i've been runnin the standard cyclone build forever - with the new patch - are there any other suggested builds out there that yall have been having luck with?
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NA servers - add me if ya want - ysoserious#1178. - i run a clan if anyone wants an invite. no requirements to join - as long as your nice and friendly your more than welcome
mine to - my monk feels crazy slow as well - that's why i was looking for a new build. i've tweaked mine a bit and i think i got the build down - i just have to figure out how to get the attack speed up. i'm in game all day on NA servers if anyone wants to do some runs. ysoserious#1178
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NA servers - add me if ya want - ysoserious#1178. - i run a clan if anyone wants an invite. no requirements to join - as long as your nice and friendly your more than welcome
Felt really slow to me today and I went from demolishing mp10 like it was a joke to struggling in T3. DPS seems extremely cut down with the MoC:O nerf (as I believe a substantial portion of my dps came from there). Combined with the LL nerf, I'm struggling both to survive and to kill things.
Honestly, from what I've found so far your build all depends on what new Rares/Legendaries you get.
Like, I just got a real nice 1H sword that had a lot of cold damage % on it, combined with a few other pieces to increase like Sweeping Wind damage etc. so made as many skills as I could do Cold damage and got a big DPS boost.
I think that is the point now...
No more cookie cutter builds - build around what drops for you.
Felt really slow to me today and I went from demolishing mp10 like it was a joke to struggling in T3. DPS seems extremely cut down with the MoC:O nerf (as I believe a substantial portion of my dps came from there). Combined with the LL nerf, I'm struggling both to survive and to kill things.
I think they reshaped the entire scope of difficulty at the same as reshaping the entire scope of character power. I used to have a super tanky Barb who would laugh at the damage MP10 could deliver. In the new ceiling (torment 6?) with the new ruleset, he gets flattened.
to me this appears as a HUUUUGE learning curve and a leap outside of the ol' comfort zone of the previous umpteen hundred hours some people put into the game.
i cant wait to get home and try some random crap out
Yeah, I'm in agreement with some others. The time I spent with my Monk on the PTR, and now in 2.0.1 feels so much smoother and the skills make the class feel so much more focused on the types of things it should be doing.
I absolutely LOVE the update to Dashing Strike. While the idea of creating a super defensive tanky Monk is a real possibility for people, it's more likely a super defensive tanky Monk would use something like Serenity. Whereas, for me, I'd rather use Dashing Strike and zip from enemy to enemy, place to place. I'm standing there bashing away on an enemy, they're about to explode or spray poison around, I can reposition on the battlefield instantly. That's awesome. The buffs to Spirit Generators, also a huge help. The Monk doesn't come with innate Spirit Regen, but Spirit also doesn't deteriorate like the Barb's Fury does. It still means you need lots of fuel for big skills, and things like Replenishing Light and Strong Spirit (that got a HUGE buff), it's a snap. It's just a matter of what types of attacks and approach you want to go with once you have enough Spirit to spend.
Here's where my Monk's build is right now, though I'm with some others...I love the idea that drops will be inspiring people to experiment more, and that "cookie cutter" builds are likely to be no more.
Games like this, that have an assumed LONG amount of longevity should have a really easy way of picking it up and experimenting, and being able to switch skills and Paragon Points at one's will completely encourage that type of gameplay. Continually starting over from scratch at level 1 shouldn't be a necessary, and continuing to gain more and more points farther and farther into endgame only make the journey different the farther along you go. Sure, the way this game is now, compared to games like D2 and PoE, may reduce the chance that people fall into some dumbly put together branch on a tree format, and their first character ends up a total fail...then again, when people collect lots of Cold gear, +Skill gear, Reduced Resource gear, Cooldown Reduction gear, etc., it may still be hard to move away from that into different gear territory...and the cycle can start over or continue...except in endgame this time, not at level 1.
I gotta say the stun on LTK is a godsend for fighting tougher elite packs. With decent attack speed / spirit gen (such as blazing fists), you can keep a slow-swinger locked down and keep most elites from polluting the ground with their ilk. Right now it looks like:
Spirit Gen (WotHF:BF)
Sweeping Wind: Cyclone
LTK: SS. Its stun and high damage are invaluable for elites and many other tasks. Only use damage rune if you're speeding through content or have taken many survivability skills.
Overawe for more damage or MoH:Boon of Inspiration to get more sustainability at higher difficulties.
Remaining 3 are for SItuational, mix & match
Groups: Cyclone with range or dmg to AoE stuff down, Exploding Palm: The Flesh is Weak single target & AE damage. If I've got another in the party, vacuum with range.
Survivability/Hybrid: Serenity, Breath of Heaven, Blinding Flash. Most of these I use with their damage runes. I'm not a big fan of Inner Sanctuary, but its better than it was. I play with middling gear at T3, so I'm usually picking 2 from this category, and right now always Serenity for double elite spawns and bad jails/vortex/walls. Gotta keep that moonwell exp buff rolling! ((I think we all know the big choices for damage with survivability here, so I'll leave that out)
monks are hell alot better not more variety because more useful skills and the op ones are nerfed im running a lightning build monk its insanely powerful im trashing torment 4 with 158k dps 75k hp because of 2 legenderies (im at work so i dont remember exactly the names of the items) whon kon li the lightning fist item(this i bought from ah till i find the new 2.0.1 one) thunderfury the new 2.0.1 i luckly found this and its extremely powerful 385% chain lightnings and i got bracer with 15% lightning damage i lost making this build around 10k dps but im still doing more damage because i got 32% lightning damage the skills you can put what ever you guys suit your self
I'm focusing on holy damage, have yet to get bracers though with increased holy damage. Have no issues on torment 2, havent done much testing on t3 or higher.
I am find torment 3 and above a bit tough as well, it does definitely feel as if my monk has gotten slower. I was previously on mp7/8 and now find t3 a bit challenging at times. I am testing things on a more less cookie cutter cyclone build to compare before and after.
I think the survivability issue is related to life style, its just very low at the moment.
Random question, have they made changes to elemental damage? I see everyone talking about getting fire dmg / or some element dmg. I thought that only mattered when you have a weapon that gave elemental dmg increase like WKL. Having 700-900 fire dmg should not affect abilities?
I'm pretty much a rookie at D3 build making, especially now that 2.0.1 has hit.
FoT-Quickening
Cyclone-Eye of Storm
Breath of Heaven-Blazing Wrath
Sweeping Wind-Cyclone
OWE
Resolve
Seize the Initiative
I was nuking T1 last night with no problems. Even went from p107 to 108 in about an hour (174mil xp).
BOH: Circle of Scorn has major potential. Once i find gear that gives me fire damage i will switch to SW:firestorm.
FOT: quickening, CS:Sunburst
SW:bladestorm, BOH:Circle of Scorn
MOC:OA, Serenity: Ascension
Guiding light, STI, Exalted Soul
Like, I just got a real nice 1H sword that had a lot of cold damage % on it, combined with a few other pieces to increase like Sweeping Wind damage etc. so made as many skills as I could do Cold damage and got a big DPS boost.
I think that is the point now...
No more cookie cutter builds - build around what drops for you.
SKILLS
View in Skill Calculatorto me this appears as a HUUUUGE learning curve and a leap outside of the ol' comfort zone of the previous umpteen hundred hours some people put into the game.
i cant wait to get home and try some random crap out
My build.
http://us.battle.net/d3/en/calculator/monk#WSRfdk!XUg!accbaa
Copy Paste
The range on LTK seems to be rather small though... But it's cheaper and stronger than CS.
I absolutely LOVE the update to Dashing Strike. While the idea of creating a super defensive tanky Monk is a real possibility for people, it's more likely a super defensive tanky Monk would use something like Serenity. Whereas, for me, I'd rather use Dashing Strike and zip from enemy to enemy, place to place. I'm standing there bashing away on an enemy, they're about to explode or spray poison around, I can reposition on the battlefield instantly. That's awesome. The buffs to Spirit Generators, also a huge help. The Monk doesn't come with innate Spirit Regen, but Spirit also doesn't deteriorate like the Barb's Fury does. It still means you need lots of fuel for big skills, and things like Replenishing Light and Strong Spirit (that got a HUGE buff), it's a snap. It's just a matter of what types of attacks and approach you want to go with once you have enough Spirit to spend.
Here's where my Monk's build is right now, though I'm with some others...I love the idea that drops will be inspiring people to experiment more, and that "cookie cutter" builds are likely to be no more.
Games like this, that have an assumed LONG amount of longevity should have a really easy way of picking it up and experimenting, and being able to switch skills and Paragon Points at one's will completely encourage that type of gameplay. Continually starting over from scratch at level 1 shouldn't be a necessary, and continuing to gain more and more points farther and farther into endgame only make the journey different the farther along you go. Sure, the way this game is now, compared to games like D2 and PoE, may reduce the chance that people fall into some dumbly put together branch on a tree format, and their first character ends up a total fail...then again, when people collect lots of Cold gear, +Skill gear, Reduced Resource gear, Cooldown Reduction gear, etc., it may still be hard to move away from that into different gear territory...and the cycle can start over or continue...except in endgame this time, not at level 1.
Spirit Gen (WotHF:BF)
Sweeping Wind: Cyclone
LTK: SS. Its stun and high damage are invaluable for elites and many other tasks. Only use damage rune if you're speeding through content or have taken many survivability skills.
Overawe for more damage or MoH:Boon of Inspiration to get more sustainability at higher difficulties.
Remaining 3 are for SItuational, mix & match
Groups: Cyclone with range or dmg to AoE stuff down, Exploding Palm: The Flesh is Weak single target & AE damage. If I've got another in the party, vacuum with range.
Survivability/Hybrid: Serenity, Breath of Heaven, Blinding Flash. Most of these I use with their damage runes. I'm not a big fan of Inner Sanctuary, but its better than it was. I play with middling gear at T3, so I'm usually picking 2 from this category, and right now always Serenity for double elite spawns and bad jails/vortex/walls. Gotta keep that moonwell exp buff rolling! ((I think we all know the big choices for damage with survivability here, so I'll leave that out)
I'm focusing on holy damage, have yet to get bracers though with increased holy damage. Have no issues on torment 2, havent done much testing on t3 or higher.
http://us.battle.net/d3/en/profile/RegiusAquila-1611/hero/9506669
I think the survivability issue is related to life style, its just very low at the moment.
Random question, have they made changes to elemental damage? I see everyone talking about getting fire dmg / or some element dmg. I thought that only mattered when you have a weapon that gave elemental dmg increase like WKL. Having 700-900 fire dmg should not affect abilities?
http://us.battle.net/d3/en/calculator/monk#UZXSkg!XdU!bYacaZ