Build Guide
New vid! This is my current live gear with a handful of 2.1.2 upgrades - it's similar to what my gear will look like after a few hours of playing the new patch.Here's a link to the old vid, a faster run where I'm wearing a ton of ancient legendaries: http://youtu.be/7kZPaP5gM10
(note: the sound is busted in the old video - it's out of synch due to my compression newbness - the vid is not sped up)
And here's the dual wield vid. The gear includes exactly 1 2.1.2 item that isn't crafted, and I'm intending to have a separate guide up for the dual wield build within a couple days.: http://youtu.be/W8kcolvYl3o
The way I play it is to move around by holding left click down, and clicking Force Standstill (mapped to spacebar) to cast bells. This has one of 2 things happen:
1. If Epiphany is active and there's a target-able at your cursor, you will teleport to that location and cast Wave of Light. Hence the build's name, "Tele-bells".
2. If there is no target-able and/or Epiphany is not active, you will cast Wave of Light at your current location. This is perfect when you are already in good position.
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Item breakdown:
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Head:
Leoric's Crown - No single item makes a bigger contribution to CDR. Because of the way CDR is calculated, increasing the CDR granted by a FR diamond by ~12.5% is worth about the same as adding 8% to 2 slots.
Sunwuko's Crown - This is a good alternative to Leoric's Crown for a few reasons. Most of those reasons have to do with what you could use in your glove and amulet slots if you use SWK's Crown to complete the set instead (eg having an amazing hellfire amulet but very poor SWK amulets). It's a big loss in mobility though, so I recommend comparing it to Leoric's over a few runs to actually see the difference.
Shoulders:
Sunwuko's Balance - There's really no competitive alternative. Trying to squeeze a different set piece into this slot (like Aughilds shoulders) means losing something better.
Amulet:
Sunwuko's Shines - In 2.1.2, the SWK ammy will drop with a guaranteed socket instead of IAS. This makes it a zillion times easier to get a good one. When 2.1.2 goes live, this is the first item I intend to gamble for.
Torso:
Cindercoat - It increases damage, it reduces the need for spirit regeneration - it's awesome in this build.
Aughild's Rule - Aughild's is so strong all around that I don't want to rule it out entirely. For this build, the Aughild's set's purpose would be to increase toughness (or act as an acceptable filler until you get a usable Cindercoat). Dropping Cindercoat means you need to do some gear/skill swapping to gain some spirit regen.
Wrists:
Warzchecian Armguards - In my testing, these outperformed every other bracer for speed runs. My average clear time improved by a modest amount while using these instead of a nice pair of Lacuni Prowlers, which are much more rare. Keep Sweeping Wind turned on to passively break things as you move through empty areas.
Aughild's Search - As much as I hate to drop Warzchecian Armguards, if I use Aughild's set this is the best slot to use it in to get the 2nd piece on.
Reaper's Wraps - These are here because they're actually useful if you don't yet have an Incense Torch or a good Cindercoat.
Nemesis Bracers - Swap for shrines and pylons. Use caution though - we're squishy.
Hands:
Sunwuko's Paws - Since we're in love with wearing Leoric's Crown in the head slot, these are required to complete the SWK 4 piece bonus.
Magefist - I recommend these + SWK Crown when when you need more damage (eg low-mid 30's GR). The main issue I've found with them is that it's damn near impossible to get a pair with CC, CHD and CDR because they always drop with IAS.
Gloves of Worship - I never do bounties or normal rifts without having these and SWK Crown in my inventory available to swap. Even a bad pair will increase clear times with an Empowered Shrine buff.
Waist:
The Witching Hour - Hard to get, even harder to get a good one. It'll give you the most bang for your buck.
Vigilante Belt - There's a point with this build where more damage isn't as good as more mobility. A fraction of a second can make the difference between attacking with a 6x damage buff or not (SWK 4 piece). WH is listed as the top belt while Vigilante Belt is a very suitable alternative. For bounties, I like Vigilante belt better than WH because we spend more time running around looking for things than actually fighting them.
Legs:
Captain Crimson's Thrust - These are there to complete the CDR set. They are BIS for T6 in this build, and being able to craft them as ancient is a nice bonus.
Hexing Pants of Mr. Yan - Like Magefist, these were in an earlier version of the build. They get better as trash mobs get more HP.
Feet:
Captain Crimson's Waders - See Captain Crimson's Thrust above.
The Crudest Boots - These are still nice, they just don't offer as much to the build as Captain Crimson's set. Combined with Hexing Pants, they give some disgusting spirit regen with Air Ally. This will allow you to keep a Mantra Active at all times.
Rings:
Ring of Royal Grandeur - No ring is better than Leoric's Crown, so RoRG is BIS. In lower-CDR variants of this build, using Magefists to replace SWK gloves is better than replacing RoRG with a higher DPS ring.
Stone of Jordan - Easy choice in group play, there's nothing better for T6. SoJ becomes even better as Ancient items bring more toughness, and the difference it makes vs the RG make it better for me in my mostly 2.1.1 gear.
Unity (double Unity + Immortal follower) - Unity vs. SoJ is an interesting choice for solo play. It boils down to this - do I clear faster by doing more damage or do I clear faster because of improved positioning? I never have to dash to a health globe, I don't have to move out of a molten explosion, and I can handle the punishment from using Nemesis bracers and spawning a Horde/Fast elite group. Without Unity, I often immediately use DS to get some distance from the group I spawn. These defensive maneuvers reduce clearing speed, and wearing Unity means I don't need those maneuvers. In terms of clearing the rift, Unity seems to be slightly faster than SoJ. The extra 25% elite damage from SoJ is a huge boon vs the RG.
Weapon:
Incense Torch of the Grand Temple - The build doesn't work nearly as well without it. Using the Torch means you don't need a spirit regen passive, and you can forego Crudest Boots and/or Reaper's Wraps for Captain Crimson's and Warzchecian Armguards. You probably won't need healing on it for T6, so DMG and CDR are my faves. I went with IAS since I haven't found one yet that can get both of those. If you do want a healing affix on the weapon, go with Life on Hit - it will heal you more than LpSS while attacking with this build because of all the resource cost reduction we're using.
Legendary Gems:
Bane of the Trapped - Since the idea of this build is to hop into the crowd, this gem is perfect since the debuff is always on at level 25+
Bane of the Powerful - We want the best bang for our buck for legendary gems. It and BotT are the best ones for T6.
Gogok of Swiftness - Treat this gem like a random passive bonus to CDR and IAS. I tend to cast epiphany asap to begin hopping around instead of waiting for some amount of Gogok stacks. This one is less obvious than the previous 2 - it's not automatic to get and maintain stacks with WoL. However, the bonuses are so nice that it's my 3rd favorite gem for T6 here. Teleporting into a big group and casting WoL will net 4-8 stacks instantly, and the build has enough mobility to find another group within the 3 second window.
Boon of the Hoarder - I like this one better than Gogok for bounties since I can slow down for a second and kill a trash mob in order to gain the movement speed bonuses from this gem and from Annihilation.
Taeguk - Use this instead of Bane of the Powerful or Gogok when mob HP is what's slowing you down; this gem gets better as fights get longer. Throughout the guide I've mentioned a few gear and skill swaps to increase the build's damage, and Taeguk fits right in with those changes. Use Chant of Resonance along with 2 - 2.5 second Mantra activations to keep it up between fights.
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Skill breakdown
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Wave of Light: Explosive Light - This is what does all your damage. It turns wave of light into a massive AoE. If mobs are on the screen, this will probably hit them.
Sweeping Wind: Inner Storm - It serves 2 purposes in this build: spirit regen and breaking things passively (for the Warzchecian Armguard bonus). It has a long enough uptime that it only drops occasionally. The 8 spirit per second this gives matters quite a bit to this build - without it up, you'll occasionally run out of spirit during normal play.
Dashing Strike: Way of the Falling Star - The movement speed bonus makes this the all around best rune for this build. Blinding speed is an excellent rune for higher GR's where surviving is more of a concern.
Mystic Ally: Air Ally - Kinda like Sweeping Wind: Inner Storm, this skill gives you "just enough" spirit to cast as many bells as you need to. That said, this is one of the skills I've examined the least; there might be room for big-time optimization around this slot.
Mantra of Conviction: Annihilation - The movement speed bonus on kill is just sick. The extra 10% damage is gravy.
Epiphany: Desert Shroud - I use Desert Shroud because I know it works, and I haven't noticed the need for a different one. It doesn't need more spirit regen - the Insight rune would just overfill my bubble, and the extra damage from the fire rune seems minor compared to double toughness. There's likely room for optimization there if someone clever were to experiment
Fleet Footed - An always-on 10% movement speed bonus is perfect for this build. The only downside it that it pails in comparison to the other movespeed buffs this build has.
Momentum - This has really high uptime in this build. Combined with Mantra of Conviction and Bane of the Powerful, we get a 50% damage bonus that multiplies with the bonuses from Bane of the Trapped and SWK's 4 piece bonus.
Beacon of Ytar - Absolutely a requirement for this build. It's the second-largest source of CDR for Monks.
Seize the Initiative - This is essentially another multiplicative damage bonus. It has very high uptime in this build since you're always finding new full-health monsters to hit. With Epiphany up, it increases the frequency you can teleport around.
***Extras***
Empowered Shrines are your friend - swap to Gloves of Worship + SWK Crown for 3-4 rifts worth of perma epiphany.
The build is glassy. Don't stand in molten or arcane, even on T6.
Dropping movement speed abilities from this build for more damaging abilities is generally a mistake for GR 30 or lower.
Thanks for reading and watching, I hope you enjoyed it. Be sure to leave a comment and vote on the build!
I've also got a suggestion for you. Aughild's Helm is also a good choice to be honest. With this you can use Cindercoat and get Aughild 3 set bonus at the same time and have 3 pieces of Sunwuko and 2 pieces of Captain at the same time.
Couple quick suggestions for toughening up the build:
Using Sixth Sense or Harmony instead of Fleet Footed.
Paragon Points into Vitality instead of Dexterity.
For T6, I actually don't do either of those or run 2x Unity. My toughness is either 8 or 9 million depending on certain pieces of gear - killing fast and continually moving means you don't get whomped on very often.
Would love to see this updated for season 2. Although I really don't think the Gungdo Gear changes much.
Exploding Palm spreading on death doesn't have an impact when every enemy within range of the "Palmed" enemy die from your wave of light anyway.
Personally I'd throw Boon of the Hoarder into the gems (For the movement speed) and Goldwrap as an option on the waist. For players without high end gear it can help make the build "tough" along with movement speed and gold.
When I made this build, I had access to the 2.1.2 Gungdo Gear - the short answer is that it's not that great for this build, or T6 in general. It's amazing when enemies require multiple palm explosions to kill (eg Greater Rifts), but like you said, in T6 there is rarely more than 1 monster left after a palm explodes.
As for Boon of the Hoarder and Goldwrap: They're an incredible combination for toughness, and Boon of the Hoarder's bonus movement speed bonus is very very nice.
Honestly, I ruled those 2 items out early on in my testing, but after trying Quin's fire annihilation build (which is the same skills with 2-4 different items), I realized the gameplay is easier and more consistent. So much so that I'm running something closer to his build than this one for season 2 farming.
http://www.diablofans.com/builds/19153-quin69-t6-fire-annihilation-monk
I still think mine is better for extremely fast paced groups
.. thanks for the reply