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Monk - Builds/Discussion - Page 33

Forum Index > Diablo 3
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TuckFexas
Profile Joined July 2011
United States154 Posts
May 29 2012 19:12 GMT
#641
Is anyone else using circular breathing on healing mantra and getting both circular breathing and boon of protection? or is it a bug for me only?
Texas is to f*cking hot.
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
May 29 2012 19:13 GMT
#642
Well cleared act 2 now, had to skip some rare/champion packs and needed a friend to help me with Belial since I'm awful (and 250ms >.>, not quite legit clear due to being carried through Belial I guess.

Whatever glad to be out of that act, I hate it with passion, off to die in Act 3 trash I suppose.
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 29 2012 20:13 GMT
#643
On May 30 2012 03:57 Slayer91 wrote:
Show nested quote +
On May 30 2012 02:23 Medrea wrote:
No that would be Barbarian. They have better passives (20 percent magic reduction, vit to armor instead of dex to armor) and scalar abilities (percent of max life regeneration abilities) whereas Monk is non scalar (Breath of Heaven heals for flat amount, as does healing mantra, runed heals, and so forth).

Check out the abilities page.

Fists atk spd advantage is nulled by only doing 1.1 as opposed to 1.4 damage. Although both are way too low to be competitive with other classes.

The monk was never designed to be tanky. It was designed to be a holy version of the martial assassin from D2. Hence controls like blinding speed and invincible frames like Seven Sided Strike, Dashing Strike, and so forth. Also knockbacks. Monk was never supposed to be about standing toe to toe, thats the Barb. Otherwise Barb would be pointless since the monk would be faster AND more tanky? Nope.jpg

The only thing a monk can tank better would be a mob that only melee hits, and even then only one of them. After about 2 enemies barbarian's revenge starts to give them ridiculous amounts of health.

It's ok though, Im sure its all being looked at.

EDIT: They are also looking to nerf overawe (more conviction damage). Right now monks can't even afford to use this aura unless way overgeared, but when they bring Inferno down to within reason, I could see how it could be too good.


I was always under the impression barbs were the one having the hardest time soloing inferno. Also you're forgetting stuff
dex-->armour is just as good as vit-->armour, dex is a PURELY defensive stat for the 3 other classes it's assumed that 1 dex gives dodge equal survivability wise to 1 str.
One with everything one of the best passives in the game I'd say, probably a lot better than -20% magic damage. Sure you get non scaling heals, while barb has scaling heals, but that just means you rely a bit more on armour and resists (seize and one give you more of these) and dodge (dex gives you more of this while giving armour) and flat heals like life on hit.

Also serenity is the ultimate scaling ability, completely ignores damage for 3 seconds! Can't outscale that. It also heals for 10k.
Combined with all the monks knockbacks, stuff like keen eye (50% armour wtf) and 7 sided strike I'd say monks generally harder to kill than barbs who rely on staying on melee range a lot more to do anything while monks have some ranged spells and heals that let them go back in the fight once they regen.

Are you really saying monk is UP right now? Or at least weaker than barb?

I think Monk and Barb are both in the shit hole. But i would say monk might be slightly worse off than Barb, merely due to poor damage scaling. And any monk heals pretty much blows balls because they dont' scale. yes the heals were amazing in hell mode, but as soon as i hit act 2 inferno, the heals started becoming less significant. because the difference between heal for 10k and no heal is 0, because mobs smack me for more than 10k each time. I pretty much run breath of heaven for the DPS increase, not really because of the heal.
liftlift > tsm
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2012-05-29 20:14:08
May 29 2012 20:14 GMT
#644
10k hp is 1/3 of my health. Serves me pretty well in act 2 inferno so far (up to the blood of kulle atm)
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2012-05-29 20:15:20
May 29 2012 20:14 GMT
#645
On May 30 2012 03:57 Slayer91 wrote:
Show nested quote +
On May 30 2012 02:23 Medrea wrote:
No that would be Barbarian. They have better passives (20 percent magic reduction, vit to armor instead of dex to armor) and scalar abilities (percent of max life regeneration abilities) whereas Monk is non scalar (Breath of Heaven heals for flat amount, as does healing mantra, runed heals, and so forth).

Check out the abilities page.

Fists atk spd advantage is nulled by only doing 1.1 as opposed to 1.4 damage. Although both are way too low to be competitive with other classes.

The monk was never designed to be tanky. It was designed to be a holy version of the martial assassin from D2. Hence controls like blinding speed and invincible frames like Seven Sided Strike, Dashing Strike, and so forth. Also knockbacks. Monk was never supposed to be about standing toe to toe, thats the Barb. Otherwise Barb would be pointless since the monk would be faster AND more tanky? Nope.jpg

The only thing a monk can tank better would be a mob that only melee hits, and even then only one of them. After about 2 enemies barbarian's revenge starts to give them ridiculous amounts of health.

It's ok though, Im sure its all being looked at.

EDIT: They are also looking to nerf overawe (more conviction damage). Right now monks can't even afford to use this aura unless way overgeared, but when they bring Inferno down to within reason, I could see how it could be too good.


I was always under the impression barbs were the one having the hardest time soloing inferno. Also you're forgetting stuff
dex-->armour is just as good as vit-->armour, dex is a PURELY defensive stat for the 3 other classes it's assumed that 1 dex gives dodge equal survivability wise to 1 str.
One with everything one of the best passives in the game I'd say, probably a lot better than -20% magic damage. Sure you get non scaling heals, while barb has scaling heals, but that just means you rely a bit more on armour and resists (seize and one give you more of these) and dodge (dex gives you more of this while giving armour) and flat heals like life on hit.

Also serenity is the ultimate scaling ability, completely ignores damage for 3 seconds! Can't outscale that. It also heals for 10k.
Combined with all the monks knockbacks, stuff like keen eye (50% armour wtf) and 7 sided strike I'd say monks generally harder to kill than barbs who rely on staying on melee range a lot more to do anything while monks have some ranged spells and heals that let them go back in the fight once they regen.

Are you really saying monk is UP right now? Or at least weaker than barb?


At low gear levels barbs have harder times than monks. This is late hell early inferno, where monks flat numbers shine. Barbs have it a lot easier in inferno after that. The difference in soloing Inferno Diablo as a monk or barb is night and day. I can make all the mistakes i want on the barb and come out on top as long as I dont make them all in a row, as a monk one mistake is or can be death, this plays out for the rest of the inferno game pretty much except 4 player Act 4 inferno where both classes shatter like glass equally.

OWE is definitely the monks strong passive. But after the barb equips some all resist 20 percent damage reduction from magic outscales OWE (diminishing returns hit hard).

Monk weaker than barb is a bit of a conundrum because a Monk benefits so much from a barbarian and vice versa, the two make a great pair, more than the sum of the two parts really. Go try it. Monk just needs to have its damage and healing scaled up, all the pieces are there. Although Explosive Palm, that shit needs to be looked at.
twitch.tv/medrea
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 29 2012 20:18 GMT
#646
I play with barbs a lot and they just feel useless except for warcry they're probably bad though.
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2012-05-29 20:38:48
May 29 2012 20:38 GMT
#647
When they break 60k life and around 11k armor with some ok resistances, you'll see what i mean especially if they build around life reclaims.
twitch.tv/medrea
Gevna
Profile Joined August 2010
France2332 Posts
Last Edited: 2012-05-29 22:25:54
May 29 2012 22:25 GMT
#648
I don't know if I'm missing something important, or just stupid, but with my stats I still have a lot of difficulties in Act 2 (inferno). I'm not far from Belial, but I have to skip some packs of elite mobs, and fights are always hard.

My stats are :
37K HP
712 all resist (with mantra)
5.3K armor
11k dps
2.27 Attack speed
656 LPH

I tried a lot of build, now I'm on this :

http://eu.battle.net/d3/en/calculator/monk#WYXgiQ!ZXU!ZYcaYc

But, it really lacks some heal, and dps is just too low. Every advices will be welcome, cuz it's becoming more and more frustrating. I feel like, the million I spend in AH are not really improving things :-/
Medrea
Profile Joined May 2011
10003 Posts
Last Edited: 2012-05-29 22:31:05
May 29 2012 22:30 GMT
#649
Drop Crippling wave for hundred fists spirit salvo.

Mantra of healing was gutted by blizzard. Use Evasion Mantra with hard target, since your mitigation through armor is most likely less than your mitigation through resistances. You want to make these equal so your not getting overpunished by DR.

Consider Transcendance over resolve for self sustaining.

Also consider Seven Sided Strike with Stun rune, for an extra crowd control.

Additionally, attempt to procure a better 1 handed weapon. But thats a given.
twitch.tv/medrea
Pwere
Profile Joined April 2010
Canada1556 Posts
May 29 2012 22:36 GMT
#650
I haven't tried MoH in a while, but why would you use it instead of the much more robust Mantra of Evasion: Hard Target?

Also, if I was using MoH, I'd definitely go for Deadly Reach: Keen Eye. That 50% armor is much more significant if you don't already have the 20% on top of the enchantress' 15%.

Finally, why would you want spirit out of Sweeping Wind without Transcendence? Go for Firestorm to make sure Resolves kick in, or Bladestorm for some extra damage.

And yeah, you'll always have to skip some elite mobs, that's part of the game. I always skip shielding or invulnerable minions, since those negate Life on Hit and Resolve. They're even worse for you as they also negate Crippling Wave. Elites made out of strong mobs should usually be avoided, imo. Some of them seem broken as bosses (broodlings, spinning-sword guys, Swarms with molten...)

Being able to stack 5 nephalem and being able to clear everything are two very different things.
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
May 29 2012 22:40 GMT
#651
Im almost done with act two inferno..
45k hp, 300 resist, 9k dps, 4500 armor..
haven't had issues yet rly... neeeeeed to lower hp tho xD
Martinni
Profile Joined October 2007
Canada169 Posts
Last Edited: 2012-05-29 22:54:29
May 29 2012 22:53 GMT
#652
On May 30 2012 07:25 Gevna wrote:
I don't know if I'm missing something important, or just stupid, but with my stats I still have a lot of difficulties in Act 2 (inferno). I'm not far from Belial, but I have to skip some packs of elite mobs, and fights are always hard.

My stats are :
37K HP
712 all resist (with mantra)
5.3K armor
11k dps
2.27 Attack speed
656 LPH

I tried a lot of build, now I'm on this :

http://eu.battle.net/d3/en/calculator/monk#WYXgiQ!ZXU!ZYcaYc

But, it really lacks some heal, and dps is just too low. Every advices will be welcome, cuz it's becoming more and more frustrating. I feel like, the million I spend in AH are not really improving things :-/


You have to balance your stats (res, armor, dex and vit). For the most part you should be fine, maybe that's even a little too much resist. I would invest in some more dex and armor items 5.3k is a little low. Keep in mind that your armor dmg reduction works for everything even spells so it's a pretty important stats to have. Using evasion aura with hard target should help you aa lot.
this is kinda like the guy that started milking and cows... what the hell was he doing?
ProBot
Profile Joined October 2010
Canada170 Posts
May 29 2012 23:08 GMT
#653
http://us.battle.net/d3/en/calculator/monk#WjXgYQ!XUY!bbYaYc level 60, i don't die. Not built as a solo build, and to be absolutely honest you really shouldn't be soloing in inferno because it's really just not plausible unless your farming act 1 or 2. But you can virtually tank anything and actually be useful in a group. There's plenty of other really good tanky builds which is what you really should be going in inferno but this works for me and the usual group i run with.

i have 40k hp
740 resist to all
7k armor
10k damage
Regina
Profile Joined November 2010
Netherlands148 Posts
May 29 2012 23:08 GMT
#654
Hey guys

I have been a little anoyed today by act 3. It's not that i cant tank it with the build i have, but i think my DPS is just to low vs caster packs which require you to do short bursts between the kiting, the build i have just cant deliver that.

Hence i tried to figure out a new build that can do that and also give me enough survivability. I came up with the following:

http://eu.battle.net/d3/en/calculator/monk#WdXgYk!ZXY!Zcbaaa

Only did a few packs and blue packs and i have been really enjoying it.

My previous build worked around sweeping strikes, deadly reach and mantra of evasion.

Take one thing in consideration. my gear is nearly top notch imo.
40k hp
6000 armor unbuffed
10k dps
1k life per hit
500 all resist
650 physical resist
17% dmg reduction from melee dmg

Saving up for a 900+ weapon atm.

Instead of using modifiers for armor (hard target and deadly reach and fire storm with resolve combo) and mantra of evasion spam which brings me upt o 50% dodge. I figured that i can actually do AOE dmg with cripping wave, which reduces attackspeed of mobs by 20% and some slow effect but also 20% dmg reduction with the rune. 20% dmg reduction seemed fair considering i "only" gained 10% dmg reduciton to all effects from my current build. 20% attakcspeed +20% dmg reduction seemed equal.. 10% less dmg from spells wont keep you alife most of the times.

The idea of this build is that i can be more bursty with the mantra + 15% from heal against casters. Meanwhile this build does fair against melee attackers because of the 20% attack speed debuff.

Now thats the damage part and armor part.

I started to think how i can fix the dodge part in the build, because dodge is way important for monks, first i tried cyclone strike which didnt cut it. Then i came to the idea of dashing strike with the 20% dodge rune. This actually gives you the ability while youa re kiting to get on a target real quick do some bursty dmg with your mantra and gtfo. Also this spell is a good alternative to get your dodge on hard hitting mobs, just before they are gonna hit you just dashing strike and you only get +-5% less dodge then you would have had with mantra of evasion + activation proc.

Ofcourse this build makes you slightly less kamikaze pilot, but on my first experience this looks like you have some killing potential, movement and fair amount of damage reduction


Please share your thoughts

Gevna
Profile Joined August 2010
France2332 Posts
May 29 2012 23:38 GMT
#655
thanks guys, going to try it tomorrow, with mantra of evasion and / or keen eye, and yeah I really need a new weapon.
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2012-05-29 23:43:54
May 29 2012 23:42 GMT
#656
It seems like you're adding damage to your defensive gear, which probably balances it better.

I feel like this will result in more or less the same as gear with more dex but defensive skills, which is what I'm aiming for =)

How hard is it to keep resolve on without Sweeping Wind?

Finally, have you considered replacing BoH with Cyclone Strike +20% dodge rune? If you Dashing Strike, hit twice, Cyclone Strike, third Crippling Wave hit, Blind, it deals awesome damage and instantly slows/interrupts everything. Unfortunately, I think Cyclone Strike doesn't proc Life on hit for some reason. Same cost as your mantra, but 20% dodge instead of 15%, and damage dealt/casters pulled.
Alexander-Monk
Profile Joined May 2012
United States1 Post
May 29 2012 23:46 GMT
#657
I am now a lvl 60 Monk, took around 60hrs of game play to reach.

I am now on act 4 on hell difficulty, been playing solo.

My current build;

Primary - Way of the Hundred fists; Rune- Windforce Furry
Secondary - Lashing tail kick; Rune - Sweeping Armada
Action bar #1 - Breath of Heaven; Rune - Blazing wrath
Action bar #2 - Exploding Palm; Rune - Essence Burn
Action bar #3 - Mystic Ally; Rune - Earth Ally
Action Bar#4 - Mantra of evasion; Rune - Backlash
Passive skills; 1. Transcendence, 2. Seize the initiative, 3. The Guardians path.

This is my current build while I play solo, I rarely die but I rely much on my Mystic Ally and Companion (Palidin) as they do much of the tanking for me. Reason I chose this build; (which I have played around with many builds) is that with my current DPS being at fully buffed (Breath of heaven) is around 13-14k, my dodge while mantra of evasion is active is around 60% and my HP is around 24k.

Now I rarely die, but that's because I am very defensive and tend to kite mobs mostly the champions, this being said even with my really high Dodge I still get hit and once I do it hurts allot...

I think and tested and believe that any monk build should always have high dodge, why? because no monk can tank like a Barbarian can, even with the monks diversity and healing skills it is still hard to stay alive being in close quarters. High dodge stacked with the RUNE Backlash is lethal as every time you dodge an attack you release 42% weapon damage(with my 14k DPS rating that's around 6k DPS to surrounding enemies every successful Dodge. Now I recently dodged 15 attacks in a row and was awarded the achievement (Like Water) this really made me realize how effective you are in combat when you have a higher doge rating than vitality/armour. Mind you, still of course you need high Dexterity for higher DPS/armour and of course Vitality is a must for higher Difficulty modes.

My question after sharing this information with all of you is that; Does anyone have a build which they believe is better than my build? I would love to know, of course so I can get a better understanding of this character, and help me progress through Inferno mode.

Your feedback is much appreciated.

"The Gods Strike Though me!"
"The Gods strike through me!"
wwiv
Profile Joined April 2010
Singapore182 Posts
May 29 2012 23:51 GMT
#658
On May 30 2012 08:08 Regina wrote:
Hey guys

I have been a little anoyed today by act 3. It's not that i cant tank it with the build i have, but i think my DPS is just to low vs caster packs which require you to do short bursts between the kiting, the build i have just cant deliver that.

Hence i tried to figure out a new build that can do that and also give me enough survivability. I came up with the following:

http://eu.battle.net/d3/en/calculator/monk#WdXgYk!ZXY!Zcbaaa

Only did a few packs and blue packs and i have been really enjoying it.

My previous build worked around sweeping strikes, deadly reach and mantra of evasion.

Take one thing in consideration. my gear is nearly top notch imo.
40k hp
6000 armor unbuffed
10k dps
1k life per hit
500 all resist
650 physical resist
17% dmg reduction from melee dmg

Saving up for a 900+ weapon atm.

Instead of using modifiers for armor (hard target and deadly reach and fire storm with resolve combo) and mantra of evasion spam which brings me upt o 50% dodge. I figured that i can actually do AOE dmg with cripping wave, which reduces attackspeed of mobs by 20% and some slow effect but also 20% dmg reduction with the rune. 20% dmg reduction seemed fair considering i "only" gained 10% dmg reduciton to all effects from my current build. 20% attakcspeed +20% dmg reduction seemed equal.. 10% less dmg from spells wont keep you alife most of the times.

The idea of this build is that i can be more bursty with the mantra + 15% from heal against casters. Meanwhile this build does fair against melee attackers because of the 20% attack speed debuff.

Now thats the damage part and armor part.

I started to think how i can fix the dodge part in the build, because dodge is way important for monks, first i tried cyclone strike which didnt cut it. Then i came to the idea of dashing strike with the 20% dodge rune. This actually gives you the ability while youa re kiting to get on a target real quick do some bursty dmg with your mantra and gtfo. Also this spell is a good alternative to get your dodge on hard hitting mobs, just before they are gonna hit you just dashing strike and you only get +-5% less dodge then you would have had with mantra of evasion + activation proc.

Ofcourse this build makes you slightly less kamikaze pilot, but on my first experience this looks like you have some killing potential, movement and fair amount of damage reduction


Please share your thoughts



personally think the build is solid, i was planning to do the exact same thing (still working on getting that life on hit weapon though sigh) but with a slight modification, taking out dashing strike for seven sided strike stun rune (escape mechanism + stops annoying molten / fast elites), using one with everything instead of transcendence (since hit on life is already 900+) and lastly, using the +35% damage mod on blinding strike. i currently run with just over 20k+ dps without buffs and already find it kind of long to kill mobs in act 3 but i did like to hear on how well you are surviving with 1k+ on hit. could you include your attack speed as well? thanks
Medrea
Profile Joined May 2011
10003 Posts
May 30 2012 00:08 GMT
#659
On May 30 2012 08:46 Alexander-Monk wrote:
+ Show Spoiler +
I am now a lvl 60 Monk, took around 60hrs of game play to reach.

I am now on act 4 on hell difficulty, been playing solo.

My current build;

Primary - Way of the Hundred fists; Rune- Windforce Furry
Secondary - Lashing tail kick; Rune - Sweeping Armada
Action bar #1 - Breath of Heaven; Rune - Blazing wrath
Action bar #2 - Exploding Palm; Rune - Essence Burn
Action bar #3 - Mystic Ally; Rune - Earth Ally
Action Bar#4 - Mantra of evasion; Rune - Backlash
Passive skills; 1. Transcendence, 2. Seize the initiative, 3. The Guardians path.

This is my current build while I play solo, I rarely die but I rely much on my Mystic Ally and Companion (Palidin) as they do much of the tanking for me. Reason I chose this build; (which I have played around with many builds) is that with my current DPS being at fully buffed (Breath of heaven) is around 13-14k, my dodge while mantra of evasion is active is around 60% and my HP is around 24k.

Now I rarely die, but that's because I am very defensive and tend to kite mobs mostly the champions, this being said even with my really high Dodge I still get hit and once I do it hurts allot...

I think and tested and believe that any monk build should always have high dodge, why? because no monk can tank like a Barbarian can, even with the monks diversity and healing skills it is still hard to stay alive being in close quarters. High dodge stacked with the RUNE Backlash is lethal as every time you dodge an attack you release 42% weapon damage(with my 14k DPS rating that's around 6k DPS to surrounding enemies every successful Dodge. Now I recently dodged 15 attacks in a row and was awarded the achievement (Like Water) this really made me realize how effective you are in combat when you have a higher doge rating than vitality/armour. Mind you, still of course you need high Dexterity for higher DPS/armour and of course Vitality is a must for higher Difficulty modes.

My question after sharing this information with all of you is that; Does anyone have a build which they believe is better than my build? I would love to know, of course so I can get a better understanding of this character, and help me progress through Inferno mode.

Your feedback is much appreciated.

"The Gods Strike Though me!"


Your gonna get raped on Inferno. Build is too greedy, but Blizzard will soon make Inferno a place where Monks won't get shattered at the drop of a hat, so this build might bear fruit someday.
twitch.tv/medrea
dmfg
Profile Joined May 2008
United Kingdom591 Posts
May 30 2012 00:09 GMT
#660
I'm not a big fan of 7sided strike for defence any more - used that earlier on but ended up dropping it in A3 hell ish because while it was kinda nice to have another "oh shit" button, it overlapped too much with Blinding Flash/Serenity and didn't really perform as an escape.

I don't know if they changed the targeting, but to begin with I swear it first teleported you to the target location, and then started hitting nearby mobs. Later, it just seemed to target mobs near you when you hit the button, ignoring your mouse location, meaning you don't move at all.

Yeah the ~2s invulnerability is kinda nice for dodging that one big attack, but you could do the same with Blind/Serenity, and actually move yourself during the effect. With 7 sided, you end up with lots of things that deal with the same situation, but nothing for "there is plaque/desecretion/lasers/ice bombs under my feet and I am surrounded by monsters and need to GTFO".
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