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    posted a message on [Guide] Affix Based Itemization for the End Game
    ==========Affix Based Armor Itemization Guide==========
    What I'm about to post is common knowledge to seasoned monks.
    The idea is that when you reach the end game, it becomes less a matter of cost effectiveness and more a matter of which specific combination of affixes is ideal, and knowing when to use what legendary, or what rares.

    Hopefully end gamers will find the following list a nice database of max affixes and mid tier gamers will find some useful information in here anyways.
    Only doing armor for now.

    ==========Table of Contents==========
    1) List of Affixes, and when they are good or better.
    2) List of Maximum Affixes by slot.
    3) Legendaries & Rares, When To Use What

    1) List of Affixes, and when they are good or better.
    Resist All, Resist Element, Bonus Armor
    Up to 397 bonus armor is available on shields, chests, pants, and helmets.
    Up to 265 bonus armor is available on every other remaining armor slot.
    Up to 80 Resist All is available on all armor slots.
    Up to 60 Resist Element is available on all armor slots.

    Fire resistance is notable for giving players access to cindercoat and fire walkers.
    Both are nice items for mid tier monks
    End game monks may regret picking fire resist due to the cost.
    Both physical and fire resistance are nice if you share gear with a Demon Hunter.

    Poison resistance is nice for Andariel's Visage.

    If you don't intend to ever use any of those legendaries listed above, I recommend getting lightning, arcane, or cold resistance.

    Critical Hit Chance
    Up to 10% Crit Chance is available on Amulets and Gloves
    Up to 6% Crit Chance is available on Helmets, Rings, and Bracers
    For thunderclap/cyclone builds, crit chance is slightly better than your paper doll indicates.
    Because it both increases the damage per cyclone as well as the number of cyclones.

    Maxed crit chance is generally essential to any end game monk build.

    Crit Damage
    Up to 100% Crit Damage is available on Weapons and Amulets
    Up to 50% Crit Damage is available on Gloves and Rings

    The value of crit damage varies greatly depending on your setup.
    Sword and board monks tend to have exceptionally low crit damage so crit damage becomes essential on gloves and jewelry.
    If you're a dual wield or skorn monk, you'll generally value 5-6% crit damage at 1% DPS.

    I would only recommend getting crit damage on jewelry or gloves if it's cost effective.

    Increased Attack Speed (Armor)
    Up to 9% IAS is available on Gloves, Rings and Amulets

    IAS has linear scaling.
    IE if I have 36% IAS already, an additional 9% ias will only give me 6.6% DPS
    Always remember that IAS also boosts spirit generation.
    Weigh whether or not you think you have enough spirit generation when looking into more IAS.

    Increased Attack Speed (Weapon)
    Up to 11% IAS is available on weapons
    Up to 20% IAS is available on balanced white weapons.

    Weapon IAS works differently from Armor IAS.
    It does not suffer from the linear scaling of Armor IAS.
    But it only affects one weapon when dual wielding.
    Additionally, weapon IAS is already factored into a weapon's DPS number.
    But there are many more valuable enchantments on weapons than IAS.
    So Weapon IAS is generally considered a waste of an affix slot.

    Added Elemental Damage
    Only Available on Legendaries

    Only affects physical DPS, not elemental weapons.
    This damage is factored into you inventory DPS number.

    Added cold damage can slow/chill enemies you attack.
    However, elemental skills such as Thunderclap and Sweeping Wind/Cyclone override the element of added elemental damage enchantments.
    Added Cold Damage armor and jewelry will still boost your DPS, but will not apply cold debuff when using Thunderclap or Sweeping Wind/Cyclone.
    But cold damage will apply cold debuff if you use a non-elemental skill such as deadly reach.

    Elemental Skill Bonus
    The most notable elemental skill bonus is added lightning damage on Won Khim Lau.
    With the thunderclap/cyclone build, it can be thought of as a boost to your overall DPS.

    Bonus to Skills
    Up to 14% Fist of Thunder and Sweeping Wind available on helmets.

    For the typical thunderclap/cyclone build, FoT and SW are both about half of your DPS.
    Naturally FoT is slightly better for single targets, and sweeping wind for AoE.
    I generally prefer sweeping wind because I feel thunderclap/cyclone lacks AoE DPS.
    But you can value both 14% FoT and 14% SW bonus at about 7% bonus damage.

    Added Physical Damage (Jewelry)
    Up to 36-108 Physical Damage is available on Rings and Amulets
    Up to 36 Minimum Physical Damage is available on Rings and Amulets
    Up to 35 Maximum Physical Damage is available on Rings and Amulets
    The 3 affixes listed above are independent, and each consume a random enchantment.
    If a ring rolls both combined physical damage along with min/max physical damage, the min/max physical damage affixes will not be displayed.

    36-108 physical damage is 72 average damage. Double Physical is what you want to look for.
    36 min physical damage is 18 average damage. (AH is wrong on this one, so be careful)
    35 max physical damage is 17.5 average damage

    Dual wield monks will find that 1 average damage is about equal to 1% crit damage.
    2H monks will not find average physical damage enchantments worthwhile
    Sword & board monks will generally value crit damage over average damage, but it's still good.

    Dexterity & Vitality
    Up to 150 Dex & Vit roll in an enchantment on Amulets, Weapons, and Shields
    Up to 100 Dex & Vit roll in an enchantment on all other items
    Up to 200 Dex roll in an enchantment on Amulets, Weapons, Gloves, Boots, and Shields
    Up to 100 Dex can roll in an enchantment on all other items
    Up to 200 Vit can roll in an enchantment on Amulets, Weapons, Chests, Pants, and Shields
    Up to 100 Vit can roll in an enchantment on all other items

    Any time you can get 200 total dex/vit for only 1 enchantment slot, it's very good.
    This is one of the best and must have enchantments on armor.
    It's also very good on weapons and jewelry, but not a must have.

    Rolling only 100 total dex/vit for a single enchantment slot is not a great deal, and should only be considered if there are no other significant enchantments available.

    Resistances and Armor
    Up to 80 Resist All rolls in an enchantment on any armor
    Up to 60 Resist All rolls in an enchantment on any armor
    Up to 397 Bonus Armor rolls in an enchantment on Helms, Chests, Pants, and Shields
    Up to 265 Bonus Armor rolls in an enchantment on all other armor and jewelry

    Resistances and armor scale linearly with EHP.
    Resistance scales with an offset of 315, armor scales with an offset of 3150 on MP1+
    So if you have 700 resistance, your EHP is proportional to 700+315 = 1015.
    If you have 200 resistance, your EHP is proportional to 200+315 = 515.
    So 700 resistance is about double the EHP of 200 resistance.
    Same idea goes for 7000 armor and 2000 armor.

    Life per Spirit Spent, Health from Globe, Life Regen
    Up to 63.9 Life per Spirit Spent rolls in an enchantment on Weapons and Helmets
    Up to 599 Life Regen rolls in an enchantment on Chests and Amulets
    Up to 342 Life Regen rolls in an enchantment on any other armor slot
    Up to 12794 Life from Globes/Potions rolls in an enchantment on any armor slot

    Life per Spirit Spent is by far the most powerful passive healing enchantment.
    It's typical for a dual wield monk to generate 15-20 spirit per second.
    That's equivalent to 1000-1250 life per second.
    Unfortunately, since it's only available on helmets and weapons, it's not commonly used.
    12794 Life from Globes/Potions is worth over 425 life per second, just from potions alone.
    You can generally assume a 10k+ life from globe enchantment is better than life regen.
    There are 2 types of health globes, small ones heal 15% of your life, big ones heal 35%.
    Life regen is not an enchantment I would recommend considering except on chest armor.

    Lifesteal, Life on Hit, Life on Kill
    Up to 3.00% Lifesteal rolls in an enchantment on Weapons
    Up to 959 Life on Hit rolls in an enchantment on Weapons and Amulets
    Up to 479 Life on Hit rolls in an enchantment on Rings
    Up to 2878 Life on Kill rolls in an enchantment on Weapons and Amulets
    Up to 1439 Life on Kill rolls in an enchantment on Rings

    A lot of monks ask questions like "at what DPS is lifesteal better than LoH"
    And the answer just isn't simple. It depends on your attack speed, crit chance, & other stuff.
    I recommend you build your own calculator, or use this one:
    https://docs.google....FJS2Y0Z3c#gid=0

    I will always prefer lifesteal because it scales better with the end game and because it continues to heals me when I'm CC'd by effects like knockback, fear, freeze, etc. thanks to stray cyclones.

    Life on kill is very underrated, and is the best option for tempest rush farming builds.

    Spirit Regeneration
    Up to 2.50 rolls on Weapons and Spirit Stones.

    I personally think this is a must have enchantment for farming.
    It is the best way to feed utility skills such as cyclone strike and tempest rush.
    The alternative to spirit regen would be to get more DPS, but that doesn't have great returns.
    You can get a lot of DPS, and crank up the MP, but you don't really farm that much faster because enemies just gain so much health.
    Spirit regen on the other hand, allows you to farm lower MP's much much more efficiently.
    Even with ridiculous DPS, you will be hard pressed to farm over 50m paragon xp/hr.
    But a good tempest rush setup on Act 3 MP0 will net you over 80m paragon xp/hr.

    Reduction vs Elites, Ranged, and Melee
    Up to 7% Reduction vs Elites rolls in an enchantment on Chests
    Up to 6% Reduction vs Ranged rolls in an enchantment on Chests, Amulets, and Bracers.
    Up to 6% Reduction vs Melee rolls in an enchantment on Chests, Amulets, and Bracers.

    Keep in mind that for a typical monk with 700 total resistance, 60 resistance is worth about 6% reduction from all damage.
    So you can value 6-7% reduction at 30-40 resistance.

    Life %
    Up to 16% Life rolls in an enchantment on Amulets and Shields
    Up to 12% Life rolls in an enchantment on Shoulders, Belts, Helms and Chests

    Life % has linear scaling, so its usefulness changes a lot depending on how much you have.
    It's a nice enchantment to round out item slots without many other useful enchantments.
    Namely if you're going after rare shoulders or belts

    Magic Find & Gold Find
    Up to 45% Magic Find rolls on Amulets
    Up to 20% Magic Find rolls on any other armor slot
    Up to 50% Gold Find rolls on Amulets
    Up to 25% Gold Find rolls on any other armor slot

    I personally don't consider these enchantments.
    But you can generally assume that magic find boosts your income rate almost linearly.
    So if you already have 450% MF, I would value an extra 45% MF at slightly less than a 10% boost to your farming income rate.

    2) List of Maximum Affixes by slot.
    Rare Helmets/Spirit Stones
    - 6% Crit Chance
    - 14% Sweeping Wind/Fist of Thunder
    - 5 Cyclone Strike Cost Reduction
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 100 Vitality
    - 1 Helmet Socket
    - 80 Resist All
    - 60 Resist Element
    - 397 Bonus Armor
    - 12% Life
    - 63.9 Life Per Spirit Spent
    - 2.50 Spirit Regeneration
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Fear on Hit
    - 14% Crowd Control Reduction

    The socket is mandatory for paragon leveling.
    IMO it's optional once you reach 100 paragon.
    6% Crit Chance is critical to your DPS.
    IMO, 2.50 Spirit Regeneration is critical to farming efficiently.
    the double attribute enchantment is solid, but the single attribute enchantments are not.
    So I would not want a rare spirit stone with more than 100 dexterity or 100 vitality.

    The following enchantments are must haves for an end game rare spirit stone:
    6% Crit Chance
    2.50 Spirit Regeneration for farming
    1 Socket if not 100 Paragon

    The following enchantments are very good for an end game rare spirit stone:
    14% Sweeping Wind/Fist of Thunder
    80 Resist All
    100 Dexterity & 100 Vitality
    1 Socket even if 100 Paragon

    The remaining slots should be filled with the following enchantments:
    100 Dexterity
    100 Vitality
    60 Resist Element
    397 Bonus Armor
    63.9 Life per Spirit Spent
    12% Life

    Rare Shoulders/Belts
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 100 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 265 Bonus Armor
    - 12% Life
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Chill/Freeze on Hit

    Rare shoulders and belts lack any notable enchantments for Monks.
    As such they are nice ways to boost your EHP.

    The following enchantments are must haves for an end game rare shoulder:
    80 Resist All
    60 Resist Element
    100 Dexterity & 100 Vitality
    100 Dexterity

    The remaining slots should be filled with the following enchantments:
    100 Vitality
    265 Bonus Armor
    12% Life
    12794 Health from Globes and Potions

    Rare Bracers
    - 6% Crit Chance
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 100 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 265 Bonus Armor
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 6% Ranged Reduction
    - 6% Melee Reduction
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Knockback on Hit

    Aside from 6% crit chance, rare bracers lack notable enchantments.
    So after you get 6% crit chance, they are a nice slot to boost your survivability.

    The following enchantments are must haves for an end game rare Bracer:
    6% Crit Chance
    80 Resist All
    60 Resist Element
    100 Dexterity & 100 Vitality

    The remaining slots should be filled with the following enchantments:
    100 Dexterity
    100 Vitality
    265 Bonus Armor
    6% Ranged Reduction
    6% Melee Reduction
    12794 Health from Globes and Potions

    Rare Gloves
    - 10% Crit Chance
    - 9% Increased Attack Speed
    - 50% Crit Damage
    - 100 Dexterity & 100 Vitality
    - 200 Dexterity
    - 100 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 265 Bonus Armor
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Stun on Hit

    Since gloves have so many useful enchantments, it can be very expensive to get trifectas, let alone gloves with 5-6 good enchantments.

    10% Crit Chance is by far the most useful enchantment for monks, and is a must have.
    9% IAS and 50% Crit damage are next, but you'll often be forced to pick one or the other.
    Unless you're a shield monk, IAS is generally the superior option, by a small margin.
    200 Dexterity, 100 Dex & 100 vit, Resistances are what I recommend looking for next.

    I'd say the perfect rare gloves would roll:
    10% Crit Chance
    9% IAS
    50% Crit Damage
    300 Dexterity
    100 Vitality
    80 Resist All

    Rare Chest Armor
    - 3 Armor Sockets
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 200 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 397 Bonus Armor
    - 12% Life
    - 12794 Health from Globes and Potions
    - 599 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 7% Reduction from Elites
    - 6% Reduction from Ranged
    - 6% Reduction from Melee

    Chest armor is notable for its 3 armor sockets and 200 vitality enchantment.

    You'll want to aim for the following affixes on an end game rare chest:
    3 Armor Sockets
    200 Vitality
    100 Dexterity & Vitality
    80 Resist All
    60 Resist Element

    The following enchantments are nice for rounding out a rare chest:
    396 Bonus Armor
    100 Dexterity
    12% Life
    12794 Health from Globes and Potions
    599 Life Regen
    7% Reduction from Elites
    6% Reduction from Ranged
    6% Reduction from Melee

    Rare Pants
    - 2 Armor Sockets
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 200 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 397 Bonus Armor
    - 12% Life
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Slow Enemies

    Pants are notable for their 2 armor sockets and 200 vitality enchantment.

    I don't think sockets are essential on pants since you only get 2.
    Sockets are only great if you want extra dex for DPS, but at that innas temperance is better.

    You'll want to aim for the following affixes on an end game rare pants:
    100 Dexterity & Vitality
    200 Vitality
    80 Resist All
    60 Resist Element

    The following enchantments are a nice way to round out a nice pair of rare pants:
    2 Armor Sockets
    100 Dexterity
    12% Life
    12794 Health from Globe and Potions
    397 Bonus Armor

    Rare Boots
    - 12% Movement Speed
    - 100 Dexterity & 100 Vitality
    - 200 Dexterity
    - 100 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 265 Bonus Armor
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 5.1% Chance to Immobilize on Hit

    Rare boots are notable, obviously for having 12% movement speed.

    The following enchantments are must haves for an end game rare boots:
    12% Movement Speed
    200 Dexterity
    100 Dexterity & 100 Vitality
    80 Resist All
    60 Resist Element

    The following enchantments are nice ways to round out a pair of rare boots:
    265 Bonus Armor
    12794 Health from Globes and Potions
    100 Vitality

    Rare Shields
    - 1 Armor Socket
    - 10% Crit Chance
    - 150 Dexterity & 150 Vitality
    - 200 Dexterity
    - 200 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 397 Bonus Armor
    - 16% Life
    - 12794 Health from Globes and Potions
    - 599 Life Regen
    - 20% Magic Find
    - 25% Gold Find
    - 7% Reduction from Elites
    - 6% Reduction from Ranged
    - 6% Reduction from Melee
    - 8% Lashing Tail Kick, Tempest Rush, Wave of Light Crit Chance
    - 9% Chance to Block

    Shields have some of the best enchantments in the game.
    Unfortunately it's usually outweighed by LS and crit damage from an offhander.
    Regardless, shields can roll some pretty beastly stats

    The following enchantments are must haves for an end game rare shield:
    10% Crit Chance
    150 Dexterity & 150 Vitality
    200 Dexterity
    200 Vitality
    80 Resist All

    The last slot should ideally go to 60 resist element, 16% life, or a monk skill bonus.
    But there are plenty of other solid enchantments available as well.

    Rare Amulets
    - 1 Armor Socket
    - 10% Crit Chance
    - 100% Crit Damage
    - 9% Increased Attack Speed
    - 2878 Life on Kill
    - 959 Life on Hit
    - 36-106 Physical Damage
    - 36 Minimum Physical Damage
    - 35 Maximum Physical Damage
    - 150 Dexterity & 150 Vitality
    - 200 Dexterity
    - 200 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 397 Bonus Armor
    - 16% Life
    - 12794 Health from Globes and Potions
    - 599 Life Regen
    - 45% Magic Find
    - 50% Gold Find
    - 14% Crowd Control Reduction
    - 5.1% Chance to Blind on Hit

    With rare amulets, there's almost no way you'll get all the enchantments you want.
    But I'll do my best to rank them from best to worst.

    10% Crit Chance and 100% Crit Damage are the best by a large margin.
    959 Life on Hit is amazing but skippable since you can get healing from other slots.
    9% IAS following that.
    36-106 Physical damage and 150 Dex & 150 Vit are amazing, but rarely roll near maxed.
    200 Dex, 200 Vit, Resistances, and even bonus armor are worth considering after that.

    IMO the perfect rare amulet would roll the following:
    10% Crit Chance
    100% Crit Damage
    9% IAS
    959 Life on Hit
    36-106 Physical Damage
    150 Dexterity
    150 Vitality

    Rare Rings
    - 1 Armor Socket
    - 6% Crit Chance
    - 50% Crit Damage
    - 9% Increased Attack Speed
    - 1439 Life on Kill
    - 479 Life on Hit
    - 36-106 Physical Damage
    - 36 Minimum Physical Damage
    - 35 Maximum Physical Damage
    - 100 Dexterity & 100 Vitality
    - 100 Dexterity
    - 100 Vitality
    - 80 Resist All
    - 60 Resist Element
    - 265 Bonus Armor
    - 12% Life
    - 12794 Health from Globes and Potions
    - 392 Life Regen
    - 25% Magic Find
    - 20% Gold Find
    - 14% Crowd Control Reduction

    Many enchantments on rings are roughly half their counterpart on Amulets
    A few aren't, and these are particularly potent.

    36-106 Physical Damage, 6% Crit Chance, and 9% IAS are the best enchantments.
    It will be fairly hard to get all 3 of them.

    IMO the perfect rare ring would roll the following:
    6% Crit Chance
    9% IAS
    36-106 Physical Damage
    50% Crit Damage
    479 Life on Hit
    100 Dexterity
    100 Vitality

    Rare Weapons
    - 316-725 Elemental Damage
    - 201-457 Cold Damage
    - 50% Damage
    - ??? Min/Max Damage (Varies between weapon types)
    - 100% Critical Hit Damage (200% 2H)
    - 959 Life on Hit (1918 2H)
    - 2878 Life on Kill (5756 2H)
    - 3.00% Lifesteal (6.00% 2H)
    - 1 Weapon Socket
    - 63.9 Life per Spirit Spent
    - 11% IAS
    - 8% Wave of Light/Tempest Rush Crit Chance
    - 5 Lashing Tail Kick Cost Reduction
    - 8% Bonus vs Elites
    - 2.50 Spirit Regeneration


    Everybody wants lifesteal, crit damage, socket, and high base damage on weapons.
    But that alone already costs 6 enchantment slots.

    These are the 5 highly must have enchantments for an end game rare weapon:
    Min/Max Damage (or Elemental Damage, but min/max can roll higher)
    50% Damage
    100% Critical Hit Damage
    3.00% Lifesteal
    1 Weapon Socket

    Chances are, you're not going to find a weapon with 6 good affixes.
    And if you do, it's going to be extremely expensive.
    Personally, I would like a rare weapon with 2.50 Spirit regen in the 6th slot for farming.
    959 Life on Hit is obviously the best option for tanking.
    150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
    But personally I don't search for attributes on weapons.

    3) Legendaries & Rares, When To Use What
    ===== Helmets =====
    Mempo of Twilight
    Only Mempo's of Twilight with Crit Chance are worth considering.
    I would even go further to say that only 6% CC Mempos are worth considering.
    Remember that 1% CC is a lot more valuable than 1% IAS afterall.
    a 3% CC mempo probably isn't better than a 6% CC helmet with high dex.

    Inna's Radiance
    Inna's Radiance has 2 random enchantment slots that can roll very good affixes.
    The best ones are:
    80 Resist All
    2.50 Spirit Regeneration
    14% Sweeping Wind/Fist of Thunder Skill Bonus

    The following enchantments are also worth considering:
    60 Resist Element
    397 Bonus Armor
    63.9 Life Per Spirit Spent

    An Inna's radiance with high rolls, all resist, and 14% skill bonus is effectively just as good as a 6% CC Mempo of Twilight in terms of both Defense and Offense.
    The difference is 14% skill bonus does not provide you extra IAS.
    On the other hand, Inna's Radiance helps contribute a set bonus, whereas Mempo does not.
    That combined with the fact that Inna's Radiance is cheaper and has more flexibility with enchantments (IE Access to Spirit Regeneration), I would say that Inna's Radiance is the better option for monks.

    Madstone
    Only Madstones with Crit Chance are worth considering.
    Like with mempos, I would only recommend madstones with 6% CC.

    You can't roll a socket with the Crit Chance, so Madstone is not viable for paragon leveling.
    So when would you want to use a Madstone over an Inna's Radiance?
    Madstone is capable of rolling All Resist, Spirit Regen, and Skill Bonus at the same time.
    Inna's Radiance cannot do this.
    But it loses out on up to 100 dex & vit, a socket, and a set bonus in exchange for this.
    So the only time you will want a bonus is when you need spirit regen, skill bonus, and wouldn't mind some extra defense over an inna's radiance.

    Natalya's Sight
    The only reason you'd want to use a Natalya's Sight is for the set bonus.
    But keep in mind that natalya's sight will generally have much less dex than a mempo or Inna's Radiance.
    This combined with the fact that a Natalya's Sight won't have skill Bonus or IAS means this is not a helmet monks will need to consider.

    Andariel's Visage
    Andariel's Visage is like a poor man's Mempo of Twilight.
    Overall a weaker helmet than a well rolled Inna's Radiance.
    But a solid option for mid game poison resist monks

    Archon Crowns and Star Crowns
    In theory, a star crown can roll the same stats as an Inna's Radiance, but with less armor.
    But the number of good enchantments that need to roll simultaneously for this to happen is extremely high, and you'll essentially never see a rare helmet ever roll good enough to be end game material.
    And even if it did, it's still missing out on the set bonus
    But I suppose keeping an open mind doesn't hurt.

    ===== Shoulders =====
    Vile Ward
    As the only legendary shoulder to roll i63 affixes, it's the only one worth noting.
    Since vile ward rolls 170-200 dex with its single stat enchantment instead of up to 100, it can get up to 300 dex whereas rare shoulders cap at 200 max total dex.
    This combined with its all resistance affix makes this the best shoulders in the game.

    Since good enchantments are much more expensive on legendaries, you may consider picking up pickup radius or health from globe on your shoulders instead of on your rares to save yourself some money.

    Archon Spaulders
    So when would you actually want to use Archon Shoulders over Vile Wards in the end game?
    The only reason I can think of is for stacking lots and lots of defensive enchantments.

    ===== Chest Armor =====
    Tyrael's Might
    Think of Tyrael's Might as a Glass Cannon chest piece with movement speed bonus.
    Rare chests can only roll up to 200 dex. Tyrael's might comes with 170-200 by default.
    And it has bonus vs demons and elites ontop of that.
    However, you lose out on a lot of vitality.
    Remember that rare chests can roll up to 300 total vitality.
    If you are bent on getting a tyrael's might, remember that chest armor rolls with numerous useful enchantments that are not limited to 3 sockets.
    a 200 vit enchantment, or a 100 Dex and 100 Vit enchantment is potentially better than 3 sockets.

    Cindercoat
    Cindercoat is notable for being able to roll up to 229 dex and 120 fire resistance.
    Remember that rare chests only roll up to 200 dex.
    While 120 fire resistance is nice, it's not actually an ideal use of an enchantment.
    The cindercoat rolls 51-60 fire resist by default. Rolling over 60 costs an enchantment slot.
    Instead the perfect cindercoat for a fire monk would have these stats:

    60 Fire Resist
    50 Resist All
    5% Life
    2908 Thorns
    229 Dexterity
    300 Vitality
    3 Sockets

    However, keep in mind that the cindercoat will still have less base armor than archon armor.
    My point is that for fire monks, the cindercoat can rarely roll on par with BIS chest pieces.

    Inna's Vast Expanse
    Do you remember the list of most desirable enchantments for chest armor?
    Inna's Vast Expanse doesn't actually roll many of them.
    It has the 100 dex & vit enchantment as well as the 3 sockets enchantment.
    But it uses 3 more affixes on life %, reduced damage from melee, and 100 Dexterity.
    While none of these are horrible enchantments, rare chests can in fact roll better.
    On the other hand, this limitation is offset by the set bonus.

    The Vast Expanse is worth considering if you want high dexterity or the set bonus.
    If not, get a BIS rare chest or a surcoat.

    Blackthorne's Surcoat
    Unlike Inna's Vast Expanse which wastes 3 affixes on sub par enchantments, the surcoat only wastes 1 on reduction from ranged damage.
    So you're much less likely to see a rare chest with a better roll than a BIS surcoat, than you are with a rare chest and a BIS Vast Expanse.

    So unlike Vast Expanse, the Surcoat is a solid standalone end game chest piece.
    In the worst case scenario, it's not worse than a perfect rare chest by more than 1 affix.
    And in that case, you can argue the set bonus compensates for that discrepancy.

    Tal Rasha's Relentless Pursuit
    I've seen a few monks use this for the IAS.
    So it's decent if you want to exchange lots of defense for a tiny bit of DPS.
    Tyrael's is better for that purpose, but I suppose tal rasha's is cheaper.

    Archon Armor
    So when do you want to use Archon Armor over other Legendaries?
    Well you want Tyrael's or Tal Rasha's for glass Cannon Builds.
    You'll want Inna's Expanse for the inna's set bonus.
    And BIS Surcoat will end up rolling very similarly to BIS Archon Armor.

    Which makes Archon Armor viable in the end game as a well rounded chest piece.

    ===== Bracers =====
    Lacuni Prowlers
    Lacuni's are glass cannon bracers.
    Their unique combination of enchantments and the fact they have 3 random enchantment rolls means that getting one that actually boosts your DPS substantially will cost you a fortune.
    In theory, lacuni's could roll 6% crit chance, 80 Resist All, 100 Dex, and 100 Vit.
    Compared to a perfectly rolled razorspike, you're essentially exchanging something along the lines of 60 resistance, 100 dexterity, and 100 vitality for 9% IAS, 12% MS, and thorns.
    But I've never seen lacuni prowlers that perfect, so it's not a realistic situation.

    The only time I'd recommend lacunis is if you intend to capitalize on the extra movement speed somehow by getting blackthorne's jousting pants instead of Inna's Temperance or Ice Climbers without movement speed.

    Strongarm Bracers
    Notable for being the only bracers in the game that can roll 269 Dex.
    Otherwise these bracers are not end game material.

    Razorspikes
    Lacunis are glass cannon bracers, Strongarm Bracers suck, so Razorspikes fill all the other remaining niches.
    There are many ways a Razorspike can roll BIS.
    But everybody will agree that you will always want the 4 following enchantments:
    6% Crit Chance
    80 Resist All
    60 Resist Element
    100 Dexterity & 100 Vitality

    Most monks will want their remaining 2 enchantment slots to roll 100 Dex & 100 Vit.
    I'm personally not a fan of wasting a slot on 100 vitality.
    I'd personally prefer the last 2 slots roll 100 Dex and 12794 Bonus to Globes.
    But to each their own.

    ===== Gloves =====
    Tasker And Theo
    It's worth noting that Tasker and Theo can roll up to 350 Dex + a Socket.
    But you won't be able to get any crit damage or crit chance if you do roll that much dex.
    These gloves really aren't worth noting.

    Sage's Gesture
    These gloves are craftable, so they only roll i62 affixes.
    They can roll decently, but rare gloves have better potential.

    Archon Gauntlets
    Rare Gauntlets are basically the only way to go for gloves.
    I don't think anybody needed me to tell them that.

    ===== Belts =====
    Witching Hour
    A popular choice for glass cannon monks.
    But in reality, only 1 affix slot is wasted (90-100 Dexterity)
    And it's easily argued that this is an extremely small price to pay for IAS and Crit Damage.
    If rolled perfectly, a witching hour is by far the best belt in the game, no contest at all.
    Even if it doesn't roll perfectly, sword and board monks will want it for the crit damage.
    And 2H monks will want it for the IAS.
    But since the witching hour has 3 random slots and is in high demand, getting a perfectly rolled witching hour is almost completely out of reach, even for the richest players.

    Hellcat Waistguard
    Worth noting that the hellcat is able to roll up to 249 Dex.
    It's not a horrible belt, not great either.
    It's designed for bonus vs elites and high dex, but blackthorne's notched belt fills that roll more adequately than the Hellcat Waistguard.

    Inna's Favor
    You can think of Inna's Favor as a Poor Man's Witching Hour.
    It can compete with a poorly rolled witching hour, but not a BIS one.
    Other than that it's useful for completing the Inna's Set Bonus.
    Otherwise, it's just another glass cannon legendary that sacrifices tons of defense.
    And not a particularly good one at that.

    Blackthorne's Notched Belt
    It's worth noting that Blackthorne's Notched Belt is able to roll up to 300 Dex.
    The belt has 3 sub optimal affixes, but it gains access to the 170-200 dex affix which is usually reserved for gloves and boots.
    The 100 vit and bonus vs elites from the set bonus are actually extremely good for ubers.
    In the case of ubers, 3-4 set Blackthornes is BIS, even over witching hour IMO.

    Overall Blackthorne's is straddling a Fence.
    It's slightly better DPS than rare belts, but not much better.
    It's also slightly worse defense than rare belts, but not much worse.

    High Scabbard
    Of the 4 legendaries listed above, all of them are offensively oriented.
    Meaning that if you intend to use a rare belt in the end game, it's going to be because you want either a well rounded belt or a defensively oriented one.

    ===== Pants =====
    Depth Diggers
    2 affixes are wasted on magic and gold find.
    In exchange however, you gain access to the 170-200 Dex affix that is usually reserved for gloves and boots.
    Thus these pants are able to roll up to 300 Dexterity.
    While they aren't horrible compared to rare pants, Inna's Temperance and Blackthorne's Jousting Pants are simply so much better than rare pants that Depth Diggers aren't worth considering as a result.

    Inna's Temperance
    Glass Cannon pants, and damn good ones at that.
    I think the community understands the roll of Inna's Temperance, so i won't elaborate.

    There are many ways good ways for Inna's Temperance to roll it's only random enchantment.
    The best option for sustain is obviously 80 resistance.
    397 Bonus armor is also good for sustain if you are running a no STI high resist build.
    200 Vitality is another option for defense, but it won't improve your sustain.
    Finally, 100 Dex & 100 Vit is best for offense, but is also well rounded.

    Blackthorne's Jousting Pants
    Since Blackthorne's comes with a quadruple attribute roll, it can actually roll up to 400 vitality and 200 dexterity at the same time OR 300 dexterity and 200 Vitality at the same time.
    These pants are by far the best tank pants in the game, and there are many good ways for it to roll.
    Here are the best enchantments to look out for:
    80 Resist All
    100 Dexterity & 100 Vitality
    200 Vitality

    If there aren't available or are too expensive, you may consider the following:
    60 Resist Element
    2 Sockets
    397 Bonus Armor

    Notice how I put 2 sockets as an alternative option.
    The best Blackthorne's Jousting Pants will never roll sockets.

    Archon Faulds
    Completely outclassed by Blackthorne's and Inna's Temperance
    Only consider them for early to early mid game monks, and only if it's cost effective.

    ===== Boots =====
    Ice Climbers
    Ice Climbers roll 8 Affixes.
    eight
    EIGHT
    Did that sink in yet?
    6 Affix rare boots have got nothing on that.
    Ice Climbers are BIS if you want a well rounded boot or a tanky one.
    The only reason they have any competition is the 7% CC bonus on Natalya's Set.

    Firewalkers
    These actually cap at 269 Dex instead of 300 like most boots
    Even the best firewalkers will only be as good as mediocre rare boots.
    Nevermind ice climbers or natalya's.
    PS: The molten enchantment lets you break wooden doors by walking through them. Cool? :P

    Zunimassa's Trail
    Notable for the added elemental damage.
    Legacy Zunimassa's come with IAS and slightly lower elemental damage.
    They are notable for being glass cannon boots for monks.
    But ultimately they are outclassed by the Natalya's Set when it comes to offense.

    Natalya's Bloody Footprints
    The base enchantments on Natalya's are fairly good, but not godly.
    You would only use these boots for the 7% crit chance from the 2 piece set bonus.
    The DPS from 7% crit chance is so huge, most people consider these boots to be BIS over ice climbers, with their whopping 8 affixes.

    ===== Amulets =====
    Xephirian Amulet
    This amulet comes with spirit regen, that alone makes it a must have amulet for tempest rush builds.

    Ouroboros
    This used to be a fairly good amulet, but now that rare amulets all roll i63 affixes, it's outdated.

    Traveler's Pledge
    Actually a pretty good amulet for followers because of the magic find and Life %
    That's all there is to it though.

    Blackthorne's Duncraig Cross
    The amulet itself has decent rolls. Not great, but decent.
    The LoH is less than optimal, life % is not a great affix, and an affix slot is wasted on bleed.
    But since amulets with more than 3 good enchantments are hard to find and expensive anyways, and because of the set bonus, you can make the argument that the duncraig cross is BIS.

    Rare Amulets
    There aren't any truly amazing rare amulets in the game.
    Duncraig cross is good, but in theory a perfect 6 affix amulet is much better.
    So rare amulets are essentially the only end game amulets.

    ===== Rings =====
    Hellfire Ring
    The hellfire ball spawns behind your fist, so it usually passes through the target you punch.
    And the bonus experience is useless at 100 paragon.
    Ignoring those 2 enchantments, Hellfire ring only has 5 affixes.
    One of them happens to be a 170-200 dex affix that usually isn't available on rare rings.
    But at the end of the day, a rare ring can roll better in theory, than a hellfire ring.
    The only reason you would want a hellfire ring is for the bonus xp.

    Unity
    The crit chance, LoH, and physical damage rolls are not as high as they could be.
    Bonus vs elites is not optimal.
    And the dex roll is slightly higher than what you'd see on a normal ring.
    But the combination of these enchantments make unity popular.
    Even though technically a rare ring could roll substantially higher, with the exception of the dexterity affix.

    Stone of Jordan
    IMO this is the best ring for farming.
    Spirit regen is priceless for mobility and killing quickly.
    Bonus vs elites is BIS for ubers.
    added elemental damage and the ability to roll skill bonuses is good too.
    You will want FoT or Sweeping wind for your general purpose ring.
    Critical Hit Chance for Tempest Rush is must have for tempest rush farming builds.
    Keep in mind that elemental skills such as thunderclap and sweeping wind/cyclone override the element of the added elemental damage.
    Even if you get a cold damage SoJ, you will not cold debuff enemies with thunderclap.
    But if you use deadly reach instead, you will since it's a non-elemental skill.

    Oculus Ring
    High dexterity roll, magic find, and resist all make this a great follower ring.

    Skull Grasp
    Legacy Skull Grasps are inferior versions of unity
    Modern skull grasps aren't very good, but can be used to in weird builds like ones where you try to reduce the cost of lashing tail kick as much as possible.

    Wailing Host
    Basically a Unity Ring without average damage or LoH, and an extra random affix and set bonus.
    All in all, worse than Unity.

    Litany of the Undaunted
    A more defensive version of Unity/Wailing Host, but still not as good as unity.
    The set bonus isn't terribly useful either.

    Natalya's Reflection
    Solid base enchantments and more importantly the 7% crit chance set bonus makes this BIS.
    But you will want one with crit chance on it already, otherwise a rare ring will be comparable.

    Rare Ring
    IMO the best setup for farming and elites is Natalya's Reflection and a SoJ.
    Either way a reflection is generally essential to an end game build.
    The SoJ is much more optional.
    In which case, if you're not going for a SoJ, rare rings are end game

    ===== Weapons =====
    Most Legendary Weapons have 7 affixes.
    But since few legendary weapons have 7 perfect affixes, rare weapons still compete.

    Won Khim Lau
    Its base damage affixes are all i62, which is suboptimal, especially for shield monks
    25% lightning skills damage is worth ~137% Crit Damage for a typical DW monk.
    Due to the low base damage, this is a poor weapon for sword and board.
    Since it can roll crit damage and a socket ontop of lightning skills, it lets you get higher DPS than any rare weapon could. But only if you're willing to sacrifice lifesteal.
    A perfectly rolled rare weapon can compete with a WKL in the end game. But end game WKL's are easier to find on the auction house.
    Low base damage means it synergizes particularly well with average damage jewelry.

    Echoing Fury
    Its base damage affixes are all i62, which is suboptimal
    Fear is very suboptimal for farming on higher MP's
    This is a BIS weapon for hunting ubers.
    Since it can roll crit damage and a socket ontop of +APS, it lets you get higher DPS than any rare weapon could, but only if you're willing to sacrifice lifesteal.
    A perfectly rolled rare weapon can compete with EF in the end game, but end game EF's are easier to find on the auction house.

    Skorn
    Technically a rare 2H axe can roll just like a skorn except for the bleed chance.
    But since nobody loots 2h weapons, you'll pretty much never see a rare weapon that good.
    This makes skorn the only viable option for 2H Builds.
    Lifesteal is by far the best roll for the only random enchantment slot.
    But IAS and more dexterity are also an option if you want marginally better DPS.

    Butcher's Sickle
    The ancient spear effect has a cooldown, so the chance of proc isn't an important roll.
    The base enchantments and damage are i60, which is really bad.
    Rare axes can roll better at a nontrivial rate.
    But it's still an okay option for mid game monks.

    Fist of Az'Turrasq
    High base damage makes this an okay sword and board weapon.
    But you're forced to pick between LS, socket, or crit damage.
    Which is a fatal flaw, and prevents this weapon from being end game material IMO.

    Crystal Fist
    Ignore durability loss is a useless affix.
    And 200 dex/vit is a suboptimal roll on a weapon.

    Shenlong's Set
    Unlike other legendary weapons, shenlongs only have 6 enchantments.
    And the ones on the shenlongs while decent lack what I'm going to call the weapon trifecta:
    which is crit damage, socket, and lifesteal.
    The set bonus simply doesn't compensate for that loss.
    So not end game.

    Rare Weapons
    Skorn dominates the 2H early, mid, AND end game, so I'm not going to talk about 2h's.
    Echoing Fury and WKL can roll higher DPS than rare weapons.
    But in theory, a perfectly rolled rare weapon can be on par with an LS/Socket EF/WKL.
    The chance of seeing such a perfectly rolled rare weapon on the AH however, is small.
    Posted in: Monk: The Inner Sanctuary
  • 4

    posted a message on Grimy's Guide to the 1001 Gods
    Grimy's Guide to the 1001 Gods
    Table of Contents
    0 - Introduction
    1 - Spirit Generators
    2 - Spirit Spenders
    3 - Passive Skills
    4 - Itemization
    5 - Farming Strategies & Builds
    6 - Followers
    7 - Legendaries

    If you like what you see, feel free to support me by checking out my shop on the trading forum :P
    http://us.battle.net...600051?page=1#0

    I edit my guide through a spreadsheet parser, located here:
    https://docs.google....3U01IRUE#gid=14

    0 - Introduction

    Hey There! I'm Morionic but I prefer to go by the name Grimy Bunyip
    I'd like to share what I've learned about monks so far

    Monk or Barb?
    There are two tanks in D3, that is the barbarian and the monk.
    WW Barbs gain xp faster, because they clear white mobs more efficiently.
    But monks can rush elites faster because they don't need to clear white mobs for fury and wrath of the berserker.
    So I figure at 100 paragon, monks are more useful for farming elites than WW barbs.

    What Is My Build?
    My guide, biases aside, is mostly a quick rundown of how good each skill is at what it does.
    But for those that are curious, here is the build I run and the equipment I use for it:
    Build: http://us.battle.net...giYk!ZUX!abYcca
    Equipment: http://i.imgur.com/7GRAX.jpg
    Stats: http://i.imgur.com/sfTbS.jpg

    Standard Monk Build:
    http://us.battle.net....gYSk!UX!a.Ycca
    If you don't care to know every detail of every skill, just start here.

    1 - Spirit Generators

    First off, here is a table of LoH Values, I did not collect data for this or make this table.
    http://goo.gl/VJ04m

    Hidden Haste
    All spirit generators on monks are hasted, IE you will attack faster than your paper doll attack speed.
    Here is each of the spirit generators and how much they are hasted:
    1.500x - Fists of Thunder
    1.333x - Deadly Reach
    1.166x - Crippling Wave
    1.125x - Way of the Hundred Fists

    Proc Rate
    Proc rate is how quickly a generator procs other effects.
    Procs being things like cyclones, life on hit, or chance to freeze.

    Keeping it short
    Because the old guide was so massive, I'm going to cut the comments short.
    I'm only going to list notable runes, see the following sheet for more details:
    https://docs.google....3U01IRUE#gid=21

    Fist of Thunder
    Thunderclap - #1 for good reason
    Best Single Target DPS, best Single Target Proc rate, solid AoE DPS and proc rate.
    Quickening
    Potentially double your spirit gen or more. May be necessary for WoL/Tempest rush builds.
    But it comes at the cost of a lot of DPS and proc, has horrible synergy with sweeping wind/cyclone.
    Bounding Light
    Largest AoE on the 3rd punch, but you lose a bit of DPS and single target proc, and the teleport.
    Generally not worthwhile, but I'll mention it.

    Deadly Reach
    Keen Eye
    50% armor is very potent, but outdated in 1.04 thanks to all the nerfs to enemy mobs.
    Foresight
    The best rune on deadly reach because it doesn't actually require you to use deadly reach too frequently.
    18% DPS is a fair bonus for a skill slot. Not great, but solid

    Crippling Wave
    Mangle
    it's one way to deal massive AoE damage, but sweeping wind should be taking care of this job.
    Concussion
    This rune saw use in 1.03, but 1.04 nerfed enemy DPS and now this rune never sees action.

    Way of the Hundred Fists
    Bug: 2nd punch does NOT proc sweeping wind or cyclones.
    Blazing Fists
    DPS is small because IAS receives diminishing returns from IAS on gear.
    Fists of Fury
    The dash is like thunderclap's teleport, I think the dash is a bit shorter, but I'm not sure.
    Bleed damage doesn't seem to stack, but it causes a second proc.
    All 3 Punches are AoE, making it better AoE Proc Rate and DPS than thunderclap
    If the 2nd punch in the combo were not bugged, this would be more used than thunderclap.

    2 - Spirit Spenders

    I'm going to break down spirit spenders into a few categories:
    - Mantras
    - Positioning Spenders
    - Facetank Spenders

    - Mantras

    Mantra of Conviction
    Overawe - The best aura for farming, nothing comes close to its DPS other than Backlash
    Intimidation - You'd probably be better off with evasion + backlash if you want both DPS and defense
    Disheaten - Slow isn't useful for monks in PVM, but maybe it'll have a use in PVP
    Reclamation - essentially +93 LoH for you and teammates. Not worth it, 93 is too little.
    Submission - Bonus scales with attack speed. DPS bonus is too low though.

    Mantra of Evasion
    Keep in mind that evasion doesn't work on everything, unlike armor.
    It also might make you vulnerable to high burst damage.
    Hard Target - Total mitigation of about 0.75x, and 0.64x for 3 seconds after casting.
    Divine Target - Looks good on paper, but 90 seconds is a HUGE cooldown time. I wouldn't use it.
    Wind tt Reeds - 5% speed isn't much for farming or progression, I wouldn't use it.
    Perseverance - I'm not too afraid of crowd control spells, so I wouldn't use this.
    Backlash - Scales with attack speed, so 35% of your paper doll DPS per explosion.
    Backlash does not apply to teammates.
    If you can get 5 explosions per second, you will outperform conviction. But this rarely happens.
    That being said you get evasion too so it's not a big deal if you get fewer than 5/second

    Mantra of Healing
    Sustenance - Don't get this, act 2 monks should have heal over 5000 LPS from various sources, 620 is not much.
    Circular Breathing - Good for tempest rush builds, but that's about the only niche this has.
    Boon of inspiration - 186 LoH is not a big enough number to waste a mantra rune on.
    Heavenly Body - For most monks this is about 100 vit, also not worth wasting a mantra rune on.
    Time of Need - The only rune you might want to use with MoH, good if you have high resist.
    Not a horrible mantra, but i consider MoE > MoH

    Mantra of Retribution
    Retaliation - Most monks can intake about 5-10k dps, 60% of that isn't nearly enough DPS
    Transgression - A great rune to stack with conviction in multi monk teams.
    Indignation - Remember this only affects melee. I personally don't like situational runes.
    Against All Odds - No idea what the odds are, also it only affects melee.
    Collateral Damage - Damage scales with attack speed just like backlash.
    Collateral Damage does not apply to teammates
    Nor does it affect ranged attacks, but backlash is too short ranged to hit ranged attackers anyways.
    Ultimately not as good as backlash because most monks will have a high dodge rate.

    - Positioning Spenders

    Dashing Strike
    Animation lasts 0.9 seconds + travel time, animation is reduced by attack speed.
    Animation time scales with attack speed, travel time scales with movement speed
    Breaks Jailer spells.
    There is a bug where your character stops being able to move or loot, forcing the player to leave his game.
    Can target any form of destructible terrain.
    Way of the Falling star does not apply a buff after hitting destructible terrain.
    Quicksilver is the best rune IMO.

    Lashing Tail Kick

    ~8 base damage per spirit spent
    Many hardcore monks swear Sweeping Armada as their "GTFO" button.
    Poison sting may become viable in 1.05, with the stun buff.
    With proper gear, it is possible to get the spirit cost of LTK very low.
    The animation time of LTK makes it not good for a DPS rune, instead focus on the AoE or CC aspects of it.

    Tempest Rush
    Very fast and knocks back enemies on activation
    The spirit consumption rate scales with weapon speed
    The problem is tempest rush suffers severely from rubber banding.
    I don't recommend it just for positioning, but tailwind is great for fast farming, if you have good spirit regen.

    Cyclone Strike
    It now has a 0.125 proc rate, which I feel is nice but not terribly substantial.
    at 50 spirit this is by far the most expensive positioning skill
    It can speed up farming, but I feel like 50 spirit is too much for what it does.

    Inner Sanctuary
    Creates an area where enemies "cannot pass"
    I used quotes because certain enemies can bug into the area.
    Things like charging beasts or teleporters.
    The sanctuary is also very vulnerable to desecrators.
    And kiting enemies will rarely allow a monk to put a sanctuary to good use.
    However this skill can be very useful in situations.
    You can block off a choke point for ranged teammates, allowing them free reign over foes.
    Or you can wedge a kiting enemy into a corner and pound him to bits.
    Or turn a wall into wedge to funnel foes into you one by one.
    But for all the uses of sanctuary, it's simply too situational to use IMO.

    - Facetank Spenders

    Serenity
    Every class needs a god mode button.
    And the monk has the best one.
    Some people might use peaceful repose, but a decently geared monk has better sources of healing.
    Use ascension, the extra second of invulnerability is priceless.
    This skill is absolutely essential to every monk build.

    Sweeping Wind
    This skill does 45% of your active hand's DPS.
    This DPS scales with your attack speed.
    45% of your paper doll is NOT 45% of your overall DPS.
    For Example: Thunderclap deals 217.5% of your paper doll DPS.
    Bladestorm gives you 60%, so this translates to a 1.275x increase to your overall DPS.
    Which isn't bad, but don't think you're increasing your total DPS by 1.6x

    IMO Cyclone > Innerstorm/Firestorm > Master of the Wind > Bladestorm, 15% paper doll isn't very much DPS.

    Cyclone is by far the most potent rune on sweeping wind.
    Cyclone has the best synergy with thunderclap out of all the generators.
    Cyclones shock 20% of your weapon damage every 0.6 seconds over 3 seconds.
    The first shock comes out the moment you spawn a cyclone.
    Meaning each cyclone shocks for a total of 120% weapon damage over 3 seconds.
    This is I tested this, get a 3 stack on your cyclone. and find 2 destructible targets spread fairly far apart.
    Punch the first target, destroying it. On occasion, a cyclone will spawn immediately destroying the farther target.
    Neither sweeping wind nor the cyclone rune favors high or low attack speed.

    Sweeping wind snapshots your weapon damage, crit damage, lightning skills bonuses, etc when activated.
    So try to cast faith in the light before casting sweeping wind. Attack speed and crit chance are not snapshotted.

    Mystic Ally
    No longer procs after patch 1.04. Personally I did not know that it did.
    Honestly losing proc was a huge nerf, even if not many people knew to exploit this property.
    Mystic ally's attack speed scales with your own.
    It gives a combination of defense as well as offense.
    For example, Air Ally has a single target DPS of 50%.
    That's almost as much as bladestorm.
    Air ally has less DPS and less AOE than bladestorm, but it distracts enemies and generates spirit.
    This is an underestimated skill with plenty of potential

    The ally gets the player's defensive stats, so it's slightly better with defensively built monks.

    There used to be a bug where recasting mystic ally counted as "killing" your previous ally.
    And this would give you healing from life on kill enchantments. This does not work anymore.

    Blinding Flash
    A great all around skill with very low cost.
    Flashes reset enemy cooldowns, forcing them to wait before using the ability you just interrupted.
    The stun duration is 0.5 seconds for elites, but remember that it lowers their accuracy as well.
    I personally like Faith in the Light for the added DPS.
    The boost adds 30% of your weapons dps to EACH of your weapons attacks.
    So it is possible to see more than a 1.3x increase to your paper doll, more than 1.6x is possible with lots of IAS.
    This number will increase further if your active hand has more DPS than your off hand.
    Blinding flash creates a snapshot that factors in average damage on your average hand and jewelry.
    Blinding flash does NOT snapshot crit damage or dexterity.

    Breath of Heaven
    6822 average healing every 15 seconds is 455 life per second
    A pitiful amount of healing for any self respecting monk.
    But 15% damage from blazing wrath is fairly sizeable.
    Even so, it's not as much as you'd get from mystic ally or sweeping wind.
    This is a great skill in teams and combined with guiding light.
    BoH, while solid, is pretty extremely overrated.
    The radius is also extremely tiny at 12 yards.
    It'll be hard to heal anything other than melee teammates with it.

    Wave of Light
    Wave of light has 1 major flaw, it's animation. Which has a base length of 1 second.
    The animation duration will decrease with the attack speed of your primary weapons
    the animation duration is NOT affected by any form of IAS.
    I would not say that WoL favors slow weapons or fast weapons.
    Because faster weapons mean faster animation, and more spirit with which to spam more Wave of light.

    The best way to utilize Wave of light is to get just barely enough DPS to one shot most white mobs.
    If you can do this with empowered wave, then use it over wall of light obviously

    You can animation cancel your punches by casting WoL right after a punch.
    You can feasibly shave off half a second each casting IF you have 1.0 AS, but with faster IAS the benefit is marginal.

    Exploding Palm
    The animation is very short, about 0.125 seconds.
    Personal data seems to indicate that exploding palm does not benefit from any form of critical hit.
    Exploding palm also favors builds with slower attack speeds.
    Depending on how much crit chance you stacked, the 745% weapon damage from exploding palm is worth about:
    3-5 Fist of Thunder punches.
    Which could be worth anywhere between 1 to 2 seconds of DPS, depending on attack speed and reliance on crit.
    Of course the issue is that it takes 9 seconds for this to take effect.
    So we're talking about a 11%-22% increase to your overall single target DPS from the bleed damage.
    Long story short, the bleed damage is pretty bad for a single target skill.

    The biggest change brought by patch 1.04 is the increased duration of exploding palm.
    9 seconds is plenty of time to guarantee an explosion.

    Seven Sided Strike
    The animation lasts for 1 second, regardless of your attack speed or weapon choice.
    7SS is almost a no brainer for players using slow 2H builds, but is still competitive for dual wielders, just not amazing.
    The major flaw is 7SS's lack of synergy with other skills, particularly sweeping wind.
    You can use faith in the light right before casting seven sided strike, but it wastes the blind duration.
    Also you would be much better off spending faith in the light on sweeping wind.
    Contrary to popular belief several sided strike does not increase the animation's duration.

    3 - Passive Skills

    One with Everything & Seize the Initiative
    Poll on how many people use each resistance type:
    http://us.battle.net...372?page=24#465
    Cold Resistance - Most Common Choice of Monks by a Sizeable Margin
    This is the most popular resistance due to reverse psychology
    Finding high end gear for cold monks will be very hard and expensive compared to other resistances
    There are also few to no legendaries that benefit this resistance.

    Arcane Resistance - Average Choice for Monks
    Vile Ward - http://us.battle.net...cipe/seven-sins

    Poison Resistance - Average Choice for Monks
    It's not uncommon for players to pick this just for Andariel's Visage
    Andariel's Visage - http://us.battle.net...ndariels-visage

    Fire Resistance - Average Choice for monks
    People avoid fire resistance because it's popular with other classes.
    It's only as common as arcane and poison, but probably more expensive for the above reason.
    To compensate, there's a fairly large number of legendaries that boast fire resistances
    The Burning Axe of Sankis - http://us.battle.net...g-axe-of-sankis
    Fire Brand - http://us.battle.net...cipe/fire-brand
    Cindercoat - http://us.battle.net...item/cindercoat
    Gehennas - http://us.battle.net...recipe/gehennas
    Fire Walkers - http://us.battle.net...em/fire-walkers
    Demon's Set (Almost nobody crafts these) - http://us.battle.net...pe/demons-wings

    Physical Resistance - Second Least Common Choice of Monks by a Sizeable Margin
    No legendaries associated with it.

    Lightning Resistance - Least Common Choice of Monks by a Very Sizeable Margin
    Schaefer's Hammer - http://us.battle.net...haeferss-hammer

    Transcendance
    A decent aura but probably not worth a passive skill slot.
    The extra healing is small, and easily overshadowed by even a tiny amount of LoH or lifesteal.
    Read the Life per Spirit Spent section of itemization for more details.

    Combination Strike
    Even with a single spirit generator, this skill should not be underestimated.
    Think about how much 8% DPS would cost you in terms of money.
    It's worth about half of a a crit gem in a weapon socket.

    Guiding Light
    Playing in a team? If so this is a must have ability
    +16% DPS to the entire team is godly for a single skill.
    It works with mantra of healing and breath of heaven.
    Guiding light DOES NOT work on mystic allies and followers.
    And it does not buff yourself unless you cast it on an ally. Which is why MoH radius is so important.
    Keep in mind that MoH has 40 radius over BoH's 12 radius

    Chant of Resonance
    This is a great rune for 2 handers and tempest rush farmers.
    The extra spirit regen means you can dashing strike more often before taking a break for regen spirit.
    And that is key to farming act's 1 and 2 efficiently.

    Guardian's Path
    35% spirit generated could be worth as much as 5 spirit per second with FoT.
    This passive has much less synergy with other spirit generators, but is worth considering after patch 1.04
    While this depends from build to build, many 2H users will find this passive to be a must have.
    Otherwise 15% dodge is very solid.
    It will not affect everything like desecrator pools, but it does have other benefits.
    Namely dodge benefits you greatly against enemies with nightmare or frozen for example.
    Keep in mind this is a multiplicative bonus to dodge rate, not 30%+15%=45%
    This skill has synergy with backlash, but only marginally so.

    Resolve
    Another solid, but situational passive.
    25% damage reduction is a lot.
    It's also fairly useless against enemies who like to kite you.
    Rumors say that resolve affects affixes that have not already been set down when you start dealing damage.

    Beacon of Ytar
    Yet another solid passive.
    It can be exploited by running a build with lots of cooldowns.
    IE Serenity, Blinding Flash, Breath of Heaven, Seven sided strike.
    But even with only 2 cooldown abilities, this is still one of the best passives out there.

    Pacifism
    Not much to say here, I don't think this is an important rune. How often are you CC'd? not that often.

    Exalted Soul
    with a proactive overawe build, you will rarely have very much spirit
    The only situation I can see t his being remotely useful is with air ally.
    Since he has a chance to grant a massive +100 spirit regen bonus.
    But any good monk will keep his spirit under 75% at all times.
    But with patch 1.04, this skill may find itself a niche.
    The extra 1 spirit per second is a nice touch, but not really game changing enough for most builds.
    I think more notable is the fact that WoL is finally worthwhile as a spammable skill.
    And exalted soul may allow players to spam WoL on elites and refarm their spirit from non elites.

    Fleet Footed
    A must have skill for farmers

    Sixth Sense
    you need 50% crit chance for this to be better than guardian's path
    That's essentially never going to happen. This is a bad skill.
    This skill is also multiplicative like guardian's path.

    Near Death Experience
    I know quite a few act 3 monks who swear by this rune.
    What the in game tooltip doesn't tell you is that when the ability activates, is generates an AOE stun
    Knocking back enemies and giving you time to get back on your feet.
    Also if you have over 35% spirit on death, you will keep that amount of spirit.
    The only reason I avoid near death experience is the ridiculous 90 second cooldown

    4 - Itemization

    Balance Is Everything
    Itemization at low-mid tier gameplay is all about getting a little bit of everything.
    IE make sure to balance your offense and defense and not to go all out on either.
    The exception being if you're extremely rich and you can afford to heal off health globes.

    Quick Inferno Gear Tips by item slot:

    Amulets
    Key Enchantments: Crit %, LoH, IAS, Crit Dmg, Avg Dmg, MF
    Try to get at least 2 or 3 of the above.
    You can think of an amulet as two rings. There are a few exceptions to this rule though.
    Most notably avg dmg & IAS aren't quite as good on amulets as it is on rings. Crit damage would be better.
    Rings and amulets go through phases, sometimes an affix is cheaper on rings, then sometimes cheap on amulets.
    Pay attention to these phases and make purchases based on them.

    Rings
    A ring is basically half an amulet.
    As mentioned earlier, avg dmg and IAS are a bit better to get on rings than they are on amulets.

    Helmet
    The helmet is host to a lot of interesting enchantments.
    And as such, it is one of the items I am willing to forgo resists/dex/vit on.
    Key enchantments are: Spirit Regen, Crit %, Socket, Sweeping Wind/FoT Damage.
    Like with amulets, don't expect to get more than 2-3 key enchantments without paying a huge price.
    also note that rare spirit stones cap at 4.5% crit chance, whereas helms cap at 6% but dont have spirit regen.

    Shoulders & Belts
    I lumped these 2 items together because they lack many special enchantments.
    Sure there's chance to freeze and chance to chill (haha get it? COLD shoulders? haha)
    They do have access to life % though.
    Due to their lack of key enchantments, I use these two item slots for resists, vitality, and dexterity.
    The fact that they can roll vit and life % makes them particularly good for keeping your life pool up.

    Chest Armor & Pants
    Sockets are a must have at high end of play, but you can consider getting one without them if you're poor.
    Chest armor has the unique "reduce damage from elites" enchantment.
    This enchantment is nice as it's potent and fairly underpriced.
    And of course, things like magic find, health from globes, radius, and life regen are nice touches.
    Chest armor and pants are able to roll up to 300 vitality ignoring sockets
    Pants and chests cap at 300 vitality, so they're okay places to get vitality on.
    But these two item slots tend to be very expensive, so don't expect too much utility out of them.

    Boots
    Movement speed is a must have enchantment for farming these days.
    It's extremely expensive, but for good reason.
    They are a good source of dexterity as rare boots roll up to 300 dex.
    Movement speed is the only key enchantment, so focus on resists, dex, vit.
    And if you can manage, so spare enchantments like life regen, health from globe, etc.

    Gloves
    Gloves, like helmets are host to a lot of great enchantments.
    And like boots, they have access to upwards of 300 dexterity.
    Key enchantments are: Crit %, IAS, Crit dmg.
    Be willing to forgo resists, dex, and vit for these 3 key enchantments.
    Crit % is a must have on gloves, you may consider dropping IAS or crit dmg for better resists/dex/vit.
    But make sure you have at least 2 of the key enchantments, if not all 3.

    Bracers
    The key enchantment on this item slot is crit chance, you must have crit chance.
    Don't be afraid to get a 6% crit chance bracer with only 30 dex, if the resists and vit are good.
    Use a dps calculator and make sure you're getting good bang for your buck.

    Main Itemization Guide:

    2 handers in 1.04
    2 Handers can easily be the best DPS in the game now *Cough skorn*
    Seven Sided Strike is a must have for a 2H user.
    Blinding flash has poor synergy with low attack speed weapons, so avoid it unless using flying dragon.
    Wave of light does not particularly favor fast or slow attack speed weapons, it is bad with IAS armor though.
    And since IAS is extremely important on a 2H build for the extra DPS and spirit, I would avoid Wave of light.
    Mystic ally's attack speed scales with yours, so it also doesn't favor high attack speed either.
    But air ally may be a nice way for you to boost your spirit regen rate.

    Don't get LoH on jewelry, low attack speed means it's not as good as on a 1H or DW build.
    Instead, try to get LoH on your weapon since you can get more than 1000+ LoH on your 2H's these days.

    2H's are very cost effective at low tiers right now, and I highly recommend it for new players.
    BIS 2 handers are pretty obnoxiously expensive though *cough skorn*

    Dual Wielding
    Back in 1.03 DW was the monk endgame.
    I won't say more on DW because I feel like it's both straightforward and common knowledge.

    Sword and Board
    I thought sword and board was the weakest setup in patch 1.03, and I still think so in 1.04
    If anything it's even less useful since mobs are not as deadly as they were in 1.03
    the 1000 ish armor, block, and 100 ish resists decreases damage intake by about 0.75x
    And you get an extra 10% crit chance for cyclones and such.
    But 10% crit chance will not boost your DPS by as much as 15% attack speed from DW.
    And if you feel defense is that important, you can just as easily get a LoH off hander.

    I'm not going to say sword and board is bad because it isn't.
    But I would never use it because I'd either rather be using 2H or rather be using DW.

    If you must go sword and board, make sure you get a great shield for cheap.
    At least 9% crit chance, maxed resists, dex, and vit in other words.

    I am told block does not affect affixes such as desecrator and arcane
    Citation: http://www.diablofan...ds/page__st__20

    You need high base damage to make sword and board viable, so the go to weapon is the Fist of Az'turrasq
    massive base damage and attack speed bonus make it the ultimate sword and board weapon.
    The typical fist of az'turrasq is a poor DW weapon though, due to lack of enchantments that benefit both weapons.
    It's possible to get a well rolled fist of az'turrasq that is good for DW, but those are extremely expensive

    Vitality and life %
    Vitality gets diminishing returns with itself, but makes each life % more effective.
    Life % gets diminishing returns with itself, but makes each vitality more effective.
    Kinda like how Crit % and crit dmg synergize with each other, so try to get a bit of both.
    I used to recommend 30k-35k life in 1.03. But now I recommend 35k-40k in 1.04.
    The white mobs are stronger in 1.04, and thus you need more life for those rare circumstances where
    a bunch of white mobs attack you at the same time, dealing massive damage.
    Don't be afraid to socket vit gems in order to meet this life pool quota.

    Dexterity.
    Dexterity gets linear diminishing returns with itself, in terms of DPS
    Dexterity gets increasing returns with itself, in terms of the effective health boost of dodge.
    at 1900 dex, you need 20 dexterity to get 1% DPS.
    at 2400 dex, you need 25 dexterity to get 1% DPS.
    IE the equation is dex/100 + 1 = dex per 1% dps

    Crit Chance & Damage
    The amount of crit % and crit dmg you need to get 1% more dps depends on
    how much crit % and crit dmg you already have.

    But most monks these days will have around 35% crit chance and 200-300 ish crit damage.
    In which case 5-6% crit damage is worth about 1% DPS.
    and 1% crit damage will display as 1.5% DPS on your inventory screen, but due to cyclones:
    will boost your dps in reality by something closer to 2%.
    Once you hit 35% crit % and 250% ish crit damage, these ratio's do not change drastically as you get more.

    Resists and Armor
    Resist and armor make you take less damage.
    IE they boost your effective health.
    Since monks heal set amounts of damage, they also boost your effective healing rate
    This is unlike vitality and life%, which boost your effective health but don't really boost your effective healing.
    (vit and life% do boost health globes tho, but lets ignore that)

    at 700 resist, you need 10 resist to boost your effective health and healing by 1%
    at 200 resist, you need 5 resist to boost your effective health and healing by 1%
    IE the equation is (resist+300)/100 = resists per 1% boost to health and healing.

    At 3000 armor, you need 60 armor to boost your effective health and healing by 1%
    At 4000 armor, you need 70 armor to boost your effective health and healing by 1%
    Due to the STI nerf in patch 1.04, bonus armor (or strength) will be particularly useful.
    Most monks, especially those that drop STI and have lower armor, will find bonus armor particularly useful.
    I personally have under 4000 armor and over 700 resists, so I can value 7 armor at about 1 resist.

    Life per Second
    LPS is straightforward, and will be my unit of measure for other enchantments

    Life on Hit
    You do not get 100% of life on hit every punch, it varies from spirit generator to spirit generator
    LoH favors AoE as you proc LoH for each enemy you hit with a single attack
    But I recommend measuring single target LoH, since that's what you will get vs most elites.
    And elites are what you want to gear up for.
    LoH also scales with attack speed

    So for example:
    Lets say you have 1.75 attack speed and are using FoT
    FoT gives you an extra 1.5x attack speed and generates 375% LoH every 3 punches
    So 1.75*1.5*3.75/3 = 328% LoH per second.

    Which means 100 life on hit would be worth up to 328 life per second to you.

    Life per Spirit Spent
    This one is fairly easy to calculate if you know your spirit regen rate.
    Lets say you have have 1.75 attack speed, are using FoT, and have no passive spirit regen.
    then 6 *1.75*1.5 = 15.75 spirit per second.
    This means 10 LPSS is worth up to 157.5 LPS for you

    I like to value LPSS a bit lower than the max LPS I calculate.
    Because it's harder to use. And unlike LoH, it does not scale up with AoE.

    Lifesteal
    Lifesteal is 5x less effective on inferno difficulty
    But most players know that now, so lets proceed to the sample calculation:

    Lets say we want to examine 3% lifesteal on a traditional thunderclap/cyclone/overawe build.
    This build generates about 6x more DPS than listed on the paper doll
    Lets say this player does 50k paper doll DPS, then he heals 50k*3%*0.2*6 = 1800 LPS

    Extra Health from Globes
    Health globes are a solid and fairly underestimated healing enchantment:
    It's extremely potent at high DPS, and is IMO the best healing enchantment on armor during End Game.
    There are 2 types of globes, small and large.
    Small globes heal 15% and large globes heal 35% of your total health
    Large globes drop off elites every time you deplete 25% of their health.
    Small globes have a chance of dropping from non-elites.

    The drop chance varies from mob to mob
    According to the brady guide:
    Fallen Grunt: 5%
    Fallen Hellhound: 12%
    Fallen Maniac: 20%
    Fallen Master: 80%

    Blue packs have a 60% chance to drop health globes at 50% life and at death

    Act 1 Elites have about 400k Health
    Act 1 Champs and Act 2 Elites have about 800k Health
    Act 2 Champs and Act 3 Elites have about 1600k Health
    Act 3 Champs have about 3200k Health

    If you know your actual DPS, you can use these numbers with some algebra to figure out how much
    Life Per Second you get from health globes
    But make sure you don't too much health globe bonuses, you only have so much health afterall.

    Extra Health From Globe enchantments are very underrated, and thus cheap source of healing.
    For example, lets say a character has 20k unbuffed DPS.
    And this character is using Thunderclap/Bladestorm/Overawe
    This character does about 80k actual DPS

    He needs to take out 500k health on an act 2 elite to get 60% of a globe.
    This takes him 6 seconds
    So a +5000 Extra Health from Globe enchantment would give this player an equivalent
    life per second of up to 500 LPS

    But of course health globes are harder to use than LoH or LPS or LPSS.
    So I would value +5000 Extra Health from Globe at about 500 life per second on this specific character.
    Naturally it follows that this enchantment becomes more useful with higher DPS.
    And less useful on higher difficulties.

    PS: Dashing Strike is a great way to loot health orbs. You pick up any you travel over.

    Attack Speed
    Attack Speed was nerfed in the early days of diablo 3
    But it's still very good.
    A boost to attack speed increases your DPS, your LoH healing, your stun rate, and your spirit generation.
    It does suffer from diminishing returns, including the 15% IAS from dual wielding.
    I recommend getting IAS on gloves and rings.
    It's also available on amulets and a few legendaries.
    I typically value 2% IAS at slightly less than 1% crit chance.

    Magic Find
    I recommend you read the game guide and the diablofans research page for this one:
    http://us.battle.net...ment#magic-find

    It's definitely worthwhile during early levels, but becomes completely worthless by lvl 80 paragon.
    I personally never get magic find on any of my gear, as 80 paragon can be achieved in under 200 hours.
    Even less than that with a barbarian. It's really up to you.
    1% magic find and 1% exp gain are about the same in terms of farming efficiently.

    Movement Speed
    Movement Speed is capped at 25%, so don't get more than that
    It is available on boots and certain legendaries.
    It's a very good enchantment because of the time it saves you.
    And IMO a must have, in spite of it's hefty cost.

    Misc Enchantments
    - Reduced Damage from Elites
    This is a pretty good enchantment, and can sometimes be very cheap.
    It's only available on chest armor, and it doesn't hurt to keep an eye out for it.
    But the market is tiny, you will only find a decent chest with this on the AH every few days.

    - Reduced Damage from Melee/Ranged
    I'm not a fan of reduced damage from melee as anything in melee range tends to melt to monks.
    Reduced damage from ranged is great as monks are much less mobile than WW barbarians.
    And thus typically have to tank a lot of ranged attacks.

    - Chance to X
    Chill reduces enemy attack speed, freeze and stun stops enemies from moving altogether.
    Blind stops them from attacking.
    These debuffs last for at least 0.5 seconds, but never longer in 1.04.
    You can calculate the proc rate and how much it will benefit you from there.

    - Spirit Generation
    The value of spirit generation is hard to quantify, but it's most significant purpose is travel.
    You need spirit regen to spam dashing strike or tempest rush outside of combat.
    It's only marginally useful in combat, except with 2H Builds which absolutely need the extra spirit regen.
    IMO it's a pricelessly important stat in 1.04 late game since mobs die so fast you must be constantly moving.


    - Bonus Damage to Skills
    There are 3 key enchantments to note.
    Bonus to lightning skills, bonus to sweeping wind, and bonus to fist of thunder.
    Bonus to lightning skills affects both thunderclap and sweeping wind/cyclone.
    I value 10% lightning skills at about 8.5% overall DPS.
    Sweeping wind and fist of thunder both account for about 50% of your overall DPS in the mid game.
    But at 1.04 end game, sweeping wind's AoE aspect makes it much more important, and is thus more valuable.

    - Gold Find
    one of the more useless enchantments.
    Maybe it's worth dumping on your follower, but only maybe.

    5 - Farming Strategies & Builds

    The alkaizer farming is the dominant xp and rare farming strategy right now.
    Start at core of arreat, clear all the elites
    Go to tower of the damned level 1, run in a circle clearing elites.
    Use the WP on tower of the damned level 1 to go to arreat crater level 1, clear until dead end, then teleport.
    Clear Arreat crater level 2, this is a major XP source.
    Teleport to the bridge of korsikk and clear the fields of slaugter, this is a major xp source.
    Teleport to keep depths level 1 and immediately go to keep depths level 2, this is a major xp source.
    You may choose to supplement a few additional areas, but don't expect to boost your xp rate much if at all.

    Massive Damage Reduction on Goblins
    A goblin that hasn't started running yet cannot be reduced below 90% health.
    Only after a few seconds will it start taking damage beyond that 90%
    So if you have burst DPS sources such as conviction or faith in the light, don't use them right away

    Traditional Thunderclap Build
    Thunderclap has the best proc rate, making it very good with sweeping wind/cyclone.
    Sweeping wind cyclone is necessary as it generates about half the DPS of your monk.
    Blinding flash, if cast right before sweeping wind massively boosts the DPS of sweeping wind.
    Conviction/overawe is nice as yet another massive DPS boost.
    Serenity/ascension is a basic skill all monks use.
    Which basically leaves the passives and 1 extra active skill for you to choose. Enjoy.

    Fists of Fury
    If you aren't using sweeping wind cyclone, Way of the hundred fists/Fists of fury is a great option.
    It's better AoE DPS and proc rate than thunderclap, but slightly less single target DPS and proc rate.
    But AoE is much more important in 1.04 so i'd recommend it.
    Only reason it's not used instead of thunderclap is because the second punch in the combo does not proc cyclones.
    So if for whatever reason you aren't using sweeping wind/cyclone, I'd recommend this over thunderclap.

    When should I ditch Overawe?
    Overawe is really amazing, 1.24-1.48x DPS around you.
    And the answer is simple, if your DPS is already so amazing, any extra isn't actually being very useful.
    You may consider circular breathing for more spirit regen, and thus mobility with tailwind.
    There's no other situation where I'd consider dropping overawe. Not for backlash, hard target, etc.

    Hammer Wind Monk
    There are 2 skills that perform snapshots, Blinding flash and Sweeping wind.
    Mantra of Conviction/Submission does not snapshot.

    Blinding Flash before Sweeping wind.
    This is the most common exploit, sweeping wind snapshots your weapon and crit damage.
    Remember, blinding flash boosts your weapon damage for a short time..

    Hammer & Flash Exploit
    Blinding flash snapshots the base DPS of your active hand weapon, including average damage bonuses.
    So like you have a sword, it says 800 damage per second at the top, that's the DPS number being snapshot.
    Once again, average damage from jewelry is also snapshot.

    Hammer & Wind Exploit
    Sweeping wind captures a lot more than just base weapon damage, it captures almost everything.
    Read septemvri's post for more details on what is capture:
    http://us.battle.net...81225?page=3#58

    I'm not going to explain this any further.
    I feel like good builds should be earned.
    So go figure the rest out and earn it for yourself.

    Reference Video & Data:
    here is a 40m xp/hr demonstration of the Hammer Wind Build on a variant of the Alkaizer Farming Run.
    It wasn't completely optimal, so I recommend you try to do better.

    6 - Followers

    All followers can be given leoric's ring of a puzzle ring, although I'm not a fan of either.

    - Eirena the Enchantress
    Overview:
    20% weapon damage to basic attacks
    +5% armor (~1.03x effective health for most monks)
    +3% attack speed (goes away if enchantress dies)
    2nd best magic find

    Skills:
    - Charm
    Decent debuff, not much to say here
    Careful, charmed enemies might run far far off and punch a goblin if there are no more enemies nearby
    - Forceful Push
    Followers have their damaged reduced by 5x.
    But this does not apply to spells
    so you can think of forceful push as a spell that does 5x of the enchantress's normal damage in AOE
    this spell will buff eirena's single target DPS by a factor of ~1.5
    If you want to make the best of this, give her a very high DPS 2H mace

    - Reflect Missiles
    Too situational and completely overshadowed by power armor
    - Powered Armor
    This is a passive that is always active, even if eirena is KO'd
    IDK why it says enemies are slowed by 3% for 3 seconds, not sure what that means

    - Disorient
    Think of this as an extra blinding flash
    but 3x longer cooldown, 1.5x less duration, doesn't lower accuracy on elite packs, etc.
    - Erosion
    3x shorter cooldown than disorient, and +15% damage to enemies is amazing
    Remember how forceful push actually does 100% weapon damage not 20%?
    Well erosion does 150% over 3 seconds, on 15 second cooldown instead of 10 second
    so it's another +50% to enchantress DPS

    - Focused Mind
    +3% attack speed is amazing
    too bad it stops working when the enchantress dies
    - Mass Chickens
    Hilarious, and situationally awesome.
    But 60 second cooldown is way too much, and 3% attack speed is way too good

    Itemization:
    Grand Vizier is the best MF for Eirena, and solid DPS.
    Blade of prophecy is a cheap alternative to the Grand Vizier.
    MF is worthless beyond 80 paragon, so I recommend Maximus if you don't care for magic find.
    For jewelry, focus on magic find, vitality, intelligence, and life %.
    Once you have a very large health pool on your enchantress, all resist may be worth considering.

    - Lyndon the Scoundrel
    Overview:
    40% weapon damage for basic attacks
    Worst Magic find and no exceptional legendaries for him to use.
    3% crit chance is A LOT of extra dps. Does not go away when scoundrel is KO'd
    Can be itemized and skilled in a way such that he never attacks anything (ie goblins)
    Seems to have faster movement speed than other followers, letting him kite effectively

    Skills:
    - Crippling Shot
    Slow is nearly completely useless for monks, except against kiting enemies
    I wouldn't recommend this.
    - Poison Bolts
    so +80% weapon damage every 6 seconds will increase Lyndon's DPS by about 25%

    - Dirty Fighting
    - Vanish
    I like vanish, it will keep your scoundrel alive for very long even if you don't give him a lot of vitality.

    - Powered Shot
    Compare this to blinding flash
    1.33x longer cooldown, 1.5x shorter duration, doesn't lower the accuracy of elites, etc.
    I wouldn't use this skill.
    - Multishot
    The scoundrel now shoots a trident of arrows
    Great for things that proc on hit, and it's a nice DPS increase.
    I recommend this skill, just try to buy a weapon that compliments it.
    Multishot has roughly halved proc rate

    - Hysteria
    Most monks have decent crit chance
    So you will have hysteria active for 3 seconds out of every 7
    This works out to about a 4-5% increase to DPS
    there's a few nuances to this though
    If you synchronize blinding flash and conviction and etc with hysteria, you get more mileage out of it.
    Also, hysteria cannot activate if Lyndon is KO'd
    - Anatomy
    3% crit chance is worth about 6% dps to the typical thunderclap cyclone monk, which is a lot.
    Most importantly this passive is active even when Lyndon is KO'd, extremely potent

    Itemization:
    Windforce can be used to stunlock Enemies.
    Pus spitter creates pools that do 10k DPS and last 3 seconds, another decent choice.
    Finally because scoundrel has high basic weapon damage and multishot, a raw DPS 2 hander is acceptable as well.

    If you remove Lyndon's weapon and don't give him dirty fighting, he cannot attack
    The only use I know for this though, is for a follower that doesn't attack goblins

    - Kormac the Templar
    Up to 310 life every 30 seconds in castable healing spells
    155 life per second ontop of that
    +12% spirit generation
    Best magic find

    Skills:
    - Heal
    4651 every 30 seconds is no more than 155 LPS though, it's not much but it isn't bad either
    - Intervene
    I feel like this is useless for a monk.
    You're a better tank than he is

    - Loyalty
    155 LPS isn't much, but it's not bad
    - Loyalty
    What can you do with slowed enemies anyways?

    - Charge
    50% weapon damage is 2.5x the damage of his normal attacks
    Compare the stun to blinding Flash
    2x the cooldown, 1.5x less duration, doesn't reduce accuracy of elites, etc.
    - Onslaught
    Skills aren't affected by follower weapon damage reduction.
    Depending on Kormac's attack speed, this will boost his DPS by about 50%

    - Inspire
    Not sure if this is still active when Kormac goes down
    But +12% spirit generation is pretty damn nice
    - Guardian
    4651 healing every 30 seconds is very trivial
    Do you really need kormac to come to your aid when you're low on health?
    I think 12% spirit generation would go further than a stun when you're at low health

    Itemization:
    Kormac can get magic find on every item slot except the trinket.
    He's the best magic find platform for this reason.
    You can give him a lidless wall for extra attack speed and proc rate on his main weapon, + shield affix.
    You can give him a skycutter to proc angelic allies, which hit for 10k DPS single target.
    You can also give him lots of thorns and a band of hollow whispers for even more DPS.

    7 - Legendaries

    I don't list all legendaries in here, particularly if I think they suck or are only for classes other than monks

    Fist of Az'turrasq
    http://us.battle.net...st-of-azturrasq
    The best sword and board fist.
    But since base DPS and attack speed aren't that useful on DW builds, this isn't cost effective for dual wielding.
    Don't get me wrong, it'll still be solid, but not enough for the pricetag.
    Stuns last 0.5 seconds on elites, although that's hardly the selling point of the Fist.
    5% stun chance is worth about 5% single target damage mitigation with Thunderclap and decent IAS, just FYI.
    As usual, be careful with such expensive fists.
    It's possible that with all that money it'd cost to buy one, you could buy a rare that's just as effective for less.

    Crystal Fist
    http://us.battle.net...em/crystal-fist
    Durability loss is worthless now that repair costs were reduced by 0.25x once again in 1.04
    There's nothing inherently interesting about this fist, compare it with other rares when shopping.

    Won Khim Lau
    http://us.battle.net...em/won-khim-lau
    This fist is used for 1 build only, and that's the Thunderclap/Cyclone build.
    +5% added damage as lightning only affects minimum physical damage.
    IE it benefits weapons with high minimum damage (IE maces/spears) and ones without elemental damage.
    Added damage to lightning skills does as advertised.
    A very solid fist weapon.

    Sledge Fist
    http://us.battle.net...tem/sledge-fist
    30%-50% Stun Chance. *cough PVP*


    Shenlong's
    http://us.battle.net...entless-assault
    http://us.battle.net...-fist-of-legend
    Don't ask me how good balls of pure energy are, I'm not that rich.
    But the other enchantments on these two fists easily make these the best DW fists in the game.
    They're lightning enchanted so they pair well with won khim lau as well. Particularly Won Khim & Fist of Legend.
    As always, double check the price and make sure you can't get a rare that's comparable.

    Echoing Fury
    http://us.battle.net...em/echoing-fury
    Comparable to Fist of Az'turrasq in base DPS, making it a solid sword and board weapon.
    The extra attacks per second apply to both weapons, before IAS is applied, Very potent.
    The chance to fear on hit is potentially very annoying to deal with, even with thunderclap though.
    Contrary to popular belief, the fear distance is very huge, and enemies can run very far after being feared.
    This is extremely annoying, although many smaller enemies will die before they can run away, even after fear.
    Aside from the fear, this weapon is an otherwise BIS dual wield weapon.

    Sever
    http://us.battle.net/d3/en/item/sever
    This item deals massive critical hits on kill.
    Combined with lifesteal, this sword will heal over 15k per kill.

    Skorn
    http://us.battle.net/d3/en/item/skorn
    With such massive dex and crit damage, and a socket, it's easy to see why this is considered a BIS 2 hander.
    Not too much to say about it, it's really solid all around

    Schaefers's Hammer
    http://us.battle.net...haeferss-hammer
    2 handed Won Khim Lau with an lightning enchantment
    Decent and cheap for thunderclap/cyclone monks, but not great. The enchantment might be interesting for followers.
    With slow attack speed and only 1 spare affix, you'll either lack healing from LoH or DPS from crit damage.
    Lightning enchantment has awkward synergy with monks because of high dodge.
    The shield shocks once per second for 10k-40k damage, this seems to be independent of your DPS
    Followers can use the lightning shield, and it deals the full 10k-40k damage when on a follower.
    The shield lasts 5 seconds and the duration can be refreshed even while it's active.

    Maximus
    http://us.battle.net...en/item/maximus
    Works on your follower at full effectiveness
    Demon has an attack speed of 1.0 and hits 36k's. BIS enchantress weapon IMO.

    Flying Dragon
    http://us.battle.net...m/flying-dragon
    Definitely a great 2 hander, but the question is how great.
    The 2x boost lasts for 3 seconds, and I've found the proc rate to be much less than 5%

    Mempo of Twilight
    http://us.battle.net...mpo-of-twilight
    Contrary to the game guide, this helmet does not provide 170-200 dex by default.
    Without it, this helmet is not quite the beast you might believe it to be.
    Still solid, but I'd rather have a well rolled rare helm for a fraction of the price.

    Andariel's Visage
    http://us.battle.net...ndariels-visage
    WIth crit chance and IAS, it's a very solid DPS helm, even if you aren't poison resist.
    Poison novas deal ~11k damage in the initial blast and another 11k over 3 seconds.
    You can think of it as equivalent to 4000-8000 thorns.
    The extra damage from fire is definitely a source of concern, but does not break the helmet.
    And try to keep in mind that you're sacrificing a slot that can be used for spirit regen.

    Helm of Command
    http://us.battle.net...helm-of-command
    The Sword and Boarder's Helm because of the block chance.
    It was formerly popular in 1.03, but has much fewer followers due to less enemy DPS in 1.04

    Inna's Set
    Inna's Set Bonus
    130 dex is a very solid bonus many monks will want.
    0.33 spirit regen is nice although hard to notice.
    The sweeping wind bonus is critical to several sweeping wind exploits.
    Those who don't intend to use these exploits need not consider this set.

    Inna's Radiance
    http://us.battle.net.../innas-radiance
    The only spirit stone that can roll over 4.5% crit chance, it's a BIS helmet for monks.
    The game guide is misleading and this spirit stone cannot roll over near 300 dex.
    IMO this is one of the better choices for Inna's set bonuses.

    Inna's Favor
    http://us.battle.net...tem/innas-favor
    Holy damage is added to minimum physical damage bonuses.
    DPS and defense wise this belt is extremely sub par.
    Only consider it for the set bonus.

    Inna's Temperance
    http://us.battle.net...nnas-temperance
    Popular for being movement speed pants.
    Amazing offensive pants, better near the endgame where you don't need defense as much.

    Inna's Vast Expanse
    http://us.battle.net...as-vast-expanse
    Dex can only roll up to 195 contrary to the game guide
    It also comes with 3 sockets
    This chest is fairly average-ish, and should only be considered for completing set bonuses.

    Inna's Reach
    http://us.battle.net...tem/innas-reach
    Good base damage, but affixes kinda suck.
    Personally wouldn't be my choice for a 2 hander since I'd want high LoH.
    And a LoH Inna's reach would probably cost a fortune.

    Vile Ward
    http://us.battle.net.../item/vile-ward
    The best source of dex on shoulders, BIS if you want dex. I prefer rare shoulders as vit/life sinks though.
    I've yet to find a pair of vile wards that are remotely cost effective compared to rare shoulders.

    Seven Sins
    http://us.battle.net...cipe/seven-sins
    Not much better rare shoulders, and only useful for arcane monks.

    Tyrael's Might
    http://us.battle.net...m/tyraels-might
    Somewhat worth considering for the movement speed bonus.
    But I think most monks will lean towards inna's temperance for more movement speed.

    Cindercoat
    http://us.battle.net...item/cindercoat
    This chest piece can roll a secondary elemental resist.
    Most notably, you could get a cindercoat with 100 fire resistance and 50 all resistance, huge.
    Very solid as a mid game chest armor that comes at a reasonable price.

    Blackthorne's Set
    Blackthorne Set Bonus
    100 vit is a bit weak for an initial set bonus
    The extra and reduced damage from elites is nice but also not great
    GF and MF are outdated with paragon.
    Don't get me wrong, the set bonus is nice, but it's ever so slightly sub par in 1.04

    Blackthorne's Surcoat
    http://us.battle.net...thornes-surcoat
    Contrary to the game guide, this item comes with 3 sockets
    As it is, this surcoat isn't much better than rares. But it's not much worse either.
    It's basically a very expensive way to stack more set bonus.

    Blackthorne's Duncraig Cross
    http://us.battle.net...-duncraig-cross
    LoH Amulets are great for DW builds, but the enchantments on here aren't anything you can't get on rares.
    But due to the hefty pricetag, I'd rather go for a rare amulet or another legendary.
    Once again, a very expensive way to stack more set bonus.

    Blackthorne's Jousting Mail
    http://us.battle.net...s-jousting-mail
    Notable for being LoH Pants.
    With only 2 random enchanments left, you'll want some resist and sockets.
    But YET again, price is a huge problem. Maybe the LoH will make up for it.
    Once again, you can probably get more cost effective rares.

    Blackthorne's Spurs
    http://us.battle.net...ckthornes-spurs
    Aside from movement speed, the enchantments aren't very desirable for boots.
    Not good boots unless well rolled.

    Blackthorne's Notched Belt
    http://us.battle.net...es-notched-belt
    Suffers from the same issues as the boot, other than the dex nothing else is very desirable.

    Lacuni Prowlers
    http://us.battle.net...lacuni-prowlers
    The DPS potential of these bracers give them to potential to be BIS.
    the movement speed is nice too.
    A set of bracers that are rolled well enough to be a boost to your DPS will inevitably cost a fortune.

    Strongarm Bracers
    http://us.battle.net...rongarm-bracers
    The enchantments are solid, but well rolled bracers probably cost too much to be justified.
    Also I find knockback to be annoying on monks.

    Tasker and Theo
    http://us.battle.net...tasker-and-theo
    Normal gloves can roll up to 300 dex.
    The socket may be unique but it isn't enough to make up for the lackluster stat affix and only 2 random enchants.

    Gladiator Gloves
    http://us.battle.net...iator-gauntlets
    LoH is nice and unique, but attack speed gives LoH too, so I'd rather have rare gloves.

    Sage's Set
    The set bonus is mediocre, and probably not worth aiming for.

    Sage's Gesture
    http://us.battle.net...ipe/sages-grasp
    3 very solid enchantments and still 3 random enchantments to spare.
    Since they're blacksmithed, they're a good glove to keep an eye out for when shopping.
    Rare gloves still have potential to be better, but sage's are consistently good.

    Sage's Journey
    http://us.battle.net...e/sages-seekers
    2 good affixes and 2 random affixes comes out to only 5 affixes total.
    Not quite as good as Sage's Gesture, but still worth keeping an eye out for.
    Once again, rares very much have the potential of being better. Moreso in the case of the boots than the gloves.

    Sage's Orbit
    http://us.battle.net...pe/sages-stones
    armor is okay, magic find isn't as useful anymore, reduced control duration sucks.
    The weakest piece in the set.

    String of Ears
    http://us.battle.net.../string-of-ears
    Some people swear by this, some people know better.
    Keep in mind that for most monks, 100 resist means 10% less damage from all sources.
    Most string of ear rolls aren't going to be very good.
    And extremely well rolled rare belts will be better.

    Depth Diggers
    http://us.battle.net...m/depth-diggers
    With paragon out, MF and GF aren't that useful anymore.
    So my problem with depth diggers is a 6 affix rare could be better.

    Gehennas
    http://us.battle.net...recipe/gehennas
    Gehennas have the same problem as depth diggers, but as a blacksmith item you'll find more on the AH.
    So chances are you'll find a well rolled one on the AH.

    Ice Climbers
    http://us.battle.net...em/ice-climbers
    Solid enchantments and a whopping 3 random enchants to spare.
    Very good boots, just make sure you find a good roll and a good price.

    Fire Walkers
    http://us.battle.net...em/fire-walkers
    I've heard reports saying the molten ticks for anywhere between 2k-4k damage.
    Either way the damage is small, as is the dex on the firewalkers.
    So when you combine the molten and the low dex, you'll get that offensively these boots are about as good
    as a pair of rare boots that rolled ~250 dex.
    Only consider these boots if you're fire resistance.
    And even so, don't expect BIS.

    Xephirian Amulet
    http://us.battle.net...ephirian-amulet
    Lots of really weird and mediocre enchantments, not a good amulet.

    Mara's Kaleidoscope
    http://us.battle.net...as-kaleidoscope
    Too few enchantments, and no random affixes means chances are these amulets all suck.

    The Star of Azkaranth
    http://us.battle.net...ar-of-azkaranth
    Why exactly are there so many junky amulets?

    Ouroboros
    http://us.battle.net.../item/ouroboros
    dex? LoH? damage? crit chance? sign me up!
    Just keep in mind that rares can roll better than Ouroboros.

    Unity
    http://us.battle.net/d3/en/item/unity
    For some reason this item doesn't exist in game yet. So no comment until then

    Stone of Jordan
    http://us.battle.net...stone-of-jordan
    Mostly interesting for the spirit regen, which is very nice when you need to travel a map quickly.
    DPS wise I think this ring is sub par, 20%-30% isn't much better than many rings, and it's only for elites.

    Oculus Ring
    http://us.battle.net...tem/oculus-ring
    The stats are solid, but not stuff I look for on rings.
    And with only one random affix slot, I'd mark this ring off as average-ish.

    Skull Grasp
    http://us.battle.net...tem/skull-grasp
    Legacy skull grasps are better, 1.04 skull grasps are a shadow of what they used to be.
    They're solid, but i wouldn't search for them over rare rings.

    Hierophant's Seal
    http://us.battle.net...ierophants-seal
    Same issue as the Oculus ring. affixes are decent, but only 1 random enchant.
    I'd probably would prefer a rare ring.

    Legacy of Wicked Dreams
    No info on the DPS of the skeleton summoned.
    Followers cannot benefit from this set bonus.

    The Wailing Host
    http://us.battle.net...he-wailing-host
    4.5% crit chance is great for rings, other enchants are good too.
    Just be careful with the price, there are probably better rare rings out there.

    Littany of the Undaunted
    http://us.battle.net...f-the-undaunted
    4.5% crit chance is high for rings, other enchants are great too.
    Just be careful with the price, there are probably better rare rings out there.

    Natalya's Reflection
    http://us.battle.net...lyas-reflection
    I'm listing this in place of natalya's set.
    The ring is extremely expensive, mostly because of demon hunters.
    With 3 random affixes, attack speed, and good dex, this could very roll BIS for monks.
    More importantly, there's a set bonus of a whopping 7% crit chance.
    I recommend you pair this with natalya's boots
    I don't think the helmet is worth the extra 130 dex though.
    Don't get the boots on their own, they aren't good enough on their own.

    Don't confuse this with the old natalya's set.
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on When do you start dropping life steal stats from weapon?
    I personally go for more lifesteal later on.
    I prefer a balanced build.

    No matter how much DPS you have, you'll never be able to completely prevent garbage deaths, where a bunch of white mobs just decide to hit you at the same time, and create a huge amount of spike damage.

    I mean what would you get instead of lifesteal? more dps?
    I feel like that's not terribly useful in 1.04
    you can kill elite packs in well under 15 seconds with 50k unbuffed.
    doubling your DPS only shaves ~7 seconds off that, and it would be even less noticeable vs white mobs.

    I'd rather have more mobility, spirit regen, or lifesteal past a certain DPS point.
    Posted in: Monk: The Inner Sanctuary
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