Build Guide
How the build works - Part 1:
- While doing all the following you want to do your best to keep attacking to keep all 5 stacks of Istavans up.
- If your cooldowns are not up yet, spam a few Cyclone Strikes to proc the Obsidian Ring of the Zodiac's secondary effect.
- Make sure Epiphany - Soothing Mist is up at all times for the spirit regeneration and healing.
- You group monsters together using Cyclone Strike, while gaining your increased damage reduction via Lefebvre's Soliloquy.
- You drop Inner Sanctuary so you don't get your ass nor your teams ass torn apart by mobs. (55% damage reduction when standing inside).
Once monsters are grouped you cast Blinding Flash to reduce the damage of the monsters by 25%.
YOU WILL ALWAYS WANT TO USE ILLUSORY BOOTS, NOT USING THEM WILL SERIOUSLY AFFECT YOUR RIFT TIMES.
You will always want to drop your Inner Sanctuary - Temple of Protection to keep yourself and your allies alive as it does reduce damage taken by 55% and it also applies a 30% increased damage from all attacks to any monster inside.
Blinding Flash - Crippling Light reduces damage from monsters by 40% for 5 seconds, the enemies also have a 30% chance to miss with their attacks.
Exploding Palm - The Flesh is Weak is used ONLY for Greater Rifts up to ~112ish, we used EP for our 112 in 13:46.116
This build is pretty much the same compared to my Patch 2.4 Build that I built.
It even uses Healing Globes on gear like I mentioned previous patch!
This build has been possible thanks to the following players that theory-crafted with me:
- Disabled#1454
- Mitch#2857
- Pitchblack#1584
- Maypreem#1516
- Archael#1701
- Brozzi#1712
- DangerZone#1913
- Janusz#3325
- Redeemer#1952
- EvolutionX#1161
Last Updated: July 21, 2017
Nice build, except Blinding Flash - Soothing Light isn't in 2.4.... Without that, the entire premise of this build is no longer viable (meaning, you CAN'T heal your party)
MoH Boon of Inspiration appears only to increase the LPH of party members by 20% of your LPH, rather than effecting any direct healing on party members that scales with your own attacks. So why is such high attack speed important in relation to this skill?
It's mostly the Barbarian healing the party with globes, Monk does pretty well on globes for RG.
The wizard benefits from globes for DPS.
I haven't tested it yet, but I assume that would be pretty GG for 96+ Greater Rifts.
I have thought of it though, just don't have the time to try rolling perfect solanium.
Hexers!!!
Great tutorial!
gogo, monks FTW!
I'm wondering how important the health globe bonus is in the secondary. Is it important to try and get that on as many pieces as possible? and which pieces can have it.
Why are u using thorns in weapon?
then what are you using in weapons?
Why are not any globe monks using Eun-Jang-Do instead of Pig sticker? The aps is 1.5 on both. Is it because the freeze proc from the Jang will mess up the monks pulls? if not the Jang would be a great choice, especially on the RG.
It's posted up top in the Weapon Stat Rolls.
Sorry i ment that id like to know what gems you are using in your weapons
I've even seen people run Ruby in weapon for the added damage for Conduit Pylons (i don't notice a difference).
Why Unity as a passive skill instead of toughness-related skill like Sixth Sense?
If you're running with a PRO party, then you don't need it.
If your gear is sub-optimal, I suppose you could run it.