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On May 30 2012 18:55 Jisall wrote:Just finally got threw act 2 hell. I hit level 60, and all of a sudden I just started dominating everything. It's almost impossible for me to die I've found, even against molton or arcane. Act 3 hell feels like nightmare to me. Stats: 31k life, 2.7k armor, ~3.9k dps. + Show Spoiler +This is my build: http://us.battle.net/d3/en/calculator/monk#UdYXkg!YcZ!bbYZaYExplaination of skills: 1. WOHF (Fists of Fury): Suprisingly good AoE for packs, and can lock down an enemy infinitely if you have enough Attacks per second. This is my damage output. 2. Dashing Strike (Quicksilver): My escape mechanism. If i get into a shit position, I will use this to escape and wait for my cooldowns to refresh. + Show Spoiler [Note] +Dashing strike tends to place you on the opposite side of an opponite you select (especially if they are close to you). Use this to your advantage to dodge lazers from arcane/fire from desecrater/fire chains/(I have also been able to dodge frozen granted my monk was in mid dash when the frost went off). This is a position skill that is highly underrated imo.
3. Blinding Flash (Searing Light): My first "invulnerability" spell. I use this and serenity interchangeably. This is how I tank. 4. Breath of Heaven (Circle of Life): This is my heal spell to use in between battles, or while running/stalling for cooldowns. 5. Mantra of Conviction (Overawe): Since my build revolves around getting in, doing damage quickly and then running this serves my purpose perfectly. 48% damage bonus for as long as im fighting is ballin' to say the least. 6. Serenity (Ascension): This is my other "invulnerability" spell. Passives: 1. Transcendence: Keeps my health high while I empty my spirit globe 2. Chant of Resonance: I use this for the spirit regen. I will replace this with Fleet Footed once I equip spirit regen equipment. This is personal preference, however no other spells work into my play-style like Fleet Footed would. 3. Resolve: The AoE from WoHF AoE proc's this to the best of my knowledge. All around good spell. Strategy: 1. Run in pop Blinding Flash/Serenity. 2. Pop Mantra. 3. Kick some major ass. 4. Pop Serenity/Blinding Flash. 5. Kick some more ass. 6. Use Dashing strike to get the hell outa dodge until cooldowns ready. Strategy on Elites: It depends on the abilities to be honest. You have to pay attention and run/fight/dashing strike accordingly. I call it the Assassin-Monk. You have to play it smart and it can be very effective. I have time contraints until next Friday, I'm looking forward to see how this fairs in inferno. I enjoy the build, it feels comfortable and powerful. I can only imagine I will struggle in Act 2 as I did in Hell until I find my perfect gear (now that I am 60 AH purchases are long-term gear). Alot of talk goes to trying to make the monk a better tank. If all goes well hopefully this can evolve into a inferno viable dps build.
basicly all your spells are utility/defense your armor is high for your level and your dps is kinda low, you also have way too much vitality relative to your other stats. Also you dont have a high damage ability except your generator. this is basicly how 'tank monk' looks like except you want to concentrate more on mitigation than on vitality. vitality is the worst stat for monks, so take only as much as you really need to barely survive. mitigation scales up your heals and are often way cheaper to get as well because for some reason ppl tend to overvalue vitality in the auction house.
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On May 30 2012 14:23 JackDino wrote: Does resolve actually reduce all damage, so also their random aoe etc? does anyone know the answer to this?
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On May 30 2012 23:25 Dead9 wrote:Show nested quote +On May 30 2012 14:23 JackDino wrote: Does resolve actually reduce all damage, so also their random aoe etc? does anyone know the answer to this?
If the passive is working as intended (No bugs), it should reduce all damage. I have not tested this.
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I sailed through act 2 inferno. I got scip (undergeared barb, can just about solo act 1 inferno) to come for belial just because soloing belial is so boring and frustrating where you have to dodge his stuff a lot and I get impatient try to dps too much and die to something stupid. Having someone else to split the shots makes it more fun even if you have to res the fucker 5 times or something.
I struggled at first, then got to 690 life on hit with new weapon/amulet, got past magda, struggled on snake elites then replaced some of my <100k gear and after about 6 or so improvments I just went through and did every elite with difficulty and some deaths but did them all and everything pretty fine. Build: http://us.battle.net/d3/en/calculator/monk#bUgiXh!YXU!Zcabba Dunno why it works, deadly reach is great especially on elites but on packs of whites and when you're using serenity it's just seem like you really need an interrupt and more DPS. Deadly/deadly/Windforce flurry is a nice damage increase when keen eye is already up. WoTHF is just great for aoeing down things at close range when deadly reach is poor at close range.
Stats: 30k hp 550 all resists (OwE - Arcane resist on every piece but weapon, all resist+arcane on shoulders) 10.5 k armour with keen eye and enchantress hard target up, I think around 6.5k base? 690 life on hit (390 amulet, 300 star amethyst weapon) +30% attack speed (ring, gloves) on a fist weapon, not sure what that adds up to. 15.5k-->16k ish dps with breath of heaven buff. About 13k without I think. About 1k dex and 800 vit.
I think around 8.5% bonus crit, from bracers 3.5% and shield 5%. Shield block chance 20% 2.7k-->3.7k block.
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On May 30 2012 20:32 Regina wrote:Show nested quote +On May 30 2012 19:48 Pwere wrote: Regina, I have a few questions about that build: 1- Does LoHit work on Backlash? If it does, is it 100% per target or somewhere closer to 30%? 2- What is the "chance" that Backlash procs on dodge? Is it closer to 100% unless you dodge many attacks at the same time 3- If you're gonna use something that activates on dodge, why not go with high dex, FoT and the 16% dodge rune? You'd get around 65% dodge with the mantra's burst. I guess your armor would be quite low with only the Enchantress' 15%... ditched the build already didnt work. My original build which i made a little movie off just seems to work the best for me, only change i made is the 30% extra dmg on blind. atm just optimizing gear, putted 4 pieces of my gear on teh ah and bought an 950 dps weapon with only 280 life on hit but 25% atk speed. Gonna buy a neck with +- 400 loh to cover that part. also fixing my HP / dex ratio. Ill report back if i got some more to share I think Faith in the Light is more than 30% increase. On the stat sheet it's closer to 45%, and in practice it feels like much more than 30%. I think it has to do with the way it says it adds 30% weapon damage to attacks, rather than 30% more damage. That or Holy damage is godlike for some reason.
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another stats update, basically i refined my build so that I could scrap one with everything and replace it with resolve. Im honestly not sure which is better, but it seems about the same with ~500 to all resistances (without OWE). The difference seems minimal at this point, but i'm looking for a new helm as it doesn't have any resistances at all, just large +dex/vit gain.
Nonetheless, act 3 mobs and certain creeps just rape me, its like not matter what i do i cop a 10-20k hit to the face forcing me to dance and wait for serenity to cooldown. I dislike deadly reach because it's damage output just seems lower, and it has very little splash effect. So im using crippling wave with the %20 dmg reduction, and resolve (25% dmg reduction) just to minimize the amount of dmg im taking. I've also managed to scrape together 1000 life per hit, at 2.37 attack speed which is pretty helpful with large amounts of creeps and bosses, but not so much *SOUL RIPPERS* or whateevr the fuck they are, as an elite, i would be surprised if ANY class could kill them. honestly its a joke.
That being said, act 3 white mobs and act 4 white mobs(for some reason i can access first 3 quests and do them) seem to be pretty ez. 20K plus dps is sufficient for late inferno (the higher the better obviously coz once your round or two of cooldowns become out of sync and you're out of potions, you're dead). Its just a matter of stacking resistances, life on hit, dex ( = armor + dodge). I just wish some of the damage output of some monsters wasn't so enormous. Like getting hit with 40k dmg even white the stats below just seems ridiculous. I don't use a follower but i probabyl should, i had no idea until recently they actually can give you buffs and such.
Still awaiting either Monk buff or creep dmg nerf, but until that point it remains a serious struggle. Any combo of molt/fast/fire chain/ just completely fucks the shit out of you in act 3 and 4. plague or whatever also fucks you. desecrate does like 40k dps, no jokes.
anyway here are my current stats
![[image loading]](http://img38.imageshack.us/img38/3493/newstatsn.png)
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jo run at me, those stats look pretty good dps wise. Tho i see you have given up some defensive for that. I'd like bracer with 4% less dmg from melee and a legendary belt iwth 14-20% less dmg from melee.
I've bought a new weapon today, instead of a 1hder with 640+socket spot+100 dex (which made 950 life on hit) im now on a 950 dps onehander with 25% attackspeed and 250 life on hit. this made blue packs a bizzilion times easier, also changed the eart of heaven to dmg buff and blind 30%. gets me up to 21k dps and with blind 33k which helps alot 
I'd like your attack speed. i myself am trying to up that stat too but its expensive if you want some resistance on the same slot the downside i find with crippling wave is that ranged mobs hit like a truck cuz you neither have cripp or resolve on them. This is why i run deadly reach basicly.
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On May 31 2012 01:40 run.at.me wrote: I don't use a follower but i probabyl should, i had no idea until recently they actually can give you buffs and such.
They're actually quite underrated. Yesterday I found out you receive 20% of their MF/GF. Now I've boosted my MF by 13% practically for free :D
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On May 30 2012 18:22 JackDino wrote: How exactly does 100 fist and 7 sided strike work? The 7 fist strikes in 100fist, do they do 140% weapon damage total? What happens if you increase the number of strikes, same goes for 7sided strike. If you increase 7sided to 9 strikes, does the damage increase aswell?
The 7 attacks do add up to 1.4 so that other rune makes it 1.8
The perk is that you get additional chances to crit, which fuels various abilities.
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On May 30 2012 20:35 clickrush wrote:Show nested quote +On May 30 2012 18:55 Jisall wrote:Just finally got threw act 2 hell. I hit level 60, and all of a sudden I just started dominating everything. It's almost impossible for me to die I've found, even against molton or arcane. Act 3 hell feels like nightmare to me. Stats: 31k life, 2.7k armor, ~3.9k dps. + Show Spoiler +This is my build: http://us.battle.net/d3/en/calculator/monk#UdYXkg!YcZ!bbYZaYExplaination of skills: 1. WOHF (Fists of Fury): Suprisingly good AoE for packs, and can lock down an enemy infinitely if you have enough Attacks per second. This is my damage output. 2. Dashing Strike (Quicksilver): My escape mechanism. If i get into a shit position, I will use this to escape and wait for my cooldowns to refresh. + Show Spoiler [Note] +Dashing strike tends to place you on the opposite side of an opponite you select (especially if they are close to you). Use this to your advantage to dodge lazers from arcane/fire from desecrater/fire chains/(I have also been able to dodge frozen granted my monk was in mid dash when the frost went off). This is a position skill that is highly underrated imo.
3. Blinding Flash (Searing Light): My first "invulnerability" spell. I use this and serenity interchangeably. This is how I tank. 4. Breath of Heaven (Circle of Life): This is my heal spell to use in between battles, or while running/stalling for cooldowns. 5. Mantra of Conviction (Overawe): Since my build revolves around getting in, doing damage quickly and then running this serves my purpose perfectly. 48% damage bonus for as long as im fighting is ballin' to say the least. 6. Serenity (Ascension): This is my other "invulnerability" spell. Passives: 1. Transcendence: Keeps my health high while I empty my spirit globe 2. Chant of Resonance: I use this for the spirit regen. I will replace this with Fleet Footed once I equip spirit regen equipment. This is personal preference, however no other spells work into my play-style like Fleet Footed would. 3. Resolve: The AoE from WoHF AoE proc's this to the best of my knowledge. All around good spell. Strategy: 1. Run in pop Blinding Flash/Serenity. 2. Pop Mantra. 3. Kick some major ass. 4. Pop Serenity/Blinding Flash. 5. Kick some more ass. 6. Use Dashing strike to get the hell outa dodge until cooldowns ready. Strategy on Elites: It depends on the abilities to be honest. You have to pay attention and run/fight/dashing strike accordingly. I call it the Assassin-Monk. You have to play it smart and it can be very effective. I have time contraints until next Friday, I'm looking forward to see how this fairs in inferno. I enjoy the build, it feels comfortable and powerful. I can only imagine I will struggle in Act 2 as I did in Hell until I find my perfect gear (now that I am 60 AH purchases are long-term gear). Alot of talk goes to trying to make the monk a better tank. If all goes well hopefully this can evolve into a inferno viable dps build. basicly all your spells are utility/defense your armor is high for your level and your dps is kinda low, you also have way too much vitality relative to your other stats. Also you dont have a high damage ability except your generator. this is basicly how 'tank monk' looks like except you want to concentrate more on mitigation than on vitality. vitality is the worst stat for monks, so take only as much as you really need to barely survive. mitigation scales up your heals and are often way cheaper to get as well because for some reason ppl tend to overvalue vitality in the auction house.
Hmm very interesting. Never thought of it that way, I just accepted my heals were going downhill. This makes alot of sense. I will try and work it into my build.
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On May 31 2012 03:21 Medrea wrote:Show nested quote +On May 30 2012 18:22 JackDino wrote: How exactly does 100 fist and 7 sided strike work? The 7 fist strikes in 100fist, do they do 140% weapon damage total? What happens if you increase the number of strikes, same goes for 7sided strike. If you increase 7sided to 9 strikes, does the damage increase aswell? The 7 attacks do add up to 1.4 so that other rune makes it 1.8 The perk is that you get additional chances to crit, which fuels various abilities.
Why not just use WINDFORCE flurry. 250% weapon damage is one of the highest monk nukes in the game sadly enough and 0 cd.
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I expect to reach inferno 2night in about 9 hours ( won't be 2night but rather 2morrow morning, but you get the point ). I am using a tank build atm with around 70% armor ( with dodge mantra/50% buff from non spirit attack ) and way to much hp. After using multiple builds, all of them stupid to some extent, in the 3 difficulties i still can't tell which would be best since everything is simply to easy and most of them had there weaknesses and there strengths. Would appreciate any recommendation for solo focused ( but its a + if decent for co op ) inferno builds that can be played with affordable items.
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Look at any the builds being used by inferno monks over the last 10 or so pages?
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I decided to cave in and re-gear my monk towards tanking in act 3 since others have seen success with it. I could use some help though, since it seems like I'm still getting owned by the white mobs shortly after Ghom, espcially when large packs of 10+ come running at you.
I'm using a pretty cookie monk build with these stats (buffed with blazing wrath, MoE hard target, enchantress):
http://us.battle.net/d3/en/calculator/monk#bYXgjh!ZUX!Zcbaca
![[image loading]](http://i.imgur.com/66TiR.jpg)
It feels like my hp is still pretty low at 34k, but I don't know what I can sacrifice to add vit without giving up too much. I can probably swap out my gems with 38 vit amethysts, but what is the ideal hp I should try to aim for? I'm not really sure which stats I should prioritize after that, although I should try to get a faster weapon (850+ dps) with life on hit.
P.S. don't laugh at my gold.
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On May 31 2012 03:48 Aterons_toss wrote: I expect to reach inferno 2night in about 9 hours ( won't be 2night but rather 2morrow morning, but you get the point ). I am using a tank build atm with around 70% armor ( with dodge mantra/50% buff from non spirit attack ) and way to much hp. After using multiple builds, all of them stupid to some extent, in the 3 difficulties i still can't tell which would be best since everything is simply to easy and most of them had there weaknesses and there strengths. Would appreciate any recommendation for solo focused ( but its a + if decent for co op ) inferno builds that can be played with affordable items.
If you want to go for cheap items get OWE, STI and a third passive of your choice. Stack your resistance of choice + as much dex as you can. Get flat healing amounts from abilities mb transcendence passive, life on hit, flat regen etc. vit+dex items are way overpriced for monks in the AH (vit is basicly the worst stat for monks). Don't worry if an item has str/int on it as long as it has some decent amount of dex/resistance/some type of regen or a bit of vit.
besides the healing abilities you should use offensive ones that you feel comfortable with. alot of people use sweeping wind for example but I just don't get warm with this ability and like mystic ally alot more. some use kicks, some don't. most people use shield+1h and, a few use dualwield (which is very expensive if you want good dps) and fewer use daibo. all choices viable.
Once you have useful stats on your lvl 60 gear then you can start specializing your gear towards your playstile and build (or the opposite!). have fun
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Guys, stupid question, but anyway. Is it mandatory to use a shield in oh? Im on Act II (inferno), using 2 1handers, and it seems that everything is hitting me like a train. I wonder how it reflects on dps/speed of process.
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Well, after careful deliberation, I dropped Dashing Strike =( and replaced it with both Deadly Reach and FoT. 16% + 20ish% damage reduction, plus the ability to clear white trash and outrange plague/molten. Basically my rotation goes like this: FoTx8, Deadly Reach+Mantra, repeat. 9 attacks generate 54 spirit, perfect for mantra timing. Really solid, although a bit boring.
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On May 31 2012 03:27 Slayer91 wrote:Show nested quote +On May 31 2012 03:21 Medrea wrote:On May 30 2012 18:22 JackDino wrote: How exactly does 100 fist and 7 sided strike work? The 7 fist strikes in 100fist, do they do 140% weapon damage total? What happens if you increase the number of strikes, same goes for 7sided strike. If you increase 7sided to 9 strikes, does the damage increase aswell? The 7 attacks do add up to 1.4 so that other rune makes it 1.8 The perk is that you get additional chances to crit, which fuels various abilities. Why not just use WINDFORCE flurry. 250% weapon damage is one of the highest monk nukes in the game sadly enough and 0 cd.
After Act 2 I can't afford it survivability wise, I need the spirit from spirit salvo.
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On May 31 2012 04:31 Daozzt wrote:I decided to cave in and re-gear my monk towards tanking in act 3 since others have seen success with it. I could use some help though, since it seems like I'm still getting owned by the white mobs shortly after Ghom, espcially when large packs of 10+ come running at you. I'm using a pretty cookie monk build with these stats (buffed with blazing wrath, MoE hard target, enchantress): http://us.battle.net/d3/en/calculator/monk#bYXgjh!ZUX!Zcbaca+ Show Spoiler +It feels like my hp is still pretty low at 34k, but I don't know what I can sacrifice to add vit without giving up too much. I can probably swap out my gems with 38 vit amethysts, but what is the ideal hp I should try to aim for? I'm not really sure which stats I should prioritize after that, although I should try to get a faster weapon (850+ dps) with life on hit. P.S. don't laugh at my gold.
i am currently at 702 resist all, 7k armor, 50k hp with mystic ally with about 27% melee reduc and about the same dps. dont die to white mobs but they are still more den capable of killing me (especially the blue birds). so i think if you get like around 40k+ hp you should be fine.
lol though i must add that desecrate / arcane sentry still more or less wipes me in about a second. those elite modifications seriously need some revamping especially when they spawn with vortex / wall / prison.
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On May 31 2012 06:10 wwiv wrote:Show nested quote +On May 31 2012 04:31 Daozzt wrote:I decided to cave in and re-gear my monk towards tanking in act 3 since others have seen success with it. I could use some help though, since it seems like I'm still getting owned by the white mobs shortly after Ghom, espcially when large packs of 10+ come running at you. I'm using a pretty cookie monk build with these stats (buffed with blazing wrath, MoE hard target, enchantress): http://us.battle.net/d3/en/calculator/monk#bYXgjh!ZUX!Zcbaca+ Show Spoiler +It feels like my hp is still pretty low at 34k, but I don't know what I can sacrifice to add vit without giving up too much. I can probably swap out my gems with 38 vit amethysts, but what is the ideal hp I should try to aim for? I'm not really sure which stats I should prioritize after that, although I should try to get a faster weapon (850+ dps) with life on hit. P.S. don't laugh at my gold. i am currently at 702 resist all, 7k armor, 50k hp with mystic ally with about 27% melee reduc and about the same dps. dont die to white mobs but they are still more den capable of killing me (especially the blue birds). so i think if you get like around 40k+ hp you should be fine. lol though i must add that desecrate / arcane sentry still more or less wipes me in about a second. those elite modifications seriously need some revamping especially when they spawn with vortex / wall / prison. Think every monk here knows the fear of Desecrate/AS/Plague/FC with Vortex/Wall/Prison. You're kiting the hell out of them in hopes that you get jailed without ground dmg coming in, or walled somewhere where you can maneuver. I say, alone D/A/P/F isn't bad at all. I can easily kite them with simple added mods like invuln minions, horde, extra health, vampiric, electrified.
But I can see where it is designed to make those mobs hard even for well-geared characters (in A3/A4 inferno particularly, and for fleeing ranged mobs) to make the game challenging as a whole. There's a little less excitement in me when I know that all I gotta do is kite and cycle MoE, Blinding, and Serenity (with heals) and nothing can kill me. That's how I feel now when its ground-dmg without slows/roots/blockers or slows/roots/blockers without sufficient ground damage. Both together, and its me hanging on for dear life against the minions of hell ... which is fun ^.^
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