Rating
+6

73++ supp monk, 1B+ recovery

Seasonal
Hybrid
BBCode Link
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Skills

  • Mystic Ally Enduring Ally
  • Dashing Strike Blinding Speed
  • Cyclone Strike Implosion
  • Epiphany Desert Shroud
  • Inner Sanctuary Forbidden Palace
  • Mantra of Healing Sustenance
  • Beacon of Ytar
  • Unity
  • Resolve
  • Harmony

Items

More Details
  • Legendary Gems

    • Gem of Efficacious Toxin
    • Esoteric Alteration
    • Molten Wildebeest's Gizzard

Kanai's Cube

  • Thunderfury, Blessed Blade of the Windseeker
  • Illusory Boots
  • Ring of Royal Grandeur
 fully buffed stats during combat in a group with support barb and dps monk using agility
this screenshot was taken during our legit 7:23 grift 73. if you and the zdps barb don't make mistakes and the agility dps monk stays alive, you can stay buffed like this with 100% uptime.

edit: The guide is slightly outdated, as HotA+HotA or HotA+SWK are much better dps now that fire Uliana doesn't stack endlessly anymore. just replace any reference to uliana dps (which is bad now) with HotA or SWK dps.


What the build essentially does:

-Provides the maximum bonus damage for the team a monk can provide. for maximum bonus damage, you would have to get rid of epiphany and mantra rune, so you can spam physical ep with uliana (shoulders+helm, replace weapon with in-geom if possible) and crippling wave:breaking wave.

-has more than 1 "pulls per second" without generator and can carry around mobs over the whole map easily and pretty fast as well.

-extremely tough, can survive multiple molten explosions at once until 65+

-provides a few hundred thousand life/s to anyone nearby. this synergizes perfectly with uliana monks who are immune to damage for ~1.5s every 2.8s. if they don't die during down times, they're full after every sss.

-provides some serious damage reduce to the party: inna's mantras, resolve=20% less damage taken from pulled mobs, 55% less damage taken inside inner sanctuary

-crowd control from pull

-Bonus XP gear viable:


if you want the +xp from born set, you need rorg. if you don't, you can use pretty much any shoulders+weapon, and get a free ring slot (rogar isnt great but viable).

you can also get rid of the pet boots and string of ears, and wear 2p cain instead.

if you want to use hellfire ring as well, get rid of oculus. taking off zodiac or rorg is not an option, both are required for the build to work.

and for the biggest XP buff, get a ruby in your helmet. this will lead to short down times on epiphany, but full XP groups usually have 2 supports anyway, and the other one can take over when you're out of spirit.


for now it seems both blood brother reduce and coven's criterion reduce don't work at all. it's still not a big problem to survive grift 70+ without them.

this leaves a lot of freedom of choice for weapons. we dont need in-geom, but it's still the best choice for now, followed by the dash weapon i guess.


Gems:

Since 2.3 is live, bane of the stricken does not stack for team members anymore.

you can replace alteration with any gem you want, moratorium will reduce all damage taken by 25% and not interfere with your gizzard's shield. as you heal up in an instant anyway, it might be worth a try.


Cube:

rorg and boots are set. the weapon can be anything you like; i dont feel like vigilance does a lot. thunderfury would cast a slow on your enemies, proccing bane of the trapped for your team. in geom will make it a lot easier to get the xp gem in your helmet, but it won't have much uptime in very high grifts.




Mystic Ally: Enduring Ally

this skill won't be activated. i put it on left click and forget about it. increases life reg by a lot with inna 2p and boots. if you activate, zodiac will proc for this and cause a downtime on either inner sanctuary or epiphany. only do it when you panic, and not even then.


Dashing Strike: Blinding Speed
to be able to keep moving. i use this rune because it's just a little bit more toughness, and its buff has 100% uptime thanks to cdr+zodiac. i can survive just fine without the dodge though. this can be changed to blinding flash: whatever the heal rune is called (+laws of seph) if you want for the so called "quin" build. but keep in mind this will count as crowd control and make them immune faster while not increasing damage either.


Cyclone Strike: Implosion
traditionally, the main purpose of a support monk. can screw up pull barbs, and we have to spam this to proc zodiac. not an issue though as long as you're careful not to pull the same mobs over and over again. you can try the fire tempest rush for the knockback as well, but i don't think it's necessary or good.

Epiphany:Desert Shroud
if you have chosen to get defense over RCR, you will need the increased spirit rune there. don't worry, i switched to rcr+desert shroud because it's better, not because it was necessary to survive. you should try not to lose epiphany ever, or your amazing crowd control will have a hiccup, potentially killing careless dps.

Inner Sanctuary: Forbidden Palace
party dmg buff. party defensive buff. 100% uptime. provides some spirit if you choose to use the mind's eye.


Mantra of Healing: Sustenance (sorry, i picked the wrong rune at first, fixed)
in lower/speed grifts, this can be changed to anything you like. i'd advise against mantra spam as you need your spirit to keep the epiphany and inner sanctuary cooldowns low (zodiac pull).

Paragon Priorities

Core

Movement Speed
Maximum Resource
Vitality
Primary Stat

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life Regeneration
Resist All
Armor
Life

Utility

Resource Cost Reduction
Life on Hit
Gold Find
Area Damage

Core
Movement Speed: 25% required.
Maximum Resource: because we can reg longer and get more spirit from level ups.
Vitality: because it's more defense than dex.

Offense
Cooldown Reduction: lots required.
Attack Speed: does something
Critical Hit Chance does nothing. Critical Hit Damage does nothing.

Defense
Life Regeneration: this build's main focus.
Resist All: highest toughness available for most builds, idk probably armor is better for this... just choose according to sheet toughness. ignore recovery when choosing, as you regenerate your whole life in <2s anyway.

Utility
Resource Cost Reduction: the more we have, the more often we can pull.
Life on Hit: won't hurt i guess.
Gold Find: does nothing.
Area Damage: does even less than gold find.

Build Guide

for high grifts, you simply need need need someone to group them without dying. a support barb can do that at approximately the same speed a monk can. which one is better? i seriously don't know, and both fit the old fear-doc role better than fear docs ever could.

comes down to individual player skill it seems, but we smashed all competition on ptr hard with both support barb and this.


on live, most if not all high grift monks are using this build right now. i couldnt find any monk with a different spec in leaderboards.


with this build, it's nearly impossible to die in a grift 70, making it as viable for hardcore as viable can get. and pulling enemies through doors seems a little bit easier in 2.3 as well. teammates gain a huge damage buff and are tougher. they turn nearly invulnerable when a support barb is around as well, because his toughness party buffs don't increase HP, improving your life/s party buff as well. this even makes DHs able to survive high grifts, but at least UE simply doesn't deal enough damage.

i think it can, gear-dependent, survive most crap including molten carelessly until grift 75 if blood brother and coven's criterion with the block ring get fixed.

that is, without ignore pain, shout or any other buff from other players.


how to play:

hit epiphany whenever it's wearing off. go for 100% uptime.

try to keep 100% uptime on inner sanctuary. dont spam it too much, as you'd lose zodiac procs to inner sanctuary when you need epiphany.

spam pull.

assign a key to "force move". press this key all the time, pointing your mouse deeper into the rift.

understand what your teammates do, and what they're good and bad at.

always decide perfectly what to kill and what not to kill. this can turn a rift 15min+ into a speed rift and is the hardest and most rewarding decision in the game. as a general rule, keep pushing forward, 200 mobs are more worth it than 4, no matter the size.


when there is no barb in group, always try to keep your dps alive. while you might be able to walk around like a god, they ain't. pull mobs away from arcane sentries, molten explosions etc.

if elites have dangerous affixes (like arcane horde in the current meta), either skip them entirely or be ready to deal with them the same way you deal with everything else: in a large room with a giant horde of white mobs/weaker elites. just dont waste time on them, if someone dies, it would have been better to skip them in the first place.


imo, this variation is stronger than those using a generator by providing more toughness and damage to your group. but it's a little bit harder to play as well, as you have to rely on pull spam in order to keep up all buffs. so you have to jump around more to prevent CC reduce from stacking too high. when that happens, you either have to leave them behind or come back for them later.