Time for a little show off
Focussing on increasing my dps right now
These stats are WITH: Enchantress, Hard Target, Keen eye and Breath of light 15% dmg
Considering my stats, you guys think its worth it to drop the belt of tears for something with like 150+ dex and some resist. Right now i have the legendary belt with 20 vit 50 dex 14% dmg reduction and some all resist..
Also i have bracer with only 80 dex but 80 resist in totall and no vit and 4% melee dmg reduction. Worth it to keep or replace for somethign wtih like 160 dex and resistance...
- 6/3/2012 4:31:35 AM Posted in: Monk: The Inner Sanctuary
6/2/2012 12:36:28 PM
Is this awesome!!!! thx alot, i've been waiting for such a tool for a week!Posted in: Demon Hunter: The Dreadlands
5/29/2012 11:21:23 PM
Effective health by this calculator: http://rubensayshi.g...ehp-calculator/Posted in: Monk: The Inner Sanctuary
5000 armor (w/o seize)
realisticly 700 all res (since you also want atk% on items etc)
One with everything
512948 - 700 all resist
563482 (in your example 800 all resist)
500 armor + seize
500 all elements
558033 - physical
471292 - all elements
I think this shows a very tiny gap between having 650 res + seize for physical damage compaired to 800 to all without seize, and a bigger gap with the all elements resistance.
But the point im making in the OP is that whenever you take spell damage which actually is killing you, this means you either are surrounded by molton mobs without cooldowns or anything other weird that is just gonna kill you anyway. Atleast this is my experience, when you die from casts you die fast and hard and nothing would have saved you from it.
Whenever you aim for slighly lower amount of all resist and abit higher physical you leave room for more offensive stat such as attack speed. Going for 800 res is imo overkill and around 500-550 all resist, 650-700 physical resist is way more doable and is nearly as good.
I think its all personal preference.
5/29/2012 6:12:45 PM
Hey guysPosted in: Monk: The Inner Sanctuary
I have been a little annoyed today by act 3 and 4. It's not that i cant tank it with the build i have, but i think my DPS is just to low vs caster packs which require you to do short bursts between the kitting, the build i have just cant deliver that. (admitly)
Hence i tried to figure out a new build that can do that and also give me enough survivability. I came up with the following:
Only did a few packs and blue packs and i have been really enjoying it.
My previous build worked around sweeping strikes, deadly reach and mantra of evasion.
Take one thing in consideration. my gear is pretty good
6000 armor unbuffed
1k life per hit
500 all resist
650 physical resist
17% dmg reduction from melee dmg
Saving up for a 900+ weapon atm.
Instead of using modifiers for armor (hard target and deadly reach and fire storm with resolve combo) and mantra of evasion spam which brings me upt o 50% dodge. I figured that i can actually do AOE dmg with cripping wave instead of SW which safes me one ability spot, this reduces attack speed of mobs by 20% and some slow effect but also 20% dmg reduction with the rune. 20% dmg reduction seemed fair considering i "only" gained 10% dmg reduciton to all effects from my current build. 20% attakcspeed +20% dmg reduction seemed equal.. 10% less dmg from spells wont keep you alive most of the times.
The idea of this build is that i can be more bursty with the mantra + 15% from heal against casters. Meanwhile this build does fair against melee attackers because of the 20% attack speed debuff.
Now thats the damage part and armor part.
I started to think how i can fix the dodge part in the build, because dodge is very important for monks, first i tried cyclone strike which didnt cut it. Then i came to the idea of dashing strike with the 20% dodge rune. This actually gives you the ability while you are kiting to get on a target real quick do some bursty dmg with your mantra and gtfo. Also this spell is a good alternative to get your dodge on hard hitting mobs (only 25 spirit), just before they are gonna hit you just dashing strike and you only get +-5% less dodge then you would have had with mantra of evasion + activation proc, or just get out when things get to hot under the feet.
Ofcourse this build makes you slightly less kamikaze pilot, but on my first experience this looks like you have some killing potential, movement and fair amount of damage reduction
Please share your thoughts
(if it is successful i will make another movie)
Second thought, doesnt seem to cut it because before you ahve hit them they hit for 40% more, which is a ton if you have 2 mobs hitting you 15k instead of +-15k for 2 hits..
The biggest problem is the mantra, withotu the 50% dodge uptime you take to many hits ..
Also spells are a BIG issue, getting mortar for 15k aint no fun.
Any suggestions how to get a bit more burst in my build..?
5/29/2012 4:28:21 PM
Posted in: Monk: The Inner SanctuaryQuote from Solacy
860dps weapon must get better...
This is actually looking really good to me, i have better defensive stats but only 10k dps. On which items you have + attackspeed ??
5/29/2012 4:25:36 PM
err have you done act 3 trash before azmodan with this ? and act 4 trash before diablo? Hard to believe with no armor modifiers...? (and the bosses ofc)Posted in: Monk: The Inner Sanctuary
5/28/2012 6:44:02 PM
really making a new topic for this?Posted in: Monk: The Inner Sanctuary
Imo get all resist and + physical and use resolve passive. if you are a poor player which dont like to auction a lot to make money you might be better off with all resist + fire/poison/arcane/lightning one of those with 'one with everything'.
5/28/2012 4:23:58 PM
<reserved>Posted in: Monk: The Inner Sanctuary
5/28/2012 4:23:47 PM
Hello everyone,Posted in: Monk: The Inner Sanctuary
Ofc there are some topics around that tell us their thoughts on the monk. I think I could give people some decent advice too so hence the topic.
First off all a little introduction movie I made real quick this morning
Side notes: I dont die from any trash in act 2 nor from blue/yellow spawns.
in act 3 I only have had trouble with the normal mobs that do the plague+hand thing, needs a lot of kiting. all melee trash cant kill me. Today I did beleil and i can just stand still and take all his attacks, cant kill me.
Blue packs are different story in act 3. There are a lot of packs with molten and/or fire chains / mortar and pull you or they teleport. All in all, melee blue's are almost always killable. Casters can be a pain with annoying affixes.
I have tanked diablo today in act 4, very confortable. also tanked a boss before diablo which did 15k a strike, which is no problem at all.
Sometimes things die SLOW, like 5-10 mins to kill a blue pack because ofc your dmg is gimped as a monk that wants to survive
Oke now we got that out of the way.
Lets go through my build real quick
Deadly reach - keen eye
This is always calculated from your "real" armor before modifiers.
This spirit generator is imo the best in act 2+ the amount of damage reduction you get to ALL SOURCES is insane. Also this gives you the mobility to kite and aswell keep your sweeping wind up easiely. TIP: use shift and stand still to attack 3 times, the 3rd has increased ranged which can help you to keep sw up.
as soon as you are better geard and want to farm act 1 and act 2, pick up fist of thunder with 15 dodge rune, still best spirit generator. For example when i do a butcher run, i take backlash + fist of thunder + cyclone strike with 20% dodge run, for fast clears.
Blinding flash - searing light
Kinda straight forward, i like the searing light instead of 1 sec longer blind. Most of the time its used in emergency when getting low, 3 sec is enough to get you back up to 100% is my experience. so this helps you with elites
Serenity - peaceful repose
Straight forward, best spell with best rune
Sweeping wind - fire storm
Ok this is rather important in my opinion. I have tried all variations this is imo the best one. When you are in attacking range of a mob with deadly reach (lets say there is a plague between you and the mob) you still hit the mob with fire storm where bladestorm ONLY is good when you are hugging a mob. Also the bigger range helps which applying AOE on mobs with a big hitbox, so you can aoe more mobs at the time then you would with bladestorm.
The reason i want to hit as much mobs as i can and also hit mobs with it while i stand at range because there is fire in between us, is because i run resolve. Resolve applies on mobs affected by sweeping wind.
note: i do know this does less dmg, but i find the pro's worth the cons of bladestorm.
Mantra of evasion - hard target
Since we have sweeping wind as reliable AOE (backlash rng aoe and doesnt do much dmg when a mob or boss has a slow attack speed)
20% armor is also boss
Breath of heaven - penitent flame
Healing from this is okey-ish. Real reason you want this is because of the 1.5 fear. Ofcourse this helps when you get overrun together with blind. But the real main reason i use this is because we lack dashing strike to get away. You will see yourself alot of times getting FULLY surrounded by mobs, or half surrounded by mobs and some wall's this let you fear htem away and get yourself in good positioning again to fight the mobs.
Obvious, i almost spam my mantra of evasion every 3 seconds except when i dont need HP, mantra of evasion gives you 3k hp :)
Imo obvious, i think most monks have around 1k dex. 1k armor is ALOT i will explain later why armor is boss.
Love this, I know a lot of (cheap)monks go for one with everything but i think thats the worst thing you could do. YOu spend a VERY usefull skill slot for something you dont need and can get from gear. Im not sure how resolve is calculated but im almost sure it just does -25% of their dmg > then your mitigation calculated. I have played without this in act 3 and suddenly i start to have trouble with trash hitting much harder. Imo you should focus on all resist items + extra physical dps, ill explain later why. All in all this spell is imo a must to survive, good thing is that sweeping wind applies this to all mobs which is huge.
Items and stats
Armor is a great stat to have, why? Armor is actually the same as resistance to all. It just does exactly the same since armor is not like in most games only for melee attacks, all sources!
second reason, its eazy to get because we get it from dexterity. Also we have ALOT of modifiers for armor ! = awsome
10 armor is roughtly 1 resistance
we have a few modifiers you ahve to consider
keen eye 50% armor of your 'base armor'
Hard target 20% armor of your base armor
enchantres 15% of your base armor
This means 10 armor is effectively 10+(10*0,5)+(10*0,2)+(10*0,15)= 18.5!
Whenever you see an item with 180 extra armor is actually 333 armor which equals 33 resistance to all.... Thus getting rings with + armor is awsome, because most of the time its hard to get rings with more then lets say 25 resistance to all and maybe some physical resistance.
It's really important to compair items properly!
It can be very misleading sometimes, thats why you should try to simplify the stats that are on items which are hard to dismantle
I think there is a youtube movie from kripparian who goes further into detail of stat mechanics.
Dexterity gives us dodge, armor and damage. All you would want i'd say. However you can only start getting extra dexterity after you have a decent amount of HP
I'd say try to aim for 30k hp for act 1 and try to get it up to 40k for act 2 en 3 and for act 4 i'd like to have slightly more 45-50k ( gives you slightly more room for error)
I dont like this stat at all, hardly gives alot of armor not so fund, ofc its not a terrible side stat.
I really like intellect, its totally fine to go up to 400 intelect this actually gives you a lot of resistance which is also a big part in item comparison. Intellect is often forgotton but i will tell yout his, eventually you will make a decission in items, you cant get all great stats on 1 item most of the time because its to expensive, what you will do is get 1 half of the stats you wnat on 1 item (i.e vit, phys,all res) and another item with dex atkspeed and all res. its great to get some intellect on the first item because you made the decision anyway to give up dps on that item.
Also the graph of all stats is not liniar, this means the first few intellect gives you relatively a lot of + all resistance because you are at the start of an exponentional graph that flat out when it gets to high.
Life on hit
This stat is just AWSOME. i mean its really REALLY hard to get like 2k health regen on gear. BUT this is the solution since most of us can get near 2 attacks a second. 1k life on hit = 2k heatlh per second. considering most bosses dont hit harder then 5-15k. with the harder hitting having a longer swing time i.e 3 seconds. means you can restore 6000 HP after a hit from lets say 10k. considering you have mantra of evasion up allt he time with around 1000 dex, this is 50% dodge.
So if the boss only hits you 50% of the time, you should be able to keep yourself full hp without using any spells.... !?
Ofcourse if there are adds in play or some spell dmg you have to heal yourself with more, but thats where we have serenity, blind, heal, and mantra every time before a swing hits you
This makes live a lot easier.
I think you should only get 2 items off normall armor with attack speed, otherwise you sacrifise to much def. Its NICE to have life on hit + attakc speed on weapon, but its expensive and rare so having around 30-40% atk speed is just more then fine.
Resistance are very important for monks. I see it as extra armor with a different name. I'd say try to skip one with everything and try to go for items with + all resist and + physical or all resist and + armor. I dont care all taht much about all resistance, then i do about physical resistance. The times you are really tanking it will be melee dmg. which is reduced by physical. Ofcourse you do want some decent all resist but this is not needed to be as high as physical which should be like 200 higher then your all resist. Most of the time if you die from spells you would have died anyway with 5% more or less dmg taken, then its because youare stuck between mobs or walls or feard or stunned etc etc.
So just get good amount of all resist, but try to get items with alll resist + physicaldmg and/or armor on it. This makes it possible to take resolve which is amazing
I think that sums it up for the stats rant. I just want to point out 2 stats which are MAJORLY important and keeping me alive
reduce % dmg from melee dmg
This stat is gorgeous, i mean after getting close to 80% dmg reduction from armor and 600+ res this stat is insane. 4% on bracers/neck/chest/shield is alot, 100 armor on my armor lvl is like 0.5% so this is +- 800 armor on melee dmg.
String of ears, legendary belt
I think this is a must for everyone that wants to survive past act 2. YOu have these with 10% upt o 20%. try to get one that is withinn your budget, ofc 20% is best
This is very important, i see a lot of people running around with a nice shield nice stats and shit but either low block amount 1900-2700 or a low block chance %
You really want the following
19-20% block chance
3700-4700 block amount !
Just buy some blue shield with 1500 armor and these stats, it will help immens (remember if you have a 900 armor shield you go up to 1500. 600*1.85 = 1100 = equal to 50 resistance to all
When you are rich or lucky on the ah, get a legendary helm with 8% block chance and justice lantern 11%
right now im up at 38% block, which is awsome imo depending on the dmg but lets say a mob hits for 4k and he hits more then 10 times. 11% block from aring = 1 hit extra blocked (3700-4700), 10x 4000 =40k - 4k = -10% dmg taken.
What should i aim for to play act 2 easiely? I'd say follow the stats i have righ tnow, with my stats i can do act 2 with my eyes closed. but if you want to susstain i think this will do:
500 resistance to physical
400 resistance to all
500+ life on hit
30% atk speed
I think this will be sufficient tbh, these numbers are abit a guess for me i cant remember my stats for act 2 anymore xd.
Oke, now your gear and spec is settled. now its about how do i play my monk
I'm only gonna briefly pick out some important points which could help ppl out in inferno
Positioning: Whenever you can, try to fight elites / trash that hurts in door openings or narrow hallways, this way they cant swarm you and surround you, this way you can 1 v1 or 1v2 them and makes dmg taken much easier.
Kiting: Kinda obvious, run use deadly reach in time, whenever you have an elite broken lose from the others you can go offensive, attack him when needed pop serenity when he wants to walk away blind > fear then kite again if its needed.
Tanking mobs: When you think you are not so confy hp wise when fighting x amount of mobs i always keep up mantra of evasion activation, not only it gives you dodge extra but also a nice heal. Besides this a lot of times its better to KEEP DOING DMG then start to run away from mobs. Running away doenst restore spirit nor life on hit procs. So in some cases its better to stay attack and pray you survive then running away which you already know is gonna end in dieing. With some lucky dodges you are back in the game.
Shift is rather important since monk mechanics makes monk often walk closer to a target when just right click attacking him, this is bad when there is a lot of AOE around you. with deadly reach which is ranged use shift at the edge of the fire and attack your target
WTH space bar? what me and a friend of mine did is rebind space bar to move command. against a lot of packs and boss fights who are to big on the screen or its hard to find an open spot on the ground i can walk by pressing space and hold my mouse to somewhere i want to go. also very useful for dodging beleil aoe and diablo cage, since your walking is much more smooth then it would be by clicking.
I think i have had a long enough wall of text, questions ingame = regina#2981 EU
Act 3 and act 4 are tankable, just some blue packs with crazy affixes cant be done solo, but team up with a DH and you are a god.
Also dont get one with everything, go for resolve!
For people that haven't seen this post yet:
All about armor and stat comparison
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