Stun-lock build. Tons and tons of spirit generation to keep the cooldown-less Lashing Tail Kicks (runed to stun) coming. Of course, it's subject to immunities and diminishing returns (if they exist) and is fairly useless outside its very narrow, very powerful focus, though it comes with cooldown-less 7-Sided Strike for emergencies.
So many rune effects that rely on crit, but how much we're going to be critting? gah it's hard to come up with builds when you don't know how much your stats are going to be.
So, one of the things we've all noticed is the Monk is clearly a more defensive character. I plan on playing with some friends, so I decided to go with this one.
I really like all of the rune effects that stack +% damage taken by enemies and +% damage done by allies...I think it's a very powerful side of monk that might not get a lot of attention at first. Being the guy that buffs the team might not seem like the most glorious role, but it might be important in team play nonetheless
Untouchable build. Mantra of Evasion gives 30% dodge right off the bat and with a Crimson rune will cause AOE damage whenever you or an ally dodges. Cool. The Guardian's Path Passive coupled with Dual Wielding adds another 10% to that. Fists of Thunder with Alabaster Runestone will build you to another 20% dodge. The last 30% comes from the Obsidian Runestone for Dashing Strike. Actually, it remains to be seen how these different abilities interact, but I'm sure it's not additive (it's probable the Dashing Strike and Fists of Thunder runes are multiplicative [based on the differences in wording], in which case you end up with 62.4% chance to dodge from skills alone). Finally, Sixth Sense will contribute to even MORE dodge in some way by converting a percentage of your critical chance to dodge.
Still, gearing correctly you could get to a very crazy dodge total that's putting out tons of AOE damage. If you REALLY want to be untouchable, substitute Blinding Flash for Mystic Ally and use an Alabaster rune. I just added the Ally (Earth) for the really nice life cushion since you probably won't be able to hit 100% dodge.
Also, Wave of Light and Breath of Heaven are completely optional. I might see if there are options I like better, but Wave of Light doubles as a heal and damage buff and Wave of Light has a low enough cooldown to be a decent Spirit dump. Since this build will lean on keeping up your Fists of Thunder buff I expect it will have a lot of spare Spirit (though with dual wielding it might be better to opt for the Crimson rune so you have a flat damage value rather than percentage of weapon damage). However, you might want to forgo the Spirit dump entirely and mix in Sweeping Wind with the Crimson rune for even more passive AOE damage. The only caveat is that it doesn't say how long the Fists of Thunder dodge buff lasts, so it might be tricky making sure you keep both stacks up.
One would assume that the dodge chance of certain monk abilities and rune types is not a flat percentage increase. so if i have 30% dodge from mantra and have another 20% from other sources, it wont be 50% dodge..it will more than likely be an extra 20% dodge of your base dodge chance, in the above example 20% of 30 is 6. So that 20% extra dodge will give you a grand total of 36% dodge altogether.
There is no way blizzard would make flat dodge chance gains and be able to stack 90% dodge chance. There is more than likely a hidden 'base' dodge amount that the % dodge chance skills and runes apply their % base bonuses to.
Judging from the wording, it looks like the Mantra of Evasion and the Guardian's Path passive add a flat value where the other two add a percentage (I addressed this in my above post). However, it's possible that's not the case and it's just a case of non-uniform language to describe the same thing. If those bonuses aren't flat bonuses - if they're all multiplicative - then this build probably won't work at all.
Assuming I'm correct, I still expect there's diminishing returns on gearing and a cap of around 85% or so. I think that's workable, especially with the Ally buff of 50% life and the healing ability, but only time will tell.
i made a skill page for monk. sadly closed the page before i could post the link. it had alot of fire damage. and thats what i was focusing on. Ill remake it another time and post it later. to tired now.
Stun-lock build. Tons and tons of spirit generation to keep the cooldown-less Lashing Tail Kicks (runed to stun) coming. Of course, it's subject to immunities and diminishing returns (if they exist) and is fairly useless outside its very narrow, very powerful focus, though it comes with cooldown-less 7-Sided Strike for emergencies.
http://us.battle.net/d3/en/calculator/monk#ceYSQg!XWU!YZZYcc
Die fr00b, die~
So, one of the things we've all noticed is the Monk is clearly a more defensive character. I plan on playing with some friends, so I decided to go with this one.
I really like all of the rune effects that stack +% damage taken by enemies and +% damage done by allies...I think it's a very powerful side of monk that might not get a lot of attention at first. Being the guy that buffs the team might not seem like the most glorious role, but it might be important in team play nonetheless
Untouchable build. Mantra of Evasion gives 30% dodge right off the bat and with a Crimson rune will cause AOE damage whenever you or an ally dodges. Cool. The Guardian's Path Passive coupled with Dual Wielding adds another 10% to that. Fists of Thunder with Alabaster Runestone will build you to another 20% dodge. The last 30% comes from the Obsidian Runestone for Dashing Strike. Actually, it remains to be seen how these different abilities interact, but I'm sure it's not additive (it's probable the Dashing Strike and Fists of Thunder runes are multiplicative [based on the differences in wording], in which case you end up with 62.4% chance to dodge from skills alone). Finally, Sixth Sense will contribute to even MORE dodge in some way by converting a percentage of your critical chance to dodge.
Still, gearing correctly you could get to a very crazy dodge total that's putting out tons of AOE damage. If you REALLY want to be untouchable, substitute Blinding Flash for Mystic Ally and use an Alabaster rune. I just added the Ally (Earth) for the really nice life cushion since you probably won't be able to hit 100% dodge.
Also, Wave of Light and Breath of Heaven are completely optional. I might see if there are options I like better, but Wave of Light doubles as a heal and damage buff and Wave of Light has a low enough cooldown to be a decent Spirit dump. Since this build will lean on keeping up your Fists of Thunder buff I expect it will have a lot of spare Spirit (though with dual wielding it might be better to opt for the Crimson rune so you have a flat damage value rather than percentage of weapon damage). However, you might want to forgo the Spirit dump entirely and mix in Sweeping Wind with the Crimson rune for even more passive AOE damage. The only caveat is that it doesn't say how long the Fists of Thunder dodge buff lasts, so it might be tricky making sure you keep both stacks up.
There is no way blizzard would make flat dodge chance gains and be able to stack 90% dodge chance. There is more than likely a hidden 'base' dodge amount that the % dodge chance skills and runes apply their % base bonuses to.
Assuming I'm correct, I still expect there's diminishing returns on gearing and a cap of around 85% or so. I think that's workable, especially with the Ally buff of 50% life and the healing ability, but only time will tell.