Current damage looks good. I would lower your CHD to 500% its much more obtainable. and it looks like bane of the powerful is stronger than simplicities, and miranaes should be as well. overall though 240M dps is very solid damage and that's without including the extra dps from flying dragon or any of your other damage attacks such as MA and SW. or armor procs.
@ Osirisxxl, you're right, also apparently is was off last night in my "bubble calculations" I will up date the numbers to show the proper interaction whith DD being addtive and 2 set being multiplicative and shenlongs also being multiplicative. However, i think your calculations are off as well. It should be
(200%* 1+100%)Depth diggers effect * 300%(2set) *300%(shenlongs) = 3600% WD to an average of 4800%WD (Apparently i was off alot....)
Additive vs multiplicative are how that stats DR with each other. IE: two 100% more damage that are additive are a sum total of 300% damage (1+1+1)
Multiplictive of two 100% are (1* (1+1) *(1+1)) or 1*2*2 = 400%
Though i did misses the new passive that makes your generators deal more damage per spirit. Hopefully they don't throw this on a weapon or ring.
2 pieces: [When reaching maximum Spirit, all damage is increased by 300%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit.]
This is build is meant to make your generators your main source of damage and grant you very high toughness.
Gear
Head - Inna's Radiance (or Leoric's if you decide not to use inna's)
Shoulders - Upside-down Sinners
Chest - Inna's Vast expanse (or aughild's if you decide not to use inna's)
Gloves - Fists of Thunder
Bracers - Spirit Guards
Pants - Inna's Temperence (or Depth Diggers if you decide not to use inna's)
Boots - Crudests (or any boots if you decide not to use inna's) (Crudests so you can get 40% from MA)
Waist - Inna's / Sash of Knives
Ring 1 - Broken Promises / RoRG
Ring 2 - Unity / SoJ
Amulet - Hellfire / Immunity
Weapongs: ShenLongs
Legendary Gems:
Gogok -- Bane of the Trapped -- any third gem
Skills
Dashing Strike(dodge)
Epiphany Desert Shroud
Mystic Ally (fire)/Inner sanc(FP) if you dont use innas
Mantra of Salvation (Dodge)
Inner Sanc(FP)/ Sweeping winds (cold)
Fists of Thunder (Quickening)
Passives
Harmony(mandatory)
Sixth Sense (mandatory)
Pick Two:
Alacrity/ Seize the Initiative/Unity/Guardians Path
Cubed Passives
Weapon :Flying Dragon
Armor : Any or Depth Diggers if you use pants slot
Jewelry : Immunity/ RoRG/ Band of Rue chambers (if not equipped this is mandatory)
Offense Stat Priority W/O Broken promises IAS(unitl you can keep shenlongs up perma) >CHD>CC>Main>Avg Dmg=IAS=CDR (Avoid RCR)
Offense Stat Priority W/ Broken promises IAS(unitl you can keep shenlongs up perma) >CHD > Main >avg dmg > CDR > IAS (Avoid all CC and RCR)
Defense Priority AR (1200)>Main> Armor>damage reduction>Vit>=life%
Gear choice question: Why Broken Promises?
Broken promises allows you to completely forgo CC allowing you to get max CHD IAS and CDR/ AVG DMG from your gear pieces.
Why avoid RCR?
Until stated otherwise or tested on the PTR, Shenlongs effect will not be reduced by RCR and since you only use generators RCR is worthless
The Concept
The Basis of the build is to abuse the passives of the two piece storm set, depth diggers, Shenlongs, and Band of Rue Chambers
Using FoT (Quick) you can generate 30 spirit per attack with Band which means you need ~2.13 Attacks per second to keep your spirit full.
Shenlong's fists have a base AS of 1.4 so you need around ~53% IAS to maintain the bonus.
You gain 25% just from the 2 piece bonus of the storms set
15% from gogok
10% from paragon
15% from alacrity
and also much more IAS avaible from gear
So maintaining the bonus, assuming you can still generate spirit actively will be easy as long as you keep attacking. Less talky more Punchy Game play! Dash in throw up epiphany and SW and punch your little heart out!!!
The Numbers
Offensive: Fists of thunder 200% WD and 400% wep damage every third hit
(200% *2 (Depth diggers @100%)) * 300% (2set storms) = 1200% or 1600%
average Damage per cycle
300% shenlongs bonus 4800% weapon damage on average per cycle. If meeting just the basic criteria of maintenance around 3408% WD per second
Just from FoT. This is not including any extra passives, and is look on itself as a bubble.
Shelongs affects all your damage however.
If you use mystic Ally you deal 780% weapon damage per second from the two of them.
With SW, you deal more than 945% weapon damage (Alot of calculations on this move)
Item triggers likes the sash of knives adds to this as their damage is also tripled by shenlongs!
Just looking at this you're at ~4000% WDPS (note it is higher than this due to sweepign winds being an oddity) Defenses:
35% passive dodge
35% mantra dodge
40% dashing strike dodge
~ 74.6% dodge
Assuming 80% DR from both ARM and AR and 500,000 health (~13000 ArM 1175 AR)
50% DR from DS and 50% from unity
40% DR from spirit gaurds
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4) = ~83.3M actual toughness (excluding dodge) or
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4)*(1-.746) = ~333.3M toughness with dodge included.
Overall, I feel the build is sturdy at the least. It could use a tiny bit of work. IF you like the Build idea let me know. If you feel that there could be better changes made to it let me know! Thanks for reading
Im still liking flurrywuko with 5% crit and using obsidian ring and broken pormises, in good gear thats 80 to 90m ticks and 14b explosions, along with perma seren, im gonna test to see if TR spends resource three times per cycle, becuase if it does that means you only need about 35% cdr, and you have 100% uptime (with a reasonable lag window)
I believe all 4 but i will need to check later. Also wanted to add a friend worked with the rainment set last night and was seeing 60-120m crits per attack.
Dmg increases not so much, if anything it either left us on par with last patch or just up a tiny tiny bit from last patch. This patch was huge on survivability. 60% all res (or 40%all res +20% armor) to a full party when use innakongs is nothing to laugh at. On top of that transcendence's buff more or less removed the nessecity of MoH spamming to stay alive. Overall, innakongs saw a buff, fire feels like its in the same place and lightning saw a shift towards more cdr and possibly a slight nerf to 1k. Cookie cutter lightning did see a buff and gen builds saw a buff. Not a big buff but a decent one ~5-10% at most.
@staudey, patience, 2.1 is right around the corner and before monks see any other buffs i can confirm t6 is viable with my current holy monk. With the next round of buffs i can see it becoming competitive in t6
BT: Teamkiller#1505
@Thorn, That passive looks pretty good, and if not that, i remember reading about a chance proc. Ex. Passive- quick hands- while wielding a diabo you have an x% chance to strike a second time with the same attack dealing x% times the original damage. This way you keep the hard hitting two handers, and you give the illusion of attacking faster. This also allows more knobs to turn for tuning.
Im sorry, but this is not really a good idea. The general philosophy behind using "any" two hander is to limit resource spending. This passive breaks this philosophy twice. For part is youre lowering the damage dealt by two handers. Two handers only have an advantage over 1 handers when you need a high top end damage for hits. If you are going for raw dps, one handers will most likely still hold supreme even with the buffs coming in 2.1 to two handers.
The second reason is you're increasing the swing speed. This causes a large use in resources. If you look at most popular diabos you'll see that they have huge amounts of cdr or are part of a set or even give this high attack speed you desire.
Tldr; 2H are meant to hit hard not fast, diabos are already one of the fastest melee two handers in game
This is the build i use, and it is solely meant to pseudo tank for your group. (monks cant really "Tank" no taunts).
Enduring ally is for more base regen. Mantra of healing with LOH rune is mean tto keep your party alive through aoes and Long range attacks
Cyclone is our only real "Tank" move. It keeps things grouped up so wizards bards and DH can do their work without having to chase after mobs.
Fists of Fury/ Crippling strike. FOF for solo CS with Damage increase rune for co-op
EP with weakened flesh. If youre planning on "tanking" you should have this. As a tank youre survivability will be very high but your damage will be low.
and ofcourse finish the build with DS. Its just so useful. Something i havent tried yet though is replacing ds with Epiphany; which may become a good replacement for it to weave in and out of mob packs.
I am not a fan of MOC i feel it is more or less a wasted slot if youre tanking. Im also not a fan of SW becuase it provides no surv. Its great for solo play but once you re in a group, with low damage, its just lackluster.
With EP, you magnify your groups damage not just with the 20% damage increase but if you chain kill a few mobs with EP explosions your groups damage will increase exponentially.
FOT is just sad damage and provides no utility to the group.
Inner sanctuary is a great skill and its a good replacement for DS. However if you dont have high movement speed to go from pack to pack is still suggest DS.
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So.... this build just went from viable to potentially end game
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Current damage looks good. I would lower your CHD to 500% its much more obtainable. and it looks like bane of the powerful is stronger than simplicities, and miranaes should be as well. overall though 240M dps is very solid damage and that's without including the extra dps from flying dragon or any of your other damage attacks such as MA and SW. or armor procs.
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@nickle the ring is the band of rue chamber, its one of the items used in the build
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@ Osirisxxl, you're right, also apparently is was off last night in my "bubble calculations" I will up date the numbers to show the proper interaction whith DD being addtive and 2 set being multiplicative and shenlongs also being multiplicative. However, i think your calculations are off as well. It should be
(200%* 1+100%)Depth diggers effect * 300%(2set) *300%(shenlongs) = 3600% WD to an average of 4800%WD (Apparently i was off alot....)
Additive vs multiplicative are how that stats DR with each other. IE: two 100% more damage that are additive are a sum total of 300% damage (1+1+1)
Multiplictive of two 100% are (1* (1+1) *(1+1)) or 1*2*2 = 400%
Though i did misses the new passive that makes your generators deal more damage per spirit. Hopefully they don't throw this on a weapon or ring.
0
This is build is meant to make your generators your main source of damage and grant you very high toughness.
Gear
Head - Inna's Radiance (or Leoric's if you decide not to use inna's)
Shoulders - Upside-down Sinners
Chest - Inna's Vast expanse (or aughild's if you decide not to use inna's)
Gloves - Fists of Thunder
Bracers - Spirit Guards
Pants - Inna's Temperence (or Depth Diggers if you decide not to use inna's)
Boots - Crudests (or any boots if you decide not to use inna's) (Crudests so you can get 40% from MA)
Waist - Inna's / Sash of Knives
Ring 1 - Broken Promises / RoRG
Ring 2 - Unity / SoJ
Amulet - Hellfire / Immunity
Weapongs: ShenLongs
Legendary Gems:
Gogok -- Bane of the Trapped -- any third gem
Skills
Dashing Strike(dodge)
Epiphany Desert Shroud
Mystic Ally (fire)/Inner sanc(FP) if you dont use innas
Mantra of Salvation (Dodge)
Inner Sanc(FP)/ Sweeping winds (cold)
Fists of Thunder (Quickening)
Passives
Harmony(mandatory)
Sixth Sense (mandatory)
Pick Two:
Alacrity/ Seize the Initiative/Unity/Guardians Path
Cubed Passives
Weapon :Flying Dragon
Armor : Any or Depth Diggers if you use pants slot
Jewelry : Immunity/ RoRG/ Band of Rue chambers (if not equipped this is mandatory)
Offense Stat Priority W/O Broken promises IAS(unitl you can keep shenlongs up perma) >CHD>CC>Main>Avg Dmg=IAS=CDR (Avoid RCR)
Offense Stat Priority W/ Broken promises IAS(unitl you can keep shenlongs up perma) >CHD > Main >avg dmg > CDR > IAS (Avoid all CC and RCR)
Defense Priority AR (1200)>Main> Armor>damage reduction>Vit>=life%
Gear choice question: Why Broken Promises?
Broken promises allows you to completely forgo CC allowing you to get max CHD IAS and CDR/ AVG DMG from your gear pieces.
Why avoid RCR?
Until stated otherwise or tested on the PTR, Shenlongs effect will not be reduced by RCR and since you only use generators RCR is worthless
The Concept
The Basis of the build is to abuse the passives of the two piece storm set, depth diggers, Shenlongs, and Band of Rue Chambers
Using FoT (Quick) you can generate 30 spirit per attack with Band which means you need ~2.13 Attacks per second to keep your spirit full.
Shenlong's fists have a base AS of 1.4 so you need around ~53% IAS to maintain the bonus.
You gain 25% just from the 2 piece bonus of the storms set
15% from gogok
10% from paragon
15% from alacrity
and also much more IAS avaible from gear
So maintaining the bonus, assuming you can still generate spirit actively will be easy as long as you keep attacking. Less talky more Punchy
Game play!
Dash in throw up epiphany and SW and punch your little heart out!!!
The Numbers
Offensive: Fists of thunder 200% WD and 400% wep damage every third hit
(200% *2 (Depth diggers @100%)) * 300% (2set storms) = 1200% or 1600%
average Damage per cycle
300% shenlongs bonus 4800% weapon damage on average per cycle. If meeting just the basic criteria of maintenance around 3408% WD per second
Just from FoT. This is not including any extra passives, and is look on itself as a bubble.
Shelongs affects all your damage however.
If you use mystic Ally you deal 780% weapon damage per second from the two of them.
With SW, you deal more than 945% weapon damage (Alot of calculations on this move)
Item triggers likes the sash of knives adds to this as their damage is also tripled by shenlongs!
Just looking at this you're at ~4000% WDPS (note it is higher than this due to sweepign winds being an oddity)
Defenses:
35% passive dodge
35% mantra dodge
40% dashing strike dodge
~ 74.6% dodge
Assuming 80% DR from both ARM and AR and 500,000 health (~13000 ArM 1175 AR)
50% DR from DS and 50% from unity
40% DR from spirit gaurds
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4) = ~83.3M actual toughness (excluding dodge) or
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4)*(1-.746) = ~333.3M toughness with dodge included.
Overall, I feel the build is sturdy at the least. It could use a tiny bit of work. IF you like the Build idea let me know. If you feel that there could be better changes made to it let me know! Thanks for reading
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Im still liking flurrywuko with 5% crit and using obsidian ring and broken pormises, in good gear thats 80 to 90m ticks and 14b explosions, along with perma seren, im gonna test to see if TR spends resource three times per cycle, becuase if it does that means you only need about 35% cdr, and you have 100% uptime (with a reasonable lag window)
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I believe all 4 but i will need to check later. Also wanted to add a friend worked with the rainment set last night and was seeing 60-120m crits per attack.
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just to update this, the innas two peice does double with crudest so 40% damage or 16 sps. DD stacks additive with the 2 peice rainments
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BT: Teamkiller#1505
@Thorn, That passive looks pretty good, and if not that, i remember reading about a chance proc. Ex. Passive- quick hands- while wielding a diabo you have an x% chance to strike a second time with the same attack dealing x% times the original damage. This way you keep the hard hitting two handers, and you give the illusion of attacking faster. This also allows more knobs to turn for tuning.
Edit: spell check
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The second reason is you're increasing the swing speed. This causes a large use in resources. If you look at most popular diabos you'll see that they have huge amounts of cdr or are part of a set or even give this high attack speed you desire.
Tldr; 2H are meant to hit hard not fast, diabos are already one of the fastest melee two handers in game
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This is the build i use, and it is solely meant to pseudo tank for your group. (monks cant really "Tank" no taunts).
Enduring ally is for more base regen. Mantra of healing with LOH rune is mean tto keep your party alive through aoes and Long range attacks
Cyclone is our only real "Tank" move. It keeps things grouped up so wizards bards and DH can do their work without having to chase after mobs.
Fists of Fury/ Crippling strike. FOF for solo CS with Damage increase rune for co-op
EP with weakened flesh. If youre planning on "tanking" you should have this. As a tank youre survivability will be very high but your damage will be low.
and ofcourse finish the build with DS. Its just so useful. Something i havent tried yet though is replacing ds with Epiphany; which may become a good replacement for it to weave in and out of mob packs.
I am not a fan of MOC i feel it is more or less a wasted slot if youre tanking. Im also not a fan of SW becuase it provides no surv. Its great for solo play but once you re in a group, with low damage, its just lackluster.
With EP, you magnify your groups damage not just with the 20% damage increase but if you chain kill a few mobs with EP explosions your groups damage will increase exponentially.
FOT is just sad damage and provides no utility to the group.
Inner sanctuary is a great skill and its a good replacement for DS. However if you dont have high movement speed to go from pack to pack is still suggest DS.
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Rogar's Huge Stone Much healing too strong wow