Rating
+14

Istvan Generator Healing Monk (Speed 70+)

Regular
Hybrid
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Skills

  • Crippling Wave Tsunami
  • Cyclone Strike Implosion
  • Epiphany Desert Shroud
  • Inner Sanctuary Forbidden Palace
  • Mantra of Healing Sustenance
  • Mystic Ally Enduring Ally
  • Alacrity
  • Resolve
  • Beacon of Ytar
  • Harmony

Items

More Details
  • Legendary Gems

    • Molten Wildebeest's Gizzard
    • Esoteric Alteration
    • Gem of Efficacious Toxin

Kanai's Cube

  • Flying Dragon
  • Illusory Boots
  • Ring of Royal Grandeur

Since this build is designed to run low to mid 70s speed farming, the gear are more balanced between exp gear, attack speed and survivability. Leoric's helmet is not mandatory and can be replaced with inna's and/or interchangeable with other listed optional gear. Hellfire amulet is also an option, esp. when you opted not to use Overwhelming Desire.


The main purpose of this setup (in terms of gear) is to reach as high 5.0 APS cap as long, often, and quick as possible. Hence dropping Flying Dragon is not an option. Having a baseline unbuffed 2.0+ APS is recommended to get close to ~50% Flying Dragon uptime required to reach the 5.0 APS (for more information please read Heisenberg's thread regarding Flying Dragon proc rates).


If you don't have the Istvan swords set yet, using Pigsticker (for it's 5 primary stats) and Born's Furious Wrath is an option. The latter is there because of convenience, other weapons with high Attack Speed base are also viable.


Important Note! Try to avoid having Area Damage on any piece of your gear whenever possible. AD adds to lag, and your AD damage is completely inconsequential to the party's DPS. Same goes for Toxin if you happen to use this same build for higher Greater RIfts. Unless this is already fixed in future patch.

Paragon Priorities

Core

Movement Speed
Vitality
Primary Stat
Maximum Resource

Offense

Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage

Defense

Life Regeneration
Resist All
Life
Armor

Utility

Resource Cost Reduction
Gold Find
Life on Hit
Area Damage

Fill movement speed to 25% based on what you have on your boots. Grab as high CDR as possible and then fill Attack Speed as the next one.


Important Note! Do NOT, I repeat Do NOT fill Area Damage on your Paragon, for the same reason as mentioned in the gear section.

Build Guide

Before I start, this build is designed to work with a Static Charge Monk in your party, this is a subpar healer without one, but an extremely good if not downright broken when paired with one. This build is the most balanced variant in terms of exp, mobility, utility, survivability and SC triggering out of the three. And should be treated as a compromise for healers who wants a faster clear speed without sacrificing too much EXP bonus.


This build is one of the three variants of the Static Charge Healer build :

Due to the rising trend of Static Charge Monks, and since several people asked me to post the build on dfans, I decided to do so. Credits for this build goes to Hon, for one he was the first one I've seen on the 3 man US leaderboard to incorporate Istvan into his healer Monk, in which he used it to take #1 at the time. And while I don't know if he was the first to come up with it, he was the one who inspired me to try out the build the first time.


The reason why this healer build is so good for mid level (68-74) Greater Rift farm is due to how Static Charge works. As everyone knows, anyone in your party can trigger Static Charge's charges, and who's better to proc them other than the healer who's almost always be in the middle of a pack and able to tank everything around him. In terms of proc'ing the SC, damage is irrelevant, you as a healer can hit for 100 damage per hit and the lightning damage would still be taken from the SC Monk's character damage. So to accommodate this, all you need is to get as stable and as high Attack Speed as possible. That's it. This concept allows for some interesting things :


  • Having an Istvan healer is almost as equivalent as having another SC Monk in your party, so in a sense, a 3-man run becomes a 4-man run, a 4-man run becomes a 5-man run in terms of damage output.
  • For speed runs, since you'd be hitting really often if not all the time outside of walking or epi-teleporting here and there, the group can switch the main task of triggering the SC debuff to you instead of the actual SC monk. This way the SC monk can focus on tagging the SC debuff to everything in party. Thus, resulting in a far better and wider SC debuff coverage and helps raises the SC damage output considerably. Not to mention allowing the SC monk to keep himself safe by dashing in and out from dangerous affixes normally centered inside a pack.
  • Contrary to popular belief, you can actually make the build somewhat tankier than the classic Healer+Stormshield setup. With the use of Spirit Guards.
  • Having a heavy use of generator means that it's quite unnecessary to fit Laws of Seph + Blinding Flash combo on your setup. You'd have more than enough spirit regen to compensate for the lack of those. However, it is still a good idea to keep those if you plan on climbing due to the CC it provides, with a slightly different variant of this build.

There are a few downsides to this build however, the most prominent one would be the lack of a shield. Thus in ways, this build might not be suited for HC environment without certain heavy modifications. For Softcore however, the build works just fine. and if for some reason you lack the toughness to run certain level of GR, replacing Strongarms with Spirit Guard would be more than enough, even better than using a shield.