The term does not relate to the belief that the mind is more powerful than the body. Specifically, mind over matter refers to controlling pain that one may or may not be experiencing, such as holding one's hand under extremely hot water and feeling no pain.
Request sticky and upvote if you find this useful, please feel free to ask any questions you want here, I will answer them as fast as I can
**NOTE**
Anything with Kjotvi, or Kj991, is me. My battletag post has been screwy seeing as i changed my battle tag recently. So to clean up any confusion, the orc rogue is me as is anything named Kjotvi or Kj991.
I am a comical douchenozzle. I can be sarcastic and serious at the same time, i !@#$ you not. I don’t deal with trolls, and I don’t deal with stupidity. I will more then willing answer any question 3-4 times...however... expect number 5 to make me eat a child. I welcome challenges to my math and specs, as it only helps the monk community stronger.
I will on ocassion invite someone to my stream, ect ect.
If you add me on BATTLE TAG then expect me to make you pay me for my time -.- I didn’t post this guide in the interest to make gold , but i am finding myself spending more and more time talking in tells than farming mobs for gold, there is no price any donation is nice, just don’t waste my time... I prefer questions posted here, so I don’t have to repeat myself, 30 times.
My gear list is going to ALWAYS be out of date. ALWAYS. I’ll update it when I get a chance to, but don’t count on it being the same as my live gear 100%. I always am swapping in a piece here and there, just to get the perfect fit. I spend my gold so you don’t have to. Such a nice guy, I am.
Anyhow, enjoy my guide, and ask questions as you see fit, but please if you find this guide useful, “like” it and request a sticky on the top right. Might as well have one area of unified resist information than 30,000 threads.
Good Hunting.
BATTLETAG: Kjotvi#1629
Introduction
This guide is ment to show one how to survive in a way that even keeps breath of life healing you for most of your HP. Yes you heard me. This guide is intended mostly for Group play however, I will include solo information as well, but come on, Diablo 3 is a multiplayer game.
PLAY HOW YOU FREAKING WANT!
This build focuses on allowing you to play the monk how you want. You want to stand there sword and board this guide works well. If you want to DUAL WIELD - again, this guide works. You want to hit things in the face with a staff? Do it to it. Thats what this is here for. There is no set way, break the mold, tell your parents to shut up if they say turn the music down, this is your monk, DO IT YOUR WAY.
Stat Breakdown
How exactly does damage hit me?
Well like this:
1.) Dodge? Yes? YAY no? LOLGOTO2.
2.) -% from mob dmg
3.) -% from DR (Armor & Resist)
4.) did you block? Yes? Calculate -X from block no?LOLGOT5
5.) Resolve Damage
The way that dmg resolves, does make a shield worth while, as it falls in last in the number roll, also makes things like concussion and resolve nice because they are cleanly ADDED to the % reduced.
So lets say a mob hits for 10,000dmg. Theorticly.
10,000
-32% (resolve/concussion)
6800
-75% overall DR (theoretically)
1700
-1000 block (theoretically)
----------------------
700 dmg makes its way in
however... my counter argument to block:
Dodge and block, and how i feel.
Dodge does not help the EHP coefficent. Simply because you get hit or you dont get hit.
The concept of EHP is when you get hit its deminished, dodge is a hard yes or no, a 0 or a 1. So yes its good, but its not that grand.
Things you can't dodge that actually hurt:
Desecration
Plague
Arcane
Reflect Damage
Inferno
Things you can dodge that don't really hurt.
Melee hits and boss specials ("Butcher hoppy overhand slap")
The point of dodge is great, till you hit hell and inferno, when ground effects crap on your face for all of your hp.
all and all.. block worries me...i like it more then dodge, but yeah... my personal preference is to steer clear of it, but this guide does support its viability.
(However, Spear + Shield + Asian style samurai armor looks SOO badass...kekek)
(1-armor%)*(1-base%)*(1-resist%)*100 = The % Amount of damage you take.
If you subtract that final number from 100 you get your overall DR
Vitality, how much is enough: Note the jump in vita numbers
20k hp = a1 inferno ezpz
35k hp = a2 inferno
40k hp = a3 inferno
45k hp = a4 inferno
In my current gear, the 2nd boss in A4 Inferno is hitting me with his teleport backstab for about 36k. Yes, 36k. An ability that 1 shots anyone, I can take 2 if i have 37k hp. His bubble beam hits for about 29k.
Taken from another thread
You need to comprehend one thing, monster level.
This is using my current Armor value of 4890 which on the stats page says 61.98% damage reduction. The formulas are lurking about on this forum so I don't feel it's needed to repost them. But a table will help. Everyone loves tables.
At least that's what I think the monster levels are for the Inferno Acts. It might be only 60 to 63 from A1 to A4. But as you can see, going to the later difficulties only drops a couple % off your damage reduction. There is a drop, but it's not as massive as i think most people are thinking it would be.
eHP: Aka Effective Health Points: eHP = HP/(1-DR%)
What this means is that you have to take your eHP in total damage before you become a grease stain for Diablo and his friends. So, if you have 21k hp, 91% resist damage (combined resist percentages) you end up with about 220,000 hard damage that has to hit you before you die.
LPH: Aka Life per Hit:
This is the bread and butter for this build. You want this to be high, even at the cost of dps, if you’re in a group, you’re going to be the tank. You kite adds to a choke point, stand there and enjoy the “DUDE WHAT THE HELL” from your friends when they watch your health pool fill and empty rapidly but never hitting zero.
YOU CAN GET LPH ON JEWLERY FOR THE FINAL FREAKING TIME. (also mantra of healing got a nice boost)
The magic LPH numbers are:
DW: 500+
2h: 650+
Shield: 500 (pending on weapon speed)
the faster your attacks, the less lph you actually need, but more is better, so don’t worry about having 3000 lph, its going to all help.
IAS: Aka Increased Attack Speed:
This stat ties in greatly with your LPH. The faster you attack, the faster you regen hp, simple really. NOTE: do not, i cannot stress this enough, do NOT sac any def stat for IAS. IAS is that extra perk. Like going on a date and finding out shes a cheep drunk. Or finding a dollar bill, next to a 100. Or opening your fridge, and get this... there being food the 2nd time you open it.
The Theory
Now those of you who played a wizard and are familiar with the broken wizard spec, this build is almost a child of that spec, however it is in no way abuse of game mechanic. The way the wizard spec worked was you say instead of having 50k hp at 60 in act 2 inferno mode, you had about 20k hp, and when hit you took 35% of your hp, and regen it faster then you could lose another 35%.
This build bases off that, by keeping your eHP endless. It is key to have a low vitality, I run at 21k hp and do just fine. Now, you won’t be auto scaling monster damage to an x% of your hp, however you do turn a 20k swing into about 2000. So at 21k hp, with 91%DR (my actual DR is a little over 92%) you end with an HP total of 19000. You take that 19000 and run it through the eHP calculation, you get 211111. From your 220k eHP pool, you lost 8889, still less then the 20k swing.
What this all means is, your hp is going to go down in small manageable chunks. With that, your attacking fast, while attacking fast you’re also likely hitting 2+ mobs at a time, meaning that LPH you’re stacking, is going to be healing you retarded amounts. Currently I’m at 768 LPH. They aren’t the hottest weapons, but I have seen LPH over 700 on a single 1 hander.
And remember, ontop of all of this, I am rocking a hot and sexy 55% dodge. So when, and if you get hit, its barely going to chip the paint on your armor.
note this talent setup is for dw/2h and standard build, nothing fancy, obviously tailor it to your needs.
Spirit generation:
The single best way to do this is with Concussion on Crippling wave. The attack speed slow is nice and the %DR on the enemy is added to your overall reduction, also assists in helping your party.
If you are using a shield, Keen Strike glyph may be your optimal due to high armor value.
As for the others I don’t recomend any, but its your monk do what you like, but the choices I’ve made are math related.
Secondary ability:
Exploding palm's explosion does proc LPH
Sweeping wind doesn't, however if you use a 2h you may want to use it w/ the spirit gen.
If you have alot of crit for some reason, use the typhoon one, so you can get more damage, the tornados do proc lph on strikes from what I have tested
You can use anything you like here realistically.
Serenity:
Pally bubble is too str0nk. Need I say more? Rune this as you need, i use the heal.
Breath of Life:
This ability sucks when you have a ton of HP, too bad we don’t have a ton of hp, nyuck nyuck nyuck.
Cyclone Strike:
This with the rune is a necessity. You can arguably go the route of the heal, if you have a lot of dodge already.
Mantra:
I have been using evasion more then anything at the moment.
The next best would be MoH w/ Time of Need to make it better.
If you are using resolve + consussion you have a 30% damage reduction, if u add MoC Rune Intimidation, you up to 37% damage reduction outward from the mobs.
Note this 37% is reduc before it hits your DR so it stacks CLEAN.
Passives:
One with Everything is key here. You will stack a resist + resist all. You will also make mages qq.
Seize the Initiative is very very strong when you want to get some extra DPS but not lose alot of DR for it. I don’t recommend swapping this out.
I have been using Resolve lately as my 3rd, the added dmg reduction works with sweeping strikes glpyh, so you can’t go wrong, helps save your party.
----------------------------------
there are a few weapons i have for sale that work decently with this build, 2 of them have lph, 2 don't but thats because when i was using them i had a very high lph offhand or a very high lph ring/amy
-----------------------------------
Conclusion
This guide is ment to do many things. The main is stay alive. Just because you stack resist doesnt mean you can ignore game mechanics, stand in fire, then come back here !@#$%ing at me because you died 100x.
The resist gives you the CHANCE to get out. Yet, you will find, you can stand in some things with no problem, as you'll see in my VOD's and Stream and hear my friends on vent go "nerf monks!"
The guide is also ment to let you play how you want. I showed you the viability of shields, 2h and DW. Do it how you want. Noone holds you in.
Mind over matter my children.
NOW FACE THE WRATH OF THE YTAR!
------------------------------------------------------------
My stats, seeing as everyone wants to know:
**********THESE ARE ALL UNBUFFED NUMBERS***************
**********THESE NUMBERS ARE ALSO DIFFRENT FROM WHEN I WROTE THIS GUIDE, AS I GOT UPGRADES AND AM TESTING MECHANICS, ETC.**************
Strength 739
Dexterity 1476
Intelligence 264
Vitality 688
Total Life Bonus 4%
Life per second 0
Life steal 0.00%
Life per hit 474
Armor 5310
Resist: 593
Dodge: 34.76%
Melee DR boost: 3%
Missle DR boost: 0%
Health 25330 Eff. Health (Passive) 329,013
On spare time I will be testing and working on a full on dps build with little to no surviability. Its info will be kept in this post in its entierty.
---------------------------------------
To Do list:
- Test serenety reflect and lph
- test retrebution reflect and lph
- conclusive results on thors and lph - notice a trend?
- test more aoe abilties and lph (ie bell, and other explosive abilities)
- test high dodge model just to satisfy the nerds, eventhough i loath the spike that is dodge and its inability to give you certainty on survival
2.) x% life /dmg is terrible. its nerfed 20% in inferno and you barely get anything from it, if its there cool, but never go out of your way, life per hit is king.
3.) %life / dmg is available on armor, there are some rare pieces with +life/hit on it.
How far have you gotten with this spec? Because honestly, from what I can tell, anything in Inferno Act 2 and beyond hits for more than 20k, your mitigation won't do enough when you're getting beat on the hordes of mobs.. I could be wrong, but I'm just wondering.
Also, since you seem to know mathz.. I haven't found the answer yet, which mitigation takes place first? IE if you have 35% physical reduction, and 65% reduction from armor, you get hit by a physical attack, you take 35% reduced damage and then 65% less from the 35, or is is 65 and then 35?, and as far as that goes, what about items like String of Ears that add a flat reduction, when does that come in?
I've been more or less stuck on Act 2 for the last week, it doesn't seem to matter how much gear I grab, my stats aren't going up enough for me to notice a huge difference in survivability, no matter which spec I try..
This guide is ment to show one how to survive in a way that even keeps breath of life healing you for most of your HP. Yes you heard me. This guide is intended mostly for Group play however, I will include solo information aswell, but comeon, Diablo 3 is a multiplayer game.
Stat Breakdown
eHP: Aka Effective Health Points: eHP = HP/(1-DR%)
What this means is that you have to take your eHP in total damage before you become a grease stain for Diablo and his friends. So, if you have 21k hp, 91% resist damage (combined resist percentages) you end up with about 220,000 hard damage that has to hit you before you die.
LPH: Aka Life per Hit:
This is the bread and butter for this build. You want this to be high, even at the cost of dps, if you’re in a group, you’re going to be the tank. You kite adds to a choke point, stand there and enjoy the “DUDE WHAT THE HELL” from your friends when they watch your health pool fill and empty rapidly but never hitting zero.
IAS: Aka Increased Attack Speed:
This stat ties in greatly with your LPH. The faster you attack, the faster you regen hp, simple really.
The Theory
Now those of you who played a wizard and are familiar with the broken wizard spec, this build is almost a child of that spec, however it is in no way abuse of game mechanic. The way the wizard spec worked was you say instead of having 50k hp at 60 in act 2 inferno mode, you had about 20k hp, and when hit you took 35% of your hp, and regen it faster then you could lose another 35%.
This build bases off that, by keeping your eHP endless. It is key to have a low vitality, I run at 21k hp and do just fine. Now, you won’t be auto scaling monster damage to an x% of your hp, however you do turn a 20k swing into about 2000. So at 21k hp, with 91%DR (my actual DR is a little over 92%) you end with an HP total of 19000. You take that 19000 and run it through the eHP calculation, you get 211111. From your 220k eHP pool, you lost 8889, still less then the 20k swing.
What this all means is, your hp is going to go down in small manageable chunks. With that, your attacking fast, while attacking fast you’re also likely hitting 2+ mobs at a time, meaning that LPH you’re stacking, is going to be healing you retarded amounts. Currently I’m at 768 LPH. They aren’t the hottest weapons, but I have seen LPH over 700 on a single 1 hander.
And remember, ontop of all of this, I am rocking a hot and sexy 55% dodge. So when, and if you get hit, its barely going to chip the paint on your armor.
I chose to go the dodge route, you may want to go the armor route via Keen Eye rune, its all preferance.
Secondary ability:
I enjoy running with my palm strike, it does alot of damage, and on explosion i get a LPH boost, but realistically you can run anything you like here.
Serenity:
Pally bubble is too str0nk. Need I say more?
Breath of Life:
This ability sucks when you ahve a ton of HP, too bad we don’t have a ton of hp, nyuck nyuck nyuck.
Cyclone Strike:
This with the rune is a necessity. You can arguably go the route of the heal, if you have a lot of dodge already.
Mantra:
I prefer to use the healing mantra with the 20% resistances, simply because its cheep and easy and the hps is very nice when youhave low vita.
The other option is Hard Target rune in Mantra of Evasion.
Passives:
One with Everything is key here. You will stack a resist + resist all. You will also make mages qq.
Path of the guardian is a lot of dodge, you can arguably swap this one for Beacon of the Ytar or Resolve.
Seize the Initiative is very very strong when you want to get some extra DPS but not lose alot of DR for it. I don’t recommend swapping this out.
Wrap Up
All and all, Stack armor, resistances, and almost completely ignore vitality. I recommend no higher than 35k, after that you’re wasting talents almost in your BoL, and if you do go higher then 35k, you may want to get more dps talents.
I use a very similar build my self and farming HELL is cake with this build. Glad to see I'm not the only one with the same idea. Thanks bro.
How far have you gotten with this spec? Because honestly, from what I can tell, anything in Inferno Act 2 and beyond hits for more than 20k, your mitigation won't do enough when you're getting beat on the hordes of mobs.. I could be wrong, but I'm just wondering.
Also, since you seem to know mathz.. I haven't found the answer yet, which mitigation takes place first? IE if you have 35% physical reduction, and 65% reduction from armor, you get hit by a physical attack, you take 35% reduced damage and then 65% less from the 35, or is is 65 and then 35?, and as far as that goes, what about items like String of Ears that add a flat reduction, when does that come in?
I've been more or less stuck on Act 2 for the last week, it doesn't seem to matter how much gear I grab, my stats aren't going up enough for me to notice a huge difference in survivability, no matter which spec I try..
Gracias.
our 4 group hits phase 3 inferno beliel without problem.
What are your stats (i'm interested in your weapons especially ) ?
I have just reached inferno and tryed this build, can't stay alive for more then 10 sec vs elites
And another question, do you know how dual wield dmg work ?
I usually do more dmg with the shield on, can't understand exactly why.
I really doubt that the extreme amounts if resistance required outways the survivability a diffrent spec would grant you. Well geared tank can tank discoballs and whatnot and still have 70k hp.
I really doubt that the extreme amounts if resistance required outways the survivability a diffrent spec would grant you. Well geared tank can tank discoballs and whatnot and still have 70k hp.
The point i am making isnt saying you can't go vitailty, but going vitality normally means getting a shield, you know the pro blems with shields?
what this build allows is to use the mechanic of an effective health pool.
I have used this build up though inferno azmodian - the only thing i can recomend past act 2 is more resist, and maybe, JUST MAYBE, an hp pool around 40k.
I have been using this build for a while and love it.
I just want to know how much resistance you should go for?
At the moment I got:
869 in all resistance (with mantra of healing active)
704 dexterity
808 vitality (~32k hp)
2.16 attacks per second
and 799 life per hit
Is there any point in getting more resistance? I got 2 rings I can swap to get over 1k resistance, but I lose alot of HP and attack speed in exchange.
attack speed is fluffy goodness, but if you can make sure you're cleaving alot, and you're dual wielding, then its okay to lose it.
vita is tough to give up, and in most cases not worth it. giving it up that is.
Don't remember exactly the path, but something like Options>Gameplay>Enable Elective Mode.
Will do wonders for you.
To the OP: when exactly did you start using this build? NM with a heavy dodge build (no life on hit equipped) is starting to toughen up through Act III and I'm heavily inclined to keep this kind of gameplay. Mainly, Guardian's Path and MoE as opposed to MoH and another defensive passive. But if things get a little too rough I may try your build also.
Cause if im right your not able to use both Serenity and Breath of Life at the same time.
Or am I missing something?
read luizdeh's post
I didn;t begin to use this build untill i got to inferno mode, I was able to manage with high dex/dps though most of hell, also did everything in a group of 4
Hi, I'm having some trouble dealing with some pack of elites, what do u suggest that me to stack more?
In the moment I'm dual wielding and have the following stats:
-1494 dexterity
-34.9% dodge
-5235 armor (63.57% dmg reduction)
-591 all resist - with mantra I reach 710 all resist
-1.65 attacks per second
-703 life per hit
-743 vitality (29700 life)
I think I should stack for attack speed, but my life is low =/
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The Monk - Mind over Matter
Request sticky and upvote if you find this useful, please feel free to ask any questions you want here, I will answer them as fast as I can
**NOTE**
Anything with Kjotvi, or Kj991, is me. My battletag post has been screwy seeing as i changed my battle tag recently. So to clean up any confusion, the orc rogue is me as is anything named Kjotvi or Kj991.
http://www.livestream.com/kjd3
Forward
I am a comical douchenozzle. I can be sarcastic and serious at the same time, i !@#$ you not. I don’t deal with trolls, and I don’t deal with stupidity. I will more then willing answer any question 3-4 times...however... expect number 5 to make me eat a child. I welcome challenges to my math and specs, as it only helps the monk community stronger.
I will on ocassion invite someone to my stream, ect ect.
If you add me on BATTLE TAG then expect me to make you pay me for my time -.- I didn’t post this guide in the interest to make gold , but i am finding myself spending more and more time talking in tells than farming mobs for gold, there is no price any donation is nice, just don’t waste my time... I prefer questions posted here, so I don’t have to repeat myself, 30 times.
My gear list is going to ALWAYS be out of date. ALWAYS. I’ll update it when I get a chance to, but don’t count on it being the same as my live gear 100%. I always am swapping in a piece here and there, just to get the perfect fit. I spend my gold so you don’t have to. Such a nice guy, I am.
Anyhow, enjoy my guide, and ask questions as you see fit, but please if you find this guide useful, “like” it and request a sticky on the top right. Might as well have one area of unified resist information than 30,000 threads.
Good Hunting.
BATTLETAG: Kjotvi#1629
Introduction
This guide is ment to show one how to survive in a way that even keeps breath of life healing you for most of your HP. Yes you heard me. This guide is intended mostly for Group play however, I will include solo information as well, but come on, Diablo 3 is a multiplayer game.
PLAY HOW YOU FREAKING WANT!
This build focuses on allowing you to play the monk how you want. You want to stand there sword and board this guide works well. If you want to DUAL WIELD - again, this guide works. You want to hit things in the face with a staff? Do it to it. Thats what this is here for. There is no set way, break the mold, tell your parents to shut up if they say turn the music down, this is your monk, DO IT YOUR WAY.
Stat Breakdown
How exactly does damage hit me?
Well like this:
The way that dmg resolves, does make a shield worth while, as it falls in last in the number roll, also makes things like concussion and resolve nice because they are cleanly ADDED to the % reduced.
So lets say a mob hits for 10,000dmg. Theorticly.
10,000
-32% (resolve/concussion)
6800
-75% overall DR (theoretically)
1700
-1000 block (theoretically)
----------------------
700 dmg makes its way in
however... my counter argument to block:
Dodge and block, and how i feel.
all and all.. block worries me...i like it more then dodge, but yeah... my personal preference is to steer clear of it, but this guide does support its viability.
(However, Spear + Shield + Asian style samurai armor looks SOO badass...kekek)
How much resist do you have?
If you subtract that final number from 100 you get your overall DR
Vitality, how much is enough: Note the jump in vita numbers
In my current gear, the 2nd boss in A4 Inferno is hitting me with his teleport backstab for about 36k. Yes, 36k. An ability that 1 shots anyone, I can take 2 if i have 37k hp. His bubble beam hits for about 29k.
Taken from another thread
You need to comprehend one thing, monster level.
eHP: Aka Effective Health Points: eHP = HP/(1-DR%)
What this means is that you have to take your eHP in total damage before you become a grease stain for Diablo and his friends. So, if you have 21k hp, 91% resist damage (combined resist percentages) you end up with about 220,000 hard damage that has to hit you before you die.
LPH: Aka Life per Hit:
This is the bread and butter for this build. You want this to be high, even at the cost of dps, if you’re in a group, you’re going to be the tank. You kite adds to a choke point, stand there and enjoy the “DUDE WHAT THE HELL” from your friends when they watch your health pool fill and empty rapidly but never hitting zero.
YOU CAN GET LPH ON JEWLERY FOR THE FINAL FREAKING TIME. (also mantra of healing got a nice boost)
The magic LPH numbers are:
DW: 500+
2h: 650+
Shield: 500 (pending on weapon speed)
the faster your attacks, the less lph you actually need, but more is better, so don’t worry about having 3000 lph, its going to all help.
IAS: Aka Increased Attack Speed:
This stat ties in greatly with your LPH. The faster you attack, the faster you regen hp, simple really. NOTE: do not, i cannot stress this enough, do NOT sac any def stat for IAS. IAS is that extra perk. Like going on a date and finding out shes a cheep drunk. Or finding a dollar bill, next to a 100. Or opening your fridge, and get this... there being food the 2nd time you open it.
The Theory
Now those of you who played a wizard and are familiar with the broken wizard spec, this build is almost a child of that spec, however it is in no way abuse of game mechanic. The way the wizard spec worked was you say instead of having 50k hp at 60 in act 2 inferno mode, you had about 20k hp, and when hit you took 35% of your hp, and regen it faster then you could lose another 35%.
This build bases off that, by keeping your eHP endless. It is key to have a low vitality, I run at 21k hp and do just fine. Now, you won’t be auto scaling monster damage to an x% of your hp, however you do turn a 20k swing into about 2000. So at 21k hp, with 91%DR (my actual DR is a little over 92%) you end with an HP total of 19000. You take that 19000 and run it through the eHP calculation, you get 211111. From your 220k eHP pool, you lost 8889, still less then the 20k swing.
What this all means is, your hp is going to go down in small manageable chunks. With that, your attacking fast, while attacking fast you’re also likely hitting 2+ mobs at a time, meaning that LPH you’re stacking, is going to be healing you retarded amounts. Currently I’m at 768 LPH. They aren’t the hottest weapons, but I have seen LPH over 700 on a single 1 hander.
And remember, ontop of all of this, I am rocking a hot and sexy 55% dodge. So when, and if you get hit, its barely going to chip the paint on your armor.
Skills
http://us.battle.net/d3/en/calculator/monk#WiXgfQ!ZXU!ZYZaYc
note this talent setup is for dw/2h and standard build, nothing fancy, obviously tailor it to your needs.
Spirit generation:
The single best way to do this is with Concussion on Crippling wave. The attack speed slow is nice and the %DR on the enemy is added to your overall reduction, also assists in helping your party.
If you are using a shield, Keen Strike glyph may be your optimal due to high armor value.
As for the others I don’t recomend any, but its your monk do what you like, but the choices I’ve made are math related.
Secondary ability:
Exploding palm's explosion does proc LPH
Sweeping wind doesn't, however if you use a 2h you may want to use it w/ the spirit gen.
If you have alot of crit for some reason, use the typhoon one, so you can get more damage, the tornados do proc lph on strikes from what I have tested
You can use anything you like here realistically.
Serenity:
Pally bubble is too str0nk. Need I say more? Rune this as you need, i use the heal.
Breath of Life:
This ability sucks when you have a ton of HP, too bad we don’t have a ton of hp, nyuck nyuck nyuck.
Cyclone Strike:
This with the rune is a necessity. You can arguably go the route of the heal, if you have a lot of dodge already.
Mantra:
I have been using evasion more then anything at the moment.
The next best would be MoH w/ Time of Need to make it better.
If you are using resolve + consussion you have a 30% damage reduction, if u add MoC Rune Intimidation, you up to 37% damage reduction outward from the mobs.
Note this 37% is reduc before it hits your DR so it stacks CLEAN.
Passives:
One with Everything is key here. You will stack a resist + resist all. You will also make mages qq.
Seize the Initiative is very very strong when you want to get some extra DPS but not lose alot of DR for it. I don’t recommend swapping this out.
I have been using Resolve lately as my 3rd, the added dmg reduction works with sweeping strikes glpyh, so you can’t go wrong, helps save your party.
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http://i50.tinypic.com/3gfp2.png
there are a few weapons i have for sale that work decently with this build, 2 of them have lph, 2 don't but thats because when i was using them i had a very high lph offhand or a very high lph ring/amy
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Conclusion
This guide is ment to do many things. The main is stay alive. Just because you stack resist doesnt mean you can ignore game mechanics, stand in fire, then come back here !@#$%ing at me because you died 100x.
The resist gives you the CHANCE to get out. Yet, you will find, you can stand in some things with no problem, as you'll see in my VOD's and Stream and hear my friends on vent go "nerf monks!"
The guide is also ment to let you play how you want. I showed you the viability of shields, 2h and DW. Do it how you want. Noone holds you in.
Mind over matter my children.
NOW FACE THE WRATH OF THE YTAR!
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My stats, seeing as everyone wants to know:
**********THESE ARE ALL UNBUFFED NUMBERS***************
**********THESE NUMBERS ARE ALSO DIFFRENT FROM WHEN I WROTE THIS GUIDE, AS I GOT UPGRADES AND AM TESTING MECHANICS, ETC.**************
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Terms:
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Resorces and Other tools.
http://us.battle.net/d3/en/forum/topic/5150759905
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On spare time I will be testing and working on a full on dps build with little to no surviability. Its info will be kept in this post in its entierty.
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To Do list:
- Test serenety reflect and lph
- test retrebution reflect and lph
- conclusive results on thors and lph - notice a trend?
- test more aoe abilties and lph (ie bell, and other explosive abilities)
- test high dodge model just to satisfy the nerds, eventhough i loath the spike that is dodge and its inability to give you certainty on survival
2.) x% life /dmg is terrible. its nerfed 20% in inferno and you barely get anything from it, if its there cool, but never go out of your way, life per hit is king.
3.) %life / dmg is available on armor, there are some rare pieces with +life/hit on it.
How far have you gotten with this spec? Because honestly, from what I can tell, anything in Inferno Act 2 and beyond hits for more than 20k, your mitigation won't do enough when you're getting beat on the hordes of mobs.. I could be wrong, but I'm just wondering.
Also, since you seem to know mathz.. I haven't found the answer yet, which mitigation takes place first? IE if you have 35% physical reduction, and 65% reduction from armor, you get hit by a physical attack, you take 35% reduced damage and then 65% less from the 35, or is is 65 and then 35?, and as far as that goes, what about items like String of Ears that add a flat reduction, when does that come in?
I've been more or less stuck on Act 2 for the last week, it doesn't seem to matter how much gear I grab, my stats aren't going up enough for me to notice a huge difference in survivability, no matter which spec I try..
Gracias.
I use a very similar build my self and farming HELL is cake with this build. Glad to see I'm not the only one with the same idea. Thanks bro.
our 4 group hits phase 3 inferno beliel without problem.
I have just reached inferno and tryed this build, can't stay alive for more then 10 sec vs elites
And another question, do you know how dual wield dmg work ?
I usually do more dmg with the shield on, can't understand exactly why.
The point i am making isnt saying you can't go vitailty, but going vitality normally means getting a shield, you know the pro blems with shields?
can't block laser beams.
can't block plague.
can't block molten.
can't block desecration.
what this build allows is to use the mechanic of an effective health pool.
I have used this build up though inferno azmodian - the only thing i can recomend past act 2 is more resist, and maybe, JUST MAYBE, an hp pool around 40k.
yes?
attack speed is fluffy goodness, but if you can make sure you're cleaving alot, and you're dual wielding, then its okay to lose it.
vita is tough to give up, and in most cases not worth it. giving it up that is.
Will do wonders for you.
To the OP: when exactly did you start using this build? NM with a heavy dodge build (no life on hit equipped) is starting to toughen up through Act III and I'm heavily inclined to keep this kind of gameplay. Mainly, Guardian's Path and MoE as opposed to MoH and another defensive passive. But if things get a little too rough I may try your build also.
read luizdeh's post
I didn;t begin to use this build untill i got to inferno mode, I was able to manage with high dex/dps though most of hell, also did everything in a group of 4
Thanks for that tip, I had the idea I was stuck with the rigid skill rules.
Great guide.
In the moment I'm dual wielding and have the following stats:
-1494 dexterity
-34.9% dodge
-5235 armor (63.57% dmg reduction)
-591 all resist - with mantra I reach 710 all resist
-1.65 attacks per second
-703 life per hit
-743 vitality (29700 life)
I think I should stack for attack speed, but my life is low =/