Surround yourself in a vortex that continuously deals 105% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of 315% weapon damage.
Inner Storm
As long as your vortex is at 3 or more stacks, you gain 8 Spirit per second.
Active: Your mystic ally has its damage increased by 50% for 10 seconds.
Passive: A mystic ally fights by your side. The ally deals 130% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
Air Ally
Active: You gain 100 Spirit.
Passive: A mystic ally fights by your side that increases your Spirit Regeneration by 4.
Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds.
Desert Shroud
Infuse yourself with sand, reducing damage taken by 50%.
Damage you deal is increased by 4% for every 10 yards between you and the enemy hit. Maximum 20% increase at 50 yards.
For helm you must use Tzo Krin's Gaze, othervise you can't run this build. You need it to cast your bells ranged. And since we use this helm then shoulder, amulet and glove is a given sunwoko. For chest bracer combo I went with aughilds, which is an already proven strong combo for greater rifts solo.
Since your not using fire spec as all monks do that Ive seen stream your gonna lose some reduced resource cost (from not using cindercoat), so thats why I went with captain crimson set for belt and pants. If your able to gear around this, maybe you lose some cdr for rcr on gloves or shoulders. You could run black thornes or witching hour. There are some break points that you need to hit in order to be able to use this build effieciently. I will go through them later.
Crudest boots gives you 8 spirit/s so it would be hard to run this build without them. For rings you need the royal ring to run the helm and sunwoko. You can actually run soj with this setup, it was very hard to the PTR cause of the lagg. But if you use ancient parthan defenders bracers with soj it's very possible.
For weapon you must have Incense Torch of the Grand Temple cause of the reduced cost of bells. The rolls on this weapon needs to be life per spirit spent and spirit regen. You can also use loh, I haven't actually tested that but I always like lpss since you can heal from using mantra and you don't need to hit to be able to heal. Spirit regen was requered for me to be able to spam the bells. I'm sure you can gear without, but then you will need to gain 4-6 spirit/s somewere else. You want to try and stack as much wave of light damage as possible on your gear also (15% boots, 25% helm, 30% weapon).
For legendary gems Bane of the trapped gives you 30% more damage to the stunned enemies (and they are more or less constantly stunned). Pain enhancer is a physical gem so your boosting this gem from gear plus it gives you a nice attack speed boost on big density areas were a lot of enemies are close to you. Zei stone gives you more damage to enemies further away from you. Here you could swap zei stone gem for bane of the powerful or taeguk, I haven't had time to test what the ultimate gem combo is yet. Might update the guide here if I find something better, zei stone is hard to get full effect of in a lot of rifts. But in the rifts you can keep the enemies away from you its really good. For higher greaters you might also wanna go with a defensive gem here instead.
Paragon Priorities
Core
Movement Speed
Maximum Resource
Primary Stat
Vitality
Offense
Cooldown Reduction
Critical Hit Damage
Attack Speed
Critical Hit Chance
Defense
Life
Resist All
Life Regeneration
Armor
Utility
Resource Cost Reduction
Life on Hit
Area Damage
Gold Find
For Core points you need to max your movement speed first, second is maxing resource so you can keep spamming bells.
For offence we go for cdr first then cd, ias before cc. Try to keep your cc/cd at a 1/10 ratio. You can use your paragon points to balance this.
Defence we need life first and second is resistance, armor is least important as we get that from dex.
For Utility we need rcr at 10%, then loh for some extra healing, and if you can spare more points get area damage and last gold find.
Build Guide
Hi,
I theory crafted this build a few days before the patch, it has huge potential for monks I think. I wasn't sure of it's potential. But I did a 44 on my first try today on PTR (currently ranked 3). So I think this has potential to be even stronger than the fire spec everyone is running on twitch. I think with the right gear it can go very high on the leaderboards. Since you are using stun you can use ancient parthan defenders bracers. I was running aughilds bracers cause i don't have parthan defenders with physical, but I'm sure you could find a way to use those bracers. The result will be a very tanky monk in high density greater rifts.
So this a physical build, which gives use to quite some nice skill runes and gems to use. First let's go over the breakpoints you need to hit to be able to spam bells constantly:
Spirit regen unbuffed: 18/s (4 from weapon + 8 from mystic alley + 4 from passive)
You can run with more spirit regen but it just feels like you have too much and you never run out of it. With these values I'm able to spam the bells for a long period and when I run out I press mystic ally skill to give me full spirit again. And I rotate this with epiphany to keep my spirit pool at full while constantly spamming bells in long fights. You should never be without spirit, then your either doing something wrong or missing spirit regen.
PLAYSTYLE:
The core of this build is to play ranged and keep the enemies stunned. Positioning is key so you get the enemies into a big group that you can keep stunlocked. Try to stunlock whatever is closest to you and then move away and let the other enemies walk into were your hitting so you get a big group together that you can stunlock. When you hit big density areas your pain enhancer will procc and you will start to hit very fast (similar to flying dragon procc). It will be hard to keep enemies far away, but having them close will give you more benefits of pain enhancer and the mantra (30 yards). But having the option to kite is very nice and the zei stone makes this do good damage also. Some enemy types (mostly ranged) are hard for this build but they aren't much better with a melee build either.
Since your ranged you don't need to use a defensive mantra, I went with initimidation for some extra ehp, but you can swap to a defensive mantra if you like. When you get a good rift I haven't felt the need for a defensive mantra. Both my 44 and 45 runs went very smoothly, I even spent 1 min kiting the boss back to a conduit on 45 cause I fucked up and accidently spawned him far away. So the limit of this build is not hit yet, I would guess around 50 maybe.
For the passives I went with Harmony for ehp, Chant of Resonance for more spirit regen and reduce cost of mantra of conviction. This way you can keep the mantra up 100% without it costing you too much spirit. Third passive is beacon of ytar for more cdr which is always good to keep your epiphany up. Forth passive is Relentless Assualt which gives you 20% more damage to stunned enemies. This passive can be swapped for exalted soul for example if your spirit regen is too low.
Hey, I tried inna 4 set with parthan. Didn't really work as good as I was hoping. You lose a lot of ehp compared to aughilds + crimson. Damage on elites felt lower, and I lost 10% cdr so had to wait longer for epi and dash.But inna could be a nice set with this spec as you could keep taeguk up 100%.
I'm not sure if it's a bug but it feels like parthan is not proccing from stun bell. Or maybe it's cause the duration of the stun is only 1 second. I've tested parthan with Crippling wave and tsunami rune in 2.1.1. That worked, I could stand in anything and basically take no damage at all. Will need to do some more testing to get to the bottom of it. Would be nice to use that bracer with this spec. Would solve all your ehp problems and you can just keep hitting no matter what your standing in as long as you have density around you. It works so well for the barbs but they also stun the enemies for a much longer duration with their charge attack.
Hey, I tried inna 4 set with parthan. Didn't really work as good as I was hoping. You lose a lot of ehp compared to aughilds + crimson. Damage on elites felt lower, and I lost 10% cdr so had to wait longer for epi and dash.But inna could be a nice set with this spec as you could keep taeguk up 100%.
I was suggested to change Crimson to Inna's in first place. Reasons in 1st comment.
And you are right about pointless of Parthan Bracers due to insignificant period of stun.
So only one reason to gather Inna (4) in exchange of +15% elit damage if equip Krelm's Buff Bracers to avoid vortex mechanic. All other control can be dodged by Dashing Strike.
Its nice to see someone with a similar build that i run on PTR. Im a big fan of stun bell since it was holy. I have few points i would to discuss.
Wouldnt a different mantra does a better job? Since you'll be ranged most of the time and conviction only works within 30 yards. I use salvation with dodge rune myself for better survivability.
I also use relentless assault as well but im abit skeptical about that skill since you cant really have 100% stun uptime on yellows or rift guardians. What do you think is a good alternative to that?
For leg gems, i use Zei and BotT. Im planning to use BotP or Pain enhancer for my third leg gem but im not too sure and i see that you suggest Pain enchaner here. Which one would you think works best?
Yea with conviction you can't keep too long distance. You do get a ton of damage when the enemies are close from pain enhancer/conviction though. I've tried playing without it a few times but it's really strong for this build. In one way you can think of it like you get 20% dmg to close enemies and ~30% from zei stone to ranged. If they are in the middle you get both. Damage vise this build feels very strong. I don't have top end lighting/fire gear to try if it's stronger or not. If I try fire or lighting they seem similar to me but phys does feel stronger on T6, I clear much faster. But I'm lacking like -20% damage on both those builds cause I don't have a good swk amulet for those elements.
As for relentless assault I can't think of any other passive that would give you 20% with more up time. Unity is hard to use since followers usually start to hit whatever too far away from you. So you don't have much up time of unity. Could use momentum but often your standing still spamming bells for a long time. Specially if your able to stun lock a big group and there is nothing hitting you. With determination you need the enemies really close also and you dont get full 20% unless there are atleast 5 of them close to you.
If I had to choose between those I would go pain enhancer. If you die with BotP you lose the buff also. With pain enhancer when enemies are close you start to hit really fast, and when elites feel hard you can start to play more ranged so you take less damage. Think I should update the guide with the play style a bit more, I had more of ranged way of playing in mind first but being close also has a lot of benefits using this gear setup.
Thank you for early build ideas before Season 2. Collecting some well thought-worked builds. Don't have time to test on PTR atm. That's the only issue these days. I was thinking to use Ancient Parthan Defenders with some kind of stun skill also. But it needs like perma stun on mobs to be efficient as barb's. I think 1 second stun isn't enough. Didn't check tho, maybe it can work. But yeah in the end thanks for your work.
If you wanna try a more tanky version you can use mantra of healing with circular breathing, then swap chant of resonance for unity or an ehp passive. Use teaguk, wildebeest and bane of the trapped. I had 87k life/s with lvl 30 gem, as soon you move out of damage you heal from 0 to full in 5 sec. When your not using zei, conviction and pain enhancer there is no reason to let anyone close to you so you can just dash back and keep spamming those bells. Palm (probably cold rune) could also be interesting, possibly use spirit passive instead of unity like above changes and swap SW or mantra for palm. Just throwing some ideas out there There are a lot of possiblities with this new set and there are gonna be a lot of different variations.
You could swap all your cooldown reduction rolls for resource reduction (shoulder, glove, maybe add a ring) and get another 10% on a weapon. It will be less damage and longer cooldown on skills, also you can't use the inna/sweeping wind trick. But atleast you can spam the bells
J
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- 20 hp/s
- 20 all res
+ 500 dex
+ 200hp per spirit
+ 2 spirit regen
+ Sweeping Wind for "free"
If use Ancient Parthan and Inno chest u get (4) Inno bonus.
Btw... there some bug with Wave of Light tooltip - with first rune dmg is 835% not 1045%
I'm not sure if it's a bug but it feels like parthan is not proccing from stun bell. Or maybe it's cause the duration of the stun is only 1 second. I've tested parthan with Crippling wave and tsunami rune in 2.1.1. That worked, I could stand in anything and basically take no damage at all. Will need to do some more testing to get to the bottom of it. Would be nice to use that bracer with this spec. Would solve all your ehp problems and you can just keep hitting no matter what your standing in as long as you have density around you. It works so well for the barbs but they also stun the enemies for a much longer duration with their charge attack.
And you are right about pointless of Parthan Bracers due to insignificant period of stun.
So only one reason to gather Inna (4) in exchange of +15% elit damage if equip Krelm's Buff Bracers to avoid vortex mechanic. All other control can be dodged by Dashing Strike.
Its nice to see someone with a similar build that i run on PTR. Im a big fan of stun bell since it was holy. I have few points i would to discuss.
Wouldnt a different mantra does a better job? Since you'll be ranged most of the time and conviction only works within 30 yards. I use salvation with dodge rune myself for better survivability.
I also use relentless assault as well but im abit skeptical about that skill since you cant really have 100% stun uptime on yellows or rift guardians. What do you think is a good alternative to that?
For leg gems, i use Zei and BotT. Im planning to use BotP or Pain enhancer for my third leg gem but im not too sure and i see that you suggest Pain enchaner here. Which one would you think works best?
As for relentless assault I can't think of any other passive that would give you 20% with more up time. Unity is hard to use since followers usually start to hit whatever too far away from you. So you don't have much up time of unity. Could use momentum but often your standing still spamming bells for a long time. Specially if your able to stun lock a big group and there is nothing hitting you. With determination you need the enemies really close also and you dont get full 20% unless there are atleast 5 of them close to you.
If I had to choose between those I would go pain enhancer. If you die with BotP you lose the buff also. With pain enhancer when enemies are close you start to hit really fast, and when elites feel hard you can start to play more ranged so you take less damage. Think I should update the guide with the play style a bit more, I had more of ranged way of playing in mind first but being close also has a lot of benefits using this gear setup.
Thank you for early build ideas before Season 2. Collecting some well thought-worked builds. Don't have time to test on PTR atm. That's the only issue these days. I was thinking to use Ancient Parthan Defenders with some kind of stun skill also. But it needs like perma stun on mobs to be efficient as barb's. I think 1 second stun isn't enough. Didn't check tho, maybe it can work. But yeah in the end thanks for your work.
J