Hey guys, today I explain and showcase the new Monk set coming in 2.3 - Uliana's Stratagem. Although it does have a steep gear requirement (it's basically a 12 piece set), it's one of the smoothest builds out there among a sea of clunkiness (see Helltooth Gary). I go over the gearing strategy, gem choices, speed farming vs. greater rift considerations, and blow up some T10 cows. Moo moo. Enjoy & discuss!
Hey guys, today I explain and showcase the new Monk set coming in 2.3 - Uliana's Stratagem. Although it does have a steep gear requirement (it's basically a 12 piece set), it's one of the smoothest builds out there among a sea of clunkiness (see Helltooth Gary). I go over the gearing strategy, gem choices, speed farming vs. greater rift considerations, and blow up some T10 cows. Moo moo. Enjoy & discuss!
That's a large exaggeration because you're suggesting that the BiS list (including cube powers) is mandatory. Following that logic pretty much every set is 15+ pcs in 2.3...
In reality Uliana's has the smoothest gearing I've ever seen and the cube makes it even easier through targeted crafting/rerolling. Every set bonus adds dps, almost every complimentary item adds dps, and the belt adds huge toughness. Every time you find a new complimentary item or complete a new bonus you can raise your torment 2 times and end up in T10 while missing a few BiS items.
I've been playing a little with this set in the Ptr and you actually don't need Madstone in cube, because using gungdo the explosion from EP will apply EP to the enemies which explosion is triggered by the 6p effect of the set, so you only need to apply palm before by using it or 2p effect; So i'd rather recommend using both gungdo and the spirit guards, using the best one you got and cubing the other. The only situation where you benefice from using Madstone is if u use SSS to a single target with no EP applied, then you'll apply EP but not trigger explosion in the first hit but you'll do in all the rest of hits and as i have said this can be resolved by just using EP before while not using Madstone.
Cya,
Sanguinae
Madstone is mandatory if you have another Uliana monk hitting the same mobs that you are with the same EP rune because they will overwrite your EP's. If you group with other monks at the start then just run different EP runes until you have each madstones but once you get to high content you'll all want to be cold. If you play solo then it is still a strong option that almost everyone uses but you can get away without it.
If there is another Uliana monk in the group they should be focusing different groups of enemies... and in the worst case scenario you both will be hitting the single and same enemy, in this case if you make explode someone else EP with SSS having equipped gungdo don't know if the explosion will apply your EP with your rune or his... never considered it cause i find absurd a group with more than 1 person with the same build, always preferred diversity in the group giving different buffs to each other.
2x Uliana is standard for groups on PTR and you can't separate when you are both relying on your support barb to give you massive toughness buffs and keeping the mobs grouped tight for better EP explosion damage. If it's just T10 or w/e easy stuff then you can split up if the map isn't linear but madstone is still a huge quality of life improvement when you're alone.
I have a feeling it will not go live the way it currently performs though. We will see.
Yup, there will probably be some sort of tweak. It's crazy fast right now, tons of toughness (I'm hitting 700m easily with unity), and sick damage ... and very easy/fluid playstyle. I honestly hope it stays but perhaps with slightly less damage.
Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing 5677% weapon damage over 7 strikes. / This ability does not start its cooldown until after its effects expire.
I don't think the lion's claw is changed at all. If you look at it (in game), you see the "7" in blue, as if it could be another value. From the datamined things, the remove "c_magic" from it, as for as I can tell making it a fixed (white) "7".
As for the build itself, I'm not sure but personally feel it will be the new speedfarm set (with in-geom), where the generator build might become better in high grifts.
But time will tell, lets wait for the patch and hope they wipe leaderboards, to really see what happens.
Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing 5677% weapon damage over 7 strikes. / This ability does not start its cooldown until after its effects expire.
As for it being a nerf, it's something that needs to be test alot to see if builds will need to to change alittle, because in cool downs you will have to survive outside of the protection of SSS.
Was bound to happen. It was way over powered to be immune to damage 95% of the time when you can just perma seven strike. The build will be fine. It's a slight dps nerf as you wont be able to seven strike as much. The build was op to begin with so we'll see how it pans out.
It frustrates me when you get a good build the nerf hammer come's down blizzards golden child is DH but i could be wrong blizzard dosent like anything passing DH in dps but as i said ive been wrong before , Uli set is what im looking forward to the most this season , the dash build really wasnt an attraction to me but this looks more better & fun to play but we will see how it stacks when 2.3 goes live... my 2 cents
Was bound to happen. It was way over powered to be immune to damage 95% of the time when you can just perma seven strike. The build will be fine. It's a slight dps nerf as you wont be able to seven strike as much. The build was op to begin with so we'll see how it pans out.
Slight DPS nerf?
It's at least a 50% overall damage nerf if your character is even remotely geared.
This might not be that bad. It could synergize better with Shen Long's now so you're executing SSS when you have maxed out your spirit and start getting the buff. You can gem the lion claw weapon thing to get the 14 strikes on top of that. We won't know until folks have tested it though.
Well a person I am more than happy to correct. Hi Ras, long time.. no see, Let's see slight DPS nerf.. SSS does all the damage, you wait 2.2 seconds for the animation to stop assuming that you have CDr tuned to the exact duration it would mean you would need 84.29% CDr (including Flow of Eternity) or 60.73 CDR prior to the 60% from Flow you would loose 50 % damage (or better stated 100% gain from being able to SSS again right away versus waiting another entire duration) because you are now striking with SSS half as frequently as you would have beforehand. Obviously this is just a slight DPS decrease but it would also mean that people that play Hardcore as I do nowadays cant really use it.
Shenlongs and this set arent compatible.. Why?
Flow of Eternity is just as Mandatory as Lions Claw. Cant use both and Shens no matter what.. Lion's claw buffs the SSS damage 4 x with Uli 4 set and 2 x EP damage with 6 set.. If this confuses you it's because you are not realizing that the damage per strike was doubled before the amount of hits is doubled too.
I was testing it today and it worked very well with Serenity + SSS Belt + Spirit Guard.
Of course it got less dmg as you cant count with an ocasional on death explosion from a Gundgo Gear, or an extra CDR from Vigilant's Belt, but I think it may be adjusted a little bit with time and testing.
I was using SSS almost every 2 sec (or less) from one to other with 55% CDR (12% helm/gem, 2x10% from weps, 8% shouders, 6% ring) and + 60% from FoE passive + 20% from Beacon of ytar. At every 2 SSS I was hitting a Serenity if necessary. Sometimes I was using +15% CDR from Gogok, and it improved even more my effectivenes, palming and dealing damg.
I think the changes to SSS will make us to think a little more about the build's use and eficiency, but it wont become useless at all. And Broken Promisses build still will be the best way to focus on U6 build for now, as it enables us to have a little bit more thoughness to face high grift levels.
Testing Gears:
U6 + F&R + Spirit Guard + SSS Belt (BotL) + Mara + Azt + Sever (Sever just because it has 10% CDR. Didn't try with in-geon just to see how it worked. Lions claw = more DPS and thoughness)
Cubed: FoE, Madstone, Zodiac Ring (But maybe its better to use a Convention of Elements for + dmg or RoRG to put Madstone at head and SSS belt at cube, enabling the Witch Hour/Vigilant Belt use)
Gems: Bane of the Trapped, Taeguk, Ice Blink (for CC and 10% CrC) or Gogok (for 15% atk speed and 15% CDR)
Testing Skills:
SSS/Sustained Assaut (tryed with Pndemonium too, but new CC rules mess with it)
Cripping Wave/Breaking Wave (Maybe, CW will be the best option now, as it offer a good CC pool too)
Mantra of Salvation/Agility (No need to explain)
Epiphany/Deset Shroud (No need to explain)
Serenity/Peacefull Repose (Solo) or Tranquility (Group)
Exploding Palm/Impending Doom (No need to explain)
Passives:
Beacon of ytar, Harmony, Near Death Experience, Unity (group)/Mytic Rhythm (solo)/Sixth Sense (if thoughness is low)
@Gromral, i tried a little with WoHF, but it realy opens to a low defense, so i'd prefer CW, or even FoT, as it has a freezing effect that may help a little too. But it is from player to player. Love WoHF, but wont use it for a long time (maybe with my full generator buld).
About season, yes, i didn't played it yet. But mechanics wouldn't change so much. Base is the same, you will only add more dmg and thoughness to build. Lion's replace in-geon/whatever you use (Roars or Azure), and Striken will replace Taeguk, as it is too much trustfull to have than perma spending spirit. Maybe we would use Taeguk and Striken to a full dmg bonus,but i think its not worth leave Bane or Gogok for Taeguk. 15% CDR is too good for now to replace, and Bane of the trapped will be 100% active with U6 build. IMO, Striken will be nerfed at ptr, it is too powerfull for now.
About playstyle, i just gone using SSS from start of a enconter, to get the belt bonuses at beguining (so, ~24% dmg reduction) and punching after. Most of time my 3rd punch set my time to hit SSS again. CDR was enought to punch/SSS ever i needed (but nor a perma SSS as it was before). With 40% dmg reduction from bracers and 24% from belt, and 50% from Epiphany, most of atacks couldn't hit kill me. So, when thing was becoming too dificult, i hit serenity. Its recharge will take only about 3-4 secs after its effect wears off. Enought to run to a safer place or to use SSS, becoming invulnerable while Serenity completes its recharge. Everytime i hit SSS, recharge from other skills (Serenity) droped by 1 sec because of zodiac ring. With all this CDR i stayed at Epiphany about 80-90% of rift time. If you realywant it, you can become 100% Epiphany easy at Broken Promisses build.
Thanks for the testing, I'll see what I can do as well, but it doesn't seem to be that big a deal. Damage immunity was busted, let's face it. Glad they finally fixed Leoric's.
In the new season with its buffs to characters in general via the cube and else you will get to 800 paragon in roughly two weeks, if you play just a few hours a day and play in groups.
In the new season with its buffs to characters in general via the cube and else you will get to 800 paragon in roughly two weeks, if you play just a few hours a day and play in groups.
Why strugle to go from 0 to 900+ .. when I can play with my 800 NS char ?
Because the seasonal item for monks is the Lion´s Claw...
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Hey guys, today I explain and showcase the new Monk set coming in 2.3 - Uliana's Stratagem. Although it does have a steep gear requirement (it's basically a 12 piece set), it's one of the smoothest builds out there among a sea of clunkiness (see Helltooth Gary). I go over the gearing strategy, gem choices, speed farming vs. greater rift considerations, and blow up some T10 cows. Moo moo. Enjoy & discuss!
https://youtu.be/MFEjbqaUGNI
MeatHeadGaming - YouTube - Twitch - Facebook - Web
That's a large exaggeration because you're suggesting that the BiS list (including cube powers) is mandatory. Following that logic pretty much every set is 15+ pcs in 2.3...
In reality Uliana's has the smoothest gearing I've ever seen and the cube makes it even easier through targeted crafting/rerolling. Every set bonus adds dps, almost every complimentary item adds dps, and the belt adds huge toughness. Every time you find a new complimentary item or complete a new bonus you can raise your torment 2 times and end up in T10 while missing a few BiS items.
Madstone is mandatory if you have another Uliana monk hitting the same mobs that you are with the same EP rune because they will overwrite your EP's. If you group with other monks at the start then just run different EP runes until you have each madstones but once you get to high content you'll all want to be cold. If you play solo then it is still a strong option that almost everyone uses but you can get away without it.
2x Uliana is standard for groups on PTR and you can't separate when you are both relying on your support barb to give you massive toughness buffs and keeping the mobs grouped tight for better EP explosion damage. If it's just T10 or w/e easy stuff then you can split up if the map isn't linear but madstone is still a huge quality of life improvement when you're alone.
Yup, there will probably be some sort of tweak. It's crazy fast right now, tons of toughness (I'm hitting 700m easily with unity), and sick damage ... and very easy/fluid playstyle. I honestly hope it stays but perhaps with slightly less damage.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
Boom and SSS/Uliana is crushed. Got the "Spirit Walk" treatment. RIP SSS Monks.
I don't think the lion's claw is changed at all. If you look at it (in game), you see the "7" in blue, as if it could be another value. From the datamined things, the remove "c_magic" from it, as for as I can tell making it a fixed (white) "7".
As for the build itself, I'm not sure but personally feel it will be the new speedfarm set (with in-geom), where the generator build might become better in high grifts.
But time will tell, lets wait for the patch and hope they wipe leaderboards, to really see what happens.
As for it being a nerf, it's something that needs to be test alot to see if builds will need to to change alittle, because in cool downs you will have to survive outside of the protection of SSS.
Twitch Streamer (http://www.twitch.tv/lordnitro101)
Youtube (http://www.youtube.com/user/TheLordnitro101)
Was bound to happen. It was way over powered to be immune to damage 95% of the time when you can just perma seven strike. The build will be fine. It's a slight dps nerf as you wont be able to seven strike as much. The build was op to begin with so we'll see how it pans out.
It frustrates me when you get a good build the nerf hammer come's down blizzards golden child is DH but i could be wrong blizzard dosent like anything passing DH in dps but as i said ive been wrong before , Uli set is what im looking forward to the most this season , the dash build really wasnt an attraction to me but this looks more better & fun to play but we will see how it stacks when 2.3 goes live... my 2 cents
One mind cannot contain all wisdom...
Slight DPS nerf?
It's at least a 50% overall damage nerf if your character is even remotely geared.
This might not be that bad. It could synergize better with Shen Long's now so you're executing SSS when you have maxed out your spirit and start getting the buff. You can gem the lion claw weapon thing to get the 14 strikes on top of that. We won't know until folks have tested it though.
Well a person I am more than happy to correct. Hi Ras, long time.. no see, Let's see slight DPS nerf.. SSS does all the damage, you wait 2.2 seconds for the animation to stop assuming that you have CDr tuned to the exact duration it would mean you would need 84.29% CDr (including Flow of Eternity) or 60.73 CDR prior to the 60% from Flow you would loose 50 % damage (or better stated 100% gain from being able to SSS again right away versus waiting another entire duration) because you are now striking with SSS half as frequently as you would have beforehand. Obviously this is just a slight DPS decrease but it would also mean that people that play Hardcore as I do nowadays cant really use it.
Shenlongs and this set arent compatible.. Why?
Flow of Eternity is just as Mandatory as Lions Claw. Cant use both and Shens no matter what.. Lion's claw buffs the SSS damage 4 x with Uli 4 set and 2 x EP damage with 6 set.. If this confuses you it's because you are not realizing that the damage per strike was doubled before the amount of hits is doubled too.
I was testing it today and it worked very well with Serenity + SSS Belt + Spirit Guard.
Of course it got less dmg as you cant count with an ocasional on death explosion from a Gundgo Gear, or an extra CDR from Vigilant's Belt, but I think it may be adjusted a little bit with time and testing.
I was using SSS almost every 2 sec (or less) from one to other with 55% CDR (12% helm/gem, 2x10% from weps, 8% shouders, 6% ring) and + 60% from FoE passive + 20% from Beacon of ytar. At every 2 SSS I was hitting a Serenity if necessary. Sometimes I was using +15% CDR from Gogok, and it improved even more my effectivenes, palming and dealing damg.
I think the changes to SSS will make us to think a little more about the build's use and eficiency, but it wont become useless at all. And Broken Promisses build still will be the best way to focus on U6 build for now, as it enables us to have a little bit more thoughness to face high grift levels.
Testing Gears:
U6 + F&R + Spirit Guard + SSS Belt (BotL) + Mara + Azt + Sever (Sever just because it has 10% CDR. Didn't try with in-geon just to see how it worked. Lions claw = more DPS and thoughness)
Cubed: FoE, Madstone, Zodiac Ring (But maybe its better to use a Convention of Elements for + dmg or RoRG to put Madstone at head and SSS belt at cube, enabling the Witch Hour/Vigilant Belt use)
Gems: Bane of the Trapped, Taeguk, Ice Blink (for CC and 10% CrC) or Gogok (for 15% atk speed and 15% CDR)
Testing Skills:
SSS/Sustained Assaut (tryed with Pndemonium too, but new CC rules mess with it)
Cripping Wave/Breaking Wave (Maybe, CW will be the best option now, as it offer a good CC pool too)
Mantra of Salvation/Agility (No need to explain)
Epiphany/Deset Shroud (No need to explain)
Serenity/Peacefull Repose (Solo) or Tranquility (Group)
Exploding Palm/Impending Doom (No need to explain)
Passives:
Beacon of ytar, Harmony, Near Death Experience, Unity (group)/Mytic Rhythm (solo)/Sixth Sense (if thoughness is low)
@Gromral, i tried a little with WoHF, but it realy opens to a low defense, so i'd prefer CW, or even FoT, as it has a freezing effect that may help a little too. But it is from player to player. Love WoHF, but wont use it for a long time (maybe with my full generator buld).
About season, yes, i didn't played it yet. But mechanics wouldn't change so much. Base is the same, you will only add more dmg and thoughness to build. Lion's replace in-geon/whatever you use (Roars or Azure), and Striken will replace Taeguk, as it is too much trustfull to have than perma spending spirit. Maybe we would use Taeguk and Striken to a full dmg bonus,but i think its not worth leave Bane or Gogok for Taeguk. 15% CDR is too good for now to replace, and Bane of the trapped will be 100% active with U6 build. IMO, Striken will be nerfed at ptr, it is too powerfull for now.
About playstyle, i just gone using SSS from start of a enconter, to get the belt bonuses at beguining (so, ~24% dmg reduction) and punching after. Most of time my 3rd punch set my time to hit SSS again. CDR was enought to punch/SSS ever i needed (but nor a perma SSS as it was before). With 40% dmg reduction from bracers and 24% from belt, and 50% from Epiphany, most of atacks couldn't hit kill me. So, when thing was becoming too dificult, i hit serenity. Its recharge will take only about 3-4 secs after its effect wears off. Enought to run to a safer place or to use SSS, becoming invulnerable while Serenity completes its recharge. Everytime i hit SSS, recharge from other skills (Serenity) droped by 1 sec because of zodiac ring. With all this CDR i stayed at Epiphany about 80-90% of rift time. If you realywant it, you can become 100% Epiphany easy at Broken Promisses build.
Thanks for the testing, I'll see what I can do as well, but it doesn't seem to be that big a deal. Damage immunity was busted, let's face it. Glad they finally fixed Leoric's.
MeatHeadGaming - YouTube - Twitch - Facebook - Web
seems like now fire EP deals much more dmg, DoT dmg stacks infinetelly
In the new season with its buffs to characters in general via the cube and else you will get to 800 paragon in roughly two weeks, if you play just a few hours a day and play in groups.
Because the seasonal item for monks is the Lion´s Claw...