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Monk - Builds/Discussion - Page 18

Forum Index > Diablo 3
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ExceeD_DreaM
Profile Blog Joined October 2009
Canada500 Posts
May 25 2012 01:37 GMT
#341
I am using Keen Eye + 7 sided strike (+2) + Serenity with extra second, BoH with Fear, Mantra of Retribution with +10%, and Blinding flash with extra second. The point is to reflect all the dmg off Tyrael, who is THA BOSS.

I just skip Leah if there are lesser mobs (they 2 shot me) and go straight to next lvl to kill Kulle or Maghda that are easy. Let Tyrael clear them all out for u
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2012-05-25 01:45:00
May 25 2012 01:44 GMT
#342
God I guess everyone knows about it now. Everyone is blabbering about it everywhere.

Guess it makes sense though since Monks are not Inferno viable.
twitch.tv/medrea
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2012-05-25 01:50:55
May 25 2012 01:49 GMT
#343
How does dodge work? Is it additive or multiplicative? I was just wondering because I was theorycrafting monk builds and I found one that in theory should give you practically 100% dodge rate:

http://us.battle.net/d3/en/calculator/monk#aZgdfh!XdY!ZZYcYc

You have:

-Fists of thunder with lightning flash, which increases your dodge by 16% for 2 seconds
-Dashing strike with blinding speed, which increases your dodge by 20% for 3 seconds
-Cyclone strike with Wall of Wind, which increases your dodge by 20% for 3 seconds
-Mantra of Evasion, which increases your dodge by 15% while its active (and an additional 15% during the first 3 seconds)
-The gaurdians path (which increases your evasion by 15% if you dual-wield)

16 + 20 + 20 + 15 + 15 = 86%

During the first 3 seconds of mantra of evasion, this will rise to 101%. This is all without factoring in any innate dodge you might have from your dexterity/equipment. Even with low levels of dexterity/equipment, you should be able to get +30% dodge. That brings your dodge chance to 116% if you keep your abilities refreshed, and 131% during the first 3 seconds of mantra of evasion. Obviously the hard part would be spamming dashing strike and cyclone strike every 3 seconds in between fists of thunder. It might not even be possible. I wonder about the numbers though, if it was possible.

I am only in nightmare right now (I wish I could play more) so I can't really test this. But this can't possibly be how dodge works right? What actually happens? Can someone tell me?
ExceeD_DreaM
Profile Blog Joined October 2009
Canada500 Posts
May 25 2012 01:52 GMT
#344
Well Medrea, this is the only viable way of farming at all. However, I didn't say how I got to act 4
People will struggle with that enough
Jisall
Profile Blog Joined January 2011
United States2054 Posts
May 25 2012 01:54 GMT
#345
On May 25 2012 07:23 hellsan631 wrote:
So I started inferno with a mainly offensive focused build. Meaning, I had sweeping wind + 3 defensive abilities & mantra. This did not work, as I died too fast, wasn't geared enough, etc. I've messed around with a lot of builds, and both abilities and gear (I have 3 gear sets now, worth some pretty good money). So, here Is a little outline of what you should run if your having problems. This build/mentality has been tested into act 4 of inferno.

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.


Sword and board is really the way to go. I tried it instead of duel wielding the armor bonus's of your build give me about 60% damage reduction. I run with the healing mantra instead of evade. Might try it out later. I enjoy the heal to much.

On May 25 2012 09:32 Pwere wrote:
Show nested quote +
On May 25 2012 09:06 Jisall wrote:
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
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.
Show nested quote +
On May 25 2012 08:40 RageOverdose wrote:
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).
That's what I thought at first, but it didn't always work. I'll try this a bit more...


Cool thanks. I am going with deadly reach atm since I'm trying things with a shield
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
Masq
Profile Blog Joined March 2009
Canada1792 Posts
May 25 2012 01:59 GMT
#346
RIP
http://dl.dropbox.com/u/41022690/D3/Screenshot000.jpg
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2012-05-25 02:41:48
May 25 2012 02:34 GMT
#347
On May 25 2012 10:49 Xanbatou wrote:
How does dodge work? Is it additive or multiplicative? I was just wondering because I was theorycrafting monk builds and I found one that in theory should give you practically 100% dodge rate:
It is multiplicative. They're all independant checks basically. So having 30%, 16%, 20%, 20% would be about:
1-(0.7*0.84*0.8*0.8)

Anyway dodge doesn't work against the really deadly things (Arcane Sentry, Desecrate, butcher fire, etc.)

ps. Life on Hit works against urns, barrels, etc.
pss. I tried the Life on Hit things a bit more, and it's really once per attack per target, with direct hits only. Attacks that are split into many hits will simply give you many times smaller amounts.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
May 25 2012 03:32 GMT
#348
On May 25 2012 10:59 Masq wrote:
RIP
http://dl.dropbox.com/u/41022690/D3/Screenshot000.jpg


Any suggestions on avoiding a similar fate? I'm only level 50 in act 4 nightmare with my monk and haven't really found a set of skills I feel 100% safe with.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Holytornados
Profile Joined November 2011
United States1022 Posts
May 25 2012 03:41 GMT
#349
On May 25 2012 01:56 Colm wrote:
Show nested quote +
On May 25 2012 01:27 Silidons wrote:
On May 25 2012 01:24 Pwere wrote:

I just don't know how to survive without my Dashing Strike. Wtf do you do vs walls/jails/illusions/invulnerability without this?

You die.

This. You really do just die.


It really is as simple as this, unfortunately.
CLG/Liquid ~~ youtube.com/reddedgaming
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2012-05-25 03:53:00
May 25 2012 03:52 GMT
#350
On May 25 2012 10:54 Jisall wrote:

Sword and board is really the way to go. I tried it instead of duel wielding the armor bonus's of your build give me about 60% damage reduction. I run with the healing mantra instead of evade. Might try it out later. I enjoy the heal to much.


I ran with mantra of healing for a while, all the way up until inferno. Its really useful for aoe's, and surviving plague. The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs. The 30% dodge and 20% armor buff from that mantra, plus the 3k heal you get from your passive, is really nice.
archon256
Profile Joined August 2010
United States363 Posts
May 25 2012 04:26 GMT
#351
On May 25 2012 12:52 hellsan631 wrote:
The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs.

It's even worse than that
Mantra of Healing: Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)/Skill Rune - Boon of Protection: A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.

The rune may as well not exist anymore.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
wwiv
Profile Joined April 2010
Singapore182 Posts
May 25 2012 06:33 GMT
#352
hey guys, quick question will the ivory tower be a good investment for inferno act 2 because of the reduced damage from melee attacks? here is a quick link to the shield

https://us.battle.net/d3/en/item/ivory-tower
Jisall
Profile Blog Joined January 2011
United States2054 Posts
May 25 2012 07:42 GMT
#353
On May 25 2012 12:52 hellsan631 wrote:
Show nested quote +
On May 25 2012 10:54 Jisall wrote:

Sword and board is really the way to go. I tried it instead of duel wielding the armor bonus's of your build give me about 60% damage reduction. I run with the healing mantra instead of evade. Might try it out later. I enjoy the heal to much.


I ran with mantra of healing for a while, all the way up until inferno. Its really useful for aoe's, and surviving plague. The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs. The 30% dodge and 20% armor buff from that mantra, plus the 3k heal you get from your passive, is really nice.


I've been running a sword and board monk now with this build:

http://us.battle.net/d3/en/calculator/monk#bdXifQ!YcX!ZbZYZZ

Just tanked NM diablo in a game with 3 other people no prob. Never dropped below 80% HP

IMO Monk is a tank class. The amount of self-healing that they can do is incredible. I checked stats with a barb and I was the better tank.

I have no special items I farmed, yet i can tank anything and never die.

The key is from my skills. 8 spirit per second regain is insane. Spamming LoH and MoH can tank any boss or group i come across. The 8 spirit a second combined with transcendence gives me crazy "passive" hp regen.

With Keen eye my armor blocks around 60% of the damage inc when I wear a shield.

Group up with a mage or DH and watch the mobs melt as you tank it up.
I also have 8:3 Dex:Vit ratio. I might have to increase it as I move into Hell and Inferno towards vitality, but I feel solid as a rock atm.

Switching from duel wield to sword and board is literally the best thing I've ever done with my monk.

P.S. Mantra of Healing spam still works wonders, just not rigged like before.
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
May 25 2012 07:51 GMT
#354
On May 25 2012 16:42 Jisall wrote:
Show nested quote +
On May 25 2012 12:52 hellsan631 wrote:
On May 25 2012 10:54 Jisall wrote:

Sword and board is really the way to go. I tried it instead of duel wielding the armor bonus's of your build give me about 60% damage reduction. I run with the healing mantra instead of evade. Might try it out later. I enjoy the heal to much.


I ran with mantra of healing for a while, all the way up until inferno. Its really useful for aoe's, and surviving plague. The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs. The 30% dodge and 20% armor buff from that mantra, plus the 3k heal you get from your passive, is really nice.


I've been running a sword and board monk now with this build:

http://us.battle.net/d3/en/calculator/monk#bdXifQ!YcX!ZbZYZZ

Just tanked NM diablo in a game with 3 other people no prob. Never dropped below 80% HP

P.S. Mantra of Healing spam still works wonders, just not rigged like before.


Wait until you get to Inferno. Mantra of Healing doesn't scale with gear and/or level well, meaning that its pretty worthless as the passive damage enemies do is around 10k per second. The only way to tank that damage is through resist, dodge, and armor.

I've solo'ed everything through act 3 of inferno, and its only been since act 3 of hell that i've switched over to a more defensive build, and only since inferno, that i've used a something other then mantra of healing (with the +health rune on it, because I haven't needed anything else.)

On May 25 2012 13:26 archon256 wrote:
Show nested quote +
On May 25 2012 12:52 hellsan631 wrote:
The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs.

It's even worse than that
Show nested quote +
Mantra of Healing: Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)/Skill Rune - Boon of Protection: A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.

The rune may as well not exist anymore.


Damn, I thought it was the healing done over the 3 seconds, not just the healing done in 1 tick. I could understand a nerf to a partial shield, or even that the shield has a 35% chance to pop. but a 1k hp shield is useless at any level.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 25 2012 08:10 GMT
#355
On May 25 2012 13:26 archon256 wrote:
Show nested quote +
On May 25 2012 12:52 hellsan631 wrote:
The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs.

It's even worse than that
Show nested quote +
Mantra of Healing: Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)/Skill Rune - Boon of Protection: A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.

The rune may as well not exist anymore.


Don't be so damn fatalistic, they're only making it useless until they can figure out a way to balance it.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
dmfg
Profile Joined May 2008
United Kingdom591 Posts
May 25 2012 08:47 GMT
#356
On May 25 2012 16:51 hellsan631 wrote:
Show nested quote +
On May 25 2012 16:42 Jisall wrote:
On May 25 2012 12:52 hellsan631 wrote:
On May 25 2012 10:54 Jisall wrote:

Sword and board is really the way to go. I tried it instead of duel wielding the armor bonus's of your build give me about 60% damage reduction. I run with the healing mantra instead of evade. Might try it out later. I enjoy the heal to much.


I ran with mantra of healing for a while, all the way up until inferno. Its really useful for aoe's, and surviving plague. The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs. The 30% dodge and 20% armor buff from that mantra, plus the 3k heal you get from your passive, is really nice.


I've been running a sword and board monk now with this build:

http://us.battle.net/d3/en/calculator/monk#bdXifQ!YcX!ZbZYZZ

Just tanked NM diablo in a game with 3 other people no prob. Never dropped below 80% HP

P.S. Mantra of Healing spam still works wonders, just not rigged like before.


Wait until you get to Inferno. Mantra of Healing doesn't scale with gear and/or level well, meaning that its pretty worthless as the passive damage enemies do is around 10k per second. The only way to tank that damage is through resist, dodge, and armor.

I've solo'ed everything through act 3 of inferno, and its only been since act 3 of hell that i've switched over to a more defensive build, and only since inferno, that i've used a something other then mantra of healing (with the +health rune on it, because I haven't needed anything else.)

Show nested quote +
On May 25 2012 13:26 archon256 wrote:
On May 25 2012 12:52 hellsan631 wrote:
The shield rune was also OP until it was patched. (The shield is now worth 15% of what it heals, so only around 6-7k) But with that being patched, the healing (even with the 3 second buff) just isn't enough to sustain mobs.

It's even worse than that
Mantra of Healing: Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)/Skill Rune - Boon of Protection: A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.

The rune may as well not exist anymore.


Damn, I thought it was the healing done over the 3 seconds, not just the healing done in 1 tick. I could understand a nerf to a partial shield, or even that the shield has a 35% chance to pop. but a 1k hp shield is useless at any level.


There's a (good) reason that heals don't scale, and that's because you're supposed to be concentrating on stacking armour + resists through Str, Int, Dex with Seize the Initiative, of the Fortress, resists, One with Everything.

If our heals scaled with e.g. weapon damage, they would be insanely OP from mitigation stacking. Conversely if they scaled with our own HP, they would be OP from vit stacking.

I've dropped MoH after the hotfix for Evasion with Hard Target instead, the "on use" effect just doesn't seem worth it for 40 spirit any more. I'd rather spam the extra 15% dodge.
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2012-05-25 09:23:11
May 25 2012 09:22 GMT
#357
I'm actually tring a heavy dps build, with a 2H( because I like them, main reason ) with Hundred fist as primary.
Act 1 is easy as fuck, elite pack fall in less than 30s if they don't have plague or molten.

I'll farm a bit more to get more resistance so I don't die instantly against all the elemental damage from Act 2 but for all the Monk out there who are disapointed about the feeling of " I can only tank ", you can go dps. It's not the best but it work.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2012-05-25 10:14:36
May 25 2012 10:13 GMT
#358
Well after getting to the point where act 1 inferno is on farm(ie can wear 4 pieces of MF and still clear), so I'm funding my friends to a certain extent, and I'm working on slowly progressing through act 2.

Every 100 points of resist is 33.3% TTL(time to live) increase(1k for armor). Also because of lifesteal/heals interaction, survivability asymptotically goes up with more resists.. Probably around 100 more resists and I'll hit that point and I can farm act 2 for gear.

Currently running this build. http://us.battle.net/d3/en/calculator/monk#aYXigh!YUX!abbZYa
I've tried deadly reach and tbh, I'd rather have the significantly faster attacks from FoT with teleport and 35% AoE. Definitely fits with my style of dealing with uniques - nuke down one add at a time, with AoE/splash as a bonus. I like sweeping wind because it's by far the most spirit efficient damage available to a monk over the course of a fight, and the damage from 3 stacks with bladed storm is fairly high.
Porouscloud - NA LoL
run.at.me
Profile Joined December 2011
Australia550 Posts
Last Edited: 2012-05-25 11:57:41
May 25 2012 11:55 GMT
#359
so this is an update on my stats.. I sacrificed some life for more resistances basically, and changed my skills around to what someone previously recommended (transendence) and really tried to bump my attack speed up so that i could spam my evasion mantra (which is giving me the 20% armor bonus)

I am doing MUCH better than I was before, I can /almost solo act2, however some elites are just so fucked (fire chain, fast vortex arcane for example) and are unkillable at this point.

My brother plays monk too, and when we do it together he uses the resistance mantra, so we get ~700 resistances each and around 9k armor (because i use the primary spell that gives a bonus armor on the third attack)

My OTHER brother is barb, and he's currently working toward level 60, in which case with warcry we'll have 800+ resistances, 11k armor, and around 35k hp.

Note the DPS below is with heaven spell and my mantra on (giving ~10% bonus dodge), but that's always on so its basically the real dps and dodge... If with 800 res 11k armor and 50% dodge we still can't beat act 2 the way we want to, then i have NO idea what to do. But we'll wait and see and let you know

[image loading]
noD
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-05-25 13:50:51
May 25 2012 13:50 GMT
#360
Hi I need help
I'm no clearing even yellows on act 1 of inferno can u guys check if my gear is the reason ?
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