I've played monk for a long time. I personally enjoy putting together those 'odd builds' that some how end up working in the end. Usually it feels as if something is missing though, like one item I did not see. This is my first guide, so apologies if I miss information or confuse people. On that note: If you have any suggestions, ideas, thoughts or input. Please, leave a comment or feel free to contact me. No Youtube link yet, but I will try and get around to adding one.
Vellenna's "Fist of Fury":
Everyone has probably seen similar or some whack builds like it. However, it works pretty well and sure as hell is fun. You hit like a damn freight train with only spirit generators and as fast as a machine gun to boot.
Main Stats to look for on gear:
Increased Attack Speed: The fast you hit, the more damage you can apply. With the right gear and strikes it means more stuns and less time for the mobs to react let alone do jack squat to you.
Crit Hit Damage: The more, the better. You hit so fast, unless you have a 10% chance to crit, you should focus crit damage.
Life on Hit should be self explanatory as well as dexterity.
All gems for the chest, legs and weapons should be flawless royal emeralds. A diamond for the helm.
Way of the Hundred Fist with the Fist of Fury rune. "Enemies will take an additional 60% weapon damage as Holy over 3 seconds." Not much but "this can stack multiple times on the same enemy." Win.
Fist of Thunder with Static Charge: Put together with the Wyrdward Wing this is an amazing skill. Six seconds after being hit the enemy will be charged with a static charge. Any other enemy within 40 yards that also has a static charge, will take damage if said monster takes damage. Charge into a group, throw some of these around then start hammering away with the Fist of Fury and watch the lighting start flying and stuns proc.
Dashing Strike: Compliments the Thousand Storms set. You can choose to use barrage, but I find the blinding speed rune to be a better life saver. There is also the attack speed dash to consider. Either way, it will still do substantial damage after you throw a punch (even into the air).\\
Sweeping Wind with Cyclone Rune: This will spawn lighting tornados upon critical strikes. Which also have a chance to stun hostiles. The Master of Wind rune is also very good. Personal choice really.
Epiphany: Damage reduction when used with the desert shroud rune. Else Inner fire for more damage.
Mantra of Salvation with Agility: Resistance and dodge bonus. Win.
Harmony: Higher resist all around and stacks with the mantra.
Alacrity: A constant 15% attack speed increase for your spirit generators on top of your set bonus.
Seize the Initiative: I choose this passives as you might not always get flying dragon to proc on your first hit. So you can go into battle with blazing fist right away.
The Guardian's Path: 35% dodge chance when dual wielding. With this and the Mantra you should sit at 57.7% dodge. Upon dashing 74.6% dodge. Which puts you at well over 90mil toughtness (with sweeping wind active).
At the time of this writing, if I were to pop mantra, epiphany, dash and punch. I easily pass 350mil toughness.
So dashing strike may seem like it burns quite a bit of spirit. It does. But you will not notice if you are jumping in and out of combat constantly. Even when you are low on spirit, it still holds two charges so try to save them for a GTFO moment.
The best part about this buid/guide is the ability for it to adapt. It is roomy to be changed about with items that suit your play style more. You can, for instance swap out the amulet and a ring for the compass rose and travelers pledge set bonuses.
At the time of this writing; This build can solo Torment X. I can not promise it will get you to #1 on the leader-boards. I have yet to push the build to its limits in greater rifts however. I will be doing that soon.
I will keep adding to this guide, changing a few things as I progress further into it.