basically, as long as I use crippling every 5 secs (which I should in order to get combos) , the monk will take 72.7% less damage from all sources .
(-35% to attack power from crippling wave effect, -40% to damge, from the runestone effect and -30% dmg from resolve)
if the attack is elemental the monk will take even less damage with the mantra's of healing runestone that starts resists with 35% .maxing your elemental res should also be easier with one with everything. to add to this mitigation we have HP regen of 591 thanks to mantra of healing.
however, if something realy bad happens even after all that mitigation and you "die" you got "near death experiance to bring you back to 35% health and spirit followed by serenity to buble you and heal you for an extra 35-42K with its runestone.
you also have a "pocket tank" that buffs you (and his) HP with +50% to life .
offense wise, you have crippling wave for both primary single and AoE attack, cyclone strike with conflag runestone for AoE better dmg and the 2 secs fear and the single target nuke - wave of light and the pillar of the ancient runestone .
pros: you can take mitigate alot of dmg and you have a safty net if you "die"
good protective and healing CDs and life regen
good PvB survivabilty
cons: low dmg output
main reason why I went with mitigation and dmg reduction instead of +dodge build is because I'm not sure if you can dodge spells . also, in case you get balanced high resists through gear you could replace one with everything with transcendance and mantra of evasion with hard target runestone.
I'm not quite sure how to call it but it's a good survival/soloing build imao
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http://us.battle.net/d3/en/calculator/monk#egWkQS!UaV!caZccZ
basically, as long as I use crippling every 5 secs (which I should in order to get combos) , the monk will take 72.7% less damage from all sources .
(-35% to attack power from crippling wave effect, -40% to damge, from the runestone effect and -30% dmg from resolve)
if the attack is elemental the monk will take even less damage with the mantra's of healing runestone that starts resists with 35% .maxing your elemental res should also be easier with one with everything. to add to this mitigation we have HP regen of 591 thanks to mantra of healing.
however, if something realy bad happens even after all that mitigation and you "die" you got "near death experiance to bring you back to 35% health and spirit followed by serenity to buble you and heal you for an extra 35-42K with its runestone.
you also have a "pocket tank" that buffs you (and his) HP with +50% to life .
offense wise, you have crippling wave for both primary single and AoE attack, cyclone strike with conflag runestone for AoE better dmg and the 2 secs fear and the single target nuke - wave of light and the pillar of the ancient runestone .
pros: you can take mitigate alot of dmg and you have a safty net if you "die"
good protective and healing CDs and life regen
good PvB survivabilty
cons: low dmg output
main reason why I went with mitigation and dmg reduction instead of +dodge build is because I'm not sure if you can dodge spells . also, in case you get balanced high resists through gear you could replace one with everything with transcendance and mantra of evasion with hard target runestone.
I'm not quite sure how to call it but it's a good survival/soloing build imao