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I think this was just about the only class missing.
Through much experimentation through trial and error here's what I'm running at level 40. I dual wield for faster interrupts and more spirit generation.
http://us.battle.net/d3/en/calculator/monk#aegTjQ!ZcY!aZaZbZ
It's funny how when reading the tooltips explosion of light doesn't sound like the most amazing spirit dump, but in practice I've found it to be by far the most effective (maybe most mobs have low holy resist?). I also find mystic ally to be extemely undervalued, as well as taking serenity over breath of heaven. I'll probably change up the rune on seven sided strike when I get the final one.
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On May 18 2012 08:26 Nikoras wrote: as well as taking serenity over breath of heaven. In solo play, definitely, I'd pick Serenity runed as Peaceful Repose over every BoH rune. But in multiplayer BoH as Blazing Wrath with the Guiding Light passive ought to be better.
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Pretty similar to what I do:
http://us.battle.net/d3/en/calculator/monk#aZgVTk!XbY!aZaZZa
I love exploding palm too much to give it up, and I really like the basic utility of lashing tail kick. I'm level 36 right now, but I'll probably incorporate one with everything, fulminating onslaught, and scorpion sting into the build as I gain levels. I also prefer daibos to dual wielding.
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On May 18 2012 08:38 xarcatos wrote:http://us.battle.net/d3/en/calculator/monk#Wfgdih!bWZ!ZYacYaThis is how i play since act 3/4 nightmare. And now i'm testing this in hell. Given the fact that i'm usually not alone (friends play demon hunter or wizard) my focus pretty much lies on being quite tanky and yet dealing some aoe damage. Is Sixth sense worth it this early? The increase in dodge seems really low. I'd rather get Seize the Initiative.
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@archon256: Good point. Will be changed.
There seems to be a wrong passive skill aswell: I took The Guardian's Path instead of Exalted Sould
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what do you guys use dashing strike for? For attack or to escape both maybe? I saw a lot of people using this but idk what for
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Both. Dashing Strike lets you teleport past the big nasty melee mobs so you can get to the archers/summoners at the back, and using it on a monster in melee range puts you on the other side of him so you can get out if you're surrounded.
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On May 18 2012 08:36 xDaunt wrote:Pretty similar to what I do: http://us.battle.net/d3/en/calculator/monk#aZgVTk!XbY!aZaZZaI love exploding palm too much to give it up, and I really like the basic utility of lashing tail kick. I'm level 36 right now, but I'll probably incorporate one with everything, fulminating onslaught, and scorpion sting into the build as I gain levels. I also prefer daibos to dual wielding. Ahhh yeah. I can see it scaling outrageously well in Hell/inferno in a group when it's based off the minion's max HP.
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On May 18 2012 09:05 archon256 wrote: Both. Dashing Strike lets you teleport past the big nasty melee mobs so you can get to the archers/summoners at the back, and using it on a monster in melee range puts you on the other side of him so you can get out if you're surrounded.
It's also so you can peel for your teammates mid fight. Lets you get in there with your disruption nicely.
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I'm running a pretty defensive build atm. Just recently switched from BoH/Blazing Wrath to Serenity/Peaceful Repose and it makes a HUGE difference against tough boss packs.
http://us.battle.net/d3/en/calculator/monk#WegdTh!ZUb!ZbabYa
The main problem I was finding in late NM was that against tough packs where you need to kite, running out of spirit is basically death if you don't have the HP to stop and fight. Serenity means you have at least 3s of guaranteed spirit regen every 20s.
7 sided strike is an amazing survivability CD since you cannot be targeted while using it, so you can use it to dodge massive attacks/unavoidable AoE/etc.
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On May 18 2012 10:05 dmfg wrote:I'm running a pretty defensive build atm. Just recently switched from BoH/Blazing Wrath to Serenity/Peaceful Repose and it makes a HUGE difference against tough boss packs. http://us.battle.net/d3/en/calculator/monk#WegdTh!ZUb!ZbabYaThe main problem I was finding in late NM was that against tough packs where you need to kite, running out of spirit is basically death if you don't have the HP to stop and fight. Serenity means you have at least 3s of guaranteed spirit regen every 20s. 7 sided strike is an amazing survivability CD since you cannot be targeted while using it, so you can use it to dodge massive attacks/unavoidable AoE/etc.
The one thing I really don't like about that build is exalted soul. I almost never find myself reaching max spirit, so 100 extra at max won't help you as much as some of the others.
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Yea it seems better to have Transcendence or Seize the Initiative?
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Currently running about with a Barbarian ally, using two fists and I've been using the following..
http://us.battle.net/d3/en/calculator/monk#UeXdTk!Zcb!ZZbbZ
Been thinking of switching to Serenity Peaceful Repose for harder modes but I really like the damage boosts I can get to in a fight. Only down side is Spirit Generation is low for me due to lacking spirit generation gearings. But man does the damage go boom when I get Blazing Fists and Blazing Wrath with my mantra. It's quite fun.
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Glad this thread was made, Sry if this is silly, im fairly new to RPGs, but how come more people don't take sweeping wind? I like it because once you have it active (and keep it going by doing melee attacks), it constantly does additional damage and you are free to do other attacks (once active, it has no opportunity cost). After you have it on, just focus on ur damage dealer/defensive, while Sweeping Wind passively does up to 60% aoe damage..
I'm also starting to focus on evasion more, though not sure if it is a good idea. Don't use any healing spells besides transcendence and items that return life based on damage/kill (though in a party i might sometimes use healing mantra, which is surprisingly good when spammed to heal)
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I think sweeping wind is good if it has enough time to deal damage. If mobs are dying too quickly and you keep losing it then it doesn't seem worthwhile. For party I use mantra of evasion for the armour buff, it's quite nice and yea transcendence is god.
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On May 18 2012 10:53 iokke wrote: Glad this thread was made, Sry if this is silly, im fairly new to RPGs, but how come more people don't take sweeping wind? I like it because once you have it active (and keep it going by doing melee attacks), it constantly does additional damage and you are free to do other attacks (once active it has no opportunity cost). I'm also starting to focus on evasion more, though not sure if it is a good idea. Don't use any healing spells besides transcendence and items that return life based on damage/kill (though in a party i might sometimes use healing mantra, which is surprisingly good when spammed to heal) Sweeping wind is amazing for Normal but on Nightmare you run into rares who have damage reflect and if you have sweeping wind it aoe's them and you die very fast. However if you have good control and prevent it from running durring these rares then you should be fine with it on.
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Sweeping wind is godly...dunno why people aren't using it. I've been using it ever since I got it and it still does good damage in hell. Right now I'm running with this spec:
http://us.battle.net/d3/en/calculator/monk#aegijh!XdU!cZaZca
Switched around my passives in hell since the main problem there is survivability....doing pretty good against normal mobs and bosses but champions with certain buffs are a bitch.
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Dual wield or First/Shield on Hardcore?
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On May 18 2012 10:58 syth99 wrote:Show nested quote +On May 18 2012 10:53 iokke wrote: Glad this thread was made, Sry if this is silly, im fairly new to RPGs, but how come more people don't take sweeping wind? I like it because once you have it active (and keep it going by doing melee attacks), it constantly does additional damage and you are free to do other attacks (once active it has no opportunity cost). I'm also starting to focus on evasion more, though not sure if it is a good idea. Don't use any healing spells besides transcendence and items that return life based on damage/kill (though in a party i might sometimes use healing mantra, which is surprisingly good when spammed to heal) Sweeping wind is amazing for Normal but on Nightmare you run into rares who have damage reflect and if you have sweeping wind it aoe's them and you die very fast. However if you have good control and prevent it from running durring these rares then you should be fine with it on. After three days and having cleared half of hell, sweeping wind seems like the far superior option to both exploding palm and dashing strike.
I run my monk with:
way of a hundred fists + fist of fury lashing tail kick + vulture claw kick blinding flash + blinding echo sweeping wind + blade storm seven sides + sustained attack mantra of healing + circular breathing with seize the initiative/transcendence/chant of resonance as passives.
It gives great spirit regen, allowing you to spam abilities to keep your HP up. Blinding flash is a must in my opinion for utility alone, in order to interrupt and close on targets. Sweeping wind is essential for clearing larger amounts of mobs, seven sides gives you additional immunity to take a hit while offering great DPS and mantra of healing combined with circular breating + chant of resonance offers incredible sustain. Transcendence is a must in any monk build and seize the initiative offers enough damage mitigation to survive just about anything.
I'm terribly unhappy at the moment with all monk secondary skills, but lashing tail kick offers both decent DPS and a way to interrupt melee animation. It's the best out of the three.
(I play mainly with friends where we chain as many interrupts/disables as we can)
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