I have a build I haven't seen and I think it has good potential but I don't have Optimized gearing. Would like to see others input. but every time I try to post the build it gets deleted instantly. Why?
This build combines the standard Inna's Mystic Ally and Exploding Palm variant. The "Exploding Palm" comes by way of the Sunwuko's 4pc bonus. Every second Sweeping Wind spawns a decoy that taunts and then explodes for 1000% damage for each stack of Sweeping Wind you have. The key to this is the belt, Kyoshiro's Soul and cubed Vengeful Wind. The rest is basically a regular Inna set build. Bindings of the Lesser Gods and cubed The Crudest Boots are key to boosting Mystic Ally damage as well as all damage.
You lose the 50% damage mitigation of Lefebvre's SoliloquyShoulders but the Epiphany: Desert Shroud 50% damage reduction is replaced by Sunwuko's 2pc bonus giving you 50% damage reduction while Sweeping Wind is active. This means your 50% damage reduction is permanent (you have to be very skilled to get Sweeping Wind to fall off...) The spirit regeneration is unnecessary since this is not a resource intensive build. Dash to enemy is more of a hindrance than help, making it harder to stay in the middle of your Inner Sanctuary: Forbidden Palace (IS:FP) when you dash to an enemy as you're trying to use CS or WotHF.
THE PLAY STYLE is the same as a Mystic Ally Inna's Mantra build. Your Mystic Allies are the main source of damage. Buffed significantly by the cubed The Crudest Boots giving you 10 Mystic Allies and a 500% dmg increase for the Inna's 6pc bonus. The 4 pc Sunwuko's Sweeping Wind explosions help your Allies take care of trash mobs easily without having to waste Inner Sanctuary or active Mystic Ally cooldowns. This "Exploding Palm" is done every second without any attention spent by you. You can focus on pulling in mobs and staying out of Molten/Freeze without having to worry about applying Exploding Palm. Also allowing you to have significant extra damage and dmg reduction from IS:FP which Exploding Palm replaces in Exploding Palm builds.
YOUR DAMAGE ROTATION
1. Sweeping Wind - Set and forget (unless your talented enough to let it fall off)
2. Cyclone Strike - Pull MOARR mobs (alternate with WotHF for Bastions of Will)
3. Way of the Hundred Fists - damage, damage buff, and get MOARR spirit (alternate with CS for Bastions of Will)
4. Inner Sanctuary - When you need more damage or you're gonna DIE!
5. Mystic Ally - for 1337 deeps or you're gonna DIE!
60. Dashing Strike - to move quickly or dash in the same spot to deal damage and activate your rune (like if you need more dodge)
Your rotation is basically grouping up mobs with Cyclone Strike (CS) then using Way of the Hundred Fists (WotHF) to hopefully third hit 10 mobs giving you 10 stacks of WotHF: Assimilation, increasing your damage by 50% (5% per stack). You then continue to pull mobs in with CS and WotHF in between to keep up Focus/Restraint 2x 50% damage bonus as well as replenishing your spirit for more CS.
I have found you only need to use IS:FP and active Mystic Ally when you are fighting Champions/Rift Guardians or multiple elites/Champions at once. Using it any other time would be overkill and wasting it until you push high level Greater Rifts.
Disclaimer: I don't know GR limits. My gear is far from optimized as 90% of my Inna's Mantra set came from the Haedrig's Gift and is not optimized. I do see huge potential as I am able to do GR60 with 300+Paragon (though a pain) with about half the DPS as my Season 5 Demon Hunter that had 600+ Paragon and could do GR65 (though a pain)
Standard, Movement Speed to 25% then Max Dexterity
Vitality as needed. Shouldn't need extra resource since you're only spender is Cyclone Strike.
CDR is priority. Your main source of damage will come from Mystic Ally actives and the 30% dmg buff from Inner Sanct.: Forbidden Place.
Crit Hit chance and damage prioritize as needed. 1 to 10 ratio of crit % and crit damage.
Attack Speed is good as well. Faster Mystic Allies attack the more damage they do and quicker your 100 Fists can stack Assimilation.
Resist All and then Armor should be priority. You will be standing in lots of puddles and getting slapped with Arcane and there will also be tons of melee in your face as you pull in mobs with Cyclone Strike.
Life and Life Regen choose first what ever you feel you need most. This build has lots of Life/Sec because of Enduring Ally and Mantra of Healing you get free from the Inna's Mantra set
Area Damage for increased damage, then Life on Hit. Resource Cost Reduction shouldn't be necessary and Gold Find is Gold Find...
Way of the Hundred Fists (Assimilation) - On the third hit will give you +5% damage for each enemy hit (up to 10) stacks for 5 secs. Will boost damage of Sweeping Wind clone explosions and Mystic Allies.
Dashing Strike - I don't see the runs making or breaking your build. Use what you feel you need. Way of the Falling Star for more movement speed. Blinding Speed for more Toughness (good for pushing GR). Quicksilver for the dash happy people (Me).
Cyclone Strike (Implosion) - pulls mobs toward you to their death. Implosion gives you the largest pull radius in the game (34yds). You will pull all the mobs into your IS:FP and things will die.
Inner Sanctuary (Forbidden Palace) - This will increase damage taken by enemies inside by 30% and also reduce incoming damage by 55%. Cast this inside of you Follower's Occulus Ring's focused power and watch the destruction as you CS pull in everyone to their final resting place.
Mystic Ally - Popping this active activates all 10 of your Allies giving you healing as they destroy everything in sight. Use inside of IS:FP after stacking WotHF for maximum potential. Some say a specific rune is not needed. Some say use Water for maxing damage in Cold buff of CoE. Others say No Rune is the only way to get the 50% damage increase. Who knows?... I use Water Ally Rune.
Sweeping Wind (Cyclone) - With Kyoshiro's Soul this will be a set and forget spell and Vengeful Wind increases the stacks from 3 to 10, giving you a huge damage bonus to you clone explosion damage that comes from the Sunwuko's Monkey King's Garb 4pc bonus. Cyclone rune is taken because the cold damage synergizes with the highest damage dealing Ally, Water Ally and your +Cold Damage% on your bracers and amulet. Cyclone rune also slows enemies helping your Bane of the Trapped until its leveled to 25 as well as freezing mobs that are in Sweeping Wind for 3 secs, helping with survivability.
PASSIVE SPELLS (Text copied from Deadset's Icy-Veins post on the Inna EP/Mystic Ally build)
Beacon of Ytar - providing a 20% chunk to your Cooldown Reduction. Activating Mystic Ally and Inner Sanctuary are huge increases to your damage. They also have cool downs that prevent them from being active all the time. The more CDR the more you can use these spells as well as dash with Dashing Strike.
Harmony - fuels your All Resistance with 40% of the single elemental resistance per piece of gear (e.g. 100 Fire Resistance roll on the boots will add 100 to your sheet Fire Resistance and add 40 to your other resists). A well geared Monk will usually sport secondary resistances in all the gear slots that are able to roll them, adding significantly to his overall Toughness.
Seize the Initiative - is one of the best damage-oriented passives at the disposal of Monks, providing you with a temporary attack speed increase when engaging enemies over 75% health, translating into faster pet attack speed for the Mystic Ally build. As you get more comfortable with the build, you will learn to kite into and pull additional enemies or freshly spawned boss adds to effectively extend the benefits from Seize the Initiative.
Unity - passive will contribute to your damage with a nice 20% additive bonus. You will easily max out the capabilities of the passive with the trio of ally-oriented Mantras originating from the Inna set, and the Mystic Ally summons at your side counting towards the requirement. As this is the least important passive in the setup, hardcore heroes can safely swap it out for the second life of Near Death Experience.
Ring of Royal Grandeur Cubed or equipped is MANDATORY. You cannot get the 4pc Sunwuko's and 6pc Inna's without it. With that said you need...
3 pcs of Monkey King's Garb
Sunwuko's Shines and Sunwuko's Balance are mandatory as they do not compete with Inna's Mantra. The third piece can be any other piece that you have better than the Inna's Mantra piece it replaces.
5 pcs of Inna's Mantra
Inna's Reach is mandatory as they do not compete with Monkey King's Garb and give a huge bonus to Mystic Ally damage. Inna's Favor is not recommended as your belt should be Kyoshiro's Soul. You need 4 more pieces between the helm, chest, gloves, pants, and boots. Use which ever you don't use a Sunwuko's for.
Kyoshiro's Soul - will max out the stacking mechanic of Sweeping Wind when not dealing damage, (no enemies are near you) This is mandatory perma-Sweeping Wind while moving between packs of mobs. While in combat your WotHF spam will be used to keep up the stacks. Also gives 100-120% bonus to Sweeping Wind damage.
Focus/Restraint - Staple of many builds. The alternation of CS and WotHF will give you 100% damage increase from the Bastions of Will set bonus.
Bindings of the Lesser Gods - up to 200% Mystic Ally damage after using CS. Which you will be using often. Mystic Allies are a significant source of damage in this build. Can be swapped out with Spirit Guards if you have trouble with survivability.
Vengeful Wind - increases the maximum stacks of Sweeping Wind from 3 to 10! Monkey King's 4pc bonus creates a clone that explodes for 1000% of weapon damage for every stack of Sweeping Wind. That's 10,000% weapon damage!
The Crudest Boots - Mystic Ally summons two Mystic Allies. This means with the Inna's Mantra 6pc bonus you will have 10 Mystic Allies instead of 5 without the boots. Huge source of your damage.
Ring of Royal Grandeur - Only way possible to get 4pc Monkey King's Garb and 6pc Inna's Mantra at the same time.
Power Leveler: You basically don't have to do anything but run around. Sweeping Wind and Allies kill everything at T6, including Champions instantly. You don't even need to Cyclone Strike in narrow corridors. You can probably replace the Bindings of the Lesser Gods with Warzechian Armguards for burst of speed. Switch out Bane of the Stricken for Boon of the Hoarder. Focus/Restraint can be switched out with a Avarice Band as you won't need Bastions of Will buffs.
Inner Sanctuary: Forbidden Palace > Tempest Rush: Tailwind using your spirit to move faster when Dashing Strike is on Cool Down.
Dashing Strike: Way of The Falling Star
For Nephelem Rifts and bounties I found IS:FP to be unnecessary, but nothing really useful to replace it. You could use Tempest Rush: Tailwind to help you get through junk when Dashing Strike is on cooldown. Power Leveler variation might work for speed runs (haven't tested)
Spirit Guards instead of Bindings of the Lesser Gods will give you solid damage reduction after using WotHF.
(Solo) Convention of Elements and Unity (with Follower) instead of Focus/Restraint you can use the best two of Ring of Royal Grandeur, Convention of Elements, and Unity and cube the third.
Hello. I tried your build. I am paragon 1355 and ran a gr70 pretty easily. I did die a lot. I used enforcer gem to increase pet damage. Without it, the damage seemed a lot less. I didn't have much life on hit, but had good ancient gear and some augments. I think i could do an 80 maybe with the right setup/gems and playstyle, but for pushing gr i prefer the innas/shenlong setup. I don't like waiting for cooldowns! Thanks for the build. It has promise.
I have built something similar but I thought EP without Gundo and Fist of Az is not really viable for pushings.
So I just made a build for T10 rift/fast 50-55s build that just like Inna pet but optimize the SWK 4pc for trash mobs.
Skills: T10 -> GRs
Mantra of Conviction - Annihilation (for movement) -> Agility for grift (or you can just keep Annihilation)
Sweeping Wind - Fire Storm (for maximum radius) -> Inner Storm (for Spirit Regen)
Dash - Way of Falling Star (for speed) -> Blinding Speed
Epiphany - Insight -> Desert Shroud
Cyclone Strike - Implosion (maximum pull radius)
Passives: I use NDE, Unity, Momentum and Beacon of Ytar for T10. Switch Momentum for Harmony for GRs. I can actually drop NDE for another dmg buff passive (Determination probably) but I don't like Molten affix kills me xD
Gears: 3pc SWK, 5pc Inna, Binding of Lesser Gods (Nems for T10), Kyoshiro belt, avarice band + boon of hoarder and Obsidian ring (switch avarice band to CoE for GRs). Cubed Vengeful, Crudest and RoRG
This build is not for pushing since it lacks dmg reduction. But I managed to clear T10 rifts sub 3minutes. Not as well as OPM but it's something fun to try because I got tired of OPM.