Build Guide
Hello, DatModz here! With a Season 2 Competitive Tempest Rush Build
Basics
- Skill Damage is based off xxxx-xxxx weapon damage range not weapon DPS.
- Exploding Palm is non-discriminate(it does the same damage if the mob has 1 health or 1 trillion) so when applying your exploding palm try to target illusionist spawns and the weakest mob around, than let Gungdo Gear do the rest of the work
- If you stacks of Tempest Rush:Flurry are to high when engaging white mobs run to the side and drop the effect(or explode the effect on the stronger mobs/elites). If no white mobs are around elites, kite forward and surround the elites with the white mobs than use seven-sided strike to apply your exploding palm. #profit
- Since you aren't using a generator, maintain your spirit with your Epiphany: Insight, it is important to keep tracking of your up-time so you don't lose your stacks of Tempest Rush:Flurry
- Bane of the Trapped Procs itself @ Rank 25, Sunwuko 2 set always procs the damage multiplier effect (People ask this a lot, that is why this is here)
- Since you will be running Solo, make sure you have a unity & Enchanting Favor(Templar Relic equipped). This will provide you with 50% reduced damage taken + Templar benefits(Life Regen, Heal, AoE Stun & Enhanced Spirit Regen(1.1x multiplier).
- Gemming - Diamond in Helmet for the Cool-down reduction. Socket fully with Emerald's, you will be alternating between serenity and seven-sided strike for immunities
Stat Priority
Helmet - Socket, Critical Hit Chance, Dexterity, Vitality or Tempest Rush Damage% Increase Secondary Attributes - Stacking Resist
Shoulders - Dexterity, Cool Down Reduction Vitality, All Resist Secondary Attributes - Health Globe Bonus
Chest - Triple Socket, Dexterity, Vitality, % Reduction from elites or Life Regen Secondary Attributes - Stacking Resist, Reduction from Range/Melee Attacks
Bracers - Critical Hit Chance, Cold Elemental Damage, Dexterity, Vitality Secondary Attributes - Stacking Resist
Gloves - Dexterity, Critical Hit Chance, Cool Down Reduction, Critical Hit Damage Secondary Attributes - Stacking Resist, Stun on Hit(BIS, but Prioritize other stats first)
Belt - Dexterity, Vitality, All Resist, Life per Second or Life % Secondary Attributes - Life After Kill & Freeze on Hit(Last thing you should worry about)
Pants - Dexterity, Double Socket, Vitality, Life Regen or Armor Secondary Attributes - Stacking Resist, Life after Kill
Boots - Dexterity, Vitality, Life Regen, Tempest Rush Damage% Secondary Attributes - Stacking Resist
Amulet - Socket, Critical Hit Chance, Critical Hit Damage or Cool Down Reduction Secondary Attributes - Stacking Resist, Life after Kill or Reduction from Ranged/Melee Attacks
Rings - Critical Hit Chance, Socket, Dexterity, Cool Down Reduction Secondary Attributes - Stacking Resist, Monster Kill Grant +xxx Experience
Weapons - High xxxx-xxx Damage, %Damage Increase, Socket, Dexterity, Cool Down Reduction Secondary Attributes - Life After Kill
Gem/Skill Variations
Gem of Efficacious Toxins - You can replace Molten Wildebeest's Gizzard with this, will result in a damage buff, but you lose the shield grant & life regen granted by gizzard, which is extremely helpful in GR 48+, when you have a slight down time when you use seven-sided strike and before you are able to activate serenity again.
Weapon: The Furance - Instead of dual weilding, you can use a furnace this will result in high flurry damage, but you will be sacrificing 20% CDR, granted by borns set & your offhand. More Damage vs Survivability
Weapon: The Sunkeeper - You can replace your fist with The Sunkeeper, decrease your clear times to the guardian but will dramatically increase your single target dps because of the %elite damage. However, with this build you will usually fish for a Greater Rift with good density and a guardian that summons adds.
Ideal Stats
400K+ Life,60%+ Cooldown Reduction(The more the better, without sacrificing damage), 40% Critical Hit Chance, 300%+ Critical Hit Damage, 13000+ Armor, All Resist doesnt, really matter since you will be almost permanently immune to damage
If you have any questions, just ask! You can also visit twitch.tv/datmodz for live feedback. Cheers and Happy Farming in Season 2!
Brilliant as always. Thank you!
Interesting Build... but why not use The Flow of Eternity (massiv CDR on Seven-Sides Strike) ?
Do you even need Exploding Palm on a Hotkey, when you wear the Madstone? (I dunno)
Whats really annoying with all the Monk Builds is single target DPS...which is a bummer
Also the Cooldowns on several Skills are kinda a Lackluster.
30 Seconds on Seven-Sides Strike...comeon Blizzard...I want this with ZERO Cooldown.
Why crudest boots when you are not even running Mystic Ally as a skill :/
I just selected the wrong label by mistake, it should of been labeled as adequate. If you didn't have hexing pants, you could run mystic ally and wear crudest boots with captains legs & belt.
Have you tried using Laws of Seph + Faith in the Light? I tested it for a short time last night and Blinding Flash filled up my spirit completely on large packs ...it also gives you a huge dps boost. Might be worth trying if you have a good Seph helm.
Are we sure that hexing pants damage buff works when you release tempest rush? Since you stop moving for a split second when you release tempest rush? Thanks
Great! I knew the character sheet numbers stayed up, but wasn't sure if that was just the game being slow, or design to give you a grace period.
THanks!
This build makes me gamble for madstone, can't wait to test it, looks realy fun.
Thank you Datmodz.
edit : kadala gave me my madstone (and its an ancient one, unfortunately no tempest rush dmg, had to reroll for crit chance), passed gr42 easy. With the good RG, this build has no limit. The build is more rng dependant than the usual lightning bell build but at the end of the season, when i'll realy start to push GR (I dont see the point to do it this early in season), i'll fish for the perfect GR with this build.
http://us.battle.net/d3/en/blog/18061643/#bugfixesitems
one of the issues with madstone
is a technical order of operations that is also listed as being fixed in 2.2 patch notes on the ptr
this madstone issue and can be easily confirmed on 2.12 live
exploding palm stacks to units is applied after seven sided strike damage has applied.
on the ptr
they have re ordered it so it will apply the ep stacks first then seven sided strikes damage is applied afterwards.
makes a pretty big difference in play styles knowing this issue.
imho : RHime Heart and Frost-burns operates more effectively on this build
ps this isn't a "new build" more of an re-hash of an much older idea by adding in gundo gear.
either way I guess it takes a "streamer" to bring attention to very viable builds.
The Mad Stone fix won't change much other than making EP slightly easier to proc.
Seven-Sided Strike isn't primarily used for its damage, its utility in stacking EP easily is what makes it popular.
The fundamental playstyle will be the same.
@Datmodz --> Which elemental DMG increase would you recommend on the SoJ (If any)?
Can anyone give me some points to help me figure out why my tempest rush doesn't always do crazy damage when I release it? Sometimes it will hit for like 3 to 5 billion and other times it won't hit for much at all. I have all my stacks of tempest rush at 100, Taeguk stacked up to the high fifties?