Like the rest of us I was trying to figure out what the best way for me to play the monk was until they crushed most of the skill I thought were good (Mantra of Evasion-Hard Target). So my build wasn't totally incinerated but I knew it wasn't the same and there was better out there.
Now I'm wondering if people are at all interested in builds because now you can't use all the skills at low levels in the early game. When the game comes out we will all be trying to figure out what the best skill CHANGES are as the monk progresses but I still have my eye on the prize. I still have my focus on the end game builds where I can choose any skill and if anyone is still interested in that, lets discuss...
I plan to make good use of the 3 second bonuses on the mantras. I was going to do it with evasion but now I see mantra of conviction being a better candidate. With overawe I think the +48% damage is well worth the cost of spamming a mantra. With spamming mantras I have realized that attack speed is critical to build up the extra spirit to allow you still use other skill. To get this speed I plan on dual wielding.
I will be using Fist of thunder-lighting flash because it's really fast and has an easy to use defensive (+16%Dodge) element to it. Since I am dual wielding I will synergize the dodge bonus with guardians path, since it did get a buff in patch 13. These two dodge buffs will add a nice tanky flavor to the build and give a more useful dodge bonus than mantra of evasion ever could.
On the topic of defense I will use all of my passive to boost my defensive viability. In the CO-OP build I link you I have Guiding Light because playing well with you allies is good defense and offense. Guiding light rewards you for being an awesome team player. However solo I would switch it out of Seize the Initiative. One with everything just looks so useful and unique to the monks defensive capabilities.
I included BoH for the healing and I prefer the mechanics as it is now. Blazing wrath is going to synergize nicely Mantra of Conviction and guiding light to turn up the heat on my enemies.
I saved the damage dealing element spirit spending for the end, I hope you're still following me. There is nothing special about the cyclone strike-lashing tailkick combo. Even though soothing breeze took a big nerf to damage and health boost (its still an expensive skill lols jks) I'm going to use it anyways to trigger guiding light. After the cyclone strike hits I blow the enemies back with a sweeping armada.
The choice of Tsunami on crippling wave was to increase the AOE and CC elements of the skill.
Let me know what you think.
Did your pre patch 13 build survive the nerf tsunami?
If you pay attention to skills they nerf you can see which ones are getting abused in their closed testing. Resolve was one of them taking a 5% hit. One with everything is pretty valuable chances are at least one of your resistances will be lacking even with decent gear (+all resistance stats will probably be rare). The question is one can turn on this passive like a switch, use resolve normally and then turn one one with everything when you know some elemental bastards are coming.
I think seize the initiative is going to take a SECRET hit. It got an upgrade from 20%?? to 100% at the same time I'm noticing the armor numbers on guide are being changed. I think the values on some armor items might go up balancing out the big upgrade. If the skill adds the equivalent of another torso armor to my defense I'll take it, any less and I'll drop it. If this is the case I will go with Resolve-Guardian's Path-One with everything.
Yeah I only ditched combo strike because the build doesn't really focusing in on combo action and I already had more than enough damage buffs.
Stay with exploding palm.
The lashing tail kick and cyclone strike combo is going to take some tuning but I'd say that eye of the storm is the best skill for that combo. For the price of single cyclone strike you get CS+LTK. I'll see how litle 5000 health really is. Even if we have 50000 health thats still 10% health.
Yeah the patch had me thinking about starting with a witch doctor or a wizard but we will see.
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Like the rest of us I was trying to figure out what the best way for me to play the monk was until they crushed most of the skill I thought were good (Mantra of Evasion-Hard Target). So my build wasn't totally incinerated but I knew it wasn't the same and there was better out there.
Now I'm wondering if people are at all interested in builds because now you can't use all the skills at low levels in the early game. When the game comes out we will all be trying to figure out what the best skill CHANGES are as the monk progresses but I still have my eye on the prize. I still have my focus on the end game builds where I can choose any skill and if anyone is still interested in that, lets discuss...
This is the Co-op version of the build
http://us.battle.net...XjcR!fZU!ZYbaZc
How I will play it
I plan to make good use of the 3 second bonuses on the mantras. I was going to do it with evasion but now I see mantra of conviction being a better candidate. With overawe I think the +48% damage is well worth the cost of spamming a mantra. With spamming mantras I have realized that attack speed is critical to build up the extra spirit to allow you still use other skill. To get this speed I plan on dual wielding.
I will be using Fist of thunder-lighting flash because it's really fast and has an easy to use defensive (+16%Dodge) element to it. Since I am dual wielding I will synergize the dodge bonus with guardians path, since it did get a buff in patch 13. These two dodge buffs will add a nice tanky flavor to the build and give a more useful dodge bonus than mantra of evasion ever could.
On the topic of defense I will use all of my passive to boost my defensive viability. In the CO-OP build I link you I have Guiding Light because playing well with you allies is good defense and offense. Guiding light rewards you for being an awesome team player. However solo I would switch it out of Seize the Initiative. One with everything just looks so useful and unique to the monks defensive capabilities.
I included BoH for the healing and I prefer the mechanics as it is now. Blazing wrath is going to synergize nicely Mantra of Conviction and guiding light to turn up the heat on my enemies.
I saved the damage dealing element spirit spending for the end, I hope you're still following me. There is nothing special about the cyclone strike-lashing tailkick combo. Even though soothing breeze took a big nerf to damage and health boost (its still an expensive skill lols jks) I'm going to use it anyways to trigger guiding light. After the cyclone strike hits I blow the enemies back with a sweeping armada.
The choice of Tsunami on crippling wave was to increase the AOE and CC elements of the skill.
Let me know what you think.
Did your pre patch 13 build survive the nerf tsunami?
I think seize the initiative is going to take a SECRET hit. It got an upgrade from 20%?? to 100% at the same time I'm noticing the armor numbers on guide are being changed. I think the values on some armor items might go up balancing out the big upgrade. If the skill adds the equivalent of another torso armor to my defense I'll take it, any less and I'll drop it. If this is the case I will go with Resolve-Guardian's Path-One with everything.
Yeah I only ditched combo strike because the build doesn't really focusing in on combo action and I already had more than enough damage buffs.
Stay with exploding palm.
The lashing tail kick and cyclone strike combo is going to take some tuning but I'd say that eye of the storm is the best skill for that combo. For the price of single cyclone strike you get CS+LTK. I'll see how litle 5000 health really is. Even if we have 50000 health thats still 10% health.
Yeah the patch had me thinking about starting with a witch doctor or a wizard but we will see.