The idea is to use 2 spirit generators, buff generator dmg through depth diggers, simplicity's strength and combination strike, and generate as much spirit as possible, while spending it with mantra spam for Sunwuko explosions.
I will be using holy dmg skills that will supplement Sunwuko well. The build is not only offensive, but has some great defensive skills too. The idea is to run a good two hander, flying dragon mostly. The skills are nicely combined, letting me to use them all at the same time without breaking an attack with a bell or lashing tale kick for example. It doesn't need cooldown reduction whatsoever.
The idea is solid and imo it's exactly what the devs WANT us to be doing as a viable build option, sadly it's just not viable. M4S+SWK is a far superior build that uses a gimmicky (probably soon to be patched) set of items. The problems are as follows:
WotHF and CW have VERY poor damage output for the time spent using them. When using them you're stuck using them all the way through the combination to get the runed benefits often. The simple base attack speed of our generators is extremely slow. Now, the generation for these abilities is top notch and definitely on par with what we need for end game build diversity and competition. Mantra spam is TOTALLY viable and should work well, TR+IF+SWK uses this concept and I personally love the idea. I've tried it and while it works it's essentially T4/T5 competitive and lacks any luster past that. T6 is a face rocking mess at the moment for monks even with double unity sadly
Yea, I have found a dmg on WotHF to be satisfying with this rune, but can not find another solid generating HOLY skill. I was considering deadly reach, foresight, as it is similar to what I have played in the past while toying with combination strike, but the physical dmg of the skill doesn't go well with this set, both efficiently and thematically.
I have not had a chance to test this build in T6 sadly, because it is still just in theory, until I get wanted gear on ptr. Will need to get all the peaces and test it then, maybe even make a video if it is viable or even semi viable, because I like the theme
Also, I forgot to mention, I will be using Mirinae and Gorok of Swiftness.
You are probably not aware of the fact, that to activate combination strike you dont need to use 2 spirit generators right? It works with 1 generator and 1 spender.
2 generators are absolute waste of time.
No, I just tried it out in-game. 10% per generator used.
You are probably not aware of the fact, that to activate combination strike you dont need to use 2 spirit generators right? It works with 1 generator and 1 spender.
2 generators are absolute waste of time.
It doesn't work that way.
Finally got some gear to test this build, and I am not happy at all My lightning monk is so much better atm. Will need to test it a bit more.
It seems as though some people are confused by this passive. I have just tested it by using a 3 gen build. A hit from each generator in quick succession produces these results:
Each provides a separate 10% dmg bonus (total of 30%, max of 40% if you go for a 4 gen build - not recommended).
Each successive hit uses the next hit from a series, as an example, lets use fists of thunder (thunderclap), deadly reach (1st rune), crippling wave (tsunami) and WotHF (fists of fury) to demonstrate. Hit 1 teleports you to the enemy, hits the enemy and stacks the buff bonus to 10%. Hit 2 produces 2 linear aoes and stacks the buff bonus to 20%. Hit 3 freezes all mobs in an increased radius and stacks the buff bonus to 30%. Hit 4 teleports you to the enemy, applying a holy DoT effect and stacks the buff bonus to 40%. Note that Hit 4 has effectively reset the series (each series consists of 3 hits) and performed hit 1, if FoT was now to be activated again, you would not be teleported to the mob (this occurs on hit 1, and not on hits 2 or 3).
Using a generator which has already been used during the buff duration will not increase the buff bonus any further. If all 4 gens are used 1 time and then a single gen is spammed afterwards, the total 40% bonus is not retained, only the 10% from the generator currently in use remains (you will not lose the buff immediately, but unused gens will not reapply their stack). In other words, for maximum effect you should use 1, 2, 3, 1, 2, 3, ... and this should be performed in quick succession.
What I liked:
I played this out as a CC focused option, and found that FoT worked nicely as a leading skill (closes distance faster), allowing CC skills to be used more effectively (tsunami).
It's a nice change from standard builds, and I like the concept of more kung-fu.
What I did not like:
High survivability trade-off to achieve a dmg bonus which can be achieved with a single skill slot (blinding flash last rune, or IS:FP).
This play-style is somewhat clunky, skills can occasionally misfire (timing issue when consecutively activating generators), this can mess up your skill order, so that a less desirable 3rd hit procs (only an issue where timing is not perfect, and in laggy situations). This playstyle also severely limits options for other skills on your skill bar, although as far as a single spender build is concerned, this could be an attractive option for some players.
I will be using holy dmg skills that will supplement Sunwuko well. The build is not only offensive, but has some great defensive skills too. The idea is to run a good two hander, flying dragon mostly. The skills are nicely combined, letting me to use them all at the same time without breaking an attack with a bell or lashing tale kick for example. It doesn't need cooldown reduction whatsoever.
Daidelos combat build
What do you think about it? Do you have some suggestions?
WotHF and CW have VERY poor damage output for the time spent using them. When using them you're stuck using them all the way through the combination to get the runed benefits often. The simple base attack speed of our generators is extremely slow. Now, the generation for these abilities is top notch and definitely on par with what we need for end game build diversity and competition. Mantra spam is TOTALLY viable and should work well, TR+IF+SWK uses this concept and I personally love the idea. I've tried it and while it works it's essentially T4/T5 competitive and lacks any luster past that. T6 is a face rocking mess at the moment for monks even with double unity sadly
I have not had a chance to test this build in T6 sadly, because it is still just in theory, until I get wanted gear on ptr. Will need to get all the peaces and test it then, maybe even make a video if it is viable or even semi viable, because I like the theme
Also, I forgot to mention, I will be using Mirinae and Gorok of Swiftness.
Finally got some gear to test this build, and I am not happy at all My lightning monk is so much better atm. Will need to test it a bit more.
I guess the optimal setup would be to try SWK+Staff of Kyro+Combination Strike
Each provides a separate 10% dmg bonus (total of 30%, max of 40% if you go for a 4 gen build - not recommended).
Each successive hit uses the next hit from a series, as an example, lets use fists of thunder (thunderclap), deadly reach (1st rune), crippling wave (tsunami) and WotHF (fists of fury) to demonstrate. Hit 1 teleports you to the enemy, hits the enemy and stacks the buff bonus to 10%. Hit 2 produces 2 linear aoes and stacks the buff bonus to 20%. Hit 3 freezes all mobs in an increased radius and stacks the buff bonus to 30%. Hit 4 teleports you to the enemy, applying a holy DoT effect and stacks the buff bonus to 40%. Note that Hit 4 has effectively reset the series (each series consists of 3 hits) and performed hit 1, if FoT was now to be activated again, you would not be teleported to the mob (this occurs on hit 1, and not on hits 2 or 3).
Using a generator which has already been used during the buff duration will not increase the buff bonus any further. If all 4 gens are used 1 time and then a single gen is spammed afterwards, the total 40% bonus is not retained, only the 10% from the generator currently in use remains (you will not lose the buff immediately, but unused gens will not reapply their stack). In other words, for maximum effect you should use 1, 2, 3, 1, 2, 3, ... and this should be performed in quick succession.
What I liked:
I played this out as a CC focused option, and found that FoT worked nicely as a leading skill (closes distance faster), allowing CC skills to be used more effectively (tsunami).
It's a nice change from standard builds, and I like the concept of more kung-fu.
What I did not like:
High survivability trade-off to achieve a dmg bonus which can be achieved with a single skill slot (blinding flash last rune, or IS:FP).
This play-style is somewhat clunky, skills can occasionally misfire (timing issue when consecutively activating generators), this can mess up your skill order, so that a less desirable 3rd hit procs (only an issue where timing is not perfect, and in laggy situations). This playstyle also severely limits options for other skills on your skill bar, although as far as a single spender build is concerned, this could be an attractive option for some players.
Do you have an alternative source?