This build is based mainly around Seven Sided Strike/Survivability.
Skills
-I know I want to have two spirit generators: one for single targets and one for groups. I'm thinking Golden Way of the Hundred Fists for extra spirit/135% damage for first two hits. Crippling Wave is basically subbing in for Lashing Tail Kick with 50% slow instead of knockback and indigo rune to increase the small range (I really wish Sweeping Wind had a rune that impeded enemies w/slow or knockback, but we can't have everything). There could be some room for improvement here.
-Dashing Strike (Obsidian): DS seems like a gameplay necessity. +21% chance to Dodge should be pretty helpful cutting down damage intake and very easy to maintain, darting around all the time.
-Seven Sided Strike (Crimson): speaks for itself.
-Mantra of Conviction (Crimson): 40% additional damage dealt doubles to 80% for the first three seconds. Probably re-cast this before every Seven Sided Strike.
-Serenity (Crimson): Emergency timeout. Heals for a solid chunk and gives you a little breather. I personally like being able to manually heal when needed.
Passives
-The Guardian's Path: I plan on being a staff-wielder just for roleplaying reasons (i.e. staves are badass) and I'll need all the spirit I can get.
-Transcendence: More healing. This could be overkill with the crimsoned Serenity. If so, I'd probably swap Serenity out for Lashing Tail Kick/Blinding Flash/another generator.
-Beacon of Ytar: It doesn't seem possible to have a viable Seven Sided Strike build without this.
For gear, I'll be looking for elemental resistance, spirit generation, and magic find (along with everything else). What do you think?
Nice man, you'll be dodging up a storm. And when a hit does land you'll have the defense and resistance to deal with it.
People speculate that the monk will be the hardest character because of the combo gameplay, but with all these defensive skills/passives I think we'll have some solid survivability.
Although they did say at BlizzCon that at the earliest levels the monk was a bit weak. I'm sure if need be they'll boost him up a bit for the beginning of the game.
Here's what I'm thinking right now for my standard solo monk build:
http://us.battle.net/d3/en/calculator/monk#iedjRS!ZYg!bYcZZZ
This build is based mainly around Seven Sided Strike/Survivability.
Skills
-I know I want to have two spirit generators: one for single targets and one for groups. I'm thinking Golden Way of the Hundred Fists for extra spirit/135% damage for first two hits. Crippling Wave is basically subbing in for Lashing Tail Kick with 50% slow instead of knockback and indigo rune to increase the small range (I really wish Sweeping Wind had a rune that impeded enemies w/slow or knockback, but we can't have everything). There could be some room for improvement here.
-Dashing Strike (Obsidian): DS seems like a gameplay necessity. +21% chance to Dodge should be pretty helpful cutting down damage intake and very easy to maintain, darting around all the time.
-Seven Sided Strike (Crimson): speaks for itself.
-Mantra of Conviction (Crimson): 40% additional damage dealt doubles to 80% for the first three seconds. Probably re-cast this before every Seven Sided Strike.
-Serenity (Crimson): Emergency timeout. Heals for a solid chunk and gives you a little breather. I personally like being able to manually heal when needed.
Passives
-The Guardian's Path: I plan on being a staff-wielder just for roleplaying reasons (i.e. staves are badass) and I'll need all the spirit I can get.
-Transcendence: More healing. This could be overkill with the crimsoned Serenity. If so, I'd probably swap Serenity out for Lashing Tail Kick/Blinding Flash/another generator.
-Beacon of Ytar: It doesn't seem possible to have a viable Seven Sided Strike build without this.
For gear, I'll be looking for elemental resistance, spirit generation, and magic find (along with everything else). What do you think?
People speculate that the monk will be the hardest character because of the combo gameplay, but with all these defensive skills/passives I think we'll have some solid survivability.
Although they did say at BlizzCon that at the earliest levels the monk was a bit weak. I'm sure if need be they'll boost him up a bit for the beginning of the game.
Whats the difference bwteen way of hundred fist and fists of thunder (despite fist being much stronger then the later) ?
People can't even creat cool archetyple names for it like "Massive Crit Barb" =(