Focus a wave of light that crushes enemies for 835% weapon damage as Holy.
Pillar of the Ancients
Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area.
Active: Shroud you and your allies with a mystical shield that absorbs up to 62064 damage for 3 seconds. Absorb amount is increased by 15% of your Health Globe Healing Bonus.
Passive: You and your allies within 60 yards gain 10728 increased Life regeneration. The heal amount is increased by 7% of your Life per Second.
Only one Mantra may be active at a time.
Circular Breathing
Passive: Mantra of Healing also regenerates 3 Spirit per second.
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.
Insight
Increases the bonus Spirit regeneration from Epiphany to 45.
Damage you deal is increased by 4.00% for every 10 yards between you and the enemy hit. Maximum 20.00% increase at 50 yards.
20% chance on hit to Stun the enemy for 1 second. (Requires Rank 25)
With the new update to the Monkey Garb Set this allows players to customize their builds around more skills (cyclone strike, wave of light, exploding palm, lashing tail kick, and tempest rush) other than spamming 75 spirit as fast as possible. In this case we'll focus on spamming wave of light.
Theory:
I had theory crafted this build months ago when they first released the Sunwuko set and announced the updates to the set and the changes to the two handed weapons class. I originally based the build around the Pillar of the Ancients (lightning) rune with using the Wyrdward ring, Zei's Stone of Vengeance and Bane of the Trapped. The idea was to keep monsters at a distance and hold them there with as much crowd control as possible. I played around with some of the other skills/runes/passives (mystic ally water ally) for variations of crowd control in the build. However, just about any of the other runes for the wave of light skill will just about do and the build doesn't necessarily need to be ranged.
The only gear I would probably be picky about is a neutral Sunwuko Shines, this would be the most versatile for the build (dex, crit chance, crit dmg & slotted) allowing the player to switch between the element runes without issues.
Skills: (Note: add some info ?)
I have been playing PTR 2.1.2 Seasons and was able to obtain the updated Gungdo Gear Bracers for Exploding Palm. I switched out sweeping wind for EP and was using the fire build (since the SoJ I found was fire) and the ability to kill off small packs was great. The strategy is to EP the first monster and WoL spam it while the other monsters gathered around (well with ranged monsters that would be a different story). This led me to think that the new SWK set would probably benefit builds that incorporate two of the five skills listed (ie. tempest rush and WoL using a taeguk and two other leg gems for additional dmg; cyclone strike and EP; Lashing Tail Kick & EP; TR & LTK; etc.).
Passives:
Guardian's Path - WIth GP and three stacks from SW I was able to obtain 34.65 spirit per second and 90+ with epiphany one, without GP I obtained 30.49 and 70.95 on epiphany. GP feels like its great for the spirit regeneration, but by looking at the numbers its the passive which could be switched out for one that's more defensive. Replace GP with Harmony or Sixth Sense.
Main Gems:
For the gems the ones listed above are not a strict requirement. You can probably switch any of them out with other gems for a more versatile build. I chose the listed for the following:
Gogok of Swiftness - Pros: 15% more attack speed (faster WoL casts) and 15% cooldown reduction (mystic ally and epiphany availability); Cons: It maxes out at level 50.
Zei's Stone of Vengeance - Pros: for the 20% chance to stun and the damage %.; Cons: Constantly having to gauge the range when spamming WoL.
Bane of the Trapped - Pros: when the stun kicks in from Zeir's Bane of the Trapped contributes additional damage.; Cons: it only takes effect on a cc'd monster.
Alternative Gems:
Bane of the Powerful - Pros: Additional 20% more damage to all monsters and 15% to elites.; Cons: time duration
Gem of Efficacious Toxin - Pros: Poison% and monsters take an additional 10% from all sources.; Cons: a little less synergy for the build
Wreath of Lightning - Pros: for assisting with monsters that are in close proximity and the additional movement speed is great.; Cons: you really don't want to be in range of harm in the first place.
Mirinae Teardrop of the Starweaver - Pros: great gem to use if you decide to stick with the holy version of the build. Cons: procs on chance
Taeguk - Pros: great defensive and offensive bonuses with high stacks, probably best against higher greater rifts where monsters don't die as fast.; Cons - the timer for the buff is only three seconds and its gone. Note: could probably use Tempest Rush opposed to Dashing Strike. Not exactly an optimal kiting skill, but an alternative to keep Taeguk stacks up.
There are other variations of this build. I went with Lightning because its what I originally started the build on and Fire because it has great resource cost reduction due to the cindercoat. I may make a holy version in the next couple of days because I have the gear for that build as well and I believe it just might be on par with the fire build if not be able to out damage it.
wiNo real priorities here... except for damage attributing stats first.
Edit*
Okay I lied... I didn't sleep yet and I'll get to this section later, lol.
Notes to add:
Cool Down Reduction
Attack Speed(?)
Other Passives
etc...
Build Guide
I apologize in advance, but it was 5am when I made the videos, lol. I just realized that I was using the 32bit version of OBS to capture the lightning and fire builds, so the quality sucks. However the holy build is in HD captured by the 63bit version of OBS. Maybe I'll redo them sometime -_-.
Yea when I made this build it was originally based off a party build... another ranged class for dmg output with some cc, lol. Harmony can be added in.
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