Monk - Builds/Discussion - Page 110
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Rho_
United States971 Posts
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wooozy
3813 Posts
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Rho_
United States971 Posts
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Wuster
1974 Posts
WotHF + Blazing Fists is better aoe compared to TC; plus if you have the crit to keep it up, +15% movement is probably a close enough substitute to teleporting (it's too bad Blazing Fist doesn't proc off any crit like Sweeping Winds does, but oh well). I believe TC has higher single-target dps, although with a +15% buff from BF, that might not be true; BF will beat TC hands down in AoE situations. That's just comparing the two attacks though... I'm hearing the volley attack is either bugged or intentionally has a crap proc-rate; which will lower your Cyclone frequency and lifesteal/on hit (if you rely on it) which again makes the dps/utility comparison more complicated... | ||
seiferoth10
3362 Posts
http://us.battle.net/d3/en/forum/topic/6572970237 Relevant part: Monk Active Skills Breath of Heaven Skill Rune – Infused with Light Bonus Spirit regeneration increased from 6 to 8 additional Spirit per hit for 5 seconds Dashing Strike The strike animation after dashing now scales with attack speed Mantra of Evasion Skill Rune – Wind Through the Reeds Run speed bonus increased from 5% to 8% Passive Skills Beacon of Ytar Cooldown reduction increased from 15% to 20% Near Death Experience Cooldown reduced from 90 seconds to 60 seconds Pacifism Now also works on Freeze and Immobilize effects (note: the tooltip will not say Freeze, because Freezes are classified as a Stun) Resolve Damage reduction reduced from 25% to 20% Seize the Initiative Conversion of Dexterity to Armor reduced from 100% to 50% Before you overreact, read this: We're taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity. However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is: Reduce the effectiveness of select defensive skills Reduce monster damage by more than the mitigation lost by these skills Putting both changes together, players actually take less damage than before | ||
Tilorn91
Serbia218 Posts
And also, if it turns out to be super easy after the monster damage nerf, might actualy start using fleet footed instead of resolve and Beacon of Ytar or maybe even NDE instead of STI but I doubt it. | ||
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Amui
Canada10567 Posts
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leser
Croatia239 Posts
I honestly thought that monk is going to see a lot more changes this patch, especially with passives, but it looks like it ain't gonna happen ![]() | ||
Burrfoot
United States1176 Posts
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TunaBarrett
Sweden1045 Posts
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leser
Croatia239 Posts
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NicksonReyes
Philippines4431 Posts
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Tilorn91
Serbia218 Posts
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ChaZzza
United Kingdom162 Posts
My mate is asking me to helop him upgrade his monk. We have 50m combined. He is only rocking the shield coz his resists and armour are low. I'm thinking we need to optimise the jewellery for damage and the core armour for protection. The real question is do we think gear optimisation pre-patch is intelligent? I would like to get his damage up so it's not just me (DH) doing the hurt, but he is also a lazy gamer so needs to be highly survivable. What are the core pieces that need upgrading? Should we spend 50m a week or so before the patch? tl;dr what to upgrade and when? | ||
Burrfoot
United States1176 Posts
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Tilorn91
Serbia218 Posts
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Levistus
1134 Posts
http://us.battle.net/d3/en/profile/Levistus-6434/hero/11798162 | ||
Interneting
United States23 Posts
Given your amount of cash, I would recommend progressive gear upgrades as you get better and better geared. Start with at least one high DPS weapon. Keep looking through the AH until you see something with good damage and useful side stats like spirit regen, dex, vit, smaller amounts of loh, whatever. It is not unreasonable at all to say you can find 1k+ DPS monk fists without LoH or Crit Damage for less than a mill. Next bump your DEX up in slots where it can roll high. Look at gloves, amulet, boots first as DEX "can" roll up to 300 in these slots compared to 200 in others. Boots with movespeed are really nice and getting cheaper for mid-tier stats. In your situation I would look for a pair of gloves with 190+ Dex, at least 7% attack speed, and some resists or VIT. That shouldn't be more than 300k. If you're patient, you can snipe a good deal with those stats plus some crit chance too for a higher price. Get most of your VIT from chest and pants as VIT rolls have the highest potential there. Try to get shoulders, belts, bracers with a good mix of DEX/VIT/res/allres/life%/regen. This is where you should fill gaps as you won't find terribly high dex rolls being affordable in these slots. Bracers can also get crit chance, so there's something else to keep in mind. Then look at your rings and amulet. Go for some combination of attack speed/dex/+damage/crit chance rolls here. Remember that crit is nice, but dex, average damage, and attack speed can often outclass it hard until you also add in crit damage, which people typically get from weapons and amulets. You might not be able to get these stats without sacrificing life on hit or lots of average DPS for quite a while. You have a lot of life on hit you can sacrifice, but it's still important to keep around 1200 or so until you get geared enough to do act 3 runs comfortably with less. The higher you boost your attack speed the better Life on Hit will become, meaning you need less of it for the same healing power. Finally, once you get your base DPS up to around 30k-40k, you can use a variety of methods to work your way to 50-60k+ and beyond. People have varying opinions and preferences on doing this, but most people agree it's easily achievable (although expensive) to do it with crit/crit damage. You can whore out attack speed, DEX, and damage rolls to get a little further as well if you really like attacking faster. The key is learning how your play style would best balance DPS with survivability. I recently started using lifesteal in place of life on hit as lifesteal procs on sweeping wind and cyclones whereas life on hit does not. That said, it didn't start becoming effective until I broke 50k DPS. Lastly, I'm just going to give some benchmarks that I think most veteran monks would agree on for farming Act 3 comfortably. DPS: 30k minimum HP: 40k+ (30k+ is playable, but banelings will often one shot you) Resistances: 600+, the lower your DPS and healing potential, the higher this number needs to be to ensure you can survive while you wait on cooldowns. Armor: It's hard to give a benchmark for this because so many factors can contribute to your survivability. Resistances are typically more bang for buck when trying to get damage reduction. It's roughly a ratio of 10 armor = 1 point of resistance. LoH: as much as you need, typically 1200 or so. Shave it off for more damage as you need it less. | ||
Burrfoot
United States1176 Posts
On September 25 2012 06:18 Tilorn91 wrote: I am quite pleased with how Blackthorne's looks, lean and mean. Add to that a Mempo of Twillight, and some dual wield action, it's a killing machine. Hmm I already use Black's Pants since it has MF and LoH so I will try out a chest. I use my chest slot for defense anyways (regen, vit, life, etc) so the surcoat seems like a good replacement. I DW with Devil's Tongue as it looks pretty pimp! Fist of Az has much better stats.. but looks like a volleyball. | ||
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