So this build i plan to use along with a party consisting of a WD and DH. I feel it offers a good amount of survival along with some decent single target and aoe attacks.
Flesh is weak was my second choice. The description of essence burn leads me to believe that during that 60% damage over 3 seconds all targets afflicted will explode if killed during that time. Is that not the case?
a combination of this after effect with SSS would result in massive AOE.
If not I can definitely see myself taking your advice and going with FIW as it will pretty much help guarantee trigger the after effect.
Excellent rune choice and passive choice.And about the essence burn effect,it doesn't stack,so do not expect more than 60% dmg for that.I changed your build a little though(because essence burn is not useful without stacking dmg dots):- http://us.battle.net/d3/en/calculator/monk#UXgVTk!XZU!cbZZcc
When you are playing in inferno you will obviously play in a party. And in inferno the mobs will deal gigantic amounts of dmg.So what my idea behind the change is that if they receive that dmg they will be goners.Lets say you start the battle with 0 spirit.Charge mindlessly into the pack and activate serenity,you should be able to generate at least 40 spirit and when serenity ends many monsters will be killed so you can use exploding palm on the remaining.If the ranged characters kill that monster then you are getting spirit for free just like that so you have to generate lesser spirit for your next exploding palm,and it also improves party coordination.Remember that you will be dealing 30% of the monster's max life as damage which is more than what essence burn will ever achieve.Just a suggestion.
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Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
@Bloodpixel: I think you are wrong.These skills are unlocked at lvl 60 and the best the monk has. After all who's gonna give up 670 % weapon damage over 3 hits(way of the hundred fists-140+140+140+250),777% aoe holy damage and on top of that 12% holy damage per second? Even if you are just running from the enemy you are dealing damage.And holy damage can't be resisted.
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
I see know your logic behind essence burn. Seems the rune isn't that great FIW well will offer a great debuff for bosses and overall help will the explosion effect so I think I'll go with that.
My reasoning for such defensive runes was consideration of the fact I'm the only melee in my group, so I'll be taking massive damage.
I agree with those that said it lacks mobility. But I cant see how I could pack anything else into this build without hurting its core function. Any suggestions? I do like dashing strike with the runed dodge. Hmmm.
Again, thank you all for the advice! less then a month to go!
When you are playing in inferno you will obviously play in a party
The game should be soloable, inferno too, it isn't really that "obvious".
Also, you sound like you already played the game at inferno difficulty.
Charge mindlessly into the pack and activate serenity,you should be able to generate at least 40 spirit and when serenity ends many monsters will be killed so you can use exploding palm on the remaining
3 seconds to kill "many" of the monsters? It actually does sound more like a normal difficulty play, i onestly expect something VERY, VERY more challenging in inferno.
Talking about the build, i would put in there something to add mobility, you know, something like a fists of thunder + thunderclap rune, way of a hundred fists + fists of fury rune or just a dash.
Everything else looks pretty good to me!
Well i hope you actually clicked on the link and saw the few changes i made.I have chosen the Reap What is Sown rune for serenity which will reflect 30 % of the damage the monsters deal to the monk as holy.But even that kind of pounding from inferno monsters can kill you if you were only taking 30% damage from the monsters in the first place.I can deal damage as high as my maximum life with a huge radius.You thought i was going to kill them with the generator?
Rollback Post to RevisionRollBack
Grinding Gear Games (Company that produced POE): "These are great Ideas, we will use them for sure as they are clearly what the player base is looking for."
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
So what? By that logic there should be like zero posts in pretty much all forum sections, coz you know, the game aint out yet.
No. It makes a lot more sense to discuss information that we know on parts/features of the game we have knowledge about. We've recently come to know that Magif Find is averaged in a group, people discussed whether that's good or not (from a theory standpoint, because even in that specific discussion the lack of information shows how much we cannot assume right now).
Over the years, we've discussed the art style, the stats system, the removal of some features shown back in 2008, the fog of war, how the classes feel from lvls 1->13, user interface, PvP - lots of things we have had plenty of information on.
Thanks. I've been growing increasingly annoyed with all the "the game isn't out so we can't even speculate or have fun making builds" QQ-ers out there.
You can have fun playing with the skill calculator and imagining builds. But when people ask for a "build critique" from other users it's probably not going to grant the results they want (namely if the build is good enough for Inferno) because we have 0 knowledge of the Inferno difficulty, the itemization game, the different enemies and all the possible monster affixes.
For me personally, I feel there's just too much we don't know right now, to the point where I'm saving my "skill build" energies for release. Plus, leaves something for me to do while leveling, the whole experimenting (instead of having a clear cut planned build).
That said, I don't mind others having a ton of fun with it - I'm sure a very good feeling imagining how your build will work against an imaginary group of enemies, or thinking what's going to be the best rotation of skills in PvP. It probably makes the game feel a lot more tangible, which could be why some love doing it.
Just don't expect any of the feedback asked to be useable in-game, or even that the skill build isn't going to change a lot because of the great theorycrafting when making it (which is the "QQers" point).
-Exploding Palm to Sweeping Wind > Bladestorm: My rationale is that sweeping wind will be a better AOE dmg dealer. This might be one that you will switch in and out for bosses vs trash. The calculator doesn't list how often it deals damage, but I suspect it's per second. So with this, you'll deal 60% weapon dmg to all enemies, pretty much at all times, every second. I doubt if it will be hard to keep this permanently refreshed. If Cyclone turns out to be better dmg overall, you would use that rune instead (I haven't got experience with either). This effect should stack nicely with your mantra of conviction rune, causing you to slowly mow through just about everything nearby.
-Transcendance passive: This would basically crank your self-healing through the roof, and make 5/6 of your abilities a small "get out of trouble" button. Your breath of heaven gains an additional 1550 healing. 50 spirit cost moves (7SS and Mantra) each heal you for 3100. Sweeping wind heals you for 4650
-Near Death Experience passive: A get out of jail free card. This might just save you long enough to activate Serenity and get the hell outta dodge.
Other notes: Your spirit generator is a damage dealer. I think we'd have to play this build on inferno to see how it all works out, but there's potential that a more defensive or buff/debuff related spirit generator may be worthwhile here. For example:
-Fists of thunder > Lightning Flash would generate more spirit, and would give you a flat 16% chance extra to dodge while attacking with it.
-Deadly Reach > Foresight would provide 7 sided strike with a substantial damage boost.
-Crippling Wave > Concussion would mitigate some incoming damage (and Breaking Wave would increase party damage a fair bit, especially stacked with your mantra)
One thing I think we can all agree on for sure, is that Diablo 3 offers a LOT of different ways to customize your character. As a 7 year WoW player, I am really in heaven with this skill calculator that I can actually pick and choose (for literally the first time in 7 years).
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let me know what you guys think.
http://us.battle.net...gVTk!XZU!cbaccc
Flesh is weak was my second choice. The description of essence burn leads me to believe that during that 60% damage over 3 seconds all targets afflicted will explode if killed during that time. Is that not the case?
a combination of this after effect with SSS would result in massive AOE.
If not I can definitely see myself taking your advice and going with FIW as it will pretty much help guarantee trigger the after effect.
quite defensive passives. i whould not have been so defensive, but then again who knows what we need endgame?
i like it!
http://us.battle.net/d3/en/calculator/monk#UXgVTk!XZU!cbZZcc
When you are playing in inferno you will obviously play in a party. And in inferno the mobs will deal gigantic amounts of dmg.So what my idea behind the change is that if they receive that dmg they will be goners.Lets say you start the battle with 0 spirit.Charge mindlessly into the pack and activate serenity,you should be able to generate at least 40 spirit and when serenity ends many monsters will be killed so you can use exploding palm on the remaining.If the ranged characters kill that monster then you are getting spirit for free just like that so you have to generate lesser spirit for your next exploding palm,and it also improves party coordination.Remember that you will be dealing 30% of the monster's max life as damage which is more than what essence burn will ever achieve.Just a suggestion.
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
I see know your logic behind essence burn. Seems the rune isn't that great FIW well will offer a great debuff for bosses and overall help will the explosion effect so I think I'll go with that.
My reasoning for such defensive runes was consideration of the fact I'm the only melee in my group, so I'll be taking massive damage.
I agree with those that said it lacks mobility. But I cant see how I could pack anything else into this build without hurting its core function. Any suggestions? I do like dashing strike with the runed dodge. Hmmm.
Again, thank you all for the advice! less then a month to go!
Well i hope you actually clicked on the link and saw the few changes i made.I have chosen the Reap What is Sown rune for serenity which will reflect 30 % of the damage the monsters deal to the monk as holy.But even that kind of pounding from inferno monsters can kill you if you were only taking 30% damage from the monsters in the first place.I can deal damage as high as my maximum life with a huge radius.You thought i was going to kill them with the generator?
Blizzard: "While we agree that this game needs re-working and that these ideas could help the future of this game, we have no plans to listen to our fan-base at this time."
http://s1332.photobucket.com/user/Tester_3211/media/Diablo3devs_zpscc5fbac9.jpg.html?state=replace
Over the years, we've discussed the art style, the stats system, the removal of some features shown back in 2008, the fog of war, how the classes feel from lvls 1->13, user interface, PvP - lots of things we have had plenty of information on.
You can have fun playing with the skill calculator and imagining builds. But when people ask for a "build critique" from other users it's probably not going to grant the results they want (namely if the build is good enough for Inferno) because we have 0 knowledge of the Inferno difficulty, the itemization game, the different enemies and all the possible monster affixes.
For me personally, I feel there's just too much we don't know right now, to the point where I'm saving my "skill build" energies for release. Plus, leaves something for me to do while leveling, the whole experimenting (instead of having a clear cut planned build).
That said, I don't mind others having a ton of fun with it - I'm sure a very good feeling imagining how your build will work against an imaginary group of enemies, or thinking what's going to be the best rotation of skills in PvP. It probably makes the game feel a lot more tangible, which could be why some love doing it.
Just don't expect any of the feedback asked to be useable in-game, or even that the skill build isn't going to change a lot because of the great theorycrafting when making it (which is the "QQers" point).
Here's what I may use, which is very similar to your own: http://us.battle.net/d3/en/calculator/monk#UXgiTk!YZT!cbaZcc
What I changed, and why:
-Exploding Palm to Sweeping Wind > Bladestorm: My rationale is that sweeping wind will be a better AOE dmg dealer. This might be one that you will switch in and out for bosses vs trash. The calculator doesn't list how often it deals damage, but I suspect it's per second. So with this, you'll deal 60% weapon dmg to all enemies, pretty much at all times, every second. I doubt if it will be hard to keep this permanently refreshed. If Cyclone turns out to be better dmg overall, you would use that rune instead (I haven't got experience with either). This effect should stack nicely with your mantra of conviction rune, causing you to slowly mow through just about everything nearby.
-Transcendance passive: This would basically crank your self-healing through the roof, and make 5/6 of your abilities a small "get out of trouble" button. Your breath of heaven gains an additional 1550 healing. 50 spirit cost moves (7SS and Mantra) each heal you for 3100. Sweeping wind heals you for 4650
-Near Death Experience passive: A get out of jail free card. This might just save you long enough to activate Serenity and get the hell outta dodge.
Other notes: Your spirit generator is a damage dealer. I think we'd have to play this build on inferno to see how it all works out, but there's potential that a more defensive or buff/debuff related spirit generator may be worthwhile here. For example:
-Fists of thunder > Lightning Flash would generate more spirit, and would give you a flat 16% chance extra to dodge while attacking with it.
-Deadly Reach > Foresight would provide 7 sided strike with a substantial damage boost.
-Crippling Wave > Concussion would mitigate some incoming damage (and Breaking Wave would increase party damage a fair bit, especially stacked with your mantra)
One thing I think we can all agree on for sure, is that Diablo 3 offers a LOT of different ways to customize your character. As a 7 year WoW player, I am really in heaven with this skill calculator that I can actually pick and choose (for literally the first time in 7 years).