Also while in a team with another monk, I consider MoC+Overawe pretty much mandatory. However, I fail to see what MoH brings to the table in this particular case. It gives the other monk a negligable 330lps and a shield, which if spammed, takes away the active component of MoC (remember, active components of mantras don't stack).
I haven't actually tested this, but since Mantra of Conviction is applied to enemies (instead of allies), I think the active component shouldn't interfere with the active component of Mantra of Healing.
Somthing i'm a little confused about with the EPH is it doesn't seem to take into account life per hit or healing abilities which make mitigation far more valuable than vit because if u had say 100k hp and healed for 1500 but got hit for 5k then ud eventually die, but if u had 20k hp and healed for 1500 but got hit for just 1k then u wouldn't. With that in mind atm it recommends I should get more vita but i'm unsure if it's right I feel like id benefit more from gettin more resi/armor or am I looking at it wrong?
Somthing i'm a little confused about with the EPH is it doesn't seem to take into account life per hit or healing abilities which make mitigation far more valuable than vit because if u had say 100k hp and healed for 1500 but got hit for 5k then ud eventually die, but if u had 20k hp and healed for 1500 but got hit for just 1k then u wouldn't. With that in mind atm it recommends I should get more vita but i'm unsure if it's right I feel like id benefit more from gettin more resi/armor or am I looking at it wrong?
In the pre-1.0.3 version of the guide I had this exact idea written, but I forgot to mention that when I rewrote the gear section completely. I'll add a paragraph about that in the defensive section later on, thanks for noticing this.
I see Beacon of War being a nice 3rd passive instead of Resolve or Transcendence after severely outgearing content, like I currently do for Act 1/2. Beacon is pretty fun to play with so far. Literally half of my skills currently have cooldowns and this just makes it more 'fun'.
What are your opinions on a 3rd passive besides Resolve or Transcendence?
Also while in a team with another monk, I consider MoC+Overawe pretty much mandatory. However, I fail to see what MoH brings to the table in this particular case. It gives the other monk a negligable 310lps and a shield, which if spammed, takes away the active component of MoC (remember, active components of mantras don't stack).
I guess my TL;DR would be: the DR granted by ToN doesn't outperform Hard target by nearly as much as some people are lead to believe, and there seems to be many miconceptions of what can and can't be dodged. Just because some effects seemingly can't be dodged, doesn't rule out dodge as an important mitigation stat.
I don't get why everyone thinks 310 lps is garbage. Here's how I look at it (and I could be wrong). Dodge is the superior mitigation choice because a dodged hit is no damage. However this isn't an mmo and your job isn't just to tank damage, being able to have more uptime on your target (especially if that target is molten/plague) is also something you need to consider because a dead mob deals no dps. If you have enough gear that staying alive is not longer the issue and you want to increase your time on target then there is something to be said about regen mechanics that people are overlooking. Here's an example to explain my logic:
Let's say plague ticks on your character for 3,000 per second (made up number) after all your mitigation is figured in. If you have 310 lps coming in then in reality you are only taking 2,790 damage per second which is a reduction of 10.3%. If you throw on a few more pieces of regen gear and get up to say 700 life per second you reduce that incoming damage to to 2,300 which is a reduction of 23%. To get that kind of mitigation via resist/armor is going be basically impossible if you already have decent gear.
I'm not trying to argue that Dodge isn't better because it is. If you are having trouble staying alive then Mantra of Evasion is hands down the better choice. If you are solo and can stay alive then you should be running Mantra of Conviction for the massive damage bonus. However in a scenario where there are two geared monks and you are looking to maximize your killing speed then Conviction + Healing is going to allow you do to more damage and play more aggressive.
Sorry if I didn't make this clear, I typically run with another monk so I'm always looking at things from a two mantra perspective which probably isn't common for most people. I'll stop derailing the thread.
Thanks again for this guide. Was able to kill Diablo on Inferno with it. Used FoT with Mantra of Evasion + Hard Target. Only had 530 fire resist and 200 LOH on the kill while keeping a 5 stack of NV up. I had to skip a few BS packs unfortunately but they were Horde/molten Morlu Meteor Bros and Opressors. Very solid build and guide.
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.
Hi Great Guide, helps allot but i do have a few questions.
First off all can you please post a pic of your current gear and stats ( End game gear or close to it) and a pic of the gear and stats needed for act 2 inferno, the reason why i am asking is because i want to benchmark my self and i am getting wiped of the map when i try to do act 2 by elite packs i mean,
Anther question is 17.5% crit and 170% dam bonus, Cyclone or Blade storm?
I tried this spec with 14k dps and it sucked in act 2, this will only work when u got 40k dps and to get that u need to spend 500 mil gold+ to do it, til then i stick with my wizard.
I tried this spec with 14k dps and it sucked in act 2, this will only work when u got 40k dps and to get that u need to spend 500 mil gold+ to do it, til then i stick with my wizard.
Bull. I got 22k unbuffed and the only things that kill me in act 2 are some nasty elite packs. My gear is worth maybe 4-5 mil.
I tried this spec with 14k dps and it sucked in act 2, this will only work when u got 40k dps and to get that u need to spend 500 mil gold+ to do it, til then i stick with my wizard.
Cleared Diablo with 5NV and only 21k dps and not spending more than 3 million on a single piece of gear. Farm more, play better and stop making excuses for bad play.
Just wanted to say thanks for this inspiring guide. If it hasn't already been mentioned, from a farming perspective FoT's short teleport makes it a very strong choice as a primary. I was surprised at how effective it was at killing goblins compared to the other primary skills.
I tried this spec with 14k dps and it sucked in act 2, this will only work when u got 40k dps and to get that u need to spend 500 mil gold+ to do it, til then i stick with my wizard.
Just to jump on the train I'm farming the whole of Act 2 skipping maybe 1 pack per the entire thing. 17k DPS.
I simply cant dps in act 2 with this spec i got 450 resists 31k hp, 16k dps unbuffed 25% crit chance and everytime i dps and go near the mob i get raped in 2s, fists of thunder require alot of defensive stats since u teleport into shit on the ground but to get both high crit,dex,resists,vit means u have to spend millions on gear while as a wizard u just go full intelect and simply rape everything in your sight.
All the monks u see killing stuff in act 3/4 with high crit chance/dmg have 1,5k+ life on hit, to get that you need to spend alot of gold, only a wep would cost u 30 mil gold. Show me a monk who does act 3/4 with 0 life on hit.
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.
I simply cant dps in act 2 with this spec i got 450 resists 31k hp, 16k dps unbuffed 25% crit chance and everytime i dps and go near the mob i get raped in 2s, fists of thunder require alot of defensive stats since u teleport into shit on the ground but to get both high crit,dex,resists,vit means u have to spend millions on gear while as a wizard u just go full intelect and simply rape everything in your sight.
All the monks u see killing stuff in act 3/4 with high crit chance/dmg have 1,5k+ life on hit, to get that you need to spend alot of gold, only a wep would cost u 30 mil gold. Show me a monk who does act 3/4 with 0 life on hit.
Stop making excuses for your bad play. I cleared Act 3/4 with 200LOH and 20k dps. You don't need the best weapon in the game to make this build work, nor do you have to be the best player. You need to get comfortable with fist of thunder and thunderclap. Keep your sweeping wind up as much possible, which is really easy with thunderclap. Teleport in and out for quick hits. Let a mob come to melee you and pop your sereniy + faith in the light for big DPS. Don't just teleport in and try and faceroll molten+arcane+desecrate mobs.
I simply cant dps in act 2 with this spec i got 450 resists 31k hp, 16k dps unbuffed 25% crit chance and everytime i dps and go near the mob i get raped in 2s, fists of thunder require alot of defensive stats since u teleport into shit on the ground but to get both high crit,dex,resists,vit means u have to spend millions on gear while as a wizard u just go full intelect and simply rape everything in your sight.
All the monks u see killing stuff in act 3/4 with high crit chance/dmg have 1,5k+ life on hit, to get that you need to spend alot of gold, only a wep would cost u 30 mil gold. Show me a monk who does act 3/4 with 0 life on hit.
Stop making excuses for your bad play. I cleared Act 3/4 with 200LOH and 20k dps. You don't need the best weapon in the game to make this build work, nor do you have to be the best player. You need to get comfortable with fist of thunder and thunderclap. Keep your sweeping wind up as much possible, which is really easy with thunderclap. Teleport in and out for quick hits. Let a mob come to melee you and pop your sereniy + faith in the light for big DPS. Don't just teleport in and try and faceroll molten+arcane+desecrate mobs.
Man u get teleported next to the enemy all the time u use that ability,u're telling me i need to keep sweping winds up while doing a thunderfist just to refresh the winds? I dont like this playstyle, i want to be able to farm stuff as fast as possible not rely on my winds to do all the dmg while i try to kite, oh and try to move out of melee with a champ that has vortex,jail,shield,invulnerable, any of these affixes would pretty much destroy your tactic.
I already cleared the entire game on inferno and got all 5 classes to 60, i find an equally geared barb far superior to a monk.
Overall i think wizards are the best class ingame, u can pretty much clear the entire game with 2-3mil gold.
That's fine if you don't like the playstyle, but don't say you need amazing gear or anything to get it done. The champ with those affixes will kill any monk regardless of spec. The winds aren't doing the amazing while you kite btw, but you keep them up as much as possible you when you go back with serenity on a hard pack you have a 3 stack up already and can make a ton of tornados and do a ton of damage. Here's the plan vs. random horrible affix champs or elites.
1) target a minion or champ and blow your cooldowns to do as much damage as you can.
2) kite, sneaking in hits to keep sweeping wind up
3) when cooldowns are off, go back in and do as much damage as you can
4) repeat
Other packs you can simply tank/spank through no problems in even ok gear.
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What are your opinions on a 3rd passive besides Resolve or Transcendence?
I don't get why everyone thinks 310 lps is garbage. Here's how I look at it (and I could be wrong). Dodge is the superior mitigation choice because a dodged hit is no damage. However this isn't an mmo and your job isn't just to tank damage, being able to have more uptime on your target (especially if that target is molten/plague) is also something you need to consider because a dead mob deals no dps. If you have enough gear that staying alive is not longer the issue and you want to increase your time on target then there is something to be said about regen mechanics that people are overlooking. Here's an example to explain my logic:
Let's say plague ticks on your character for 3,000 per second (made up number) after all your mitigation is figured in. If you have 310 lps coming in then in reality you are only taking 2,790 damage per second which is a reduction of 10.3%. If you throw on a few more pieces of regen gear and get up to say 700 life per second you reduce that incoming damage to to 2,300 which is a reduction of 23%. To get that kind of mitigation via resist/armor is going be basically impossible if you already have decent gear.
I'm not trying to argue that Dodge isn't better because it is. If you are having trouble staying alive then Mantra of Evasion is hands down the better choice. If you are solo and can stay alive then you should be running Mantra of Conviction for the massive damage bonus. However in a scenario where there are two geared monks and you are looking to maximize your killing speed then Conviction + Healing is going to allow you do to more damage and play more aggressive.
Sorry if I didn't make this clear, I typically run with another monk so I'm always looking at things from a two mantra perspective which probably isn't common for most people. I'll stop derailing the thread.
I have tried to look online and i can't find any i just want it to benchmark my self and to know what i should strive for.
Also i have 17.5% crit and 20.5% with scoundrel as a follower and i have 170% crit dam bonus, my question is Cyclone or Blade storm
thanx in advance
First off all can you please post a pic of your current gear and stats ( End game gear or close to it) and a pic of the gear and stats needed for act 2 inferno, the reason why i am asking is because i want to benchmark my self and i am getting wiped of the map when i try to do act 2 by elite packs i mean,
Anther question is 17.5% crit and 170% dam bonus, Cyclone or Blade storm?
thanx in advance man
Bull. I got 22k unbuffed and the only things that kill me in act 2 are some nasty elite packs. My gear is worth maybe 4-5 mil.
Cleared Diablo with 5NV and only 21k dps and not spending more than 3 million on a single piece of gear. Farm more, play better and stop making excuses for bad play.
Ha. Bagstone.
All the monks u see killing stuff in act 3/4 with high crit chance/dmg have 1,5k+ life on hit, to get that you need to spend alot of gold, only a wep would cost u 30 mil gold. Show me a monk who does act 3/4 with 0 life on hit.
I disagree, I'm using a slightly modified build for Act 1/2 Inferno farming on my Dual wield monk
Link: http://us.battle.net/d3/en/calculator/monk#adXigk!ZXU!abbZaa
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.
Stop making excuses for your bad play. I cleared Act 3/4 with 200LOH and 20k dps. You don't need the best weapon in the game to make this build work, nor do you have to be the best player. You need to get comfortable with fist of thunder and thunderclap. Keep your sweeping wind up as much possible, which is really easy with thunderclap. Teleport in and out for quick hits. Let a mob come to melee you and pop your sereniy + faith in the light for big DPS. Don't just teleport in and try and faceroll molten+arcane+desecrate mobs.
I already cleared the entire game on inferno and got all 5 classes to 60, i find an equally geared barb far superior to a monk.
Overall i think wizards are the best class ingame, u can pretty much clear the entire game with 2-3mil gold.
1) target a minion or champ and blow your cooldowns to do as much damage as you can.
2) kite, sneaking in hits to keep sweeping wind up
3) when cooldowns are off, go back in and do as much damage as you can
4) repeat
Other packs you can simply tank/spank through no problems in even ok gear.