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On June 08 2012 08:13 Depetrify wrote:Am I not ready for Act 3 or something? I'm having so much trouble. I still get like 1 hit by soul rippers, half the blues I find are unkillable and I have to reload... There are many things I cant avoid such as getting walled into some sort of AoE... Is this just how inferno works or am I incredibly undergeared? I'm currently in level 2 of the breached keep in Act 3 Part 3, getting really annoyed...undergeared? ![[image loading]](http://i.imgur.com/eIlSE.jpg)
Post your build, you should have few problems with act 3 with that gear. Resists and attack a BIT low but your hp dex armour and DPS are way above benchmarks and life on hit right around the money.
Definitely a faster weapon would help the most I think and some more resists but you should be fine definitely not getting "1 shotted" (not being able tot ank them maybe, try using mystic ally, don't forget enchantress also!)
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god i hate act 3... i can take most elite groups but soulrippers with basically any affixes just destroy me. if it wasnt for tyrael id be fucked...
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alright, im going to try stuff out. these are the skills i used in my first run:
+ Show Spoiler +
i usually had sweeping wind with firestorm for earth ally and resolve instead of transcendence. still not sure on mantra of healing/time of need but i did swap it in for dodge/armor and i didnt really feel the difference. heres my stats:
+ Show Spoiler +
i know my dex is really low but aorn theres nothing i can do against that. i bought a 800dps/900loh weapon and am broke aorn. there are a few pieces i have to replace but i just cant do it right now. either the item has some affix thats useful to me or a replacement is in the multiple millon gold range.
im doing siegebreaker runs and i gotta say i find transcendence useless. maybe if you have more life per spirit spent items its useful but for me its a nono and will be out in my next run. ill give beacon of ytar a shot to reduce my cooldown rotation. it should get my downtime from serenity/blinding flash from 27 to 21.5 seconds.
earth ally is amazing against white mobs but it does die very fast against elites. im still gonna keep using it since sweeping wind gives me nothing if i dont use resolve. also it should be noted that the siegebreaker is about 10 times easier with the ally since its AI seeems to bug out and he doesnt hit the ally most of the time. fwiw id love, love, love to replace it with dashing strike. imo its the best mobility spell we have. it makes affixes like arcane enchanted a pleasure to deal with. but i just cant reaonably put it in for anything else. maybe with dodge or stun rune but im not even sure thats worth it.
ive read multiple times that people prefer FoT with thunderclap but i hate it. it works against you so many times since it telepots you even if you hold shift. mobs with stationary dmg affixes (ie descecrator, molten, plague) are a pain in the ass with it. the stunlock is obviously nice but a stunlock is useless if i die because of it. maybe i should try the dodge rune? but the 50% armor and range of deadly reach are just so damn amazing. i feel like if i dont use it it would equal a barbarian not using his scream.
serenity/blinding flash are obviously a must. breath of heaven for me probably too since im not using transcendence and my dps is low.
if you disagree with any of this or have ideas please let me know. im doing another run soon and if i get some results worth doing an update for ill do so. i feel like there has to be some awesome skillset i just havent discovered yet. not that it was unplayable with my old one but it felt like there was a lot of room for improvement.
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hey guys can you help me with my gear. just got level 60 and i don't know what to buy with my 1.7mil. should i buy a weapon that costs a million? should i boost my armor or resist or dex? dual wield, 2h or 1h+shield? im tempted to buy a 1.3k dps 2h for 1mil.
edit: also, when do i buy magic find gear? i dont even know where to get money after i buy new gear omg.
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Start saving MF gear thats somewhat for a monk along the way once you hit inferno.
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Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well.
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so is helm of command the best helm, or could something with mass stats, res and maybe armor compare? or how important is block in general, i'm a new lvl 60 monk but i have some gold cos i've farmed with my wizard
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well now that blizz has recognized the disparity between melee and ranged classes, we might finally see more monks progress past act 2.
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On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well.
Not sure if the first hit works, but i tend to do 2 hits way of a hundred fists and last hit deadly reach or crippling wave
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On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well. I used to run FoT with dodge rune for first 2 and deadly reach with keen eye for third, but swapped to deadly reach because I can't really use 2 slots for primaries anymore.
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On June 08 2012 18:49 JackDino wrote:Show nested quote +On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well. I used to run FoT with dodge rune for first 2 and deadly reach with keen eye for third, but swapped to deadly reach because I can't really use 2 slots for primaries anymore.
I can see the issue with a dead slot, but say you hit 3 strikes with crippling wave and than 3 with deadly reach whitch gives you permanently +50% armor and -20% dmg taken, seems good to me.. Not to mention youve got enough spirit to do whatever you want with it.
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On June 08 2012 19:05 Everlong wrote:Show nested quote +On June 08 2012 18:49 JackDino wrote:On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well. I used to run FoT with dodge rune for first 2 and deadly reach with keen eye for third, but swapped to deadly reach because I can't really use 2 slots for primaries anymore. I can see the issue with a dead slot, but say you hit 3 strikes with crippling wave and than 3 with deadly reach whitch gives you permanently +50% armor and -20% dmg taken, seems good to me.. Not to mention youve got enough spirit to do whatever you want with it. You don't get any more spirit than with 1 primary, and the lack of 1 spirit costing ability doesnt mean you'll have more spirit, I use most of my spirit to spam mantra and at times I still have no spirit. It is nice, hower I can't afford to use 2 primaries, if you can by all means do, can do some nice things with it.
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On June 08 2012 19:07 JackDino wrote:Show nested quote +On June 08 2012 19:05 Everlong wrote:On June 08 2012 18:49 JackDino wrote:On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well. I used to run FoT with dodge rune for first 2 and deadly reach with keen eye for third, but swapped to deadly reach because I can't really use 2 slots for primaries anymore. I can see the issue with a dead slot, but say you hit 3 strikes with crippling wave and than 3 with deadly reach whitch gives you permanently +50% armor and -20% dmg taken, seems good to me.. Not to mention youve got enough spirit to do whatever you want with it. You don't get any more spirit than with 1 primary, and the lack of 1 spirit costing ability doesnt mean you'll have more spirit, I use most of my spirit to spam mantra and at times I still have no spirit. It is nice, hower I can't afford to use 2 primaries, if you can by all means do, can do some nice things with it.
You are right, what I meant with spirit generation is that you have 1 less slot to spend it so you will end up with more spirit. Not to mention there are some nice passives you can use to boost it even more. I'm experimenting with safest build possible, cos i play HC. I look for something to avoid as much damage I can..
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The reason to use more than 1 spirit generator is basically because all the spirit generator spells are awesome with the possible exception of concussive wave.
WOTHF highest monk DPS spell FoT fastest and free teleport on a high dps spell reach really useful to allowe you to kite and avoid lots of AoE on the ground.
Taking WOTHF without either FoT or reach is quite rare, just because of how versatile they both are for positioning. Assuming you don't need the survability the only thing to rival double spirit generators is sweeping wind, because it provides the extra damage constantly so even with deadly reach your damage is still pretty good.
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how useful u guys think block is.
For quite some time i was under impression its one of the most important stats soon after life on hit. However if u think about elites in act 4 or pony land which hit for 20-30k sometimes getting block aint gonna change that much - ofc its usefull but i wonder how important it rly is and how much can i sacrafice to take it. There are few items which boost block - Lantern and Helmet can boost block up to 19% extra (11%+8%) but they are quite expencive and u are bound to lose other stats in the process. Atm im using shield 21% and helmet 8% and wondering if i should invest to get ring or its a "dead end" stat to go for.
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Block is good but it's only valuable at very high resist and armour and they are your most important stats anyway I wouldn't worry too much about getting more block.
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Teut what is your overall skill build with passives?
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On June 08 2012 18:03 Everlong wrote: Just a quick question - has anyone tried any kind of combination of spirit generators while counting actual strikes?
Say you get 1st hit from crippling wave (-20%dmg), then you go for Wave of Hundred Fists and you get 2nd and 3rd strike from this skill.. I'm currenty experimenting with this and it seems it works really well.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=338357¤tpage=19#365
http://www.teamliquid.net/forum/viewmessage.php?topic_id=338357¤tpage=26#513
I've been using various combination strike builds since I was in NM mode and am currently Act 2, 7th chapter in Inferno. I'd highly recommend trying it out if you feel under geared as the damage increase is significant compared to other builds I've tried. If you're worried about mitigation, crippling wave with concussion is essentially the same as the resolve passive as long as you keep your generator rotation consistent.
Edit for grammar.
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On June 08 2012 23:29 Two_DoWn wrote: Teut what is your overall skill build with passives?
http://us.battle.net/d3/en/calculator/monk#bigXjh!UXY!Zbabba However this is a VERY dynamic thing I've been changing a lot, this is what I don't change around.
Air ally - Love this guy, I never tried them until I saw low stat guys in act 4 inferno using mystic ally. Serenity - Heal and 3 second invul, insanely strong all around. Breath of Heaven - Another heal and nice damage boost, potentially droppable though. Mantra of evasion - I would switch to overawe for stuff you overgear and just want to farm, but I don't see any other reason this just gives great defensive stats.
Passives, One with everything, I'm set on this. Gear with 1 resist and all resist allows you to get stupid amounts of resist relatively cheaply thanks to AH. Transcendence, Seize the initative: Possibly replace ONE of these with resolve, you do have air ally and fire storm to apply it and at high values of life on hit and armour/resist respectively resolve becomes stronger than these simply because of the multiplicative scaling of it.
Stuff I change Deadly reach - Keen eye. Sometimes I drop reach all together, but I don't think it's a fantastic idea. (FoT thunderclap is the only viable thing because the other spells are too slow and too hard to reach ranged targets) However changing rune to foresight for 18% damage is easy extra damage and can work in a LOT of builds. I.e: deadly reach for certain monster types or elite properties, and otherwise just keep the buff up, using WoTHF or FoT otherwise. Keen eye is like the best defensive rune on the spell that takes a the least damage, so it seems a bit awkward but sometimes it's too good to pass up. Sweeping wind: I like to have two spirit generators sometimes. Say FoT with thunderclap and deadly reach lets you deal with ranged mobs and buffs up your DPS. Before I used air ally I would use sweeping wind and 2 spirit generators. Right now my reasoning is I already have a spirit stone (80 dex 69 vit 42 arcane resist 590 total armour 8% SW damage) giving bonus damage on it why not just have breath of heaven, my spirit stone and maybe even foresight on deadly reach massively increasing my air ally and SW damage and that will more than compensate having a lower DPS spirit generator but you get to keep having deadly reach and the survivability it gives.
I'm pretty happy with it but I've been constantly changing builds as I've progressed through inferno. (Leaning more and more to deadly reach though, the main reason I want WOTHF or FOT is for interrupting whites, but air ally tanks a lot of them now so it's fine).
Oh, I actually killed all the inferno act 4 bosses, but I did it with a barb (he was way less geared, like 550ish resist all without shout, 12-15kish DPS, 38k hp low for a barb) because I got kinda bored killing elites solo for some reason its less boring with someone else even if he dies a lot lol. It was the same with act 3, I did everything up to spider and then starting just running spider-->azmodan with my barb friend. Once they change the inferno damage so it doesn't scale with additional players having barb threatening shout and warcry with resists will make you invincible, pretty stupid.
Current stats: (Yes my dex is 1337) + Show Spoiler + Weapon + Show Spoiler + The amulet in my inventory is a life on hit amulet with nearly 400 but also gives 31% mf so I figure if I need more of either of those I'll change it . (I took advice here suggesting I drop some life on hit for attack speed/dex and I did exactly that, dropped some vit and armour too but definitely feeling the improvement)
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Really need help atm, I've hit a wall and cant really progress past Dahlgur Oasis in Act 2. I know i need more resist/armour, but i can't find any gear on the AH that actually upgrade these. Any items you'd reccommend swapping out? Passives are Resolve, OwE and Sieze the Initiative.
Gear i'm currently using.
Any help would be greatly appreciated!
EDIT: left my MF boots on in that picture. +75 dex +58 int +48 vit +44 coldres +49 allres +157 life/sec Puts my resistances up to 587 and damage to 11.5k
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