So im playing my monk and i notice that atack speed increases the dmg of my EP, is that intended?
Because right now its...
0% atk speed = 65% dmg per second
16% atk speed(me in beta) = 107%dmg per sec
I wouldent be suprised if there was a thread about this in the WD forums but i thought it was odd for monks although it does make sense that atk speed makes them bleed faster i guess....but if thats true then what will a build like this look while stacking atk speed for our dots...
looking back at my Monk's EP dmg
if 107%-65%(base)= 42% and 42%/16% atk speed thats +2.6% dps per 1% atk speed, roughly...
so with the same equation however unlikly this will be were looking at... (with just 16% atk speed for a control.)
fist of fury doing ~49.4% wdps
Submission doing ~27.99% wdps
Basicly Attack speed has the most value when use with abilities that have dots attached to them
- 1/27/2012 2:16:10 AM Posted in: Monk: The Inner Sanctuary
1/23/2012 6:33:33 PM
yesPosted in: Monk: The Inner Sanctuary
no, although you will find it harder if button mashing like crazy
1/23/2012 3:40:20 PM
well thats half truePosted in: Monk: The Inner Sanctuary
they did add a 25 spirit cost while taking away the cooldown, so obviously they knew it could be spammed for effect but will it be worth 25 spirit spam? who knows...
1/23/2012 3:30:35 PM
Exsploding palm indigo, Deadly reach CrimsonPosted in: Monk: The Inner Sanctuary
EP + Indigo is the best aoe for a monk imo especcialy with cycloneS
DRx5 + EP at 6th strike (repeated) is the best single target dps.
thats a 95% dps bleed(its 95% in beta) + 30% inc dmg(crimson rune)
note that EP does not do dmg the 3rd strike, it just applys the bleed effect, so spamming EP single is bad
my primary rotation will be EPx3 + (DRx5 EPx1 "repeated")
1/23/2012 3:24:18 PM
http://us.battle.net/d3/en/calculator/monk#UcWQRg!aXU!YZYcaYPosted in: Monk: The Inner Sanctuary
Boon > Breath of heaven
12/16/2011 10:03:15 AM
Here is the linkPosted in: Monk: The Inner Sanctuary
BIG things to note...
-No more cooldowns on mantras
-Decoy gone, but we got cyclone Strike....hells yeah!
Right off the bat, WHY TWO MANTAS!? WTF NOOB?!
Ok lets look at Mantra of Healing(Boon) vs Breath of Heaven(Circle of life)
Mantra of Healing
25 spirit to "activate"
The activation bonus is 406.1 hp/sec + 25% of MAX hp as a shield and it reaches 40 yards
Breath of heaven
heals 1698(minimum)..1949(if your lucky) to you and all allies in ...12... yards ewww.
SO basically the mantra is half the cost, x3 distance, and heals more...especially if your Max hp is very high with the boon rune.
There is no point for using the healing mantra PAST the 3 second mark, unless you have to spam it multiple times for teammates(multiple shields with "boon rune") or worse...yourself!
So don't think of it as trying to run two mantras at once, just replacing Breath of heaven with a mantra that can actually do more...imo.
Ill talk about Mantra of conviction in the actual build towards the bottom...
Now for the Build itself
With the obvious out of the way i cant type about synergies between the abilities I've chosen.
Exploding palm(essence burn)
it is just lovely, it meshes really well with cyclone strike. If you can picture making one mob a bomb then pulling everyone to him right before he blows the F up and spreads his burn to everyone else around you.
Things to note
-The 2 second 39% burn that spreads to nearby mobs is equivalent to 2 stacks of sweeping wind with less time to activate imo. Plus im sure inferno mobs will have alot of hp making the 30% HP bomb quite valuable to.
-Can chain repeatedly... O_O
Air ally and temp rush will be abilities that are swaped in and out with other stuff like SSS, but for the most part i think it will be the most dmg, and with slight utility.
-Hits for 40% wep dmg
-Surrounded by Rank 1 Sweeping wind(20% wep dmg) AT ALL TIMES
-Diverts attention, "possibly"
-Chance to restore spirit YAY!
Whats not to like? With high Atk i think this guy will be a monster.
I'm concerned about his HP, if it scales or is Fixed. That alone will make or break the use of the ally ability.
Tempest rush(northern Breeze)
Quick comparison towards Lashing tail kick(Vulture claw kick)
-15 spirit, infinite use with rune(if you feel like it)
-170% wep dmg
Lashing tail kick is...
-292% wep dmg "as fire"
Ill let you do the math.
Overall this is bit of a hangup for me because i cant really test it in game, i can only theorize, but Rush does do more dmg per spirit consumed and if i can make multiple passes(which requires turning quickly, not physically easy when "charging forward")it would be pretty deadly. All in all i really want to make Rush "work"...
with E-Palm it can set up some devastating combos.
-Note that it "pulls....followed by an explosion". The exact timing of the animation could change how it affects E-Palm. but as long as it does the dmg AFTER pulling ill be happy because i dont want the bomb target to die before his friends arrive.
So the picture now looks like this..
"making one mob a bomb with exploding palm then pulling everyone to him using cyclone strike right before he blows the F up and spreads his burn to everyone else around you. Then when he does blow the F up you Tempest rush in circles giving your some breathing room(because you are kinda trapping yourself using cyclone strike) while doing massive dmg that coast no spirit to channel meanwhile your pissed off air ally is beating everything up and AoE'in them all down because you gathered them all up for him!"
Mantra of conviction + passives
Mantra of conviction is a must have imo. now that Evasion(Backlash) and Retro(Against-all-odds) now have a "chance" to activate its now the prime mantra to use.
But why Submission Rune? Because of the resolve passive.
-Damage you so reduces enemy dmg by 30% of 2.5 seconds.
If resolve is activated by doing dmg, and submission is a steady 17% wep dmg every second then that means everything around you will do 30% less dmg regardless of you being directly on top of them and this could be very helpful against spawned adds or ranged mobs imo.
The Overawe rune is exactly 17% increase dmg taken, why use it when you can just do a steady 17% wep dmg to them and know that they have resolve on them? I think 20% increase is plenty anyways.
Seize the Initiative
Another must have.
This passive allows the monk to focus solely on atk for just about every piece of gear.
One with everything or Exalted Soul
Ill probably start out with OWE and eventually go to Exalted soul when my defense/Hp/killing power get high enough. With good spirit regen Exalted soul will become more useful.
Well that's it, review rate and post w/e. Always looking for Feedback!
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