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Hello Monk enthusiasts! Welcome to my epic Guide. This guide has one sole purpose to realize that the Monk is indeed the greatest class in Diablo 3! I, Ocean have dedicated a lot of time and effort into preparing this guide for the release of D3 and I indeed to keep every single monk player up to date with this fantastic hero of Sanctuary. So please enjoy the material because by the end of it you will harness the powers of the Monk! So let us start off with a little class overview and some basic lore and background with the Monk!
Class Overview
Background
"The man seemed ignorant of the cold. He was dressed like a beggar, wearing little more than an orange sheet wound around his body, leaving half of his chest exposed. A garland of large wooden beads hung around his thick neck. His head was completely shaved, with the exception of a wild bushy beard. Then, recognition struck me: upon his forehead he had a tattoo of two red dots, one larger than the other. As any informed student of the peoples and cultures of this world must also realize, this man was one of the monks of Ivgorod, the secretive and reclusive holy warriors of the country."
- Abd al-Hazir; Entry no. 0032
The Monk. A melee warrior, known for his high mobility, speed, combos, auras, and tactics. Forget the reckless use of brute force, as a pious warrior you must have discipline as well as resourcefulness. Your Power. Holy light magic, brought to you through runes, symbols of light that aid you in your quest. Your Purpose. To destroy evil in all forms. Your Body. It's own weapon in itself, a weapon against the shape-shifters of evil. You bring peace, discipline, patience, and good quality to those around you. You aid those who suffer and bring upon no hatred to anyone. As a servant to the Elder Monks of the monastery, this is your duty. You, a master in martial arts, able to defeat any foe, with the only the hands your born with...
Monks are known primarily to use four key features. Spiritual Power, Combos, Mantras, and their Mobility and Speed. Mastering all these aspects will help you become a better player.
Key Features
Spiritual Power
Monks are supposed to land successive (spirit generating) attacks constantly. 6 spirit is generated per spirit generating skill. The faster your spirit depends on the faster attack animation of the skill. You want to always be building up your spirit. This is your primary focus during battle other than surviving and ultimately defeating your adversaries. Allowing you to build your spirit up will let you break out combos, which effectively is your primary damage dealing aspect.-
Combos
Use combos carefully. And be smart on who you use it on, obviously spending 100 spirit on 2-3 trash monsters in a pack is quite fruitless. Combos also aid in spirit generation, remember that. And doing them in succession optimally gives you higher damage bursts and triggers different effects that will help you in the long run.
Mantras
Long-lasting, offensive and defensive spirit manifestations. A mantra is useable your yourself as well as nearby allies and provides many sustaining benefits, all ranging from evasiveness, reflecting melee damage, life regeneration, and additional damage AoE's. Mantra's last for 3 minutes and only one can be active at a time.
Mobility and Speed
Fastest, most mobile class in Sanctuary. Monks are able to quickly move around monster packs, flanking them or backstabbing them swiftly. Defensive Monks have the highest dodge rating than any other class.
Resource
Replenishes slowly
Generated by specific skills, attacks, and completing combos
Extensive use allows the use for dodges, defensive moves, and finishers
Free to use as many skills limited to their Spirit, no cool downs (except for some)
Here we will look at both the Monks active and passive skill selection. This is fundamental for ALL players. Understanding every skill is key, knowing when to use which skill and the knowledge of which skill trumps another in circumstances will win you the game. Be prepared for a lot of words, theory-crafting, and heavy analysis of each skill, and also each rune variant. (rune variants will be visible under each spoiler, respectively)
For the active skills we will look at all the Primary(4), Secondary(3), Defensive(4), Techniques(3), Focus(3), and Mantra(4)* skills.
* Numbers indicate how many skills per category
And also we will look at all 14 passive skills as well.
Active Skills
Primary
Welcome to your bread and butter skills. These four primaries gain your spirit resource up. Every single spirit generator skill allows you 6 spirit generated per attack, however some skills have faster attack animations than others which is some to take into consideration. Such as FoT (fists of thunder) and WotHF. So let us start with your first primary skill Fist of Thunder.
Unlocked at level 1. FoT is your first primary generator. According to dev's its the fast spirit generating skill for Monks in terms of attacking animation speed. Early on you'll want to keep this skill spammed to get your spirit up. As a personal opinion I would think that in any build with two spirit generators, this and Way of the Hundred Fists will be the most effective.
Fists of Thunder (1) - Generate: 6 Spirit per attack
Fast punches that deal 110% weapon damage as Lightning
Every third hit knocks back enemies in front a short distance
Generates spirit the FASTEST (due to fastest attack speed of the 3)
Skill Runes: Skill Rune Analysis:
under construction...
Now our second spirit generator skill. Deadly Reach does indeed have reach to it which is a very good option if you want to generate spirit more defensively or slightly farther away from monsters to let you escape easily. However, this animation is most likely the slowest of the four but yes takes what it lost in speed and puts into length. To add on to this every third hit goes as far as 25 yards.
Deadly Reach (3) - Generate: 6 Spirit per attack
Creates lines of pure force in a short distance
Does 110% weapon damage
Every third hit extends 25 yards
Skill Runes: Skill Rune Analysis:
under construction...
Unlocked at level 11 Crippling Wave is a strong generator skill. However slow it may be, when placed between mobs it is a effective way to get your spirit up in groups of mob packs, rather than single targeting. Also packs a AoE movement/speed slow. Remember the attack it self is not a AoE generator. All weapon damage is done to enemies in front of you.
Crippling Wave (11) - Generate: 6 Spirit per attack
Series of sweeping attacks, cause 110% weapon damage to all enemies up front
Every third hit damages AoE dazes target
While dazed movement speed is slowed by 30% and attack speed by 20% for 3 seconds
Skill Runes:
Skill Rune Analysis:
under construction...
Unlocked at level 15. By looking at the video about the WotHF spirit generator, you can obviously tell this is mandatory once you hit level 15. Not only does it look incredibly fast and effect, it provides the greatest weapon damage out of all four primaries. Again this must be used as one of your skills once you get to 15.
Way of the Hundred Fists (15) - Generate: 6 Spirit per attack
Rapid series of punches
Strikes enemies for 140% weapon damage
Skill Runes: Skill Rune Analysis:
under construction...
Secondary
Now here we come to the low-level spirit spenders and your secondaries. Some of these skills are slow and powerful damage dealers that can also use up 75% of your spirit in one go, while others are a more evasive or even binding spirit spenders. Lets look into them first with the Lashing Tail Kick.
Lashing Tail Kick (2)
- Cost:
30
Spirit
Roundhouse Kick
Knock back on enemies
Deals 200% weapon damage
Skill Runes:
Skill Rune Analysis:
under construction...
At level 5 you get TR, this skill is one of the few spirit spenders that has a channel. The channel does use up your spirit fairly quickly so spamming this skill is not really a viable option. However it is good to slow a mob pack and get from point A to B through them. My personal preference has been to use this skill, while farming, until something more effective is unlocked.
Tempest Rush (5) - Cost: 15 Spirit plus an additional 10 Spirit while channeling
Run right through enemies
Knock back plus hobble enemies, slows movement speed by 60% for 2 seconds
Deals 50% weapon damage while running
Skill Runes: Skill Rune Analysis:
under construction...
Unlocked at level 12. This is a big use of spirit, in turn it does a big amount of damage as Holy, which also follows up with an equivalent number to all enemies in a line.
Wave of Light (12) - Cost: 100 Spirit
Smite enemies for 150% weapon damage as Holy
Follows up with an additional 150% weapon damage as Holy to all enemies in a line
Skill Runes: Skill Rune Analysis:
under construction...
Defensive
Now it get more in depth from here on end. We've gone through the Primary and Secondaries. Now it's time to learn your Defensive skills. Right how many of these skills you want on your bar is up to you, I would assume one would be sufficient but in times of difficulty later I'm sure another defensive skill must be viable. Anyways, Defensive skills are the only skills that have cool downs. Which unfortunately means we can't spam them, however Blizzard has cut us some slack and given us very low resource cost for all the skills. Lets jump right into Blinding Flash:
A flash of light that blinds enemies for 3 seconds within 20 yards
Elite monsters recover early but suffer 30% chance to miss attacks
Skill Runes:
Skill Rune Analysis:
under construction...
Unlocked at level 8. BoH is the only heal in the game out of all classes which grants tremendous favor towards the Monk. Personally from Beta and on wards I will always keep this skill active at all times, and I suggest you do as well. There will be times when there is mass confusion and your health is just dropping incredibly that a health potion won't suffice, here comes the 7K heal. It will always be a life saver to you all ALL allies around you, fantastic.
Unlocked at level 16. SN is basically a 3 second all damage negating skill as well as any CC is also negated (think of this as your arena trinket in WoW). I can imagine this being used a lot when PvP is release and arena starts to commence but this skill should be quite effective in certain PvM scenarios. Certain bosses or elite packs that are known for a short high-damage bursting output or a incredibly annoying CC, this a skill to be used on CD at all costs.
Serenity (16) - Cost: 10 Spirit | CD: 20 seconds
Surrounded by a protective shield
Absorbs all incoming damage for 3 seconds
Grants immunity to all control impairing effects for 3 seconds
Skill Runes:
Skill Rune Analysis:
under construction...
Technique
Ah, the Technique skills. Well if you want to use these skills right by doing the most damage from your resource spent, you need to anticipate when to use these skills at the opportune time. Going back to the mechanics of the Monk which, well one of them are, Combos, its important to note that Technique skills are the skills you use as finishers or post-finishers to your combo.
Dashing Strike (9) - Cost: 25 Spirit
Dashes at an enemy or location
Deals 100% weapon damage
Roots and enemy for 1 second
Skill Rune:
Skill Rune Analysis:
under construction...
Exploding Palm(13) - Cost 40 Spirit
Causes a bleed for 220% weapon damage as Physical over 3 seconds
If target dies while bleeding, it explodes dealing 30% of targets max. life as Physical damage to nearby enemies
Skill Runes:
Skill Rune Analysis:
under construction...
Sweeping Wind (22) - Cost: 75 Spirit
Surrounded in a vortex that deals 15% AoE weapon damage within 10 yards
Vortex lasts 6 seconds. Refreshed each time you strike an enemy with melee
Critting increases the vortex effect up to 2X for a total of 45% AoE weapon damage
Skill Runes:
Skill Rune Analysis:
under construction...
Focus
Here are your finishing combo moves. These are big damage dealers with good effects, also moves that can help you in times of need.
Cyclone Strike (14) - Cost: 50 Spirit
Pulls all enemies within 24 yards towards you
Follows up with a blast that deals 100% weapon damage as Holy
Written by Ocean
2. Mechanics
a. Key Features
3. Skills
a. Active
i. Primary
ii. Secondary
iii. Defensive
iv. Techniques
vi. Focus
vii. Mantras
b. Passive
4. Gear
a. PvM
b. PvP
5. Builds
a. PvM
b. PvP
___________________________________________________________________________________
Background
- Abd al-Hazir; Entry no. 0032
The Monk. A melee warrior, known for his high mobility, speed, combos, auras, and tactics. Forget the reckless use of brute force, as a pious warrior you must have discipline as well as resourcefulness. Your Power. Holy light magic, brought to you through runes, symbols of light that aid you in your quest. Your Purpose. To destroy evil in all forms. Your Body. It's own weapon in itself, a weapon against the shape-shifters of evil. You bring peace, discipline, patience, and good quality to those around you. You aid those who suffer and bring upon no hatred to anyone. As a servant to the Elder Monks of the monastery, this is your duty. You, a master in martial arts, able to defeat any foe, with the only the hands your born with...
Monks are supposed to land successive (spirit generating) attacks constantly. 6 spirit is generated per spirit generating skill. The faster your spirit depends on the faster attack animation of the skill. You want to always be building up your spirit. This is your primary focus during battle other than surviving and ultimately defeating your adversaries. Allowing you to build your spirit up will let you break out combos, which effectively is your primary damage dealing aspect.-
Combos
Use combos carefully. And be smart on who you use it on, obviously spending 100 spirit on 2-3 trash monsters in a pack is quite fruitless. Combos also aid in spirit generation, remember that. And doing them in succession optimally gives you higher damage bursts and triggers different effects that will help you in the long run.
Mantras
Long-lasting, offensive and defensive spirit manifestations. A mantra is useable your yourself as well as nearby allies and provides many sustaining benefits, all ranging from evasiveness, reflecting melee damage, life regeneration, and additional damage AoE's. Mantra's last for 3 minutes and only one can be active at a time.
Mobility and Speed
Fastest, most mobile class in Sanctuary. Monks are able to quickly move around monster packs, flanking them or backstabbing them swiftly. Defensive Monks have the highest dodge rating than any other class.
Resource
Fists of Thunder (1) - Generate: 6 Spirit per attack
Skill Runes:
Skill Rune Analysis:
Now our second spirit generator skill. Deadly Reach does indeed have reach to it which is a very good option if you want to generate spirit more defensively or slightly farther away from monsters to let you escape easily. However, this animation is most likely the slowest of the four but yes takes what it lost in speed and puts into length. To add on to this every third hit goes as far as 25 yards.
Deadly Reach (3) - Generate: 6 Spirit per attack
Skill Rune Analysis:
Unlocked at level 11 Crippling Wave is a strong generator skill. However slow it may be, when placed between mobs it is a effective way to get your spirit up in groups of mob packs, rather than single targeting. Also packs a AoE movement/speed slow. Remember the attack it self is not a AoE generator. All weapon damage is done to enemies in front of you.
Crippling Wave (11) - Generate: 6 Spirit per attack
Way of the Hundred Fists (15) - Generate: 6 Spirit per attack
Skill Rune Analysis:
Lashing Tail Kick (2)
Skill Rune Analysis:
At level 5 you get TR, this skill is one of the few spirit spenders that has a channel. The channel does use up your spirit fairly quickly so spamming this skill is not really a viable option. However it is good to slow a mob pack and get from point A to B through them. My personal preference has been to use this skill, while farming, until something more effective is unlocked.
Tempest Rush (5) - Cost: 15 Spirit plus an additional 10 Spirit while channeling
Skill Rune Analysis:
Unlocked at level 12. This is a big use of spirit, in turn it does a big amount of damage as Holy, which also follows up with an equivalent number to all enemies in a line.
Wave of Light (12) - Cost: 100 Spirit
Skill Rune Analysis:
Blinding Flash (4) - Cost: 10 Spirit | CD: 15 seconds
Unlocked at level 8. BoH is the only heal in the game out of all classes which grants tremendous favor towards the Monk. Personally from Beta and on wards I will always keep this skill active at all times, and I suggest you do as well. There will be times when there is mass confusion and your health is just dropping incredibly that a health potion won't suffice, here comes the 7K heal. It will always be a life saver to you all ALL allies around you, fantastic.
Breath of Heaven (8) - Cost: 25 Spirit | CD: 15 seconds
Unlocked at level 16. SN is basically a 3 second all damage negating skill as well as any CC is also negated (think of this as your arena trinket in WoW). I can imagine this being used a lot when PvP is release and arena starts to commence but this skill should be quite effective in certain PvM scenarios. Certain bosses or elite packs that are known for a short high-damage bursting output or a incredibly annoying CC, this a skill to be used on CD at all costs.
Serenity (16) - Cost: 10 Spirit | CD: 20 seconds
Dashing Strike (9) - Cost: 25 Spirit
Exploding Palm (13) - Cost 40 Spirit
Sweeping Wind (22) - Cost: 75 Spirit
Cyclone Strike (14) - Cost: 50 Spirit
Seven-Sided Strike (17) - Cost: 50 Spirit | CD: 30 seconds
Mystic Ally (22) - Cost: 25 Spirit
Skill Rune Analysis:
INSERT TEXT
Mantra of Evasion (19) - Cost: 50 Spirit
Skill Rune Analysis:
Mantra of Retribution (21) - Cost: 50 Spirit
Skill Rune Analysis:
Mantra of Healing (26) - Cost: 50 Spirit
Skill Rune Analysis:
Mantra of Conviction (26) - Cost: 50 Spirit
Skill Rune Analysis:
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