I feel as if this is the best ability for the first 2 combo points of my spirit generation because, well its the most single target damage, and i do like having 1 or 2 single target abilities, if its to not break cc or to kill a target without killing a different target beside him that could cause me issue.
I went with the Blazing fists rune, because in this build, it is build heavily on focusing primary skills, and so i can keep blazing fists up at all times, giving my skills some powerful damage.
Crippling Wave
I went with Crippling wave to use on only my 3rd combo point, 1 because i don't like it enough for my 1st 2 combo points and 2, because it has a great aoe strike which still generates spirit.
I went with Breaking wave as the rune for it for obvious reasons, as using CW in my 3rd combo point rotation, it will keep breaking wave active at all times and stacking with blazing fists, just adds huge damage :).
Defensive:
Serenity
Serenity to me, is a needed ability for those fights which really challenge you more than the others, im not 100% sure if i love it, but for solo play, its really the only one that stands out to me, the reflect is in there, because it does look very powerful to me and is a great all around spell, and i do Love the spirit cost of it, the cd is short enough, that this spell is completely worth it to me
The Spell reflect - Instant karma is there because it does look like fun, and increases mobility and suvivability more than anything else that i see.
Techniques:
Sweeping Wind
Sweeping Wind is the spirit user of this build, it is a huge aoe dps that, stacking with everything else in this build, creates a ton of damage, because of the attack speed and movement speed bonus, it is easy enough to keep it on and at full stacks constantly and it looks like it will be a huge force of damage. It normally costs to much spirit in my opinion, but this build really does not use a ton of spirit, so this is a great way to use it and get the damage that i deserve out of my spirit.
I went with blade storm rune because this ability is here for the damage, and that is exactly what this rune helps with.
Dashing Strike
I use this ability here for mobility, Dashing Strike can be a great opener, can be used to dodge spells and abilities, and can also be used to run. It is a good all around spell for mobility, with a decent CD and spirit cost. The other function can be used to keep up the stacks of all Buffs from other spells, using this to close the gap. Its defiantly worth picking up for this build.
I went with Way of the Fallen star, because this is being used for mobility mainly, and this rune just enhances that.
Mantras:
Mantra of Conviction
For 1 - Everyone needs 1 mantra in my opinion, and for 2, i know you saw this coming... Mantra of Conviction fits perfectly with this build and there is no explanation needed.
For the rune, now this does need an explanation. I went with this for 1 reason, and i still question myself on it, i did it because there is no other heal in this build and it does bridge the gap when a health globe just is not dropping or when you just cant get to it. This is subject to intense critisizm lol.
Passive Skills:
Fleet Footed
This, in my opinion is an amazing ability when ever doing anything but impossible because you are always constantly moving, always running, always needing that mobility, and maybe its just the wow playing in me that needs this, but, id never play without it.
Beacon of Ytar
This passive is amazing, but im not sure if i like it in this specific build, im not sure yet, but this is still being looked at.
Combination Strike
Combination Strike increases damage by 16% at all times in this build and stacks with the other 4 buffs in the build, giving it a needed place here. I think that this will be the backbone of this build.
Please, if you have any comments, concerns, anything at all, post it below and i will read them all and make changes accordingly. Please, if you are to leave a comment, don't troll or post any critisizm that is not constructive, because there is just no room for that.
If you do require explanation on why i did not use each and every other ability, just ask and i can put a detailed explanation on that. but i did not add that in because some are quite obvious and that would make this quite the forum post.
*took out an option on the poll because it was seeming to not be constructive at all.
Now that people have played, what do you think about this build?
The requirement of this build, so far that i have seen, is that it needs a macro for the primary skills, since spamming it in game ends up in a randomization of skills.
That will be fine for normal. Other difficulties you will have to change up a lot of the offense for defense until you farm high enough dps gear. Good luck friend!
All of you who think builds are bad think again.If you choose a build with high offense that has zero survival,then you can solve the problem using gear.
If you choose a build with heavy defense but too less damage,again gear will solve your problem.
That's why gear is present in the first place.
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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."
Not a fan of the Beacon of Ytar for this build. You don't have enough CD abilities for it to be worth it in my opinion.
Might want to replace it with Seize the Initiative or Sixth Sense to make use of offensive stats defensively. Once With Everything might also work depending on how resists look on late game gear.
Not a fan of the Beacon of Ytar for this build. You don't have enough CD abilities for it to be worth it in my opinion.
Agreed. Ill take a look at it.
Ok here's what i think. If you use crippling wave you might want to change fleet footed with Resolve cause when you use CW you affect all targets around you with 25% reduced dmg which is better than Fleet footed since Diablo gameplay never focused on range of monsters. And you have Dashing strike which will help you hop between mobs and 10% speed is not that much in general.
Its a good idea, but i think people completely underestimate the power of speed. Increasing the time it takes me to get from 1 mob to another by .1 seconds, decreases the time in which im not attacking and makes it harder to keep on the stacks of the 3 buffs in this spec, and also increases my damage by 10% of my dps, which is small, but over a 3 hour act, is HUGE. the other thing is you say that i can just use abilities to get from mob to mob faster, which is the plan, but i do not depend on that, seeing as when the game gets harder, i need to have those abilities for utility, not just speed...
Ill take a look at the ytar ty
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Monk Build
Primary:
Way of the Hundred Fists
I feel as if this is the best ability for the first 2 combo points of my spirit generation because, well its the most single target damage, and i do like having 1 or 2 single target abilities, if its to not break cc or to kill a target without killing a different target beside him that could cause me issue.
I went with the Blazing fists rune, because in this build, it is build heavily on focusing primary skills, and so i can keep blazing fists up at all times, giving my skills some powerful damage.
Crippling Wave
I went with Crippling wave to use on only my 3rd combo point, 1 because i don't like it enough for my 1st 2 combo points and 2, because it has a great aoe strike which still generates spirit.
I went with Breaking wave as the rune for it for obvious reasons, as using CW in my 3rd combo point rotation, it will keep breaking wave active at all times and stacking with blazing fists, just adds huge damage :).
Defensive:
Serenity
Serenity to me, is a needed ability for those fights which really challenge you more than the others, im not 100% sure if i love it, but for solo play, its really the only one that stands out to me, the reflect is in there, because it does look very powerful to me and is a great all around spell, and i do Love the spirit cost of it, the cd is short enough, that this spell is completely worth it to me
The Spell reflect - Instant karma is there because it does look like fun, and increases mobility and suvivability more than anything else that i see.
Techniques:
Sweeping Wind
Sweeping Wind is the spirit user of this build, it is a huge aoe dps that, stacking with everything else in this build, creates a ton of damage, because of the attack speed and movement speed bonus, it is easy enough to keep it on and at full stacks constantly and it looks like it will be a huge force of damage. It normally costs to much spirit in my opinion, but this build really does not use a ton of spirit, so this is a great way to use it and get the damage that i deserve out of my spirit.
I went with blade storm rune because this ability is here for the damage, and that is exactly what this rune helps with.
Dashing Strike
I use this ability here for mobility, Dashing Strike can be a great opener, can be used to dodge spells and abilities, and can also be used to run. It is a good all around spell for mobility, with a decent CD and spirit cost. The other function can be used to keep up the stacks of all Buffs from other spells, using this to close the gap. Its defiantly worth picking up for this build.
I went with Way of the Fallen star, because this is being used for mobility mainly, and this rune just enhances that.
Mantras:
Mantra of Conviction
For 1 - Everyone needs 1 mantra in my opinion, and for 2, i know you saw this coming... Mantra of Conviction fits perfectly with this build and there is no explanation needed.
For the rune, now this does need an explanation. I went with this for 1 reason, and i still question myself on it, i did it because there is no other heal in this build and it does bridge the gap when a health globe just is not dropping or when you just cant get to it. This is subject to intense critisizm lol.
Passive Skills:
Fleet Footed
This, in my opinion is an amazing ability when ever doing anything but impossible because you are always constantly moving, always running, always needing that mobility, and maybe its just the wow playing in me that needs this, but, id never play without it.
Beacon of Ytar
This passive is amazing, but im not sure if i like it in this specific build, im not sure yet, but this is still being looked at.
Combination Strike
Combination Strike increases damage by 16% at all times in this build and stacks with the other 4 buffs in the build, giving it a needed place here. I think that this will be the backbone of this build.
Please, if you have any comments, concerns, anything at all, post it below and i will read them all and make changes accordingly. Please, if you are to leave a comment, don't troll or post any critisizm that is not constructive, because there is just no room for that.
If you do require explanation on why i did not use each and every other ability, just ask and i can put a detailed explanation on that. but i did not add that in because some are quite obvious and that would make this quite the forum post.
*took out an option on the poll because it was seeming to not be constructive at all.
The requirement of this build, so far that i have seen, is that it needs a macro for the primary skills, since spamming it in game ends up in a randomization of skills.
If you choose a build with heavy defense but too less damage,again gear will solve your problem.
That's why gear is present in the first place.
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
Might want to replace it with Seize the Initiative or Sixth Sense to make use of offensive stats defensively. Once With Everything might also work depending on how resists look on late game gear.
Agreed. Ill take a look at it.
Its a good idea, but i think people completely underestimate the power of speed. Increasing the time it takes me to get from 1 mob to another by .1 seconds, decreases the time in which im not attacking and makes it harder to keep on the stacks of the 3 buffs in this spec, and also increases my damage by 10% of my dps, which is small, but over a 3 hour act, is HUGE. the other thing is you say that i can just use abilities to get from mob to mob faster, which is the plan, but i do not depend on that, seeing as when the game gets harder, i need to have those abilities for utility, not just speed...
Ill take a look at the ytar ty