Rating
+2

2.4 HC Support Monk

Seasonal
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Skills

  • Crippling Wave Concussion
  • Inner Sanctuary Forbidden Palace
  • Cyclone Strike Implosion
  • Blinding Flash Crippling Light
  • Epiphany Desert Shroud
  • Mantra of Retribution Transgression
  • Beacon of Ytar
  • Harmony
  • Resolve
  • Near Death Experience

Items

More Details
  • Legendary Gems

    • Esoteric Alteration
    • Gogok of Swiftness
    • Mutilation Guard

Kanai's Cube

  • Flying Dragon
  • Illusory Boots
  • Ring of Royal Grandeur

Build: These items are built around globe production and survivability. There are two basic builds listed here for gear. The first, and the focus of this guide, is equipping TF, Solonium, Leoric's Crown, and either Inna's or Raiment boots with a Flying Dragon and Illusory Boots in the cube. The second build can be equally effective and it's items are listed as "adequate" in the item lists above. For the second build you would need Inna's Radiance (helm), The Little Rogue, The Slanderer, and Illusory Boots equipped. This would change the cube to Solonium and Strongarm Bracers. Either way the build plays the same.


Necks: Hellfire is probably the best choice due to the high number of strong passives that monks have. If you don't have a good one yet then an immunity necklace or Eye of Etlich can work. Which passive to take for your fifth passive is covered below in the passives section.


Gear: If you don't have a good TF or your group either doesn't want one or has another person running it you can switch it for the Pig Sticker. You need two pieces of the Raiment set and three pieces of Inna's. You're going to wear Inna's belt so you can mix and match your other two pieces of each between your chest, hands, legs, and feet. Similarly on the rings just pick the best two you have and cube the third one. More than likely you'll cube the RoRG though.


Stat Priorities: CHC, Attack Speed, CDR, and defensive stats. Don't be afraid to mix and match Dexterity, Strength, or even Intelligence gear. Dex and Str are equal to support monks as both provide 1:1 armor. An Int piece or two won't kill the build either, but Armor is pretty important. On pieces listed with Resist All if you have a resist as a secondary then roll for percent life or armor.


Skills: Not much variance.


Passives: There can be some variance in your passive abilities and especially if you decide on a Hellfire necklace. Beacon of Y'tar, Near Death Experience, and Resolve are all pretty mandatory. After that Harmony is a very good personal defense passive. Alacrity adds to your globe production and if you have LoH it can add regen. Lastly I've seen a few people running with Sixth Sense which again adds to your personal defense.


Gems: Diamonds in armor pieces. Amethyst in weapons.


Legendary Gems: Esoteric Alteration and Gogok of Swiftness are mandatory. Mutilation Guard is usually the third choice, but Moratorium can also be found.


Caldesann's Despair: A lot of people save this for their solo GR pushing toon, but if you want it's Vitality.

Paragon Priorities

Core

Movement Speed
Vitality
Primary Stat
Maximum Resource

Offense

Critical Hit Chance
Attack Speed
Cooldown Reduction
Critical Hit Damage

Defense

Resist All
Armor
Life
Life Regeneration

Utility

Life on Hit
Resource Cost Reduction
Gold Find
Area Damage

Core: Max movement speed and then pump everything into Vit.


Offense: Crit Chance, Attack Speed, CDR, and CHD.


Defense: Resist All, Armor, Life, and Life Regen.


Utility: Life on Hit, Resource Cost Reduction, Gold Find, and lastly do NOT put any points in Area Damage.

Build Guide

This build is built around the support Monk in four man groups. Most groups add supports in this order: Barb, Monk, and lastly WD for four man groups, but your mileage may vary. Your role in this group is to provide defensive buffs, offensive buffs, group mobs, and produce globes.


From gear, skills, and passives you provide the following defensive buffs or debuffs: All four mantra's from wearing Inna's 4pc, 30% AS debuff from TF, 20% damage debuff from Crippling Wave-Concussion, a blind or on elites a 30% chance to miss from Blinding Flash and after the blind a 40% damage debuff, and lastly 20% damage debuff from our passive Resolve.


From gear, skills, and passives you provide the following offensive buffs and debuffs: 30% damage debuff from Inner Sanctuary and 10% AS from Mantra of Retribution.


Your job in a group is to pull the mobs on top of the wizard's tornadoes, provide your buffs and debuffs, and spawn health globes.


While I'm not the best player by any stretch of the imagination, I was constantly looking for HC guides when my friends would ask. I have made guides for all four positions in a standard HC group. These guides are based on my research from the top HC groups, their videos and streams, and my own personal experience. Questions and comments are welcome! If you like the build hit the +1!


Additionally here are the links/previews to all four builds: