But now with the nerf of patch 13 the amounts stats increase on the damage buffs have all been decreased! The real losses started happening around +50%, where any additional stats after about +50% resulted in small gains compared to what you put in. You would feel that putting +stats into these already buffed up stats was inefficient. Now I feel that with smaller +damage buffs I am free to stack more of them because I might not be hitting that threshold where I'm wasting buffs. I noticed that in the beta the buff on the deadly reach crimson rune was decreased...
The problem in this equation is that combination strike takes a passive slot that can be used by a lot more buffs.
It totally deserves to be a passive slot because it's activation would be very passive, for me at least. When I played the monk it felt really natural form me to mix up generators into combos. It didn't feel right when I wasn't doing it and besides generators will end up playing a central role in how you play the build. Most of your attacks will be generators and they are where so many good elements of the monk can be found.
There are certain generators that may not be so great for combination strike, like sweeping wing. Otherwise, I think for most monk builds this will be a good damage buffing passive because you will be in combo mode for a lengthy duration of your fights.
This may be a bit of a digression from the topic but not totally because it does have a lot to do with the play style of a conversationalist. I did a little experiment to test the viability of spamming the 3 second bonus of mantras. The cost of mantras is the same but I used the evasion mantra. What I did was only use the combo attacks to make an offensive push while trying to keep the 3 second bonus of the mantra going.When using different generators in the combo the spirit generation was optimal but I still managed to keep the mantra going almost all the time. When I only used exploding palm as the generator I managed to keep the mantra-bonus going all the time AND at the same time slowly saved up enough spirit to fill the reservoir.
How many of you think you will incorporate a play style like this into your build. For the build I'm thinking about I think I will try to keep the mantra-bonus going as long as possible, especially the evasion-bonus right after I cast cyclone strike.
For build where spirit generators play a key role in your offense I think maintaining the bonus during the toughest part of battles is going to be really advantageous.
Maybe this could be some good survival build while still integrating CS into it. Just toying around but it definetly seems ok if you can be carefull with Cs and not over use it.
The synergy between the obsidian mystic allie and the indigo mantra of healing. It gives a good boost to your shield. And the passives are also great for survival.
Looks like a strong build. Draw them in with cs, get exploding palm on a few enemies and then blow them back into the crowd to explode with lashing tail-kick.
I would disagree with a few choices made.
1. Mantra of healing has to be my least favorite mantra. I healing power will just have a dampening effect of the damage taken but not a very big one. I think mantra of evasion will end up reducing more damage especially for strong units where they might be doing over 500 dmg per strike. Although the indigo rune and obsidian (+30% vitality!!!!) are actually good defensive choices, giving you time to breath. I feel mantra of conviction with a alabaster rune should give you at least some defensive stats while giving a damage boost that I feel will balance out this build better, because of the generators you chose wont be giving you the greatest dps. I think It's just that I feel mantra of healing isn't all that great.
2. Near death experience passive is something I would only use in hardcore where you will be super careful about what enemies you aggro. In normal play I would prefer a passive that is helping me out most (if not all) of the time. The passives that are activated under specific rare situations feel like a waste to me. Specifically for your build I think I would put one with everything or resolve. If you had resolve with the conviction (alabaster) mantra your crippling strikes would be all the more crippling.
Who knows CS could be a total flop but its definitely something I want to try. The healing is actually the only thing that draws me in to CS other than the obsidian rune-stone I would prefer a different skill. I'll be using my generators most of the time thats what combination strike is for. So I'm guessing bitting off more than you could chew is going to be the worst part about the skill. I'm still willing to give it shot especially in something like the main build I'm imagining, in my sig. I plan to use evasion a lot while dropping combos and want to use sword & shield for the armor and socket(s).
There is a downside about CS and i can see it too. On the other hand, don't you think that this pulling could be good if you were to know the distance perfectly and just pull what you wanna pull? If for exemple, there are a big pack of mobs, you can position yourself in such a way that CS cuts the pack in half or something so that you can get rid of this first half before the other half reaches you. For D3 newbies like us, CS could definetly in the beginning dig our grave, but once you have figured what 24 yards is, you could probably use this to your advantage.
Compressing the enemies is going to so helpful in maximizing the damage of my crippling wave and exploding palm generators. You are always gambling with getting overrun which means you need to planning your moves in advance, know exactly how many enemies you ca successfully take on.
So a good friend of mine recently let me play his D3 beta and I'm liking the monk even more. Now that I now how the generators work and how you mix up generators in combos this passive skill is far more viable than I previously thought. I found myself almost always mixing different generators. 4 generators is too much, 2 spenders 1 mantra and 3 generators is looking good to me.
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But now with the nerf of patch 13 the amounts stats increase on the damage buffs have all been decreased! The real losses started happening around +50%, where any additional stats after about +50% resulted in small gains compared to what you put in. You would feel that putting +stats into these already buffed up stats was inefficient. Now I feel that with smaller +damage buffs I am free to stack more of them because I might not be hitting that threshold where I'm wasting buffs. I noticed that in the beta the buff on the deadly reach crimson rune was decreased...
It totally deserves to be a passive slot because it's activation would be very passive, for me at least. When I played the monk it felt really natural form me to mix up generators into combos. It didn't feel right when I wasn't doing it and besides generators will end up playing a central role in how you play the build. Most of your attacks will be generators and they are where so many good elements of the monk can be found.
There are certain generators that may not be so great for combination strike, like sweeping wing. Otherwise, I think for most monk builds this will be a good damage buffing passive because you will be in combo mode for a lengthy duration of your fights.
How many of you think you will incorporate a play style like this into your build. For the build I'm thinking about I think I will try to keep the mantra-bonus going as long as possible, especially the evasion-bonus right after I cast cyclone strike.
For build where spirit generators play a key role in your offense I think maintaining the bonus during the toughest part of battles is going to be really advantageous.
Looks like a strong build. Draw them in with cs, get exploding palm on a few enemies and then blow them back into the crowd to explode with lashing tail-kick.
I would disagree with a few choices made.
1. Mantra of healing has to be my least favorite mantra. I healing power will just have a dampening effect of the damage taken but not a very big one. I think mantra of evasion will end up reducing more damage especially for strong units where they might be doing over 500 dmg per strike. Although the indigo rune and obsidian (+30% vitality!!!!) are actually good defensive choices, giving you time to breath. I feel mantra of conviction with a alabaster rune should give you at least some defensive stats while giving a damage boost that I feel will balance out this build better, because of the generators you chose wont be giving you the greatest dps. I think It's just that I feel mantra of healing isn't all that great.
2. Near death experience passive is something I would only use in hardcore where you will be super careful about what enemies you aggro. In normal play I would prefer a passive that is helping me out most (if not all) of the time. The passives that are activated under specific rare situations feel like a waste to me. Specifically for your build I think I would put one with everything or resolve. If you had resolve with the conviction (alabaster) mantra your crippling strikes would be all the more crippling.
http://us.battle.net/d3/en/calculator/monk#eUYWQR!daX!cYacca
Compressing the enemies is going to so helpful in maximizing the damage of my crippling wave and exploding palm generators. You are always gambling with getting overrun which means you need to planning your moves in advance, know exactly how many enemies you ca successfully take on.