Surround yourself in a vortex that continuously deals 105% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of 315% weapon damage.
Inner Storm
As long as your vortex is at 3 or more stacks, you gain 8 Spirit per second.
Active: Your mystic ally has its damage increased by 50% for 10 seconds.
Passive: A mystic ally fights by your side. The ally deals 130% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
Air Ally
Active: You gain 100 Spirit.
Passive: A mystic ally fights by your side that increases your Spirit Regeneration by 4.
Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds.
Insight
Increases the bonus Spirit regeneration from Epiphany to 45.
Increase damage against enemies under the effects of control-impairing effects by 15%.
Thanks for checking out another one of my builds and guides, I hope you enjoy it. Be sure to vote before you leave, and feel free to comment.
This is a variation of another one of my 2.1.2 builds, telebells. I suspected the build could perform well by dual wielding, so I set out to optimize a dw spec. Since 2.1.2 crafting can yield ancient items, crafting is one of the fastest ways to get upgrades in certain slots. I modified my 2-handed telebells build with several crafted items, and tested it to optimize. I'm pleasantly surprised with how strong it is.
Both these builds outperform anything currently available for monks on the live server, with both specs being significantly faster than CDR Genwuko and Furnace Hexwuko for T6 farming.
The benefit of this build over the 2-handed variant is that it uses 6 crafted pieces of gear (including both weapons). That means less time finding items to make the build work. This spec can also get permanent Epiphany (or very close), which the 2-handed version cannot do without a shrine.
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.
Shoulders:
Sunwuko's Balance – This is one of the 3 Sunwuko set pieces in this build.
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:
Born's Frozen Soul – This is 1 of 2 Born's set pieces in this build. The CDR bonus from this is a key part of making permanent Epiphany possible.
Cindercoat – Cindercoat is good in this build. It's a nice swap, especially if you have another Ancient 1-hander to replace Born's Sword with. You can use Vigilante Belt and Capt Crimson's Pants + Boots since Crudest Boots aren't required with Cindercoat.
Wrists:
Reaper's Wraps – They're crafted, which means we can get them as an Ancient legendary, and they have a nice legendary power that's very relevant for this build.
Warzchecian Armguards – The legendary power is still amazing. I tested with these quite a bit, and my average T6 rift time was faster with Reaper's Wraps, which wasn't the case in less spirit-hungry builds I've tested. However, these are still the best bracers for bounty runs in this build.
Hands:
Sunwuko's Paws – Another of the 3 Sunwuko set pieces. Since gloves only cost 25 blood shards, I've been able to gamble quite a few SWK gloves with reasonable trifecta rolls (CDR, CHC, CHD)
Waist:
Captain Crimson's Silk Girdle – 1 of 2 CC's set pieces.
Vigilante Belt – This always comes with CDR, which is sweet for this build. However, using it means dropping either Crudest Boots or Captain Crimson's set. See the note on Cindercoat for an example of when this belt wins out.
Legs:
Captain Crimson's Thrust – Another CC set piece. These are listed as required because there's not a lot to swap to in the legs slot. We have Hexing Pants as an option, but this build likes to move and then stand still for a couple seconds, which doesn't work with Hexing Pants.
Feet:
The Crudest Boots – These double the active and passive bonuses from Mystic Ally, so Air Ally gives 8 spirit regen and 200 spirit instantly when we activate it.
Captain Crimson's Waders – These are perfect for builds that need their CC set bonus to come from non-belt slots.
Rings:
Ring of Royal Grandeur – Required since we're combining 3 sets here.
Stone of Jordan and Unity (double Unity + Immortal follower token) – You can't really go wrong with either one. If you have an amazing SoJ with Fire skills dmg, socket, and CDR, no unity can beat it in this build because all the crafted Ancient items give plenty of toughness for T6.
Unity offers a nice buffer vs lag spikes and bad Nemesis bracer spawns; however, if you have an amazing ring with socket/cdr/chc/chd/dex I recommend it over Unity.
Weapon:
Devastator – Excellent for this build because it's craftable and it always comes with fire skills damage. You want Dex, CDR, and a socket which means Ramaladni's Gift is required for an optimal one.
Born's Furious Wrath – It's craftable and it completes the Born's set which gives 10% CDR. This one does not require Ramaladni's gift since you can roll dex+CDR+socket without one.
If you happen to come across some amazing ancient one handers, a couple upgrades to these would be ancient Sunkeeper and ancient Burning Axe of Sankis. Both of them require a Ramaladni's Gift since they can't naturally get dex/cdr/socket.
Legendary Gems:
Bane of the Trapped and Bane of the Powerful – I recommend these (with their secondaries unlocked) for nearly every variation of Telebells because they have always-on damage bonuses.
Taeguk – You see this one at work in the main video below. The damage bonus it offers is great, and the armor bonus is gravy. It's fairly easy to keep stacks up in this build, thanks to all our spirit regen and Chant of Resonance.
See the note about HaxD3's numpad trick near the bottom of the guide for a hands-free way to keep stacks up during downtime.
Gogok of Swiftness – I have tested this one out as much as Taeguk, and they're very close in average clear times. Either are great choices for this build in general, and Gogok gets better the lower our CDR is without it. As you get to 73-74% without Gogok, Taeguk is the clear winner.
Boon of the Hoarder – This is my go-to gem if I'm going to farm a few cache's, because the main challenge in bounties is usually about finding a specific location, and this gives an occasional extra movement speed boost. It's better than Wreath of Lightning because it doesn't require your skill to proc it. In boundy runs, if I'm using Taeguk, I replace it with this one. If I'm using Gogok, I replace Bane of the Powerful with this one.
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 – This build is a spirit hog, and this gives a nice chunk of spirit per second.
Dashing Strike – I haven't gotten around to testing Way of the Falling Star vs. Quicksilver. If you've got a strong argument one way or the other, leave a comment. I'm thinking Quicksilver might actually win out since we only use Dashing Strike in bursts through empty spaces and we can use Epiphany to move around in areas with mobs in them.
Mystic Ally: Air Ally – It's perfect in this build, even without Crudest Boots.
Mantra of Conviction: Annihilation - The movement speed bonus on kill is just sick. The damage bonus matters more in this build since we have the resource to keep it active. You can make a strong case for the Overawe rune, especially in groups.
Epiphany: Insight – It offers the most spirit per second of all epiphany runes, and we don't really need double toughness from Desert Shroud
Chant of Resonance – The spirit per second is great, and the reduced mantra activation cost is a sick bonus since it allows us to easily preserve Taeguk stacks with our mantra.
Exalted Soul – More bonus spirit regen. The increased spirit pool is also excellent for Reaper's Wraps and Air Ally.
Momentum - This has really high uptime in this build.
Beacon of Ytar - Absolutely a requirement for this build. It's the second-largest source of CDR for Monks.
Seize the Initiative – An additional multiplicative damage bonus. This is an optional swap. It can replace any of the other passives except BoY.
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Permanent Epiphany requires 75% CDR. That can be achieved from:
Source - - - CDR %
Leoric's with FR diamond - ~25%
Beacon of Ytar - 20%
Paragon - 10%
Born's set bonus - 10%
Capt. Crimson's set bonus - 10%
Mainhand - 10%
Offhand - 10%
Shoulders - 8%
Gloves - 8%
Ring 1 - 8%
Ring 2 - 8%
For 74.6% CDR, which is 0.24 seconds of Epiphany downtime.
If you use Gogok of Swiftness, you can drop CDR from both rings and achieve 74.5% CDR.
Paragon Priorities
Core
Movement Speed
Maximum Resource
Primary Stat
Vitality
Offense
Cooldown Reduction
Critical Hit Chance
Critical Hit Damage
Attack Speed
Defense
Resist All
Life
Armor
Life Regeneration
Utility
Resource Cost Reduction
Area Damage
Life on Hit
Gold Find
Put points in movement speed to get to the 25% cap of combined gear + paragon.
Putting points in max resource increases the effectiveness of Reaper's Wraps and Air Ally/Crudest boots.
CDR needs to be maxxed, then CHC and CHD according to what you need (10:1 ratio).
Defensively, allocate points according to whichever gives you the most toughness.
RCR is #1 among utility points, followed closely by Area Damage.
Build Guide
Why thank you, that is a 2 minute T6 solo rift clear.
As a monk.
Using crafted 1-handers.
nbd
The way I play it is to move around by holding left click down, and clicking Force Standstill 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.
The version in the video uses Taeguk + Mantra spam. To spam mantra, I use HaxD3's numpad trick that he writes about in his GR50+ EP & WoL hybrid build/guide:
---------------------------- "To make spamming [a mantra] as easy as possible, bind [its] skill key onto your numpad. For me its on my Numpad 2 key. When I hold that key, press NumLock and release, it will keep spamming that key without me holding my number 2 key."
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I did that for simplicity's sake since the build can support it. Manually activating the mantra every 2 seconds is more efficient, in terms of spirit expenditure.
I frequently alternate between the legendary gems Taeguk and Gogok of Swiftness. Both have different strong points, and their average clear times are very close.
Hmm, I've rarely played hardcore, so take these suggestions with a grain of salt.
I'd use double unity + immortal follower for solo
I'd change Dashing Strike's rune to Blinding Speed
I might use Mantra of Salvation (dodge rune) instead of Mantra of Conviction: Annihilation (I have actually been playing around with other runes besides MoC: Annihilation since the CDR this build gets means Dashing Strike is available more often.. so movement speed abilities aren't as important - so the main loss here is the damage bonus from MoC).
I'd make vitality my 2nd priority for paragon points in that category.
I'd use Taeguk with high CDR on gear instead of Gogok + slightly lower CDR on gear.
This should get your toughness over 30 million with high resists, lots of dodge, and high HP. Like I said though, I'm not a dedicated hardcore player so use caution.
I see all other similar builds use ancient pillars for the wave of light rune. What is the difference between the 2 runes? Personally I like explosive light better, just not sure what I will miss for not using ancient pillars.
+1
I'm glad you enjoyed the build, and thanks for the +1!
I'd use double unity + immortal follower for solo
I'd change Dashing Strike's rune to Blinding Speed
I might use Mantra of Salvation (dodge rune) instead of Mantra of Conviction: Annihilation (I have actually been playing around with other runes besides MoC: Annihilation since the CDR this build gets means Dashing Strike is available more often.. so movement speed abilities aren't as important - so the main loss here is the damage bonus from MoC).
I'd make vitality my 2nd priority for paragon points in that category.
I'd use Taeguk with high CDR on gear instead of Gogok + slightly lower CDR on gear.
This should get your toughness over 30 million with high resists, lots of dodge, and high HP. Like I said though, I'm not a dedicated hardcore player so use caution.
Explosive Light has a huge AoE radius, and Pillar has an additional DoT component (the DoT stacks with itself)
I use a build with Pillar of the Ancients for solo GR 35+.