natalya changes. If you are tired of playing the Legacy of Nightmares spec and its endless thump-thump on a flashing screen, you can give good ol' Natalya a spin.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear around GR90 when fully optimized.

Impale Shadow DH


Playstyle: The Impale DH excels at assassination - sounds cool in theory, but in the AoE reality of Diablo, it plays out less smoothly. Regardless, it is more than capable of taking you to endgame, if not competition, on the strengths of its single target potential - ideally spread through Area Damage.

Personal opinion: In its doubled damage state of 2.4.1, the Impale DH actually plays more smoothly. Try it out if you enjoy seeing targets pop one by one.

Expectation of performance: I have seen this build clear GR85+, and I expect it to clear around GR90 when fully optimized.

*==================================================*
MONK

SSS Uliana Monk


Playstyle: This is the most visually impressive Monk playstyle, using two iconic effects - Exploding Palm and Seven-Sided Strike - in a devastating whole-screen combo. The playstyle retains most of its characteristics: scales well with density, and takes advantage of snapshot mechanics. If you like a playstyle that rewards metagame knowledge and you like to research interactions of mechanics to get the most out of your build, try Uliana.

Personal opinion: This build is fun, but I don't have a taste for the wonky mechanics to snapshot Mythic Rhythm. The coolness factor of the build is undeniable though, seeing a Seven-Sided Strike detonate an entire screen's worth of Exploding Palms will never get old.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

Shenlong Inna/Raiment Monk


Playstyle: On a surface look, the Generator Monk can seem too simplisic. There's more to it beneath the hood however, with Attack Speed vs. pure Damage considerations, and plently of tinkering for those who enjoy it. But even if you don't - if you enjoy consistency, durability, straightforward cooldown management, and solid-feeling melee builds, you can get great mileage out of this build.

Personal opinion: This remains a solid playstyle, and the primary skill buffs (Simplicity's Strength & Depth Diggers becoming multiplicative) do it a lot of good. If you wanna punch things to death and don't have a whole week to fish for your GR solo attempts, this is a great build to go for.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear slightly above GR95 when fully optimized.

SWK Wave of Light Monk


Playstyle: This is the unique take on a ranged Monk, using Wave of Light's AoE potential, Tzo Krin's Gaze ranged mechanic, and the Pinto's Pride bracer superslow effect into a surprisingly effective combo. If you are the type of player to go for the exotic, unorthodox build, or simply want to try a ranged Monk, try out the Wave of Light SWK.

Personal opinion: This playstyle is growing to be pretty badass, having its damage doubled and still retaining its characteristic distance. Kyoshiro's belt is still a pain to work around, but the set multipliers are well worth the hassle. I highly recommend checking it out.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR95 when fully optimized.

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WITCH DOCTOR

Helltooth Gargantuan Witch Doctor


Playstyle: Regardless if you're a fan of pet builds, a DoT/curse afficionado, or enjoy a little of each, the Helltooth Gargantuan build is a prime example of the best of both worlds. The build relies on the overpowering strength of the Gargantuan summons from the Helltooth set, augmented by your own entrapping Wall of Death debuffs. A very flavorful, and top tier, Witch Doctor build.

**Personal opinion: You will either love it or hate it, depending on how you feel about pets doing the damage for you. Personally, I'm a big fan, but it is worrisome that the build overshadows the others by so much.

Expectation of performance: I have seen this build clear GR90+, and expect it to clear well above GR95 when fully optimized.

Jade Harvester Witch Doctor


Playstyle: One of the more intricate melee spellcaster playstyles, Jade Harvester specializes in the application of DoTs and their nuke-like consumption. The set has received a significant upgrade to its survivability and damage potential, and it is no longer the perma-Spirit Walk reliant build you might remember. If you are looking for a high skill cap, nuke-oriented playstyle that relies a lot on player assessment of combat, the Jade Harvester might be the playstyle for you.

Personal opinion: Once you get past some pre-conceived notions about Witch Doctors, you can really get in a groove with Jade. I appreciate a build that causes you to re-learn a class and its combat playstyle, even if it doesn't turn out to be the top tier WD build.

Expectation of performance: I have seen this build clear GR85+, and expect it to clear well above GR90 when fully optimized.

Firebats LoN Witch Doctor and Carnevil LoN Witch Doctor


Playstyle: Both playstyles take advantage of the inborn durability of the Legacy of Nightmares setup, creating a visually impressive and fun AoE build for the Firebats build, and a single target, pet-reliant specialist for the Carnevil build. If you don't mind farming builds that are slightly harder to gear for, you can find something cool in both playstyles.

Personal opinion: Both builds are quite fun, durable and consistent. They require less things to keep track of than most set builds (less stacks/effects to keep track of), which is always a plus. Ancient items can be a pain to farm though.

Expectation of performance: I have seen both build clear GR85+, and expect them to clear well above GR90 when fully optimized.

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WIZARD


Playstyle: Fitting its name, this Wizard spec strives to enter and remain in Archon form as long as it can. It's a master of demolishing elites - especially in its Firebird variation - but possesses a well-rounded skill kit for most situations, making it the ideal soloing build.

Personal opinion: With the option to go for the safer Vyr set or the all-out Firebird variation, Archon builds have turned surprisingly adaptable to player's needs. The lack of skill differentiation between the two specs is unfortunate, but its GR climbing power cannot be denied.

Expectation of performance: I have seen this build clear GR95+, and expect it to clear above GR100 when fully optimized.

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Closing Words

So what's next?

I will be posting a similar thread on both the US and EU general forums, and I will be doing gearchecks / answering questions there as well, so drop by if you're interested! I will be adding links to this thread once the bnet threads are live.

I hope you enjoy the guides, and they are of future use to you in Season 6. Thank you for reading and good hunting!

Wednesday, 11 June 2014

Patch 2.06 【Monk Raimend Set 】DS only T6 Solo Demonstration



Just a quick video showing a pure Dashing Strike Build to proc the 6 set Raimend (Lightening Set), certainly a very different playstyle, 5m30s Rift Clear.

 

Wednesday, 14 May 2014

Fire Monk Build


Hey guys! A while ago i posted a lightning monk build that utilizes best your items with +lighting dmg. Today i want to show you a similar build but for fire damage.

As always if you want to a watch a 4 minute video showcasing this build you can find it on this link:

 

And if you dont want to watch it i will list here all the skills, passives and paragon levels:

Active Skills:

Spirit Generator:

Deadly Reach - Strike From Beyond

Main Spirit Spender:

Lashing Tail Kick - Vulture Claw Kick

Vulture Claw Kick turns the damage into fire, causing it to scale with your +Fire Damage items, and hit all enemies in 360 degrees around you

Movement Skill

Dashing Strike - Barrage

Sustained Damage

Mystic Ally - Fire Ally

Damage/Survivability

Epiphany - Inner Fire

Mantra

Mantra of Retribution - Transgression

Passive Skills:

One With Everything

Exalted Soul

Seize the Initiative

Transcendance/Unity

For my Paragon levels:
Core: I go for Movement speed until capped at 25% then Dexterity/Vitality
Offense: CHC/CHD >Attack Speed
Defense: All Resistances > Armor/Life %
Utility: Area Damage/Life on Hit (Dependent on your current survivability)

Monday, 28 April 2014

In the Diablo III, the two essential factors to farm is the qualified viability and stable output capacity. The Monk never lack of ability to survive, we have the best defense skills in all classes. While, due to the limitation of its output capacity, we can only depend on defense to survive. So, we are glad to share this build to make sure we not only have the stable defense ability, but also have excellent DPS. The core idea of this build is reducing the CD.


Seven-Sided Strike - Fulminating Onslaught

According to my personal test, the runes of Seven-Sided Strike increased 27% after patch 2.04. To reducing the CD of Severn strike can directly increase the attack efficiency. As the main output skill, this skill can play important role in dodging and attacking.


Exploding Palm - The Flesh is Weak

It can provide 20% damage buff. You can release it unlimited when the fists can recovery spirit. Meanwhile, Exploding Palm can get physical damage buff and elites damage buff form Mantra of Conviction. Besides, the 50% monster life damage buff decides it would be the crazy reaper in D3!



Breath of Heaven - Circle of Scorn

Breath of Heaven is the amazing defense skill for Monk, while less people fall in love with it. The crazy output ability and self-recovery ability are amplified under the help of Eye of Peshkov which is the necessary skill to farm in Diablo 3. From the video you can notice, i didn’t use blood bottle over 4 times, all depend on Breath of Heaven.


Epiphany - Desert Shroud

Infuse yourself with sand, reducing damage taken by 50% can support you farm in T5 and increase the death rate.


Mythic Rhythm and Beacon of Ytar

There is no doubt that Beacon of Ytar can reduce 25% CD is very important for this build and the Mythic Rhythm has damage buff for Exploding Palm, Seven-Sided Strike, Breath of Heaven and Way of the Hundred Fists.

Saturday, 16 November 2013

Diablo 3 Reaper of Souls - Monk Epiphany Skill


  Here's the latest description I can find for it:


Epiphany
Cooldown: 120 seconds
You have an Epiphany, restoring all of your Spirit, reducing the Spirit cost of your skills by 50% and enabling your melee attacks to instantly dash to your target for 20 seconds.

Desert Shroud: Infuse yourself with sand, reducing damage taken by 50% and increasing your damage by 3% for each enemy within 15 yards.

Soothing Mist: Imbue yourself with water, instantly resetting your Defensive cooldowns and reducing their cooldown durations by 50%. Using a Defensive ability also cleanses negative effects off of allies within 30 yards.

Windwalker: Each enemy killed during your Epiphany increases your Attack Speed by 3% for the remaining duration of Epiphany.

Inner Fire: Engulf yourself in flames, burning enemies within 10 yards for 250% weapon damage as Fire and causing your attacks to assault enemies in front of you for 330% weapon damage as Fire.

Ascension: Charge yourself with Lightning, increasing your movement speed by 10% and causing your next attack after moving 10 yards to Stun enemies for 1.5 seconds.

So this is the monk's equivalent of WotB - same cooldown, lasts 20 seconds instead of 15 so the uptime percentage is a bit better. I wonder if it also gives immunity to crowd control effects.

I'm looking forward to seeing Windwalker in action. I hope that works similar to Archon where you get the effect for group kills as well or we'll see a lot of solo monks.


Monday, 29 April 2013

[Monk][Video]If any of you high end guys are bored of the same old grind, give this a try. Run MP7/MP8 using a LpSS build.

If you are tired of the same old grind and looking for something to keep you on your toes, try running a LpSS build. Ive never used LpSS so I figured, "eh -why not". Turns out, its actually pretty fun.

It is by no means efficient but I was able to farm pretty successfully on MP7 and took out Ghom on MP8 (see video). Sadly, my EHP for this build is in the toilet at 397K - LpSS Monk so that limits its usefulness but I kind of like the play style and the need to think about what Im doing - especially against RD packs!

I am always looking for ways to improve my current game-play so if you guys have any suggestions on what could improve this build, Id love to hear them :)

Video: 


In case you are wondering, the LpSS gear cost a combined total of 20M

Just swapped to a new Inna's and equipped one of the rings from my standard build. That bumped my AR up by ~80 and my DPS by about 30K. Just facetanked MP9 Ghom!! d3up link has been updated!

Monday, 25 March 2013

Monk: Mantra of Evasions: Backlash ... somethings you may not know but probably should.



I just wanted to take a moment to discuss a skill that most Monks are familiar with to some extent – Mantra of Evasion’s: Backlash. This is one of those skills that some of us used when we were coming up in the ranks. I say some because it became available at lvl 50, 15 levels after its more popular cousin – MoC: Overawe. As you know, Overawe has been a gold standard among Monks for a long time. So much so that Backlash is rarely seen in builds anymore. I am going to try to change that.

So what do we know about Backlash? Well, the tool tip says it’s associated with dodge and that successfully dodging an incoming attack results in a chance to create a burst of flame dealing 35% weapons damage. Pretty strait forward – a nice little skill but not much utility, or is there?

The tool tip is correct in that you do get a flame equal to 35% of weapons damage. What it fails to mention is that 35% is based on an attack speed of “1”. If you increase AS that percentage also increases. For example, at an AS of 2.4 that percentage is 84. Ok, that’s gem #1. Gem #2 is the fact that when Backlash procs, it also procs LS. So how do you know when Backlash procs? You can see an orange ring radiate out from under your Monk. Gem #3 deals with the fact that Backlash can also crit. I know, it sounds bizarre but it’s the truth. Now, the difference between a “backlash crit” and a “normal crit” is the fact that Backlash uses your weapons damage as the base value. A normal crit will use your stat sheet as the base value. To make sure I wasn’t seeing things, I had previously set game play options as such:

Options: 



I made a short video in which I went into MP1 and sought out a RD pack. The goal was to capture those crits and to see if backlash could handle a MP1 RD pack on its own. I basically just sat there. Now my Templar was with me so it is logical to assume that he was doing a little bit of damage as well. FYI, my Templar does a whopping 388 points of damage so it’s safe to say that his contribution was negligible.

Templar: 



Backlash Video:

As you can clearly see, backlash procs LS and it can crit. It is for these reasons that I have started using it on my MP10 runs in Keeps 2 and CoTA. We can talk more about that if you’d like but the true purpose of this post is to bring Backlash out of the darkness and maybe back into some specialized builds. It may not seem like Backlash has a place in MP10 but when it comes to dense packs /areas it outperforms Overawe in my opinion.

Wednesday, 6 March 2013

[Monk] Wave of Light - spammable build, working very well for me (fast ML6 as geared).



This build replaces spirit building attacks as the main source of damage with Wave of Light. It is focused on gaining spirit fast, and having high spirit reserves for spamming Wave of Light (Bells). Once I got used to it, and figured out how to use it well, I clear most trash and elite packs with Wave of Light, only using Fists of Thunder to gain spirit.

It adds the benefits of high crit percentage / speed (cyclone spawn) by also filling a 250 spirit pool in a couple of seconds. This allows 6-7 bells to be dropped in succession, each one hitting for ~900% damage.

Thoughts / Comments welcome, I'd love to hear from other monks that try this out.

Active Skills
  • Fists of Thunder - Quickening 15 spirit per crit
  • Sweeping Wind - Cyclone the usual cyclone spawn
  • Breath of Heaven - Blazing Wrath Optional, I like the easy extra damage
  • Serenity - Ascension The oh-crap power
  • Wave of Light - Empowered Wave The damage with this build is impressive - Empowered Wave is important to keep the spirit costs low 
  • Mantra of Conviction - Overawe for obvious +damage
Passive Skills
  • One With Everything Unless you have the resist not to need it
  • Seize the Initiative Unless you have the armor not to need it

Exalted Soul This increases the spirit pool by 100, it is key to using Wave of Light as often as possible

Tuesday, 26 February 2013

Monk buffs (or how to quadruple (or more!) your sheet DPS]



I've read a ton of different threads, here and elsewhere, about monks and their different skills, and it seems that the vast majority of monks stick to the tried and trusted FoT/SW build with Breath of Heaven Blazing Wrath & Blinding Flash, along with Resolve, StI & OWE passives.

I wanted to share a variation on that build that I've been running for a while that allows you to put out absolutely disgusting DPS.

Everyone is familiar with Overawe. How can you turn down 48% extra dps? What a lot of monks don't realize is that you can get nearly that much again with the use of the Combination Strike passive.

For those not familiar with it, combination adds 8% dps for each spirit generator you use, and it keeps that buff provided you keep attacking. You don't even need to cycle the different attacks so you can continue to spam FoT like normal, while enjoying the extra damage combo strike provides.

My "cookie cutter" FoT build has always used combination strike & deadly reach in place of either resolve or fleet footed and Breath of Heaven. Let's face it, that heal from BoH is a joke, and while 15% extra dps is nice, with those two skills you get +34% With the buff to plague damage, deadly reach is also great for being able to dish out damage without having to step in that green goo.

Yesterday I turned it up a notch and added Way of the Hundred Fists with Blazing Fists rune into the rotation. This gives +5% move speed and +5% attack speed per crit and can stack 3 times, so +15% MS +15% IAS with 3 stacks.

So what does all that mean in terms of DPS output? For 99% of monks, Fists of Thunder is going to be your main attack & damage dealer, so I'm going to focus on FoT damage in particular.

It should be noted that I have a Won Khim Lau that adds 22% to my FoT damage, and also an Inna's helm that adds another 10% so my base sheet dps of 150k is already buffed to around 200k just from those two items, even though it doesn't show up on sheet dps. (worth every piece of gold spent!)

Let's run through the damage calculations step by step, as shown on d3up (use it, love it!):

My base FoT:TC dmg: 427k (includes +32% from gear)
  • Add 48% from Overawe: 582k
  • Add 18% from Deadly Reach: 640k
  • Add 15% IAS from 3 stack WotHF: 700k
  • Add 24% (8% x 3) from Combo strike: 786k
  • Add 3% crit chance from Scoundrel: 820k

Here's a screenshot I grabbed from d3up as proof that this is legit: 



So I've gone from base sheet DPS of 150k up to 820k. This is just FoT damage too...you've still got sweeping wind hitting for 200-300k dps on top of that, so easily over a million dps all up.

Here's my strategy going into fights:

Start with Deadly Reach to get that +18% bonus going. I'll usually cast SW around this time since it doesn't matter too much when you cast it now with the removal of snapshotting (though if anyone has evidence to the contrary I'm all ears)

I'll follow that up with WotHF and Overawe then start with the FoT spam. The handy thing about WotHF skill is that it's buff appears on your bar so you can tell how many stacks you have and how long until they expire. Coincidentally, that expiry time is 3 seconds, so right about the time you need to refresh overawe to keep the +48% bonus anyway.

So, refresh overawe & WotHF at the same time, then continue to hold down FoT as per normal. Use Deadly Reach every 20-30 seconds to keep that buff up, and you're golden.

Sorry this ended up getting a little long-winded, but hopefully this gets the information out there about how powerful our buffs can be, and encourages some of you to mix it up a bit.

Thursday, 10 January 2013

[Monk] Using a shield to boot the power of your Tempest Rush!

Ok, so by now most of us monks are familiar with how Tempest Rush works and that you need a good amount of spirit generation to keep it up. Some of us chose to gear swap to take advantage of the sweeping wind bonus by having one set of gear to maximize the SW snapshot and another set to maximize the other component: Crit Chance. It is that component that I want to discuss.

Before I get to deep into this I must credit reddit user, Calc. He was the one who first introduced me to using a shield with a TR build via using a sword and board setup. In fact I will credit most of this build to his insight. My addition is in the area of what a shield or more accurately, a specific affix found on a shield, can do for you.

Now conventional wisdom says you’d be crazy to use anything other than a 2H weapon due to spirit usage being tied to attack speed. However, it is possible and because of the shield portion of that equation, you can get some CRAZY damage. This won’t be seen on your stat sheet but you will definitely notice it when playing.

Shields offer the obvious ability of damage mitigation but they also are one of the best sources for crit chance, in that they roll up to 10% for that affix. Now for the good part – one of the recent patches, 1.05 I believe, introduced the ability for shields to roll affix’s specific to monks. In this case I am referring to + % crit chance for Tempest Rush. This affix can roll up to 8% so theoretically, a shield can give a TR monk (must be in a rush for it to work) a crit chance percentage of 18. That’s huge and results in even more options in the area of gear customization.

Shield examples: 


Now we all know that the most sought after of the spirit regen amulets is the Xeph. The problem is, these amulets with any type of crit chance included are wicked expensive. However, if you had a shield with the aforementioned affix’s then theoretically, you could get a Xeph ammy without crit and not suffer to much in the area of DPS while reaping the benefit of the spirit regen.

Speaking of spirit regen – as you can imagine running a sword and board setup results in a higher AS value. Through the use of various pieces of gear I have managed to get just shy of what I need for a continuous rush. If I gave up my Leorics it could be done but I rather like the increase exp I get so for now I am fine with it.

Spirit Breakdown: 



So in the end, I end up with 50.5% Crit chance. Add to that the +8% that I get from my shield while TR ing. Granted, I have an Xeph ammy with 6.5 % crit chance but even if I didn’t, I would still have 52% crit chance.

Stat sheet:


Anyway, that’s about it. Have fun and happy holidays! Oh and here is my current post snapshot profile for reference:

Monday, 17 December 2012

[Monk] How to TR/SW gear switch properly, (60m+ XP/hr) and an innovative new use for diabos.


Just to start, let me say that it's been very hard to figure out just how SW's snapshot works, and I've had to do a lot of experimenting myself to really figure out the specifics, as there are a lot of conflicting reports online. I've deluded myself into thinking one thing works for a period of time, only to discover later that SW's snapshot was negating my whole strategy, (swapping to a Maximus to gain the +Fire Skill damage is inneffective, as is Flying Dragon's 2x Attack Speed). After a couple weeks of trial and error, I think I've finally gotten it figured out.

The best way to snapshot your SW is to maximize Crit Damage, Dex, Base Weapon Damage, and +SW damage (or the corresponding +elemental skill damage) before you cast sweeping wind, as these stats are all included in the snapshot. Life Steal is also included, so if you need extra survivability, you'll need to have LS on your Skorn (though you probably wont need it). Attack Speed and Crit Chance need not be snapshotted, as your SW damage will increase as you increase those stats even after you cast SW.

That being said, here is how I gear swap:
I am currently switching 5 pieces of gear. My Ammy, Gloves, Helm, one Ring, and my Weapon. My starting Amulet and Ring have +Damage, high +Crit Damage, and Dex. My gloves have High +Crit Damage and Dex. My Weapon is a 1440 DPS skorn with 200% Crit Damage and no IAS. My Helm is a random rare Helm with +12% SW damage and high Dex.

After getting DR/Foresight bonus, I cast Blinding Flash/Faith in the Light and then SW/Fire Storm, and switch into High Crit Chance Ammy, Gloves, and Hellfire Ring (you can't swap in your SOJ without losing the +SW damage). I switch my helm to Inna's Radiance with a Radiant Star Ruby, 6.0 Crit Chance, and 2+ Spirit Regen, and, this is key, and I believe a new innovation, a Diabo with +2.45 Spirit Regen. making my post-swap gear grant a massive 6.4 Spirit Regen.
Of course, I also use a Templar for more spirit regen, and he wears a Leroic's Signet and a Hellfire Ring for the bonus XP.

The beauty of all of this Spirit Regen on gear is that I don't need to use MoH/Circular Breathing OR SW/Inner Storm to maintain my Spirit during TR. I use all 3 Passive Spirit Regenerators, and that is good for all the Spirit I need. I even have enough to pop MoC/Overawe before I run through Hulking Phasebeasts and Elites, allowing me to one shot even the largest white monsters and kill Elite packs in about 2-3 seconds, with a Blinding Flash to keep them stunned and inside my Fire Storm. I still need to use a skill slot on Serenity to keep myself from getting frozen after the pack dies or getting ganked by Reflect Damage.

The run I use is modified to allow me to never have to refresh SW. Start at Azmodan, work backwards all the way through the towers and craters, go through Seigebreaker's zone, and continue all the way to the Fields of Slaughter, clearing the zone and making your way to the waypoint. From here, I go to the Keep Depths level 3 and work my way back up to town. From there, I use the door to get to Skycrown Battlements, and work my way to the end of Stonefort where my run ends. This method allows me to NEVER have to take a town portal, which is awesome because, barring a lag spike, I never lose SW and never have to do a second gear swap.

Here are some potential improvements that I haven't tested out yet but spark my interest:
(1) Use a leoric's signet on yourself instead of the SOJ, and make up the lost spirit regen with Circular Breathing. You'll take a DPS drop but the bonus XP could certainly be worth having to double back every once in a while to finish off mobs.
(2) Use Circular Breathing to allow yourself to get IAS on your gloves, ammy, and hellfire ring without making TR cost too much. This might just cancel out the bonus damage from Overawe, but it might be slightly better or worse.
(3) Use a +Spirit Regen Inna's Reach to complete the 4-piece set, and swap out Inna's Favor for a legacy Hellcat Waistguard. This is ridiculously expensive, but I think it would be optimal if you can afford it, as it would certainly let you skip the SOJ and equip a Leoric's signet, or just let you skip Exalted Soul and allow you to equip Fleet Footed, which could help you just as much as the bonus XP if your SW damage is high enough to still one-shot white mobs.

Tempest Rush is one of the most fun skills in the game, and I've blown a lot of gold theorycrafting and trying out fringe builds just so I can run around at super speed. The only caveat I have is that after a few weeks, you'll never want to slog around at 24% move speed with FOT/Thunderclap equipped ever again. Have fun, and happy rushing!

My build, post-gear switch right now. As you probably know, this is unreliable because at any time things might change, and I'm always experimenting:


Friday, 14 December 2012

[Monk] One of the funnest and most efficient Infinite TR builds / gearing Ive tried thus far



Ok, so my words wont do it justice but I was messing around this evening and came up with a pretty cool variant, gear wise, to the standard TR build.

Profile: 



That is what I swap to after I do a 157K SW snapshot using my 1392 DPS Skorn and you want to talk about melting things - wow!

I wanted to be able to utilize both my HF and Leorics ring while at the same time doing enough DPS through gear and skills. If it wasnt for the dual exp rings I would use a SoJ on one hand and go with Submission but since I do use both exp rings I had to think of another way.

Now using a Maximus isnt a new concept but I dont think Ive ever seen anyone use a pair of magefists. At first I wasnt sure how the "Fire skills deal XXX more damage" affix would work since I didnt snapshot with either the magefist or maximus equipped but it does and provides some massive damage when used with the SW: Firestorm rune.

Now another thing that I did with this gearing is that I went with a 24% SW bonus from my helm and my SoJ. That obviously helps and I throw that out there for people to be aware of.

Normally I TR with a pair of MS Ice Climbers but wanted to see if firewalkers added anything to the mix. After five runs - I dont know. I saw 4-5K tics so Im assuming its doing at least a little damage, more than my Ice Climbers would anyways, plus it kinda goes with the whole build :p

Oh and I would be remiss If I didnt mention the Demon that is invoked by the Maximus. I would say he was with me 50% of any given run and seemed to do a good bit of damage. Add to that the fire chain that joined my toon to him and it was a blast to play.

Anyway, just offering up a fun and useful alternative to a perhaps normal TR gear layout.

EDIT: Well turns out I jumped the gun a bit. What I assumed was a benefit of +Fire damage was more than likely a result of me adding and additional +12% over what I usually run with. The posting was not a total loss though as we discovered that Magefists equipped AS PART OF THE SW SNAPSHOT provide some crazy damage when SW:Firestorm is used. In fact, those gloves outperform a pair of 228 Dex / 43CD gloves. Anyway, thanks to everyone who commented :)

Tuesday, 30 October 2012

New Monk Build October 28 -2012

This is a team only build so it will not work if you want to play alone. Ubers require teamplay anyway

This build means you alone have around 10k dps, but it actually does more damage by riding on your teammate's damage.

Sledge fists have great CC (30-50% stun) but at the price of a severe DPS drop. But what if we could compensate that dps drop and still wear stunner shades? The main goal here is perma-stunning Uber boses (and elites) while still maintaining good dps.

This is a pure tank concept in terms of gear so you are able facetank and slug your fists all day. Unless you have lots of gold, you need very defensive gear (which can be purchased for cheap right now since crit chance/crit damage is all the rage). The idea here is to use gear for defense, and skills as offense, well most of em anyway (One With Everything is still king, and I like the extra armor from Seize the Initiative). This will drop you to said 10k dps.

I have 50,000 Health, 2.04-2.33 Attack Speed, 930 total resist, 5,000 armor, and 1,800 Life on Hit to give you an idea of what gear I sought after.
  • Exploding palm: 12% dmg boost
  • Breath of Heaven/Guiding Light: 16% dmg boost
  • Crippling Wave: 10% dmg boost
  • Mantra of Conviction: 24%/48% dmg boost

Total: 62%-86% extra damage for your party.

Let's compare two scenarios: (1) ??? dps Overawe monk with a party of 3 doing 100k dps each (2) A 10k dps monk using this build with a party of 3 doing 100k dps each.

From the equation [1.24-1.48(???+300,000)=(310,000)1.62-1.86]

It will take monk (1): 105,000 damage AND 24% Overawe buff to match this build

If he spams the skill every 3 seconds so the party gets 48%, it will only take 89,594 damage.

So there you have it, a sledge fist build that outputs the equivalent as if you had 89,594-105,000 unbuffed DPS.

If the math checks out, this build means that you will now survive your ass off on mp 9/10 and pull your weight damage-wise.

So what do you guys think? Note, there may be a sweet spot between defense and offense so you do not have to go full tank like I did here.

Thursday, 13 September 2012

[Monk] Infinite bell spam build + tempest rush



Or almost infinite... You will never run out of spirit unless your dps is very low.

Stone of jordan + legacy stone of jordan,legacy hellcat waistguard, holy beacon, xephirian amulet can all have spirit regen on them. So you will be gaining around 22 spirit per second combined with passives, healing mantra and templar aura.

Basically you just run with 60% move speed with tempest rush, skip all trash and kill elites with seven sided strike and bells. In act2 i get around 2 elite kills per minute and in act3 about 1 per minute.

You don't have to skip trash, they usually die in one bell, but I've found it to be more effective when farming for items.

Buy some cheap vit/resist gear for your templar so you get the 17% bonus to spirit regen.

With higher damage you can drop Healing Mantra for Overawe.

Gear will cost at least 20m to be viable, 50m to be effective. It's a lot of fun if you have the cash for it! I love seeing 1 million damage crits

For weapon, buy a slow 2hander, spear or mace since tempest rush channel cost is based on attack speed. Don't get attack speed on any piece of gear.


Monday, 3 September 2012

Let's talk about post 1.0.4 Monk Theorycrafting and builds

Some have said they feel monks have gotten the short end of the stick when it comes to patch 1.0.4 and the search for viable builds(ex. Cyclone/Crit build) is still very much in its infancy. Shall we use this thread as a resource for post 1.0.4 monk builds? Yes, PLEASE!
Please post your build, DPS, all res, armor and def and explain your build.
I think one aspect that is often overlooked is GEARING for specific builds. Example: A damage dealing spirit spending build will not work without high spirit regen (obvious, but I always hear people talk builds, not gear)
Please disregard CYCLONE Rune as I feel Inner Storm may work even better. My other thought is that I may drop Sweeping Winds all together for another Damage Dealer or Defensive skill like Inner Sanct with Dmg buff!
What you need to be successful with this build: 35K+ DPS Unbuffed - get some Crit Dmg Socket Weapons with Dex 5K Armor 700 Res All
Elite Packs Melt Combo Hit the Elites until you have enough Spirit to do a full Blind, MoC: Overawe, SSS Fulminating Strike Combo. Execute combo and you'll see the elites are likely down to 60% of HP or less, pop serenity if needed and wait for Blind to come back up from cooldown. Blind and use Sweeping Winds right after for boosted SW damage. At this point you should have the Elites down to 25% health, if you're having trouble run away, heal up and hit the elites to gain enough spirit for your DMG combo again, Blind/MOC/SSS will take out the remaining elites.
What builds are you guys messing with?

One thing I also want to mention - the Passive Guiding light I believe it's called the damage buff of 16% actually works with Mantra of Healing. Has anyone thought about the following build for parties? Spirit Gainers DR: ForeSight FOT:TC Spirit Spenders MoH: Spirit Regen Blind: Faith in Light BW: Damage Buff SSS: Fulminating Onslaught
Passives: Guiding Light OWE Seize
Thoughts? You'd be looking at a constant 15%+18%+16% Damage buff without using MoC:Overawe and the protection of MoH.
Thread Observations This has become a great thread for D3Strategy. Let me compile some thoughts and "best ideas". I really am an ass.
Common affixes: LoH, Crit Dmg, Socket or the sexy Won Khim? Life steal will become more popular IMO as dmg increases. In my experience SSS even with 2.5% life steal will heal you to full.
What is on the horizon for monks? Life Steal, Crit, CRIT CRIT!

Thursday, 9 August 2012

[Monk] Optimal skill set for MoE-Backlash


Recently, I've been playing around with MoE-Backlash with various dodge-boosting skills. There seems to be a spectrum of tradeoffs with the various combinations (damage/utility/dodge) and I've been trying to find the sweet spot for damage vs survivability. Putting it out there for crowd-sourced theory crafting.

Here's what I've gravitated towards. Works well for Act 2 farm, not quite geared enough for Act 3 farm:

Actives
  1. FoT - Lightning Flash
  2. Dashing Strike - Quicksilver (for mobility and dealing with CC)
  3. Sweeping Wind - Cyclone
  4. Breath of Heaven - Blazing Wrath
  5. MoE - Backlash
  6. Serenity - Ascension

Passives
  1. Resolve
  2. OWE
  3. Sieze the Initiative

Keeping actives 3-6 unchanged, I've also tried:

1) Cyclone Strike - Wall of Wind + Crippling Wave - Mangle
  • Great AOE
  • damage drops for single target
  • CS seems to be too expensive spirit-wise.
2) Dashing Strike - Blinding Speed + Crippling Wave - Mangle
  • Great AOE
  • not so great single target
3) Dashing Strike - Blinding Speed + FoT - Lightning Flash
  • Is the added dodge worth the extra spirit cost?
4) FoT - Thunder Clap + Blinding Flash - Faith in the Light
  • Straight up damage
  • How much dex would you need to get Backlash to proc enough without dodge-boosting abilities?

Monday, 21 May 2012

Diablo 3 Monk Leveling Build For DPS Leveling

In this post we are going to cover another build from the guys over at www.diablo3hero.com and this one is for the Monk and will help you out if you are having trouble taking on the mobs and hordes of hell.

This actual build will make best use of the skills of the Monk which are Critical chance, Dodge, Armor, Vitality and Dexterity.

You will have your primary attack which is Crippling Kick and you should use this to soften up most of the mobs that you face. If you need a bit of extra stopping power you have the Lashing Tail Kick which will also knockback your foes.

Also you have Mantra of Conviction and this is good as you will be rewarded for fighting in the middle of the pack and you also have the Seven Sided Strike as well that works well against numbers. If you get into trouble you should use Serenity and that will protect you as well as reflect some of the damage back to the hordes of evil!

If you want to go all out you have Sweeping Wind and this will allow you to kill even the toughest foes creating lightning tornados when you score critical hits and you will do with so many AoE abilities!

You also have the passive skills which will boost your attack and defence equally!

Here is the build:

Diablo 3 Monk Leveling Build:




For a complete guide to leveling as well as in depth class information and builds for PVP and leveling check out www.diablo3hero.com ( Try it out, they have a 60 day full refund!)