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I do something very simple, i use the 1st spirit generator as it's the quickest and i equip items with fast attack speed and items that give attack speed for quick spirit generation. With that i spam the hell out of mantra of healing with the boon of protection rune. Essentially giving me unlimited hp to play with, i usually also run air ally something like this. The items is what makes the build work mostly though you need near unlimited spirit generation and every 3 specs or every 1 sec spam the mantra of healing.
Because of boon of health short of some burst dmg i'm essentially unkillable i don't have to avoid many thing like dots on the ground such as fire etc as long as i can spam for boon of health,i find bosses to be easy, but groups of elites can become very hard depending on what spells
http://us.battle.net/d3/en/calculator/monk#aTXijQ!dXY!YabYb
Right now im focused on builds that spam and abuse the first 3 seconds of a mantra, mostly using boon of health but as i reach lvl 60, 10 levels away i'll explore using other mantra and their rune words.
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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.
My build is very similar to this but after I reached later levels I needed to change out some stuff.
Heres my current build:
http://us.battle.net/d3/en/calculator/monk#WdXgfQ!ZYU!ZcZbYc
It is very defensive minded, but it keeps me, and my team alive most of the time (unless they run into arcane beams and die instantly =P). I normally survive much longer than anyone because of how much healing this has to sustain me in large groups. I run around 50% DR from armor, 25% DR from all resists, 24% dodge and 30k life. I still take decent damage but compared to my allies the most I will take from mobs is around 3-4k hits. I've watched people with 15k+ life die in one shot from a charged up berserker or savage beast charge and I'm glad I went this build ^^.
side note: It does take a while to kill stuff in a 4 man game by myself. Solo however I kill stuff at a reasonable rate and rarely run into trouble. I do about 2.3k DPS currently at level 55.
edit: I should also notate that all of my spirit spenders heal me for roughly 2-2.4k hp with transcendence. Mantra zero cool down makes this easily an amazing way to stay at max in the middle of mobs =).
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United States5162 Posts
I'm surprised less people are using blinding flash. I agree with Derez that it's a near must for crowd control, though I prefer the blinded and confused rune. I also particularly like vulture kick, and seven sided strike for the awesome ability to strike with immunity, but the damage seems less then it should to me - a single target is supposed to take 1007% damage with the rune I'm using, but it seems like my vulture kick does more damage then it does. Also, I see everyone else using a mantra. Am I making a big mistake by not using one?
http://us.battle.net/d3/en/calculator/monk#WZYXTj!ZXY!ZaZZaa
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I can't wait to get home and try some of these builds tonight. One thing I find curious is that noone seems to be using Wave of Light with Explosive light... That thing is my main spirit dump and it's by far my highest dps skill. Even better it comes with knockback. (level 31)
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On May 18 2012 12:41 Myles wrote:I'm surprised less people are using blinding flash. I agree with Derez that it's a near must for crowd control, though I prefer the blinded and confused rune. I also particularly like vulture kick, and seven sided strike for the awesome ability to strike with immunity, but the damage seems less then it should to me - a single target is supposed to take 1007% damage with the rune I'm using, but it seems like my vulture kick does more damage then it does. Also, I see everyone else using a mantra. Am I making a big mistake by not using one? http://us.battle.net/d3/en/calculator/monk#WZYXTj!ZXY!ZaZZaa
I used blinding flash all the way up to Act 4 NM. It was invaluable the entire time. However, once you get Tranquility for Serenity, it is easily better in every way for protecting your team. Blinding flash is great because its equal in defense and offense, but when your allies start getting eaten up later in the game because you can't reach them in time, I think you will see how much stronger serenity is as a defense. If you aren't worried about defense then its a great offensive and self defense tool. I just kept seeing that my allies were getting owned, and now that im in Hell, I take a lot more damage that blinded won't stop due to champions, so Serenity wins out for me.
Mantras are good, I think every monk should have one but its up to you. I don't think you have any advantage over a monk that has a mantra.
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I've just started a monk (currently level 9). I'm hearing from one of my friends that monks late game are mostly for support and are incapable of doing very high dps - is this true? I am just wondering about the role/playstyle of the monk late game in comparison to the other classes.
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Monks can do high dps however as a melee class you put yourself in a lot of danger =P. I personally don't see a lot of monks that will survive Inferno with pure dps builds. I am a tank monk but don't let that discourage you if you want to dps.
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i personally havent used any primary attack except for the 1st one with its 1st rune.
something about teleporting AOE attacks just rings "wolololololololo mobs" to me
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Monks bring the most dps to the table for the group overall, but I'm not too sure on personal dps. But we are the best utility class in the game imo.
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Sweeping Wind is what I use, especially when there are HUGE mobs. I am also trying to spec for as much evasion as possible and going full tank for my party.
So I'm speccing runes for avoidance/armor and the same in my passives.
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Using this at lvl 34 solo dual wield Nightmare atm.
http://us.battle.net/d3/en/calculator/monk#aeXdTh!Xdb!aZbZZa
Things I have to consider:
- Different Primary. - Replacing one Passive with Resolve. - Blazing Heaven -> Serenity - Changing Dashing Strike rune. - Possibly replacing Seven Sided Strike And Wave of Light with something else.
So my whole build is still pretty much work in progress. Really enjoying the class and can't wait to try some co-op once I end up in similar levels with my friends, also got a lvl 36 legendary fist from my friend that should boost me through Nightmare once I can actually use it. Zero deaths so far as well which was pretty much expected for normal I guess, should get tougher late Nightmare I hope.
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For anyone in the thread that doesn't know you should turn on elective mode in the options so you can put any ability you want in any slot.
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I don't like the Chant of Resonance passive because I'm currently refreshing my Mantra for the added benefit every ~30 seconds or so--I'm rotating Serenity, Seven-Sided Strike, and the Dodge Mantra (with Hard Target) as my mitigation CD's. SSS sounds weird as a damage mitigation CD, but you can't be hit while you're bouncing around.
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What is the consensus on 2 hander vs two 1 handers vs shield/1 hander?
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On May 18 2012 15:28 Shelke14 wrote: What is the consensus on 2 hander vs two 1 handers vs shield/1 hander? well im using daggers for more speed(as i can't find good monk weapons that also have spirit gen in them) and shit that give as becuase i want nothing but spirit generation, so i can use the boon on meditation aura so that i have unlimited hp to play with unless i get 1 shot or i cant generate spirit to use the boon for 15% hp bubble
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I'm using dual wield but only because both items have a sick amount of dex on them. The thing with dual wield is you need both weapons to be good as the monk will alternate between the two each hit. The only buff you get from dual wielding is 15% attack speed. I'm probably going to swap out my OH for a shield soon since it gives such insane defense at the cost of just 15% attack speed.
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I'm wondering is anyone using a Daibo right now? I've always wanted to use a Daibo but right now it seems like duel wielding a much better choice.
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http://us.battle.net/d3/en/calculator/monk#WUdTgk!YdX!aaZZaa
Using this with dual wield now. The damage seems decent even on Nightmare, and I hardly lose spirit because I'm using two primary skills, so I can afford to up my damage using Mantra of Conviction.
I haven't seen anyone else use dual primary skills though, any reason why?
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http://us.battle.net/d3/en/calculator/monk#WUXgYQ!dYe!ZYZbZb
A tanky/healy support build that I'm using when playing in group. The idea is to keep yourself and your friends alive while they deal most of the damage. I mostly spam healing mantra for selfheals & shields, and save the big heals for when they're really needed.
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