Dashing Strike/Blinding Speed or Quicksilver: this gives the one thing that you lack with DR as primary and that's a dash, a controllable one too. 25 spirit is really nothing, this gives quite a lot of control. Obviously the most defensive choice of all
I don't really understand this recommendation. I played around with Dashing Strike while leveling, and found it completely useless. Instead I would recommend Tempest Rush, which gives much more control. I don't use it in my primary build anymore, but I'd most certainly use it ahead of Dashing Strike any day.
I disagree, I'm using a slightly modified build for Act 1/2 Inferno farming on my Dual wield monk
I'm at 15K dps before MoC and BoH buffs with 39K HP and 13%crit. I really like having FoT for my primary attack due to the faster attack speed and LoH gained from it. The short teleport is useful once engaged. However, I use DS as a means of repositioning without losing much DPS uptime on a mob. Any mob that does a telegraphed large damage attack you can move out of the way instantly. It can also get you out of trouble when you get surrounded by Jailer/desecrator/firechains/plague mobs or anyother retarded combo.
The big difference and reason why is because FoT ports you in front of the mob while DS ports you behind the mob. It also has a much longer port range (entire screen vs maybe 10yrds) with any mob or destrucible item.
It works great on things like Butcher, Siegebreaker, the fireball dudes in Act 4, the giant ground smash dudes with huge legs in act 4, the phasebeasts in act 3, the overhead smash dudes in act 1 and many more. I know it doesn't provide the benefit of some other skills, but i find it incredibly useful and will have a hard time replacing it.
As far as I'm concerned, Tempest Rush can do everything you just listed, and do it better.
Dashing Strike/Blinding Speed or Quicksilver: this gives the one thing that you lack with DR as primary and that's a dash, a controllable one too. 25 spirit is really nothing, this gives quite a lot of control. Obviously the most defensive choice of all
I don't really understand this recommendation. I played around with Dashing Strike while leveling, and found it completely useless. Instead I would recommend Tempest Rush, which gives much more control. I don't use it in my primary build anymore, but I'd most certainly use it ahead of Dashing Strike any day.
I disagree, I'm using a slightly modified build for Act 1/2 Inferno farming on my Dual wield monk
I'm at 15K dps before MoC and BoH buffs with 39K HP and 13%crit. I really like having FoT for my primary attack due to the faster attack speed and LoH gained from it. The short teleport is useful once engaged. However, I use DS as a means of repositioning without losing much DPS uptime on a mob. Any mob that does a telegraphed large damage attack you can move out of the way instantly. It can also get you out of trouble when you get surrounded by Jailer/desecrator/firechains/plague mobs or anyother retarded combo.
The big difference and reason why is because FoT ports you in front of the mob while DS ports you behind the mob. It also has a much longer port range (entire screen vs maybe 10yrds) with any mob or destrucible item.
It works great on things like Butcher, Siegebreaker, the fireball dudes in Act 4, the giant ground smash dudes with huge legs in act 4, the phasebeasts in act 3, the overhead smash dudes in act 1 and many more. I know it doesn't provide the benefit of some other skills, but i find it incredibly useful and will have a hard time replacing it.
As far as I'm concerned, Tempest Rush can do everything you just listed, and do it better.
Tempest rush does not instantly get you out of jams, you have to run out of the jam. If you are surrounded by mobs or pinned by waller/jailer sitting in plague/descrate/fire chains/arcane sentry or whatever it TR doesnt get you out. TR has a higher cost to use. Not sure how that is doing it better. If by "better" you mean spinning your weapons and thinking it's cool, i guess you're right.
I feel like i'm having trouble getting high DPS... I've got 32% crit chance, 50% crit dmg, 1.4 aps, 1243 dex and an 800 dps sword but I only have 14k dmg :S. from what I can tell like 1 dex = 10 dps, 1% crit dmg = 25 dps, 1% ias = 124 dps.. So even If I say managed to get 20% more ias, 100% more crit dmg and 300 more dex which would cost a fortune (as id need to keep some resi n stuff to ofc) itd only get me to like 21k dmg which is still pretty low, is there somthing i'm missing that I should get to raise my dmg or is there no real way to kill like pretty fast in act 3/4 and be able to survive?
Hey man I have a really important question to ask. Im 100% not judging your knowledge because this is an outstanding guide.. Im just wondering why resolve over transcendence ?? As of right now Im not at the 800+ mark for LoH more like.. 500.. BUT.. i feel like its essential for me to have that heal per spirit spent to survive sometimes.
I would love to hear your reasoning! Thanks for this guide man its been super helpful.
I feel like i'm having trouble getting high DPS... I've got 32% crit chance, 50% crit dmg, 1.4 aps, 1243 dex and an 800 dps sword but I only have 14k dmg :S. from what I can tell like 1 dex = 10 dps, 1% crit dmg = 25 dps, 1% ias = 124 dps.. So even If I say managed to get 20% more ias, 100% more crit dmg and 300 more dex which would cost a fortune (as id need to keep some resi n stuff to ofc) itd only get me to like 21k dmg which is still pretty low, is there somthing i'm missing that I should get to raise my dmg or is there no real way to kill like pretty fast in act 3/4 and be able to survive?
I'm not really sure if your numbers there are actually correct, but something to bear in mind is that the damage increase from IAS, dex, and crit, is all multiplicative; that is, if you increase one of them, then it not only increases your damage, but it also increases the benefit of increasing one of the other factors. So if you increase all of them, the total increase is much higher than if you increase each of them individually and add those results together.
I feel like i'm having trouble getting high DPS... I've got 32% crit chance, 50% crit dmg, 1.4 aps, 1243 dex and an 800 dps sword but I only have 14k dmg :S. from what I can tell like 1 dex = 10 dps, 1% crit dmg = 25 dps, 1% ias = 124 dps.. So even If I say managed to get 20% more ias, 100% more crit dmg and 300 more dex which would cost a fortune (as id need to keep some resi n stuff to ofc) itd only get me to like 21k dmg which is still pretty low, is there somthing i'm missing that I should get to raise my dmg or is there no real way to kill like pretty fast in act 3/4 and be able to survive?
I'm not really sure if your numbers there are actually correct, but something to bear in mind is that the damage increase from IAS, dex, and crit, is all multiplicative; that is, if you increase one of them, then it not only increases your damage, but it also increases the benefit of increasing one of the other factors. So if you increase all of them, the total increase is much higher than if you increase each of them individually and add those results together.
This.
1 dex = 1% increase of base damage, which is then modified by your attack speed and crit chance and damage. So saying 1 dex = 10dps may be true at some very specific values of everything, but changes wildly when the rest change.
Just type in all your gear and save your profile, and whenever you find something good on the AH you can type in the stats of the item too see how much of an upgrade it really is. Amazing tool that have saved me from a lot of bad purchases on the AH.
I haven't read all of this guide, since I am at work, but I have a few questions.
First, a little about my character and issue...
I just hit inferno last night and I am getting my arse handed to me by rares and champs. I know my main issue is having low resists. My highest resist is only 95, but most are below 40.
I have around 49k life, 13k damage and 5-6k armor. I looted a 1000-ish armor shield, but it only has around 12% block, if I remember correctly.
As for my questions...
1. I was thinking about dropping one of my 600dps weapons and using the shield, but I think I need a better shield. One with better block and some vitality, since I would lose 3000-5000 life by doing this. Should swapping to this shield help me survive much better or do I need one with a high block percentage and some other stats, like resist all and vitality?
2. I know that I need lots more resists, but what's appropriate for Inferno Act 1? Around 100 or 150? Where do I get items with better resists? I really don't have the money to buy all new gear off the AH nor do I really want to do that, but I will if I must. Would I be better off farming Hell Pony level or Hell Act 4 to get gear with resists?
@Applemask
The reason people take the 1 extra second on Serenity vs the heal is because as long as you have decent LoH you will be at full life by the time it ends regardless of the heal. Thus if you are going to be topped off either way you might as well take the extra second. If your LoH is low then the heal is definately a viable (and possibly a better) choice.
(Apologies, I disappeared for a few days and only just now got back around to this thread)
I think this is a fundamentally flawed way to use Serenity, and limits you to using it while you're remaining relatively stationary and hitting the mob to get your health back. Serenity is a good escape ability when you need to relocate out of a bad situation - out of a mess of arcane beams, desecrates, plagues, frozens, fire chains, etc.. With a heal attached, you can do more relocating and less attacking. I'd think even the damage reflect rune would be a better choice than the additional second from a DPS perspective.
Thank you so much for this guide, and for actually listing the stat priorities on gear. One of the biggest wastes of money is spending gold on something only to find out later that you need to spend money on something else for that slot because you learn of the real stat priority. This list is definitely helpful. The guide itself actually inspired me to level my monk. Here's to another monk in inferno!
Hi guys, since I've been following this guide to progress in inferno for my monk I thought I'd throw the question here. Firstly, thank you OP for taking your time to make this guide, I've been doing the crit build thingy with some borrowed gear from my DH and I was having a blast.
Unfortunately, all good thing must come to an end and my own was Act 3 Inferno. Going into it, I made sure my gear was considered 'good enough' in almost all aspect and I'm using the Standard FoT & Cyclone build with only 1 change of transcendence in place of resolve.
I am finding however that some elite pack in Act 3 just end with me dying over and over and over again before I can get them down and I'm hoping someone can point out what I am doing wrong.
I'm basically refering to pack with the arcane / plague / immolate combo, Arcane with any of the other 2 causes me no end of grief and even by itself if affixed on the right elite (Winged Molok and those fat cows) would result in me dying multiple time before I can kill them.
Whenever I try to engage they would always throw down arcane / immolate / plague and combine with their damage output I simply cannot tank through it whilst standing still. If I run away to a clear spot they simply do it all over again within seconds or even worst, starting fireballing me to death. I just don't know how I can economically take these down, what skill should I be using or how I am suppose to engage them. Any help would be greatly appreciate it.
below are my stats for reference, and yes, this is a l2p moment for me, my main is a DH and unlike that character, I rushed my monk to 60 with my borrowed gear, breezing through act 1 and 2 with ease.
Thanks in advance for any advise!
Attack Speed: 1.79
Critical Hit Chance: 35%
Critical Hit Damage: 212%
Block Chance: 21%
Dodge Chance: 46.2% (after mantra buff)
Damage Reduction via Armor 71.39% (after mantra buff)
All Resis: 834
Health Pool: 48,020
Regen: 210
Life on Hit: 834
DPS: 20k+
if it's not too much more to ask of you I would like some suggestions on a speed/crit build. I bought a bunch of attack speed/crit/loh gear; andariels helm, lacuni bracers, innas pants, bo jangle boots, tal rashas chest, dagger with loh and I plan for an ouroboros ammy and some loh/speed rings/crit if can afford.
the dex, vit, and res are all much lowered on my monk but the speed gives good damage and loh helps with the lack of res and vit. obviously more kiting involved but faster and more dmg. so, if i just max my belt, shoulders, and shield with dex, vit, and res / owe i think it would be easier to survive. viable? i think ill have to go that route to make up for the losses in dex,vit, res
.
any way.. is this something you have any pointers on? ive already spent the money so id like to make it work at its best. or should i dump this build and renew? it really is nice being fast as hell again post patch...
what skills would you use for this gear? Im rolling cyclone, blazing wrath, faith in the light, ascencion, thunderclap, and hard target.
Hi guys, since I've been following this guide to progress in inferno for my monk I thought I'd throw the question here. Firstly, thank you OP for taking your time to make this guide, I've been doing the crit build thingy with some borrowed gear from my DH and I was having a blast.
Unfortunately, all good thing must come to an end and my own was Act 3 Inferno. Going into it, I made sure my gear was considered 'good enough' in almost all aspect and I'm using the Standard FoT & Cyclone build with only 1 change of transcendence in place of resolve.
I am finding however that some elite pack in Act 3 just end with me dying over and over and over again before I can get them down and I'm hoping someone can point out what I am doing wrong.
I'm basically refering to pack with the arcane / plague / immolate combo, Arcane with any of the other 2 causes me no end of grief and even by itself if affixed on the right elite (Winged Molok and those fat cows) would result in me dying multiple time before I can kill them.
Whenever I try to engage they would always throw down arcane / immolate / plague and combine with their damage output I simply cannot tank through it whilst standing still. If I run away to a clear spot they simply do it all over again within seconds or even worst, starting fireballing me to death. I just don't know how I can economically take these down, what skill should I be using or how I am suppose to engage them. Any help would be greatly appreciate it.
below are my stats for reference, and yes, this is a l2p moment for me, my main is a DH and unlike that character, I rushed my monk to 60 with my borrowed gear, breezing through act 1 and 2 with ease.
Thanks in advance for any advise!
Attack Speed: 1.79
Critical Hit Chance: 35%
Critical Hit Damage: 212%
Block Chance: 21%
Dodge Chance: 46.2% (after mantra buff)
Damage Reduction via Armor 71.39% (after mantra buff)
All Resis: 834
Health Pool: 48,020
Regen: 210
Life on Hit: 834
DPS: 20k+
Your gear is enough to devastate the whole game including pony level. You can drop a lot of vitality and get resistance or dps stats instead.
1. I was thinking about dropping one of my 600dps weapons and using the shield, but I think I need a better shield. One with better block and some vitality, since I would lose 3000-5000 life by doing this. Should swapping to this shield help me survive much better or do I need one with a high block percentage and some other stats, like resist all and vitality?
try to get a shield with 15%+ block and 50+ resist all, maybe some dex and the highest block amount you can afford. if you are lucky you'll get one for less than 50k.
2. I know that I need lots more resists, but what's appropriate for Inferno Act 1? Around 100 or 150? Where do I get items with better resists? I really don't have the money to buy all new gear off the AH nor do I really want to do that, but I will if I must. Would I be better off farming Hell Pony level or Hell Act 4 to get gear with resists?
around 200 resists are ok for act 1, I would never go with less than that. as you can imagine, more is always better. if you use one with everything it's pretty cheap to get your resists to at least 300 without loosing much other stats. pick one resist and get a few pieces with that one, resist all and dex. and don't be afraid to loose some vitality since you got already a lot of it. around 30k hp is totally ok for act 1 and 2. If you look for good deals, you can get all that and the shield for less than 150k.
My barbarian just hit inferno and was struggling too, so i bought a 1000+ armor 17% block shield and a new 1-hand weapon and no he's having a much easier time. Both items have 50-ish resist all, if I remember correctly, and they brings him up to the 150-180's for resists.
I'll do the same for my monk once I can afford to.
Hi guys, since I've been following this guide to progress in inferno for my monk I thought I'd throw the question here. Firstly, thank you OP for taking your time to make this guide, I've been doing the crit build thingy with some borrowed gear from my DH and I was having a blast.
Unfortunately, all good thing must come to an end and my own was Act 3 Inferno. Going into it, I made sure my gear was considered 'good enough' in almost all aspect and I'm using the Standard FoT & Cyclone build with only 1 change of transcendence in place of resolve.
I am finding however that some elite pack in Act 3 just end with me dying over and over and over again before I can get them down and I'm hoping someone can point out what I am doing wrong.
I'm basically refering to pack with the arcane / plague / immolate combo, Arcane with any of the other 2 causes me no end of grief and even by itself if affixed on the right elite (Winged Molok and those fat cows) would result in me dying multiple time before I can kill them.
Whenever I try to engage they would always throw down arcane / immolate / plague and combine with their damage output I simply cannot tank through it whilst standing still. If I run away to a clear spot they simply do it all over again within seconds or even worst, starting fireballing me to death. I just don't know how I can economically take these down, what skill should I be using or how I am suppose to engage them. Any help would be greatly appreciate it.
below are my stats for reference, and yes, this is a l2p moment for me, my main is a DH and unlike that character, I rushed my monk to 60 with my borrowed gear, breezing through act 1 and 2 with ease.
Thanks in advance for any advise!
Attack Speed: 1.79
Critical Hit Chance: 35%
Critical Hit Damage: 212%
Block Chance: 21%
Dodge Chance: 46.2% (after mantra buff)
Damage Reduction via Armor 71.39% (after mantra buff)
All Resis: 834
Health Pool: 48,020
Regen: 210
Life on Hit: 834
DPS: 20k+
Your gear is enough to devastate the whole game including pony level. You can drop a lot of vitality and get resistance or dps stats instead.
Your stats are all higher than of mine, except I have 27% block. What build are you using?
First of, wanna say thanks for the nicely written guide. So far my monk has progressed well in act 1 and act 2 which I have both on farm now. Tried act 3 and it has been rather nasty to my monk. Stuck at grom now which I would assume is the next hard gear check esp for monks but also still have lots of problems with blue and yellow mobs esp crazy combos like arcane wall molten and plague.
So hoping to get advise on how I should improve my monk further.
Thanks in advance
Buld:
Fist of Thunder - Thunderclap (am assuming the LoH still procs)
Sweeping Wind - Cyclone (not sure if the LoH procs now with the tornado)
Breath of Heaven - Blazing Wrath
Blinding Flash - Faith In the Light
Serenity - Ascension
Mantra of Healing - Time of Need
Resolve
Seize the Initiative
One with Everything
Stats without buff
Rollback Post to RevisionRollBack
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As far as I'm concerned, Tempest Rush can do everything you just listed, and do it better.
Tempest rush does not instantly get you out of jams, you have to run out of the jam. If you are surrounded by mobs or pinned by waller/jailer sitting in plague/descrate/fire chains/arcane sentry or whatever it TR doesnt get you out. TR has a higher cost to use. Not sure how that is doing it better. If by "better" you mean spinning your weapons and thinking it's cool, i guess you're right.
I would love to hear your reasoning! Thanks for this guide man its been super helpful.
This.
1 dex = 1% increase of base damage, which is then modified by your attack speed and crit chance and damage. So saying 1 dex = 10dps may be true at some very specific values of everything, but changes wildly when the rest change.
just made my day. thx again Makesh
First, a little about my character and issue...
I just hit inferno last night and I am getting my arse handed to me by rares and champs. I know my main issue is having low resists. My highest resist is only 95, but most are below 40.
I have around 49k life, 13k damage and 5-6k armor. I looted a 1000-ish armor shield, but it only has around 12% block, if I remember correctly.
As for my questions...
1. I was thinking about dropping one of my 600dps weapons and using the shield, but I think I need a better shield. One with better block and some vitality, since I would lose 3000-5000 life by doing this. Should swapping to this shield help me survive much better or do I need one with a high block percentage and some other stats, like resist all and vitality?
2. I know that I need lots more resists, but what's appropriate for Inferno Act 1? Around 100 or 150? Where do I get items with better resists? I really don't have the money to buy all new gear off the AH nor do I really want to do that, but I will if I must. Would I be better off farming Hell Pony level or Hell Act 4 to get gear with resists?
I think this is a fundamentally flawed way to use Serenity, and limits you to using it while you're remaining relatively stationary and hitting the mob to get your health back. Serenity is a good escape ability when you need to relocate out of a bad situation - out of a mess of arcane beams, desecrates, plagues, frozens, fire chains, etc.. With a heal attached, you can do more relocating and less attacking. I'd think even the damage reflect rune would be a better choice than the additional second from a DPS perspective.
I would think Enchantress for the Powered Armor buff.
Agreed. The youtube guides might contain good information, but it's simply not the best medium for advanced guides.
Unfortunately, all good thing must come to an end and my own was Act 3 Inferno. Going into it, I made sure my gear was considered 'good enough' in almost all aspect and I'm using the Standard FoT & Cyclone build with only 1 change of transcendence in place of resolve.
I am finding however that some elite pack in Act 3 just end with me dying over and over and over again before I can get them down and I'm hoping someone can point out what I am doing wrong.
I'm basically refering to pack with the arcane / plague / immolate combo, Arcane with any of the other 2 causes me no end of grief and even by itself if affixed on the right elite (Winged Molok and those fat cows) would result in me dying multiple time before I can kill them.
Whenever I try to engage they would always throw down arcane / immolate / plague and combine with their damage output I simply cannot tank through it whilst standing still. If I run away to a clear spot they simply do it all over again within seconds or even worst, starting fireballing me to death. I just don't know how I can economically take these down, what skill should I be using or how I am suppose to engage them. Any help would be greatly appreciate it.
below are my stats for reference, and yes, this is a l2p moment for me, my main is a DH and unlike that character, I rushed my monk to 60 with my borrowed gear, breezing through act 1 and 2 with ease.
Thanks in advance for any advise!
Attack Speed: 1.79
Critical Hit Chance: 35%
Critical Hit Damage: 212%
Block Chance: 21%
Dodge Chance: 46.2% (after mantra buff)
Damage Reduction via Armor 71.39% (after mantra buff)
All Resis: 834
Health Pool: 48,020
Regen: 210
Life on Hit: 834
DPS: 20k+
if it's not too much more to ask of you I would like some suggestions on a speed/crit build. I bought a bunch of attack speed/crit/loh gear; andariels helm, lacuni bracers, innas pants, bo jangle boots, tal rashas chest, dagger with loh and I plan for an ouroboros ammy and some loh/speed rings/crit if can afford.
the dex, vit, and res are all much lowered on my monk but the speed gives good damage and loh helps with the lack of res and vit. obviously more kiting involved but faster and more dmg. so, if i just max my belt, shoulders, and shield with dex, vit, and res / owe i think it would be easier to survive. viable? i think ill have to go that route to make up for the losses in dex,vit, res
.
any way.. is this something you have any pointers on? ive already spent the money so id like to make it work at its best. or should i dump this build and renew? it really is nice being fast as hell again post patch...
what skills would you use for this gear? Im rolling cyclone, blazing wrath, faith in the light, ascencion, thunderclap, and hard target.
Your gear is enough to devastate the whole game including pony level. You can drop a lot of vitality and get resistance or dps stats instead.
My barbarian just hit inferno and was struggling too, so i bought a 1000+ armor 17% block shield and a new 1-hand weapon and no he's having a much easier time. Both items have 50-ish resist all, if I remember correctly, and they brings him up to the 150-180's for resists.
I'll do the same for my monk once I can afford to.
Your stats are all higher than of mine, except I have 27% block. What build are you using?
So hoping to get advise on how I should improve my monk further.
Thanks in advance
Buld:
Fist of Thunder - Thunderclap (am assuming the LoH still procs)
Sweeping Wind - Cyclone (not sure if the LoH procs now with the tornado)
Breath of Heaven - Blazing Wrath
Blinding Flash - Faith In the Light
Serenity - Ascension
Mantra of Healing - Time of Need
Resolve
Seize the Initiative
One with Everything
Stats without buff