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Rank 5 - Sunwuko's GR90+ Explosive Bells Build w/ Video (Updated for 2.4.2)

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Skills

  • Wave of Light Explosive Light
  • Mystic Ally Air Ally
  • Epiphany Desert Shroud
  • Dashing Strike Blinding Speed
  • Sweeping Wind Inner Storm
  • Mantra of Salvation Agility
  • Seize the Initiative
  • Unity
  • Harmony
  • Beacon of Ytar

Items

More Details
  • Legendary Gems

    • Zei's Stone of Vengeance
    • Bane of the Trapped
    • Bane of the Stricken

Kanai's Cube

  • Incense Torch of the Grand Temple
  • Cindercoat
  • Ring of Royal Grandeur

Legendary Gems

These are pretty much non-negotiable. This spec has the ability to run 3 multiplicative DPS gems, and it benefits tremendously from them. Make sure you stand far away from mobs with your Zei's to maximize the damage from it. The edges of your screen, except the bottom, are max damage for Zei's, and the corners are 60 yards away which is over max. This is especially important to keep in mind on bosses.


General Gearing

Area Damage | Area Damage | Area Damage | Area Damage | Area Damage | Area Damage | Area Damage | Area Damage | Area Damage

Area damage is very important. You want it on every item you can without giving up a big chunk of CHC or CHD. Most important on both weapons since that will give you a total of 48% AD with proper rolls.
Your goal is to have about 51% crit and 550% CHD, so you're able to give up 1 CHD roll on your ring for area damage. You can't, however, drop that roll while dual wielding due to the loss of 120% CHD from no socket on a second weapon. Additionally, I'd only make that change when really close to best in slot gear, and are working on pushing extremely high greater rifts (86+). Area damage is a really good push stat, but getting good base stats is a requirement first. If you're just speed running with One-punch Monk, don't prioritize area damage this hard.
You want every one of your items to have a secondary resistance on it, as well. Lightning and Physical are the best resistances to have.
Always be gemming straight dexterity, unless you severely struggle with survivability even with proper kiting.


Follower Build

You should be using a templar. You need him to have a Unity equipped, along with the relic that grants him invulnerability. If you do not have that relic, do not equip a Unity on him, otherwise you'll take additional damage. Additionally, equip him with an Ess of Johan, an Oculus Ring, a Butcher's Sickle, and a Freeze of Deflection. On all of the items you can, you want him to have CDR and attack speed, in that order.

Build Variants

There are a few ways you can change the build:
Run Serenity - Ascension instead of Epiphany
In my opinion, this is the best way to learn the spec. This allows you to always be in an Oculus ring for your entire fire CoE. You don't have quite as much spirit regen since you're losing Epiphany, so your damage revolves even more around successful usage of Serenity+Oculus+CoE. I cleared 87 with this build, and it's definitely viable up until there. Always use your mystic ally right before fire to cap out your spirit for the fire proc, and you'll do plenty of damage. If you run this build, make sure you have RCR on at least shoulders/hands as well as maxed in your paragon points. Make sure you don't accidentally use Serenity at a bad time, and that you cast mystic ally just before your fire CoE comes up so the cooldown syncs up with the elemental rotation.

Run Kyoshiro's blade in Cube, Incense Torch Equipped

I don't really like this playstyle, but it's easily able to make it up to 84 or 85 before the weakness becomes apparently. With the 2h equipped, your build will require less spirit to stay capped, making it easier to swap in Serenity for Epiphany. Attack speed is also quite strong with a 2h, so use Seize the Initiative over Unity if you choose to drop one of the DPS passives.

Run Near Death Experience over Unity/Seize the Initiative

This is a safer way to play the build, and can definitely still do enough damage to push. If you have Incense Torch equipped, make sure you use Seize the Initiative instead of Unity. Either passive is good with the 2h, it just depends on whether you're using Serenity (Unity) or Epiphany (Seize).

Equip RRoG instead of Convention of Elements

This is mostly a starting build, since if you get a decent RRoG it could be far better than a CoE since CoE needs a good legendary affix roll in order to be a perfect, whereas RRoG just needs good stat rolls. Obvioulsy if you have a RRoG equipped, make sure you've got CoE in the cube.

Paragon Priorities

Core

Movement Speed
Primary Stat
Vitality
Maximum Resource

Offense

Critical Hit Chance
Critical Hit Damage
Attack Speed
Cooldown Reduction

Defense

Armor
Resist All
Life
Life Regeneration

Utility

Area Damage
Resource Cost Reduction
Life on Hit
Gold Find

For your core, make sure you have 25% movement speed on your sheet! I only have 10% move speed on my boots, so I put 30 points into move speed, then the rest goes into main stat. For this build, you should never have any Vit/Max Resource.

For offense, make sure your crit hit damage is about 10x higher than your crit hit chance. At that ratio, the dps per point of both stats is highest. After it doesn't matter.

For defense, experiment with your paragon and see what gives you the best toughness per point. Typically it is going to be resist all or armor, but it depends on your gear.

For utility, you really need to just be at least 400 paragon so you can cap area/RCR.

Build Guide

The video I've attached is of my GR90 clear, which is the point where the build really starts to struggle. Up until 87, though, this build is a really fun (and fairly easy) way to clear rifts and lock in a good rank on the leaderboards. I would recommend at least skipping around the video to watch how the build is played, but I'll write out a basic guide as well.

General Gameplay

For play this spec in general, there are two very key portions of your damage that you must respond well to in order to succeed in higher rifts. Firstly, you must have an 80%+ damage Oculus ring on your follower. When you see the oculus rings spawn, you need to do your best to be in them while you're doing damage, and that's doubly true when you have the fire CoE buff up. Oculus ring buff gives more damage than Zei's does, so it's always worth it to be in an oculus ring even if it's close to mobs, so long as you don't die. However, the oculus ring circle is fairly large, so standing on the far edge of the circle from your target will grant you additional damage from your Zei's.

The second key to this spec, is your utilization of Convention of Elements. For monk, your elements cycle through in the following order: Cold - Fire - Holy - Physical - Lightning. Each element lasts for 4 seconds. During Cold you want to attack enough times to proc an Oculus ring buff so that you can stand in it during the subsequent fire buff. During holy/physical/lightning your primary goal is to still be attacking and doing as much damage as possible, but also to be gathering more density and ensuring that the next oculus+fire combo will be able to do maximum damage to the most amount of mobs.

Staying Alive

The first key to staying alive is making sure you're maintaining your blinding speed debuff. That's the 40% dodge chance gained by your dash. With just a CDR gem in your head in addition to Beacon of Ytar (20% CDR passive), you're able to keep 100% uptime on that buff. If you are playing without it, you'll notice it hugely. If you're also running with Crystal Fist, you'll be taking down two birds with one stone since 100% uptime of Blinding Speed equates to 100% uptime of the Crystal Fist buff (40-50% DR) as well.


Additionally, while this build is powerful, around ~85 you'll start to feel your survivability cap out until you augment. If you're starting to feel like you're struggling with survivability you should take a step back and first evaluate whether you're struggling with bad mob type/affixes or if you're really too squishy. Often times a rift can be frustrating enough that you'll feel like you need to change build to do it, but in reality it was just a bad combination.


If you really are just too squishy, then you have a few options:

-Use Near Death Experience: Probably the easiest and fastest to do, and can often fix a lot of your problems. In addition, it can sort of serve as training wheels for properly positioning since it'll help you realize if bad positioning is the cause of your death or not.


-Use Diamonds instead of Emeralds: If you put diamonds in your chest/leg sockets instead of emeralds, you'll get a significant increase in toughness at the cost of a moderate amount of damage. This won't result in you pushing as far as your character can, but it may be easier to reach your goal GR if you are a little tougher, so it can be worth trying.


Entering the Rift

Cast Sweeping Wind immediately after loading in!
When you load into your greater rift, you need to evaluate two things quickly: the mob type and the map type. Both of these factors are extremely important for pushing, and while sometimes a great mob type can make up for a poor map (and visa versa) a combination of good mobs and map will make for an extremely viable pushing rift. For this build (and most builds) you're looking for either Spires of Heaven or Core of Arreat. Spider Caves and Vault can also be viable maps, but in a perfect world Spires/Core will be better. For mob types, you're looking for anything with Lacuni, Unholy Thralls, Phasebeasts, or Grotesques, along with good density. Unburied/Goatmen or Leaping Assassins/Exarchs are also strong mob types. By no means do you require one of those mob types or one of those maps to push, but it's key to remember in what situations your spec should be thriving. When you're close to the ceiling for your gear, these two things will determine the outcome of a rift significantly. It is still up to you to play the rift properly, but some maps/mobs are simply impossible to push on past a certain point. Don't take failure to clear too hard until you've seen an okay rift with okay mobs so you can give the set a fair chance.


Clearing the Rift

Easily the most important stat for this build is Area Damage, and that stat shapes how you do rifts. Essentially area damage is an exponential multiplier on your damage: the more mobs you are attacking the more damage you do to each one. You want to fight less than 10 targets almost never, the only exception being the rift boss. Elites/Champion packs are an afterthought in your rift. You want to kite them if you can, but if you can't it's not worth spending time to kill them unless they're below 10% health. Your rift speed will be most affected by your ability to do maximum damage during fire CoE and oculus ring procs. In the section above I outline exactly how you should be maximizing your CoE in a rift, but if you'd prefer to look at the video clear of my GR90 and skip to around 3:30 there's a good example of how to play properly.

Killing the Rift Guardian

This is a pretty big weakness of the class. You will definitely kill the guardian slowly, and with Seize the Initiative on one target while dual wielding, you have a moderate chance of dropping stacks if you don't crit perfectly. You need to manually click to attack, you can't just hold down or spam as quickly as possible. You'll have to figure out the proper rate to attack for your gear and attack speed. Bosses that are pure single target who will attack your pets/templar are moderately good, but your best bosses are ones that spawn a few adds which you can spawn oculus rings from. At the end of it, stricken will be what carries you. You probably won't have enough spirit to constantly spam, so just make sure you are able to straight cast through fire and then outside of that cast as much as you can to make sure you get strick stacks and pray.




Thanks for reading my guide! I'll respond to any questions posted in the chat.
Check out my stream at twitch.tv/veyloris!