Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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Vengeful Wind
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The Laws of Seph
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Ring of Royal Grandeur
Itemisation: what's the difference? Removed the torch and therefore equipped Vengeful Wind in the cube . Why? You will not kill every enemy with one hit, so very often you get attacked and therefore you will loose stacks granted by your equipped belt (needed for maintaining at least 3 stacks while not attacking). Tested some hours, definitely the best setup for speed farming. With Seize the Initiative (absolutely required) you will be quite fast and burn your windy stacks, with Vengeful Wind you will not get below (assumed) 5. Belt only: everytime annoying recasting Sweeping Wind, not effective gameplay. You are free to switch Venegeful Wind vs. In-geom in offhand or cube, whatever you like or has better stats.
Head, mainhand and bracers: of course required (do not switch to cube), +XXX% dmg for your devastating range bells. Equip a topaz in your helmet, you need around 25% RCR (topaz, paragon, obsidian). Formerly a diamond, but with CDR on shoulders, gloves, paragon, beacon, obsidian ring you and in-geom will have enough cooldown reduction to cast dashing strike (+MS% rune also possible), blinding flash and air nearly ally all the time.
No torch? No cindercoat?!! That's right, Laws of Seph, Sweeping Wind, Air Ally, Exalted Sould and RCR will be enough to maintain your spirit needed to slay through the battlefield. Maybe needs some practice, but there definitely more difficult builds out there.
And Epiphany?? *Sigh* same old story - great to have, but bugged in terms of damage: sometime no damage to mobs at all, after one minute of gameplay you will know why to turn down Epiphany
Rings and amulet Sunwuko amulet required, so no Hellfire Passive available. Obsidian is needed (Critchance, RCR, CDR), Stone of Jordan is recommended (more consistent damage), but conviction of elements is also fine (but hard to get 200% dmg increase and monk has still 5 damage element types, so in avergae only +40% -> SoJ in case of elite up to 50%). No F&R (no primary attack, otherwise 2 slots and only +50%), no travellers set (we are way too fast). In cube RoRG needed due to equipped helmet (always worse granted stats than equipped rings)
Mantra of Conviction: for speed and especially OP in groups Mantra of Conviction. Otherwise free to choose, I do not need to much toughness (about 100k), I am too fast for being hit critically
What else? Bane of the Trapped will work because of bracers' slowdown, Zei's is a great damage boost (we are range monks)
Paragon Priorities
Core
Movement Speed
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Maximum Resource
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Primary Stat
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Vitality
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Offense
Cooldown Reduction
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Critical Hit Chance
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Critical Hit Damage
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Attack Speed
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Defense
Armor
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Resist All
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Life
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Life Regeneration
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Utility
Resource Cost Reduction
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Area Damage
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Life on Hit
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Gold Find
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Paragon priorities pretty clear, D3 is based on speed so Movement Speed is first option to chose. Second in the row is spirit as maximum ressource, can't have enough by constantliy rebulding via Blinding Flash, Sweeping Wind and Air Ally
Stack CDR and RCR first, then move down in priority as listed above. Area Damage still fairly nice, but not crucial for this build due to being insanely fast and not spending one second in creating density.
Build Guide
Basically same as last build of Sunwuko One Punch monk (here: say Two_to_Three-Punch-Monk) in 2.4.1, but some changes for still excellent
speed farming on regular rifts at Torment 13. Based on formerly published build One Punch Monk by Quin69 aka Quinsane aka Quinrex aka...
Basic gameplay:
- try to kill elites every 15 seconds
- move permanently by dashing strike (should have no cooldown) and dodge away from any danger (that's most of your "toughness", sometimes a litte bit squishy)
- place your firebells from farest position possible (bells do cover a large area, Zeis' Stone will boost your damage siginificantely)
- don't stay too long on one place and "work" on one mob, dodge around and keep your Seize the Initiative up all the time (+30% attackspeed is HUGE), the left mobs will die while smashing down new ones (as mentioned above wide area coverage)
Have fun to play!
Version history:
2016-08-04: InitiallyCreated
2016-08-08: Item stats priorities added, basic gameplay description added
2016-08-09: Build renamed to more common term "WoL" (=Wave of light)
2016-08-11: Gameplay vid added
Could you put the item stats? Thanks
Can you post a gameplay video of you clearing t13 with this build?
This is awesome. Glad to see that my S6 favorite build still works on S7.
I saw you build on my mobile without watching the vid, I died twice in the first 30 seconds (as I expected to, that is one fragile build). Have you imported your NS char onto the PTR, If so can you get your stash tab by doing that?
I'm on about p850 (half ancient 1 Augment) and am down to just over 6 minutes on an average map, need fields of misery to come up and I should be able to do it with boon/goldwrap/avarice combo and furnace instead of in-geom. BotH provides me with speed from gold pickup so I only need DS in an emergency and healing mantra (spirit regen rune keeps my spirit up) as I need the extra dps from furnace. I also use 4 sec serenity and NDE as back ups.
Luv my WoL build, it's just to bad can't really add to it without taking away although my SoJ has high Fire and CHC which is great..
Nice build. Way more fun than another season of generator.
I have some issues though: first I ran out of sweeping wind quite soon. Then I put Vengeful Wind in the cube and I ran out of spirit. Now I have a yellow gem in helmet and I am considering changing Seize the Initiative to Exalted Soul for more spirit. I don't see how you would need more attack speed with this build anyway.