Monk - Builds/Discussion - Page 17
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Medrea
10003 Posts
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semantics
10040 Posts
On May 25 2012 03:01 Medrea wrote: Bosses are not the problem with inferno. Champions and rare packs are (past act 1). Life steal is pointless until you get a huge amount of it since in Inferno its nerfed to 20 or something percent effectiveness. Better to have HP per hit. Or in reality, resistances. It's more like 1% or something because it's a % of a %. I agree with hp per hit statement is better, and i'd say as a monk who has many healing opitions just getting a ton of resistances works too, all you do is you look for items that are +x resistance +all resistances to get easy 60 70's in one area and just use one with all passive. Or have 100mil gold to buy really good items XD | ||
VoirDire
Sweden1923 Posts
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Pangolin
United States1035 Posts
This is the build I use for running in hell: http://us.battle.net/d3/en/calculator/monk#aTgihj!XYU!aYaccc I find thunderclap to be irreplaceable when using sweeping wind, as it allows you to keep your stacks by teleport-punching environmental objects between fights. I basically use 7-sided strike as a second serenity since you are invincible as it happens. For changing the build to work in inferno, I know the earth ally is useless since he dies too fast. Also, I will want to change my mantra to something more defensive. Any other advice for an inferno build would be helpful though. | ||
Medrea
10003 Posts
On May 25 2012 03:14 VoirDire wrote: Does +life on hit work with way of the hundreds fists? The second attack is 7 hits, do you get life for each of those hits? No the second attack is just one attack spread over 7 hits. Would love confirmation though. | ||
Gimix
United States67 Posts
I've dropped sweeping wind from my inferno builds - it's great dps but it has a high spirit cost and you can't afford to stand next to champions long anyway (at least in A2). Instead, I use seven-sided-fist with the 7 second stun rune - great dps and invuln. I'm also using lashing tail kick with sweeping armada. This ability has so many uses - clear surrounding mobs, interrupt mobs attacks, it even works on champions. I've switched passives around. I don't use transcendence anymore - the heal isn't useful in inferno anymore. Instead I have the 2 spirit a second passive which allows me to free up my mantra of healing run to the one that boosts resists 20%. I absolutely MUST have some form of spirit regen in inferno as attacks can easily take 1/4-1/3 of my health. Besides these I go the standard heal and serenity. | ||
Serpico
4285 Posts
On May 25 2012 03:20 Medrea wrote: No the second attack is just one attack spread over 7 hits. Would love confirmation though. I used the 10 attack rune just for that purpose : /. I'm actually doing pretty well farming act 1 now trying to build up more resists (that and dodge is all that matters for me it seems once I can build back up to 40k hp since I stacked IAS). Act 2 is just a stupid resist gear check and even then the mosquitos are hilariously OP against me. I have 1.91 A/s and have fooled around with WOHF and the IAS rune and the 250% wpn dmg rune. Unfortunately with the MOH nerf I now use the conviction aura with the 24% upgrade rune in its place. It feels like blizzard is being sloppy and knee jerk with some things like MOH, which to my knowledge was functioning properly in regards to the tooltip. Both players and blizzard seem to be on edge about a lot of the issues (and the AH being crap and offline too much). | ||
HyunA
Romania362 Posts
my stats: 1.8k dex, 19k base dmg (can reach 25k with buffs), 32k hp. build: http://eu.battle.net/d3/en/calculator/monk#bijXgk!dYX!cbbbaa . i change some stuff around the build sometimes, but that's the core, i think. i know act 2 is waaaay harder, but i'm just saying. what do you guys think? am i being too naive thinking monk can do dps or our beautiful class is doomed to support/tank? ![]() | ||
Medrea
10003 Posts
But one thing that wont change is you need lots of resistances. I have 43k life 5k armor 483 all resistances. Still not enough although normal white mobs in Act 2 arent terribly scary as long as I dont get too many of them. Also have 16k DPS. | ||
hellsan631
United States695 Posts
The Gear: - General rules to gearing with every monk. - Offensive Rules: Sword and Board. Meaning, you want a 1-H and a shield. This is pretty standard, as the armor is nice, and the DPS increase from duel wield isn't too big, that you can just add in some dex on your shield and call it good. 1-H's are king. 2H are just bad on monks. Not only would they give you less DPS and stats then a comparable dual wield combo, you also attack way slower, meaning your spirit generation sucks. Attack Speed #1. The DPS increase from attack-speed is crazy. Not only is 1% attack speed better then +10 dex (at +400 dex), it scales the more dex you get. at about 1000 dex, your dps gains are around are around 10% of your weapon DPS per 1% attack speed. Main hand be fast. Your Main hand should be as fast as possible. This is so you generate spirit fast enough to always keep your mantra's 2nd ability up. This also helps with healing, as the synergy with transcendence means you will heal for 3k each 3-4 seconds. your attack speed should be around 2.3-2.4 attacks per second to sustain this. Gotta go fast.. - Sonic - Defensive Rules: 40k HP is good enough. Having more hp then 40k is a good idea, but once you hit around 40k, you want to focus on gearing for resistances, and making sure that actual HP is larger then your seen HP. Dex is a good defensive stat. While the scaling for dodge is at an all-time low when you hit around 1k Dex, you do want to focus on a more offensive gear build while adding in +dex, +resistance, +life, and +attack speed. Stack in 1 resistance. "One With Everything" is the best passive for inferno. Hands down. Every item you should get should have some kind of +all resistance, or +X resistance (X being the one resistance you choose to stack for). +Life %1 gives around +3 Vitality for every 10k HP you have. Don't sacrifice 10-20 +vit just for a % in life. Getting both, together, is good. But just getting +life isn't. Its probably not a good idea to stand in that puddle of acid while tanking a boss. The Build: http://eu.battle.net/d3/en/calculator/monk#bgYXTh!UYX!ZYbZba While there are most certainly more viable builds out there, the build I run (this one) allows almost anyone to clear most elite/champ groups fairly easily. When tanking a group, make sure you have the 2nd effect of the mantra up, boosting your +dodge to around 60%, and healing you as often as you can use it. When you get to half health, or when they try and freeze you, use Serenity and heal with BoH. Every so often, when they are hitting you more then they should be, use your blinding flash. (I consider the blinding echo rune to be the best, as with most champs, it often blinds them right before they attack, or mid swing, meaning its more effective usually, then any other rune) If you are about to die, use your 7 Kicks to disengage, or just to save you from dmg and use a quick health pot. This build should help you at least get to a point where you can farm gear (butcher). This build also works well into act 2&3 of inferno. | ||
Levistus
1134 Posts
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Pwere
Canada1556 Posts
- You do gain life per hit with any spirit generator. Some seem to proc twice, even thrice per hit, mostly when attacking more than one enemy. I don't think I've seen any number above 2400. - Only some skills actually give you life per hit. I haven't tried every rune, but it looks something like this: -- Procs once: Dashing Strike,7SS (7SS actually gives you 7 * 90 life) -- Procs a few times: Wave of Light, Lashing Tail Kick, Tempest (this is pretty inconsistent) -- No Go: Sweeping Wind, Cyclone Strike, Blinding Flash Thunderclap seemed to be the one giving 2400 most often, I have no idea why. 100F does not proc 7 times on the 2nd hit. Deadly Reach didn't seem to proc more than once ever. Some skills that have two phases (life Fist of Thunder with the last rune) gave 300 for each half of the hit, same for 7SS that gave 7x90. | ||
RageOverdose
United States690 Posts
On May 25 2012 07:35 Pwere wrote: Thunderclap seemed to be the one giving 2400 most often, I have no idea why. 100F does not proc 7 times on the 2nd hit. Deadly Reach didn't seem to proc more than once ever. Some skills that have two phases (life Fist of Thunder with the last rune) gave 300 for each half of the hit, same for 7SS that gave 7x90. Deadly Reach procs on each enemy hit. Sometimes I will hit a large mob and heal up about 2800 health in one strike (usually from the third, as it's bigger). | ||
Silidons
United States2813 Posts
On May 25 2012 03:01 Medrea wrote: Bosses are not the problem with inferno. Champions and rare packs are (past act 1). Life steal is pointless until you get a huge amount of it since in Inferno its nerfed to 20 or something percent effectiveness. Better to have HP per hit. Or in reality, resistances. Really? My passive goes off if I get hit 1 time by Azmodan (NDE). He is impossible to kill alone. I would love to see a video of a monk soloing him. | ||
Jisall
United States2054 Posts
On May 25 2012 07:35 Pwere wrote: I've been testing the life on hit with my +600 life per hit weapon. Here is what I found: - You do gain life per hit with any spirit generator. Some seem to proc twice, even thrice per hit, mostly when attacking more than one enemy. I don't think I've seen any number above 2400. - Only some skills actually give you life per hit. I haven't tried every rune, but it looks something like this: -- Procs once: Dashing Strike,7SS (7SS actually gives you 7 * 90 life) -- Procs a few times: Wave of Light, Lashing Tail Kick, Tempest (this is pretty inconsistent) -- No Go: Sweeping Wind, Cyclone Strike, Blinding Flash Thunderclap seemed to be the one giving 2400 most often, I have no idea why. 100F does not proc 7 times on the 2nd hit. Deadly Reach didn't seem to proc more than once ever. Some skills that have two phases (life Fist of Thunder with the last rune) gave 300 for each half of the hit, same for 7SS that gave 7x90. Have you tested Way of A Hundred fists second stage attack? Hits like 20 times lol. Would be dope if it worked | ||
Pwere
Canada1556 Posts
On May 25 2012 09:06 Jisall wrote: Yeah I did; all the generators proc once per "stage", doesn't matter if it's 10 hits. It can proc multiple times on multiple targets, but it was really inconsistent. I'll give it another try.Have you tested Way of A Hundred fists second stage attack? Hits like 20 times lol. Would be dope if it worked On May 25 2012 08:40 RageOverdose wrote: That's what I thought at first, but it didn't always work. I'll try this a bit more...Deadly Reach procs on each enemy hit. Sometimes I will hit a large mob and heal up about 2800 health in one strike (usually from the third, as it's bigger). | ||
Pwere
Canada1556 Posts
Does anyone know why my dps go from 18k to 28k when I use Blinding Light: Faith in the Light? It's supposed to be 30%, and I thought it did more damage because monsters were weak vs Holy, but that is not the case apparently. It's pretty damn close to 50% more damage. | ||
ExceeD_DreaM
Canada500 Posts
Dropped Tal Rasha helm so far and 2 +800 dps weapons.Rest were garbage, I'm running with 180 MF too.. | ||
Elegance
Canada917 Posts
On May 25 2012 10:28 ExceeD_DreaM wrote: I'm now in Act 4 Inferno and farming in Silver Spire killing Leah spirit, kulle spirit and maghda spirit. Dropped Tal Rasha helm so far and 2 +800 dps weapons.Rest were garbage, I'm running with 180 MF too.. whats ur build man | ||
Medrea
10003 Posts
Build is irrelevant. | ||
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