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    posted a message on 2.2 new set

    Just tested something spectacular with Inna's 6 piece and Wuko's 4 piece. If you cast Exploding Palm, the Mystic Ally will cast palm where they are standing, but it will hit whomever gets hit by the clone boom from Wuko. I was able to apply EP through closed doors, around corners, and on the other side of the screen.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.2 new set
    Quote from guidedone»

    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

    Does the 2-piece effect only your chosen mantra or all 4 when you have the 4-piece?

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Fate of the Fell reroll question (crusader noob)
    So, I was running bounties on my monk when the below Fate of the Fell dropped.


    I have a fresh level 70 Crusader and have realized how good this is. I recently had a Ramaldni's Gift drop and am considering the reroll potential.
    With the gift in mind I could go for a few options and would like the opinion of more veteran crusaders.

    - Reroll the min/max to maximize it
    - Reroll the LPWS into Attack Speed
    - Reroll the LPWS into Cooldown Reduction
    - Reroll the LPWS into Resource cost Reduction

    Thoughts?
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Sunwuko's set 2.1, "Ranged" Monk build theorycraft
    Incense Torch is the preferred weapon (I just can't get one to drop). For some numbers (Assuming all stats are equal).

    • Generic Legendary Diabo Y deals 45% more damage per cast then Incense Torch due to each cast procing the 4-piece set bonus.
    • With the estimated 30 SpS generated by this build (outside Epiphany), Generic DIabo Y could cast ~7 WoL before emptying their spirit pool.
    • With the estimated 30 SpS generated by this build (outside Epiphany), Incense Torch could cast ~29 WoL before emptying their spirit pool.
    • This yields over 200% more sustained damage than Generic Diabo Y.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Sunwuko's set 2.1, "Ranged" Monk build theorycraft
    This idea came to me while I was messing around on the 2.1 PTR and noticed something about the more recent change to the clone's behavior when spawned.

      The decoy will now attempt to spawn next to the closest enemy within 15 yards

    In testing with the current build, it indeed spawns the decoy to the closest enemy within 15 yards, but not closest to you. It spawns at the closest enemy within 15 yards of where you click your mouse. I've tested this with Wave of Light and it allows you to drop the decoy on large groups of MOBS you've not engaged, around corners, up ledges, down out of range, etc. This is extremely noticeable with the ranged MOBS that run away (like the succubus). With this in mind, I've thought about revisiting the Tzo Krin's Gaze ranged monk.

    The basic idea is as followed

    http://www.diablofans.com/builds/804-2-1-ranged-monk

    Way of the 100 Fists: Fist of Fury - is the standard spirit generator I use. I like the dash teleport.
    Wave of Light: Empowered Wave - is the bread and butter for this build.
    Sweeping Winds: Inner Storm - acts as some local DPS, but for the most part its there for the 8 SPS it generates.
    Mystic Ally: Air Ally - is here for the spirit regeneration, extra dps (130% weapon damage), and the new affix for the crudest boots, that is getting a 2 for 1 on the mystic ally. This turns it into 8 SPS and then 200 spirit on demand.
    Epiphany: Insight - allows you to burst down elite packs and bosses.
    Mantra Of Healing: Circular Breathing - is here for some extra heal and spirit regeneration. This build is meant to use both the Inna's 4-piece and the Sunwuko's 4-piece, so I took some extra sustain as the primary Mantra.
    Passives: All about extra spirit and sustain. If you can drop harmony, pick up unity for the 20% Damage boost due to the 4 mantras.

    Gear is straight forward for the most part.

    Tzo Krin's Gaze for the ranged WoL. Crudest Boots for the double ally. Inna's for the 4 piece. Note that I use Inna's Diabo mainly because I've not been able to get an auto-socket to drop and thus its my's highest DPS Diabo (and I lack the other Innas). That said, I know some will want to use Incense Torch, which is great, but you will need to drop 2 WoL to proc the decoy bomb, which is the source of the DPS for this build. The Sunwuko's set is there for the decoys and the extra 20% damage to Diabos. Ring of Royal Granduer is self explanatory by now.

    I'm lacking some of the items on the PTR, which is why this is a Theory Craft post. I'd love some thoughts and feedback.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Return of Nirvana?
    I've been running a Wuko's build on the PTR since the most recent patch and I have to say its very impressive now. I went from T2/3 to T5/6 just on the changes alone. The build I've been using is http://www.diablofans.com/builds/596-palm-bell-ptr-build . The new Epiphany rune in combination with the buff to transcendence allows me to basically hold WoL down and spam bells till the Elites die. EP provides a huge buff to sustain and make for nice ways to chain proc explosions on smaller MOBS. I've found some weaker mob groups are better spent palming 1-3 targets and letting the combination of the Wuko 4 piece and EP explosion finish them off. Gear wise I'm using 40% holy (neck, bracers) and then Wuko (3p), RORG, Inna (2p, belt & near perfect DIabo), and Illusionary Boots (walk through waller & mobs).
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Support Viability
    Quote from Akonji
    So assuming that both the WD and Monk are geared equally AND good enough to do their jobs, the Monk would add more to a group?

    (The Monk isn't geared at the moment, but so are two others of the group, so until they start to shoot for T6 I got the time to gear my Monk.)
    Inherently yes, due mainly to the multiplicative nature of support/palm builds. It also depends on the effective DPS of the group (EDPS). If the EDPS of the other 3 members is say 10 million each, then with a support/palm amount of 100%, their EDPS goes to roughly 20m each, for a "Monk EDPS" of 30m. Toss in the exploding palm damage and you have a higher effective group DPS. So If your WD is doing more DPS than the rest of the group combined, or enabling a higher group DPS increase, than its better to use the WD.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The RNG Thread!
    My poor Jawbreaker won't get its socket. The re-roll cost is at 941K already.......stupid Mystic..
    Posted in: Diablo III General Discussion
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    posted a message on Support Viability
    I think the biggest factor would be if you have the gear for the pull/support monk. With the correct gear Exploding Palm, Cyclone Strike, Mantra of Conviction, and Inner Sanctuary are buffing everyone's damage by ~116% against palmed targets. This combined with the power that is a 90+% damage Exploding palm will have more effective group DPS than a single character. The power of the pull/support monk is in its ability to multiple the power of everyone else.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Janitor Monk: An Easy Build For Monks Who Just Keep Dying.
    Quote fromthundersteele
    Thanks for your reply UndeadProtoss. I just found a nice Azurewrath yesterday, now I have a bit more motivation to try a Cold based build.
    @rathgood
    Does this work at all without Rimeheart? How much resource cost reduction do you recommend?
    I'd suggest running at least 30% cost reduction, it'll chop almost 25 spirit off the costs of both sweeping winds and WoL. As for without Rimeheart, it doesn't work as well since its the key to dropping elite packs fast (as shown by another build on these forums). Gather up a bunch of white mobs, palm them, rimeheart shatter them and Boom.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on The Janitor Monk: An Easy Build For Monks Who Just Keep Dying.
    Been working with a few cold based builds and I'd suggest one more likehttp://us.battle.net/d3/en/calculator/monk#aeSVPk!bVYU!ZYYabaNote that the online guide isn't up-to-date with the skill swaps from 2.0.5.

    • Primary
      • Fist of Thunder - Wind Blast: Freezes enemies in front of you for 1 second every 3rd hit. This is a strong CC mechanic and with enough attack speed can lead to a stun-lock like effect. This plays well with the gear selection (later).

    • Secondary
      • Wave of Light - Numbing Light: Main damage source. Needs costs reduction.

    • Skill 1
      • Sweeping Wind - Inner Storm: Damage and a source of spirit regeneration.

    • Skill 2
      • Exploding Palm - Flesh is Weak/Strong Spirit: Kills elites dead with the gear setup.

    • Skill 3
      • Epiphany - Soothing Most: Regen, Teleport, Healing.

    • Skill 4
      • Mantra of Conviction - Overawe: Damage

    Gear setup is mainly 3 pieces. Rimeheart, Fist of Az'turrasq, Tzo Krin's Gaze. Forstburn Gauntlets are optional due to FoT's rune. Rimeheart + EP = Boom. Tzo Krin's allows the WoL to be cast anywhere on screen, allowing you to freeze a champion pack or other group in place before you get to them or allow you to keep Sweeping winds up. It makes a difference.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.0.5 Pillar of the Ancients Build
    Quote from thundersteele
    Quote from rathgood
    It is kind of cool. I went ahead and put together a quick video of it in action. It works better in higher density areas. That and I need either Reaper Wraps or something else to help with spirit generation.

    https://www.youtube.com/watch?v=KX80VMUUxUo&feature=youtu.be
    Nice, but I don't see it really being useful... it seems right now that you can get a bit of damage out before taking any yourself. Do you really feel that it gives you a benefit compared to the usual gameplay, or is it more a fun alternative?

    If one gears for it things would be different of course. Since it seems that Pillars don't stack, getting one every 3 seconds would be enough. So consider having something like 15 spirit/second, resource cost reduction to bring it down to 50 spirit, and MoC-slow rune. Then one could really play a ranged monk. Add SSS for some burst on elites, and off we go. 2h weapons might also help here.

    Another option would be to use Exploding Palm:Strong Spirit to recover spirit - run in, EP, Pillar, run away :)
    RCR would go a long way, as would more than 39% lightning damage (Wyrmward & THundergod's Vigor would help), its also better in caves/tunnels/buildings (wide open plains like Weeping Hollow are not the best) where the Enchantress's knockback doesn't scatter the champions/elites and they are alreayd grouped closerish.. I'll try recording some indoor footage tonight. Also, the damage ticks from Pillar refresh Sweeping winds, so dropping it on a small group can keep it up while you get to them or beat up another group.

    Quote from ThePurplePig
    Since ranged monk was mentioned I'll add this: I think LTK - Hands of Ytar is a better choice compared to Pillar since it frees up an item choice, has a lower spirit cost and it already slows by 80% not requiring the slowing Rune from MoC. :) It has a lower AE range. Cold monk might be a nice change of pace for some people in 2.0.5 :D
    The issue with HoY (Assuming 2.0.5 didn't change it) is that it can't go around corners, over floor gaps, or over short walls. Its line of sight only. WoL with Tzo Krin's can for the most part do these. That said, a ranged monk build would probably work as a combination of Holy and Cold. Use Air Ally & SW:Inner Storm for spirit regen and then WotHF: FoF. Use the numbing light rune on WoL along side Rimeheart & Frostburn to make a nice smack build.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.0.5 Pillar of the Ancients Build
    Quote from Brown

    Quote from rathgood

    I've been messing around with the Pillar of the Ancients and I found that Tzo Krin's Gaze makes a huge difference with this skill.
    I had forgotten about this Spirit Stone.. Awesome proposition! I haven't gotten one to drop yet though, so testing from me will have to wait.
    It is kind of cool. I went ahead and put together a quick video of it in action. It works better in higher density areas. That and I need either Reaper Wraps or something else to help with spirit generation.

    https://www.youtube.com/watch?v=KX80VMUUxUo&feature=youtu.be
    Posted in: Monk: The Inner Sanctuary
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    posted a message on 2.0.5 Pillar of the Ancients Build
    I've been messing around with the Pillar of the Ancients and I found that Tzo Krin's Gaze makes a huge difference with this skill. It allows the pillar to be dropped anywhere on screen. When combined with items like Shard of Hate and The Fulminator, you can clear some packs before they ever reach you if running the movement slowing rune for MoC.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Idea to change Inna's lacking 4 piece set bonus
    Not sure if this idea has come up in the past, but thought I'd share what popped into my head when I had one of the new pieces drop. Currently the 4 piece bonus of Inna's is considered lack luster and underpowered when compared to the other class set bonuses. So I was thinking what could make it better, but keep the same feel? So I came up with the following idea.

    Change the 4 piece from
    "Gain the base effect of all four Mantras at all times."
    to
    "Your active mantra gains the effect of all runes."

    This would provide more power than the current version and make monks want the set as much as wizards/barbs want their sets.

    As an example, here are two popular mantras and what they'd become with all runes.

    Mantra of Conviction
    Active: Damage bonus is increased to 20% for 3 seconds.

    Passive: Enemies within 30 yards of you take 16% increased damage. Enemies affected by Mantra of Conviction deal 15% less damage, have their movement speed slowed by 80%, and take 38% weapon damage per second as holy. Killing an enemy that is affected by Mantra of Conviction grants you and your allies 30% increased movement speed for 3 seconds.

    Mantra of Retribution
    Active: Increase the amount of damage dealt to 202% for 3 seconds.

    Passive: You and your allies within 60 yards deal 202% of your weapon damage as Fire (Holy if % damage is higher than % damage fire) to attackers when blocking, dodging or getting hit. Mantra of Retribution also increases attack speed by 10% for you and your allies. Enemies damaged by Mantra of Retribution have a 20% chance to be stunned for 3 seconds and a 75% chance to suffer a feedback blast, dealing 101% weapon damage as Holy to itself and nearby enemies. Mantra of Retribution has a chance to restore 3 Spirit when dealing damage.


    Thoughts? Would this be to powerful a set bonus?
    Posted in: Monk: The Inner Sanctuary
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