Evasion: 25% mantra, 2.5% times 5 Fist of thunder(can this be used with sword?), 21% dashing strike, 50% of chance to crit (talent), 10% duel wielding. That is a total of constant 40-45% dodge... with additional easily spammable Dashing strike 21%.. and spammable fist of thunder; to a total of 73% to 78% approx. possible achieved dodge.
So basically.. this skill build allows a standard 45% to dodge, with an easily gained 78% dodge using skills. It could go even higher as the crit% goes up due to passive. A 240% armor gain.. 40% dmg reduction.. 50% more hp.. the ultimate tank.
A tough fight basically has you in the middle rotating between deadly reach for armor buff, and fist of thunder for dodge buff.. spamming inner sanctuary every time you can get it up, dashing strike every 9sec for dodge buff. And always keep mystic ally up for the hp gain. Sixth sense COULD be switched out for Pacifism if resistance are good, or One with Everything to totally jack them all up.. if survivability is needed more.
Looks pretty good. You might want to get some healing for hardcore though- I'd say at least the Golden rune for Inner Sanctuary, if not swapping it out entirely for Breath of Healing (Alabaster or Indigo runed) or Serenity (Crimson runed). And since dodge is multiplicative, maybe you could swap Sixth Sense/Guardian's Path out for some combination of Transcendence/One With Everything/Pacifism.
Looks good though- you'll be taking them out in hardcore in no time.
This looks terrible to me. Ever thought of how much dmg and healing will u be able to do with this build?
Sure u can tank but it wont be effective cos you'll just die slowly since u cant kill nor heal.
Keep tanking KING
Consider that you add a lot of armour but are also stacking Dodge. So most of the time, one or the other useless. And of course, we're working on the assumption that Dodge is only for physical (bows and swords) attacks, not magical ones.
I would suggest maximizing Dodge and then minimizing the damage output of the spellcasters. This helps everyone else you're partying with.
Look at Crippling Wave with the Obsidian Rune. If you use the first two hits from Fists of Thunder and the third for Crippling Wave, everything surrounding you would be snared by 50% and have their attacks slowed by 35% for 4.5 seconds, and have their damaged halved by 50% for 6 seconds.
Also, consider that you SHOULD be dodging an awful lot. I daresay you'll need a crapton of armour to mitigate 50% of anything's damage, and it doesn't even work against magic. So, swap the Mantra of Evasion's rune to Crimson perhaps. It's been nerfed, but it's a free 79% fire attack to anything near you when you Dodge.
I'd remove Guiding Light for Transendence. Even though it's been nerfed very badly this time around, it still offers free healing. Considering you don't have any Active Healing Skills, it's not worth it for you anyway.
The rest is up to choice, I suppose. I like the 50% bonus to health and all, but I'd prefer a regular heal instead of that.
As far as I can tell its additive, but with diminishing returns.
Mantra of Evasion = 25% dodge and +25% dodge for 3 seconds after using it.
The guardians path(passive) = 10% dodge
Alone, they yield the exact same value as listed.
Mantra of Evasion = 25% dodge
The guardians path(passive) = 10% dodge
However, when you start adding them it changes.
tGP + MoE = 32.5% dodge
MoE + MoE temporary = 43.8% dodge
tGP + MoE + MoE temporary = 49.4% dodge
Its difficult to pinpoint how the system works with so few numbers, but this method does yield the correct results.
25+10*0.75 = 32.5
25+25*0.75 = 43.75
Is there any other way to increase dodge chance?
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
The math is wrong, but even if it was right having high dodge alone isn't enough. A lot of damage is magical in later difficulties and having high Resistance or Defense is just as important.
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http://us.battle.net/d3/en/calculator/monk#bcafdQ!ZWf!caaccc
Tanking capabilities:
Evasion: 25% mantra, 2.5% times 5 Fist of thunder(can this be used with sword?), 21% dashing strike, 50% of chance to crit (talent), 10% duel wielding. That is a total of constant 40-45% dodge... with additional easily spammable Dashing strike 21%.. and spammable fist of thunder; to a total of 73% to 78% approx. possible achieved dodge.
So basically.. this skill build allows a standard 45% to dodge, with an easily gained 78% dodge using skills. It could go even higher as the crit% goes up due to passive. A 240% armor gain.. 40% dmg reduction.. 50% more hp.. the ultimate tank.
A tough fight basically has you in the middle rotating between deadly reach for armor buff, and fist of thunder for dodge buff.. spamming inner sanctuary every time you can get it up, dashing strike every 9sec for dodge buff. And always keep mystic ally up for the hp gain. Sixth sense COULD be switched out for Pacifism if resistance are good, or One with Everything to totally jack them all up.. if survivability is needed more.
Dodge will be Multiplicative not additive.
Looks good though- you'll be taking them out in hardcore in no time.
Sure u can tank but it wont be effective cos you'll just die slowly since u cant kill nor heal.
Keep tanking KING
I would suggest maximizing Dodge and then minimizing the damage output of the spellcasters. This helps everyone else you're partying with.
Look at Crippling Wave with the Obsidian Rune. If you use the first two hits from Fists of Thunder and the third for Crippling Wave, everything surrounding you would be snared by 50% and have their attacks slowed by 35% for 4.5 seconds, and have their damaged halved by 50% for 6 seconds.
Also, consider that you SHOULD be dodging an awful lot. I daresay you'll need a crapton of armour to mitigate 50% of anything's damage, and it doesn't even work against magic. So, swap the Mantra of Evasion's rune to Crimson perhaps. It's been nerfed, but it's a free 79% fire attack to anything near you when you Dodge.
I'd remove Guiding Light for Transendence. Even though it's been nerfed very badly this time around, it still offers free healing. Considering you don't have any Active Healing Skills, it's not worth it for you anyway.
The rest is up to choice, I suppose. I like the 50% bonus to health and all, but I'd prefer a regular heal instead of that.
I don't mean to be a sad but I have to agree with Lsdreamx here.
For hardcore I think these skills are a must:
Mantra of healing
Transcendence
Near death experience
With these being optional:
Lethal decoy
Serenity
Breath of heaven
As far as I can tell its additive, but with diminishing returns.
Mantra of Evasion = 25% dodge and +25% dodge for 3 seconds after using it.
The guardians path(passive) = 10% dodge
Alone, they yield the exact same value as listed.
Mantra of Evasion = 25% dodge
The guardians path(passive) = 10% dodge
However, when you start adding them it changes.
tGP + MoE = 32.5% dodge
MoE + MoE temporary = 43.8% dodge
tGP + MoE + MoE temporary = 49.4% dodge
Its difficult to pinpoint how the system works with so few numbers, but this method does yield the correct results.
25+10*0.75 = 32.5
25+25*0.75 = 43.75
Is there any other way to increase dodge chance?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."