Monk - Builds/Discussion - Page 79
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Arirtor
China76 Posts
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Charger
United States2405 Posts
On June 29 2012 10:00 Arirtor wrote: Looking for a beginer guild to start farm act 1 inferno, what kind gear I should looking for? what stats to look for on each pieces, I know monk just need 1 type of resist, but that's about all i know, not really hard to get to level 60, but my sub level 50 gear can't go into inferno. Make sure you get your chosen resistance AND all resist on a piece of equipment. For example if you were stacking fire a helm with 40 fire res and 40 all res is essentially 80 all res (assuming of course you are using one with everything). A pretty standard build is fists of thunder with thunderclap and some life on hit on your weapon and maybe rings and ammy as you can afford. | ||
Jisall
United States2054 Posts
On June 29 2012 06:56 Pwere wrote: Actually, crit% and block% are the only thing in the game that "just work". If you stack a 20% dodge/Reduced damage from melee/ranged/elite on top of another one, it gives 36%, not 40%, but block just stacks, so the more points you have, the better each point is. Block % disappeared from rare items besides shield, but stayed on legendaries, and you end up with a semi-broken system. Crit is a different beast, because obviously getting 100% crit is not as good as 100% dodge/block, but the way it currently works is pretty bad. You either gear all in crit, or it's basically useless, so you cannot just gear in crit gradually: you have to switch to it once you overgear everything. I honestly don't see Blizzard leaving crit% as is, considering how much they nerfed AS, and crit was already better in the long run. Btw, I read somewhere that rubies are supposed to give % damage and not flat damage, which would keep them in line with emeralds. They've also been stealth nerfed in the last patch. It used to be 25-50 damage, but now it's 25-25 damage. Maybe they'll finally change it to 25-25% damage. The random "+9 minimum damage" you find every now and then were also % based in some earlier build, but somehow it got translated to a useless stat along the way. Weird stuff, but a good place to look for a buff if they nerf crit. Finally, Jisall, Backlash is not nearly as good as you are making it out to be. It only makes easy stuff easier, and would be useless for someone simply trying to clear Act 3/4 on a budget. Also, your math is wrong, and Backlash forces you to use Lightning Flash which deals less damage and procs less LoHit than Thunderclap. Plus 1k dex is ridiculously low; I have no idea why you do not have 2k if you run a backlash build (2k is 10% more dodge than 1k, probably around 5% buffed, so 65 -> 70%). Don't have 1k dex cuz im a baller on a budget lmao. I have around 18k hp, 700 resist, 4k armor. Can't afford better gear. Just farming Oasis and desolate sands to gear up. Backlash is sick as fuck man, Thunderclap would be dope if it didn't have the teleport attached to it. I know about clicking behind the mob, I prefer my Lightning Flash/Dashing Strike more utility. 70% dodge would make me fucking sick, I am going to try for it. Once i get my sick gear. Actually my backlash is saying 68% weapon dmg now. That would place it above bladestorm damage wise. Maybe not cyclone tho. That spell gets beastly sometimes. | ||
caelym
United States6421 Posts
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wwiv
Singapore182 Posts
the main reason why overawe > backlash is simply because of burst damage. any dual wielder worth his salt will tell you depending on dodge + backlash to survive only works on white mobs. the ability of a monk to burst down an elite mob ties in directly to his effectiveness while farming without a shield since he already loses a great deal of sustainability. also dodge stacking is really a stat for the rich. for every skill / rune you use to increase dodge above 40%, you lose out one that will will make kiting easier / better utility etc, there are builds out there that let you basically complete act 1 - 2 inferno with 100k gold worth of items, of course not everyone enjoys the kite + keen eye + mystic ally but that is testament to how much effectiveness you lose while attempting to ^ sustainability with runes / skills (on a stat that is subjected to diminishing returns in the first place). but with enough dex, there is really no reason in the first place to even require complementary dodge from skills because at that point you are already bursting everything down, its just for show. another issue with dw-ing is that it is basically illogical for gear progression. you become dependent on your weapon for LoH (i make 1 assumption here, that a dual wielding monk progressing through inferno can not possibly afford 800+ worth of LoH on his equipment or have high enough EHP to live without significant LoH) / sustainability and it becomes hard to boost your dps when LoH + dps weapons are extremely expensive while at the same time, it is difficult to purchase items that allow exponential growth in stats when prices themselves grow exponentially the greater the upgrade in stats you demand. what you fail to dodge, you can block and block doesn't have hidden diminishing returns, even better, it doesn't require stacking because a shield with 20% block is already huge not including armor and the stats it can afford. | ||
seiferoth10
3362 Posts
On June 29 2012 12:17 caelym wrote: high dps and crit is all the rage right now, but what about the tank endgame? which direction in itemization should I go if I'm aiming for endgame off-tank/tank? current stats: tank setup (5% elite reduction) farm setup basically I want to go for a really balanced endgame. thanks in advance. Uhh, tank as in tank as your dps buddies kill the target? I mean, there is no "tank" if you're by yourself, so you're talking about groups right? Dps obviously isn't important in group play because your dps buddies already do 3x your dps from a distance, so you might as well focus on eating damage. Basically, you need stats that will increase your effective health. Those are LoH (and by association, attack speed), dex (for dodge and armor), armor, block, resists, reduced damage from elites/melee/ranged, whatever else I'm forgetting. Because you're in a group mobs will take a lot longer to kill, so they'll be beating on you a lot longer than in solo play, thus you need some way to offset all that damage. For me, I just respec back into MoE/Hard Target and/or put LoH gems in my weapons instead of crit gems when I'm in a group of 3 or 4. Tanking in itself is misunderstood in this game. There is no aggro, and there's no way to guarantee that mobs are on you. Most of the time they behave if I hit them a few times and gather them up, but not always, and especially not when they are ranged or have the affix teleport or just have a teleport as an innate mob ability (phasebeasts, yay!). Also, you won't be "tanking" that much because of the variety of affixes that just fuck over anyone trying to stand in one place in melee range. Even though it's harder, I still think trying to control mobs in a group is a hell of a lot better than "run and gun" monks who are useless for 15 seconds every 30 seconds. | ||
wwiv
Singapore182 Posts
On June 29 2012 12:17 caelym wrote: high dps and crit is all the rage right now, but what about the tank endgame? which direction in itemization should I go if I'm aiming for endgame off-tank/tank? current stats: tank setup (5% elite reduction) farm setup basically I want to go for a really balanced endgame. thanks in advance. i run a decent balanced end game set up, these are my stats with BoH + Show Spoiler + ![]() basically, i feel that LoH will always be essential as long as i dont have 55k+ dps unbuffled. i am not exactly sure how to advise further because i have never gotten EHP values along the lines of high resistance. on impulse, i would say to drop them in favor of more hp and block but i am frankly not experienced in how that would work out.if you want more dps though, there is no running from crit + crit damage, i dont do near the dps of dual wielding monks in post inferno and infact, i would like to think with enough LoH + attack speed, those end game builds can actually "tank" (as in stuff dies before hitting you) better than s/b of course, realistically i dont think i have seen any such set up yet (e.g. 60k+ dps, 1.8+ AS 2k+ LoH, 50k hp, 800 resist 8k armor) | ||
Daozzt
United States1263 Posts
of course not everyone enjoys the kite + keen eye + mystic ally DR4life man. I honestly think the game was a lot more fun with terrible gear, having to kite everything in order to progress/survive. I still think that's the best build for anyone trying to clear inferno on a tight budget. | ||
Pwere
Canada1556 Posts
On June 29 2012 11:07 Jisall wrote: I tried backlash, and I wasn't overly impressed. It's nice that the damage scales with attack speed, but the damage isn't close to overawe. It does have more survivability however, and it doesn't require to be spammed. It's better than I thought, but I see few scenarios where you need a middle ground between tank and dps.Don't have 1k dex cuz im a baller on a budget lmao. I have around 18k hp, 700 resist, 4k armor. Can't afford better gear. Just farming Oasis and desolate sands to gear up. Backlash is sick as fuck man, Thunderclap would be dope if it didn't have the teleport attached to it. I know about clicking behind the mob, I prefer my Lightning Flash/Dashing Strike more utility. 70% dodge would make me fucking sick, I am going to try for it. Once i get my sick gear. Actually my backlash is saying 68% weapon dmg now. That would place it above bladestorm damage wise. Maybe not cyclone tho. That spell gets beastly sometimes. It also kinda sucks that clearing act 1 in herpderp dps mode pays more than Act 3 in tankish build. And Act 2 is also an option. Unless you one shot basically everything, Act 3 is way too long for the improvement in drop rates. | ||
wooozy
3813 Posts
wtb more preferred stats | ||
Jisall
United States2054 Posts
On June 29 2012 16:33 Pwere wrote: I tried backlash, and I wasn't overly impressed. It's nice that the damage scales with attack speed, but the damage isn't close to overawe. It does have more survivability however, and it doesn't require to be spammed. It's better than I thought, but I see few scenarios where you need a middle ground between tank and dps. It also kinda sucks that clearing act 1 in herpderp dps mode pays more than Act 3 in tankish build. And Act 2 is also an option. Unless you one shot basically everything, Act 3 is way too long for the improvement in drop rates. Act 2 pays more then Act 1 for me, and I was running act 1 crypt, festering, highlands, dank cellar, leorics courtyeard, butcher runs. Drops better gear in my opinion. Back lash works well if you spam your mantra and combine FoT and gaurdians path. Those three take me from 30% dodge to 64% dodge. It really shines when your surrounded. | ||
YODA_
593 Posts
![]() And it single handedly took me from having trouble with many Act 1 elite packs to being able to faceroll all the way into early Act 2, where things like sand wasps with waller, vortex, desacrator, and invulnerable minions are great, great fun. So my question is, do I keep this beast of a amulet, or sell it on the AH for several more decent items. I currently only have 500k in the bank, although about 800k is tied up in AH speculations that are waiting for space to get let loose. I have another item that could go for ~2 mil I think, so i might could end up with ~4 mil in a couple of days anyways. So, keep or sell? | ||
ChoDing
United States740 Posts
my ch, monk solo inferno diablo at ez | ||
Lylat
France8571 Posts
![]() I'm level 58, I have 24k hp, 6.5k armor, 350@, 6.3k dps (buffed), should I wait for level 60 before taking on Belial or can I kill him now ? Thanks in advance guys | ||
xusam
United States419 Posts
On June 29 2012 16:33 Pwere wrote: I tried backlash, and I wasn't overly impressed. It's nice that the damage scales with attack speed, but the damage isn't close to overawe. It does have more survivability however, and it doesn't require to be spammed. It's better than I thought, but I see few scenarios where you need a middle ground between tank and dps. It also kinda sucks that clearing act 1 in herpderp dps mode pays more than Act 3 in tankish build. And Act 2 is also an option. Unless you one shot basically everything, Act 3 is way too long for the improvement in drop rates. i completely agree with you saying clearing act 2/1 in "herpderp" mode is way more efficient. the issue i have is i thought blizzard said they made the difficulty progression to be if you can do the previous act i'm offensive build then you can do the next act in a defensive build, cuz i'm basically using an offensive build in act 2 and pretty much playing through it while watching tv, tanking all the affixes, arcane,desecrate etc. while stand in the middle holding down FoT while BoH and Serenity when they are not on CD. even when act 2 elites go enrage mode, I still have enough sustain and mitigation to faceroll through, then i go into act 3 and i switch to defensive build, hard target, keen eyes, and i get killed in 3seconds, like wtf??, would anyone as be so kind to please tell me what stats i need to herp derp my way through act 3 without having to kite? i don't care if i kill slow as long as i can stand i'm the middle of mobs and never die i used to think dmg whoring was the way to go but that'll take time, i agree with someone's earlier statement of crit is all or nothing. but yea in terms of AR, armor, LoH, atk speed, dex, hp, block%, dodge% what do i need from the above to herp derp my way through act 3 i'm guessing the stats are different for DW or 1hand+shield. also notice i left out dps, cuz i'm only trying to mitigate the damage dealt to me so i can stand there and faceroll through currently my herp derp through act 2 stats are, 19%block, 15k dps, 900 AR, 9k armor, 1500 LoH, 1.9 atk speed, 1500 dex, 22k hp, 1hand+shield, current build: FoT thunderclap SW blaze Blind Faith in the light overawe BoH with dps rune serenity ascension seize, resolve,OwE i already played through inferno with cheap gear and kiting everything to no end for hours and hours, now i just want to play it herp derp relaxed fashion while watching tv and getting a kick out of the anticipation of revealing rares lol, if you guys tell me that i need 1400 AR and 20k armor 3k LoH, 3k dex, 50% block, 60% dodge, to herp derp my way through act 3 then I'll probably be facerolling through act 2 for a very long time edit: also i know daozzt came up with a DW dmg whoring way of playing but it'd be good to have another option, thanks ahead of time for the advice! edit 2: also i remember reading about the 700AR/7k/600LoH approximation but i'm pretty sure that was based on the minimum to survive and not stats to faceroll | ||
wwiv
Singapore182 Posts
On June 29 2012 21:10 YODA_ wrote: As a monk stuck in Act 1 Inferno(also dual-wielding with zero LoH and 30k hp, 16k damage, 550 AR, 5k armor), I found this amulet on the AH yesterday for 299k gold. The an Andys with 122 dex dropped right as I was trying it out, giving me more attack speed and crit chance. ![]() And it single handedly took me from having trouble with many Act 1 elite packs to being able to faceroll all the way into early Act 2, where things like sand wasps with waller, vortex, desacrator, and invulnerable minions are great, great fun. So my question is, do I keep this beast of a amulet, or sell it on the AH for several more decent items. I currently only have 500k in the bank, although about 800k is tied up in AH speculations that are waiting for space to get let loose. I have another item that could go for ~2 mil I think, so i might could end up with ~4 mil in a couple of days anyways. So, keep or sell? keep it, it is not going to go for above 5mil. a comparable (that will sell) amulet for monks look something like this + resistance or armor + dex or damage + 600 LoH + crit damage 50% or crit chance or attack speed and those go for a range of 8-20 mil and even they don't sell that fast (it took me about a week to sell a +500 LoH, +all resistance +cold resistance +attack speed +damage amulet for 10mil). that amulet has only 31 physical resistance, 600 LoH no primary stats or premium damage stats, it is unlikely to even show up on the AH searches and worst, will be outclassed by blues with +600 LoH +50% crit damage. your sustainability now comes directly from the 600 LoH and increased attack speed but only using two item slots for sustain isn't that big of a deal. i would recommend just carry on farming and improving your other gear pieces. all this really ties in with my earlier argument that dual wielding is difficult for inferno progression, you actually managed to put the act on farm because of a good drop that allowed your sustain to shift from weapon dependency to gear. you have two options for act 2 1) get better weapons, higher dps to kill stuff fast enough 2) get enough EHP to be able to maintain your sustain either is incredibly expensive (at your current stage) but either is already unnecessary at this point if you have a shield and the right build. Edit. Come to think of it, option 1) isnt really expensiv these days iif you have significant loh on gear | ||
YODA_
593 Posts
On June 29 2012 22:40 wwiv wrote: keep it, it is not going to go for above 5mil. a comparable (that will sell) amulet for monks look something like this + resistance or armor + dex or damage + 600 LoH + crit damage 50% or crit chance or attack speed and those go for a range of 8-20 mil and even they don't sell that fast (it took me about a week to sell a +500 LoH, +all resistance +cold resistance +attack speed +damage amulet for 10mil). that amulet has only 31 physical resistance, 600 LoH no primary stats or premium damage stats, it is unlikely to even show up on the AH searches and worst, will be outclassed by blues with +600 LoH +50% crit damage. your sustainability now comes directly from the 600 LoH and increased attack speed but only using two item slots for sustain isn't that big of a deal. i would recommend just carry on farming and improving your other gear pieces. all this really ties in with my earlier argument that dual wielding is difficult for inferno progression, you actually managed to put the act on farm because of a good drop that allowed your sustain to shift from weapon dependency to gear. you have two options for act 2 1) get better weapons, higher dps to kill stuff fast enough 2) get enough EHP to be able to maintain your sustain either is incredibly expensive (at your current stage) but either is already unnecessary at this point if you have a shield and the right build. Edit. Come to think of it, option 1) isnt really expensiv these days iif you have significant loh on gear Yeah, I put the ammy up for max money, because I won't be playing my monk for a couple days, but I highly doubt it will sell, obviously. I did just buy a 100 dex, 80 vit, lightning resist + AR(stacking lightning for OwE) shield with 1000+ armor, and "only" lost ~2k dps, so down to 15k pre-buff. I also have a 700 dps 300 LoH + small AS weapon, but it will drop me to 12k dps, which I feel isn't enough for inferno act 2, although I think my sustain with 800 LoH, 35k hp, 6k armor, 650 resist + sheild will be through the roof. Does a sheild really make that big of a difference in survivability though? I've actually NEVER used a sheild in my entire monk playthrough. | ||
Leonnoel
France17 Posts
On June 29 2012 05:32 Daozzt wrote: Sure Stats: + Show Spoiler + ![]() Gear: + Show Spoiler + ![]() Took a while of playing auction house tycoon to get to this point. It's pretty fun to blow up elites, but I don't think it's very ideal for farming without mf. I agree with the MF part, but what about MS ? Your gear is fantastic but I don't really understand why you don't have MS on boots. I have just enough gear to go to act 2, ignore all trash and just destroy elites with minimal losses except for some specific affixes. In order to speed up my farming I play with 12% ms boots as well as the 10% passive and skip on resolve / seize the initiative / transcendence (2 out 3). Now had I better gear, I would do exactly the same in Act 3 for maximum farm / time spent. (I can do it on some specific areas of Act 3 but can't in some others where I can't sustain damage from a (Very) big pack of mobs) I have 33k dps unbuff, dual wield, 1100 loh, 900 regen/s (useful when running around not hitting anything), 650 AR, 4500 armor. I run Overawe, FoT thunderclap, 15% dmg heal, 18% dmg deadly reach to reach 48k dps buffed not counting SW cyclone (I have 35% crit chance). I can usually burst an elite with one go of serenity (i.e jump-in, heal untill near death, serenity when necessary) but sometimes need to kite a bit for cooldowns. With double my dps but without 22% ms, my runs would be far slower eventhough I would kill elites twice as fast (ie in 5 (3???) seconds instead of 10) Disregarding MF which is key to farming and now that the game is "over", I would say speed >>> all. Things may change with PVP, but usually in PVP, speed is still mandatory (Exception is with goblin farming of course) On a side note, I tried to include tempest rush in my build but it really is a wasted skill and i can't sustain the spirit cost for very long and "wasting" time killing trash may not even be a good deal to replenish the spirit fuel... Maybe with insane spirit regen ? On another topic, to the guy saying backlash is greater dps then overawe. That is not my understanding but maybe i'm wrong. To me, 56% WEAPON damage on dodge is far weaker then 48% DAMAGE taken. There are multiple sources of damage that benefit from the 48% aura (hint SW) whereas there is only dodge chance to benefit from backlash. I do agree though that backlash is fun on tremendous pack of mobs (but SW cyclone is too) | ||
Jisall
United States2054 Posts
On June 30 2012 00:55 Leonnoel wrote: I agree with the MF part, but what about MS ? Your gear is fantastic but I don't really understand why you don't have MS on boots. I have just enough gear to go to act 2, ignore all trash and just destroy elites with minimal losses except for some specific affixes. In order to speed up my farming I play with 12% ms boots as well as the 10% passive and skip on resolve / seize the initiative / transcendence (2 out 3). Now had I better gear, I would do exactly the same in Act 3 for maximum farm / time spent. (I can do it on some specific areas of Act 3 but can't in some others where I can't sustain damage from a (Very) big pack of mobs) I have 33k dps unbuff, dual wield, 1100 loh, 900 regen/s (useful when running around not hitting anything), 650 AR, 4500 armor. I run Overawe, FoT thunderclap, 15% dmg heal, 18% dmg deadly reach to reach 48k dps buffed not counting SW cyclone (I have 35% crit chance). I can usually burst an elite with one go of serenity (i.e jump-in, heal untill near death, serenity when necessary) but sometimes need to kite a bit for cooldowns. With double my dps but without 22% ms, my runs would be far slower eventhough I would kill elites twice as fast (ie in 5 (3???) seconds instead of 10) Disregarding MF which is key to farming and now that the game is "over", I would say speed >>> all. Things may change with PVP, but usually in PVP, speed is still mandatory (Exception is with goblin farming of course) On a side note, I tried to include tempest rush in my build but it really is a wasted skill and i can't sustain the spirit cost for very long and "wasting" time killing trash may not even be a good deal to replenish the spirit fuel... Maybe with insane spirit regen ? On another topic, to the guy saying backlash is greater dps then overawe. That is not my understanding but maybe i'm wrong. To me, 56% WEAPON damage on dodge is far weaker then 48% DAMAGE taken. There are multiple sources of damage that benefit from the 48% aura (hint SW) whereas there is only dodge chance to benefit from backlash. I do agree though that backlash is fun on tremendous pack of mobs (but SW cyclone is too I was wrong. On my sheet it says 68% weapon damage in an AoE. Key here is AoE, one dodge damages everyone, not just the person your hitting. I see your point tho with SW and stuff. | ||
semantics
10040 Posts
On June 29 2012 21:51 xusam wrote: i completely agree with you saying clearing act 2/1 in "herpderp" mode is way more efficient. the issue i have is i thought blizzard said they made the difficulty progression to be if you can do the previous act i'm offensive build then you can do the next act in a defensive build, cuz i'm basically using an offensive build in act 2 and pretty much playing through it while watching tv, tanking all the affixes, arcane,desecrate etc. while stand in the middle holding down FoT while BoH and Serenity when they are not on CD. even when act 2 elites go enrage mode, I still have enough sustain and mitigation to faceroll through, then i go into act 3 and i switch to defensive build, hard target, keen eyes, and i get killed in 3seconds, like wtf??, would anyone as be so kind to please tell me what stats i need to herp derp my way through act 3 without having to kite? i don't care if i kill slow as long as i can stand i'm the middle of mobs and never die i used to think dmg whoring was the way to go but that'll take time, i agree with someone's earlier statement of crit is all or nothing. but yea in terms of AR, armor, LoH, atk speed, dex, hp, block%, dodge% what do i need from the above to herp derp my way through act 3 i'm guessing the stats are different for DW or 1hand+shield. also notice i left out dps, cuz i'm only trying to mitigate the damage dealt to me so i can stand there and faceroll through currently my herp derp through act 2 stats are, 19%block, 15k dps, 900 AR, 9k armor, 1500 LoH, 1.9 atk speed, 1500 dex, 22k hp, 1hand+shield, current build: FoT thunderclap SW blaze Blind Faith in the light overawe BoH with dps rune serenity ascension seize, resolve,OwE i already played through inferno with cheap gear and kiting everything to no end for hours and hours, now i just want to play it herp derp relaxed fashion while watching tv and getting a kick out of the anticipation of revealing rares lol, if you guys tell me that i need 1400 AR and 20k armor 3k LoH, 3k dex, 50% block, 60% dodge, to herp derp my way through act 3 then I'll probably be facerolling through act 2 for a very long time edit: also i know daozzt came up with a DW dmg whoring way of playing but it'd be good to have another option, thanks ahead of time for the advice! edit 2: also i remember reading about the 700AR/7k/600LoH approximation but i'm pretty sure that was based on the minimum to survive and not stats to faceroll You just need damage| armor, ar, block, dodge, and loh only get you so far. I play with a friend who is a barb alot, between the two of us i can sport 12k armor and 2400ar with 45khp. But my damage is shit only 17k unbuffered we still end up dieing to enrage timers from time to time; act 3 and act 4, really wish blizz would remove them makes our tanky builds pretty pointless if they just have auto kill you abilties. I go a concussion and resolve high armor damage mitigation etc d3 is terribly disposed to more dps less armor. I'm sure you can herp derp your way though act 3 with just 20-30k hp, 1k LOH, 6k armor 700ar and 30k+ damage. | ||
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