Stats aren't bad at all for act 2. Would change both spirit generator and spender though - deadly reach (keen eye) for extra 50% armor will help you to survive + will allow you to kite mobs better, as a spender sweeping wind (firestorm) - it's easy to keep up during kiting with deadly reach and is a solid dps increase. Extra spirit use for mantra spam.
Also i would trade some dextrity for vitality, 27K is a risky ammount and invest into live/hit.
P.S. Holding shift and spaming deadly reach allow you to hit mobs from 24 yards away, really good ability for killing damn wasps.
800~ resist all or higher (more on this below)
6000 armor (with, say, enchantress buff)
1500-2000 life on hit
as much attack speed and DPS as you can fit in
Pick a resist stat you already have on some random piece of good gear, then find more good gear that has resist all + that resist. Using this and One With Everything, you can potentially get +145 resist all on one piece of gear (never gonna happen, but it demonstrates the effectiveness of the passive).
Now as you've probably already noticed, getting those #s while maintaining decent HP and DPS is basically impossible without spending hundreds of millions of gold on the AH. Not really much to be said here, it's why every person who knew what they were doing either main-switched to wizard/demon-hunter, or powerleveled one to farm gear for their melee main.
Resistance + Life on Hit is really, really good though, to the point where I can see melee being viewed as the "easy-mode" route a few months down the line when everyone has enough gold to afford 4+ properties yellow gear with proper distribution of stats.
Can you get by without life on hit? Yeah, sure. People do silly things like P.F Chang's Palace + Deadly Reach to play their monk as a ranged class who isn't very good at being ranged, or the traditional tank route of a ton of resists/health and then try to hope you can kill something with 5K dps before the enrage timer kicks in. And if you want to go the tank route, barbarians are much better at it (since their heals scale very well with gear, and ours don't at all).
(Side note: monks should be ridiculously tanky in groups with proper gear setup, as a weird aside, since you can take advantage of the barb shout and mantra of heals-for-1-pt-every-year-but-hey-+20%-resist-all for +70% resist all on top of the One With Everything gimmick.)
I'm still in Hell but starting a little preview of my Inferno gear/build and I have to say Life on Hit is probably the way to go, especially for those who go with MoH, now that Boon gives some Life on Hit also. Every bit helps.
Life on hit + attack speed work pretty well for me. Also dodge mantra with armor bonus and deadly reach with keen eye rune buff my armor up to about 10k. I'm playing with a wizard friend, so I'm more of a tank, but I can tank pretty much everything in Act 2 with these stats (no auras or buffs active).
And here's my build.
So my unbuffed stats are worse than yours and I'm having little to no problems in Act 2, can even stand in desecrator zones a little. Try to play with your build and check out life on hit, I think this should do the trick. And personally I don't like healing mantra, in my experience dodge makes much more difference.
How did you get so much life on hit? Would you recommend sacrificing some resistance (730 to all at the moment) for life on hit?
Items are under spoiler below. My life on hit is from the weapon and the amulet. I can't really say about making sacrifices, maybe you could find some cheap gear with LoH on it and just test it, and then decide. The thing is I still need a lot more resistances and more hp. In the end I want to take as little damage as possible while quickly regaining health via LoH. But there must be balance between the two because too much LoH without mitigation won't do anything and vice versa. And I might also be a little low on damage, because I play with one or two friends, that are more damage-oriented (wiz and dh). Maybe there's a better solution for singleplayer, I don't know. For example stacking % of life per hit and going heavy dps (so you can burn mobs quickly), but I can say for sure, that for me pure mitigation didn't work. Also I do die sometimes. Medusas with invulnerable minions? I don't know if I could cope with that. Fast molten teleporter with fire chains? No, thanks. But I can tank Belial and Zoltun's adds while he throws fireballs at me.
Click to see a larger version
EDIT: forgot to add the weapon lol. Here it is:
EDIT2:
A quick Zoltun Kulle video. As you can see the wizard does all the damage, I'm just holding them off a little, and then chase poor Zoltun. I jumped into the friend's game to capture the video, hence almost no stacks. Usually we get 5 stacks together, then kill Zoltun and Belial.
Rather crappy sound because of skype (that annoying noise)
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I only do solo runs, or duo with a barb friend, but he's currently worse geared than i am, so soloing act 2 atm.
I can pump resist up to around 70% and get few k more hp, but damage would drop to just over 10k.
any hints what i am doing wrong? thanks
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Also i would trade some dextrity for vitality, 27K is a risky ammount and invest into live/hit.
P.S. Holding shift and spaming deadly reach allow you to hit mobs from 24 yards away, really good ability for killing damn wasps.
800~ resist all or higher (more on this below)
6000 armor (with, say, enchantress buff)
1500-2000 life on hit
as much attack speed and DPS as you can fit in
Pick a resist stat you already have on some random piece of good gear, then find more good gear that has resist all + that resist. Using this and One With Everything, you can potentially get +145 resist all on one piece of gear (never gonna happen, but it demonstrates the effectiveness of the passive).
Now as you've probably already noticed, getting those #s while maintaining decent HP and DPS is basically impossible without spending hundreds of millions of gold on the AH. Not really much to be said here, it's why every person who knew what they were doing either main-switched to wizard/demon-hunter, or powerleveled one to farm gear for their melee main.
Resistance + Life on Hit is really, really good though, to the point where I can see melee being viewed as the "easy-mode" route a few months down the line when everyone has enough gold to afford 4+ properties yellow gear with proper distribution of stats.
Can you get by without life on hit? Yeah, sure. People do silly things like P.F Chang's Palace + Deadly Reach to play their monk as a ranged class who isn't very good at being ranged, or the traditional tank route of a ton of resists/health and then try to hope you can kill something with 5K dps before the enrage timer kicks in. And if you want to go the tank route, barbarians are much better at it (since their heals scale very well with gear, and ours don't at all).
(Side note: monks should be ridiculously tanky in groups with proper gear setup, as a weird aside, since you can take advantage of the barb shout and mantra of heals-for-1-pt-every-year-but-hey-+20%-resist-all for +70% resist all on top of the One With Everything gimmick.)
I'm still in Hell but starting a little preview of my Inferno gear/build and I have to say Life on Hit is probably the way to go, especially for those who go with MoH, now that Boon gives some Life on Hit also. Every bit helps.
I went with life regen and it works great
Deadly Reach - Keen Eye
So my unbuffed stats are worse than yours and I'm having little to no problems in Act 2, can even stand in desecrator zones a little. Try to play with your build and check out life on hit, I think this should do the trick. And personally I don't like healing mantra, in my experience dodge makes much more difference.
Items are under spoiler below. My life on hit is from the weapon and the amulet. I can't really say about making sacrifices, maybe you could find some cheap gear with LoH on it and just test it, and then decide. The thing is I still need a lot more resistances and more hp. In the end I want to take as little damage as possible while quickly regaining health via LoH. But there must be balance between the two because too much LoH without mitigation won't do anything and vice versa. And I might also be a little low on damage, because I play with one or two friends, that are more damage-oriented (wiz and dh). Maybe there's a better solution for singleplayer, I don't know. For example stacking % of life per hit and going heavy dps (so you can burn mobs quickly), but I can say for sure, that for me pure mitigation didn't work. Also I do die sometimes. Medusas with invulnerable minions? I don't know if I could cope with that. Fast molten teleporter with fire chains? No, thanks. But I can tank Belial and Zoltun's adds while he throws fireballs at me.
EDIT: forgot to add the weapon lol. Here it is:
EDIT2:
A quick Zoltun Kulle video. As you can see the wizard does all the damage, I'm just holding them off a little, and then chase poor Zoltun. I jumped into the friend's game to capture the video, hence almost no stacks. Usually we get 5 stacks together, then kill Zoltun and Belial.
Rather crappy sound because of skype (that annoying noise)