Monster chart also needs:
Monster size, and exp per area.
Monster life, and exp per effort.
From there I would put a weight on each category, raw exp, exp per area, exp per effort, and calculate mob 'value'.
If you scale each of those 3 options into a 0-100 based on all existing data, then score each category we can get a fairly accurate reading.
I'll take a look and see if I can find some of that data as well.
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Yes use hydra first. Use dynamo when you can but casting a quick hydra early means it gets to attack while you work on ramping up.
The reason you cant get higher is because you need high GR gearing. That means Unity/Halo of Arlyse/Ancient Parthan Defenders for rings and bracer. If you are still dying you can also do 2 piece firebird in shoulder/boots.
Also, twister turns into teleport calamity, and teleport speed passive is needed, and ofc ice armor for the ring.
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i.e. 1%CC = 715 core stat
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I wanted to check in here, I've been with Deity about a week now and the experience has been fantastic. People are always happy to share gear, call in others for bounties and Leg mats, and help answer all sorts of questions!
On top of that, our T6 rifting groups are really starting to take off. At any given time there can be up to 3 seperate T6 rift groups all melting face! The overall gear level is increasing rapidly and playing with a consistent group of skilled individuals means that all of your quirks will start to line up and you can start to play as a unit. I know what my team is going to be doing and they know my moves too.
The clan is playful, supportive, fun, sarcastic and ridiculous, so you'll be sure to fit in! I'm looking forwards to meeting and playing with the next group of recruits (especially if you are an EP monk).
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I'm currently stomping T4, triple elite packs are no problem with this build.
I'm an also engineer, I spend roughly the same time/effort playing with the math as I do playing the dungeons, and I'm always happy to share intel.
If you guys are active from 6-10 weeknights (EST) I'm in, and I might have a few heavy hitters from my current clan who might want to come.
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This build will require 5/6 Akkahn+RoRG and Fire Walkers or Piro Marella. Without Fire Walkers I run out of Wrath on single targets.
The spell board has all 6 spells feeding off of each other. Every spell amps every spell!
Akarat's Champion-Rally
Super Saiyan Crusader. Causes your other amps (provoke and judgement) to become permanent and your condemn to become spammable. The 6 piece makes this spell have a 45 second cooldown 20 seconds up 25 seconds down. 55%CDR across gear reduces that 45 seconds to 20 seconds and makes it permanent. Also 25% atk speed and double resource regen permanently. Getting to 49.2% can be achieved with helm gem 12.5%, 10% wep, 8% shoulders, 8% shield, 8% ringsx2, and 10% paragon. 54% can be achieved by also including Captain Crimsons 3 piece.
Heavens Fury-Ascendancy (8.9sec cooldown 6sec uptime. Max 1 beam)
This helps to charge rally and with condemn vacuum hits EVERYTHING all the time 12yd radius.
Condemn-Vacuum (6.7sec cooldown reduced 75-95% typically by rally to 0.3-1.5)
This is a major CC and a large portion of the damage for the build. The weapon for this build is Blade of Prophecy which causes condemn to chain on hits one extra condemn per minion hit up to 2. That makes condemn worth up to 3480% wep dmg per cast (2320% for 1 target, 3480% for 2 or more).
Judgement-80% Crit (8.9sec cooldown 6 second uptime (3 second uptime on elites) reduced to 1-2sec cooldown with rally)
Self explanatory buffs all other spells with 80% crit. With rally this will be up every 2-3 seconds or less, and has a 6 second uptime. Permanent 80% crit amp. Roughly equivalent to a permanent BBV-Slam Dance @ 50% CC 450%CHD.
Provoke-Charged Up (8.9sec cooldown 4 second uptime +30wrath up to full tank. Reduced to 1-2sec cooldown with rally)
Doubles the charge rate of rally. Permanent 40% damage boost, works very well with heavens fury. Supercharges wrath with more than can possibly be used. Allows for shield bash to be used as primary ability.
Shield Bash-Shield Cross (Cost 30 wrath * 50%)
This spell provides mobility, and it hits everything nearby, which is everything because of condemn-vacuum and then TWICE because of provoke, and it deals massive damage because it's crusaders highest damage attack spammable.
For passives:
Divine Fortress: 30% armor
Holy Cause: If your sword of prophecy has holy damage. Brings your heals up to GG tier, and adds a ton of damage.
Otherwise Finery, or a defensive passive if your wep isn't in holy.
Heavenly Strength: A crusader with a 1-h is blasphemy
Wrathful: 825 +1% of health globes life on resource spent. This means at worst 12375 life per shield bash. With max health globes secondary for shoulder/chest/ammy/ringx2/shield/boots 29713 max x7 = 207991 max. 1% of max health globes is ~2078. So wrathful heals for 825+2078=2903 life on resource spent or 43545 life per shield bash used (15 wrath per cast)
Stat priority is CHD>CDR>Holy%>Str>CC
This causes a lower paper damage due to the lower CC, but much faster clears.
The weapon mentioned earlier is blade of prophecy, which when there are 2 or more enemies can add over 2000% wep dmg per second or more from the legendary effect alone.
Needed is the 6 piece Akkahns set this allows the Akarat's Champion to run 100% uptime and to never run out of wrath spamming Shield Bash for 50% off.
For now Fire Walkers are monstrously OP. They output 100% weapon damage a second. But they do it as 5% damage 20 times per second. With provoke that 5% turns into 45%, meaning 20x45% per second, or 900% wep dmg/second. And it becomes the primary source of charging Rally..
Also Captain Crimsons 2/3 and Akkahn 5/6 with a Ring of Royal Grandeur will provide additional CDR to allow for more damage affixes on gear.
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Thunderclap-Works.
Lightning Flash-Make the dodge stack additively, a lot of monks have base 50% dodge, the +16% actually only adds 8% for them. If it were 16% it would be more viable, and since dodge is only for physical attacks, this feels reasonable as a 2 second buff because the used needs to use it constantly to keep it up.
Static Charge-WHAT!! This spell is just worthless. As a lightning spell I think a static charge would be more appropriate. Similar to diablo 2 wizards, release a static charge every, or every 3rd attack, (I’m picturing a similar effect to a cyclone crit charge).
Quickening-Works. (With teleport)
Bounding Light-Works. (With teleport)
Guiding Light-Let it work with followers