5/20/2012 10:21:17 PM
Does anyone know if the Method guys have posted their builds? I'm curious to see the monk's in particular.Posted in: News & Announcements
5/20/2012 10:21:17 PM
Does anyone know if the Method guys have posted their builds? I'm curious to see the monk's in particular.Posted in: General Discussion
2/27/2012 7:41:17 PM
http://us.battle.net/d3/en/calculator/monk#WVZcXR!fga!ZZYabaPosted in: Diablo III General Discussion
When I made this build, my focus was on keeping my Monk in constant control of his position relative to his enemies, while also supporting his team mates. I plan to play this game with my college roommates, so I felt it was important that my Monk reflect the “team player” spirit. That being said, I’ll get into the specifics a bit.
The backbone of this set is the holy trinity of Dashing Strike, Lashing Tail Kick, and Cyclone Strike. As I said, this set is all about mobility and position control, so Dashing Strike seems like an obvious choice. This skill allows me to transport to any enemy location on my screen more-or-less instantly. With my chosen skill rune, I also have the advantage of slowing enemy movement speed. My roommates will most likely play ranged characters, so it is vital that I keep them out of range of melee attackers. Next up is Cyclone Strike. This skill also allows me to pull enemies away from my ranged teammates, while simultaneously putting the enemies in perfect range for my other attacks. However, this skill is a double-edged sword, as pulling all nearby enemies toward myself opens my Monk up for a counterattack. That is where Lashing Tail Kick comes into play. With the Vulture Claw Kick skill rune, my Monk can blast away all the enemies pulled in by Cyclone Strike with a powerful AOE. The knockback from Lashing Tail Kick thus gives my character some breathing room to avoid attack. In summary, the whole idea behind this triad of attacks is to dash to the middle of a mob of enemies, pull them toward myself and away from my teammates, and then juggle them between close-range and midrange by alternating between Lashing Tail Kick and Cyclone Strike.
This strategy does have issues, of course. All three of my most important skills cost a lot of Spirit to spam. That is where Exploding Palm comes into play. With the Strong Spirit rune, Exploding Palm has the greatest potential for Spirit gain out of all the Spirit generating skills in the Monk’s arsenal. Exploding Palm has good synergy with Cyclone Strike, since Cyclone Strike puts multiple enemies in the perfect position to be hit by an exploding target. Cyclone Strike’s Eye of the Storm rune further aids the Spirit generation problem by nearly halving its Spirit cost. My other Spirit generating skill, Crippling Wave, has a place in this strategy as well. If I am put in a position where I run out of Spirit after a Cyclone Strike, I need a way of protecting myself while also regaining Spirit. Crippling Wave does decent AOE damage to the mob of enemies around my Monk, while also lowering the enemies’ movement speed, attack speed, and damage output, which should buy me time to build up my Spirit for another onslaught.
My final skill, Breath of Heaven, is there for additional team support. Not only does it heal myself and my allies, but it grants me a 15% damage bonus from my chosen skill rune, as well as a 16% damage buff for myself and my teammates from my passive Guiding Light ability. My other two passives, Combination Strike and Resolve, were mostly chosen to offset the relatively low attacking power of my Monk build, as well as to lower enemy damage output to support my team.
“But,” you may be asking yourself, “why are you skipping out on a Mantra and Serenity? Serenity, at least, seems like an obvious choice for a movement-and-position oriented build.” I forwent including a Mantra in my build because, frankly, there’s no room for one. Plus, one of my friends may be playing a Monk, so I’ll let him worry about Mantras. The reason I chose Breath of Heaven over Serenity was that I expect more “Oh, SH*T” moments to be related to taking heavy hits than losing character control, so it seemed smarter to support my team with a direct heal and damage buff rather than 100% damage negation. I may switch out BoH in favor of Serenity with the Tranquility skill rune soon, though, since it provides my team with breathing room to gather health globes and reposition themselves.
And that’s the extent of my build. Any suggestions?
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