Currently have act 3 on farm, however I still die to elites with molten & fire chain, I simply think the damage is too outrages.. Either that or my resists / damage aren't high enough..
I hate this combo but I find that if you burn one down at a time it really helps.
I use a similar build and am currently working on building a MF set so I can't handle act 3 yet. In Act 2 with 31k hp 22k DPS and 798 resist I can usually burn 1 down in the time it takes for them to take me to half health plus the duration of my 4 second serenity.
In my normal set I have 19k DPS and 55k HP so it is a lot easier to handle standing there a little longer and I can usually take 2 out almost eliminating chains dmg.
Instead of Blinding Flash, I use Dashing Strike with Quicksilver to keep it cheap which allows me to get the hell out of there if I'm low. I'll also use it to get behind the mob I am face to face with or jump to another that is close to a health globe. This also helps with Jailor Desecrator since you will still jump to the next mob while jailed.
I really hate Fire Chains, Arcane groups and any Imp group with Molten since they run away all the time filling the ground with molten paths.
Kite them to an geographical area where you can keep the entire pack on one side of you. Then keep attacking on the one closest to you. As the others try to advance and get around you (to trap you in their fiery pit of death) retreat back and continue attacking the closest one. When/if they get around you or any one gets below 50%, pop Serenity/Blinding Flash to burn that one down. Then rinse/repeat.
I normally use Blinding Flash, Heal (at 50% health), Serenity (at 25% health) for my cooldowns in that order.
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Molten, Fire Chains and Arcane aren't a big deal on their own, but when combined or paired with other nasty stuff (or big mobs like Tremors/Phasebeasts) it's just silly. It's just too much dmg output to really tank, I'm at 600~ resists as well, 6.5k armor, about 1.4k LoH (1.8 atks/sec) and I'm still not even close to tanking those guys.
The only way for me to kill them is by using Serenity + Overawe + Blinding Flash combo and try to burst their health down (which is really hard against ranged A.I. packs, or packs with tons of HP + something like extra health), wait for the cooldown, combo it again, etc.
Deadly reach makes fire chains/molten fairly trivial. Just kite and punch behind you a few times and repeat. Also...600 resists seems really low for a monk, but I guess you had to sacrifice resists for damage stats. It may be worthwhile sacrificing a some dps for some more resists.
The other thing you can do is just back yourself into a tight corner where only 1 of the mobs can hit you, which tends to be fairly easy to find in a cave setting. That way they cant get around you to gib you with firechains and molten goes away after a few seconds if the mob isn't moving.
Backing into corner is fine, until you get to the point of first mob dying and the molten explosion charging up with the other 2 blocking your way out..
Deadly Reach is really awsome here, but generally it's really needed so rarely that I don't usually run with it. Dualwielding with 1,2kish LoH, 2+ aps with both weapons and with 900 all res and 5,4k armor I can pretty much ignore the mechanics for the time it takes me to finish one off. I do have the benefit of rocking 53k damage with Blazing Wrath active, so bursting one down doesn't take too long.
Before the high damage gear I did what's been alredy described here: Hit the closest one, and if the other 2 try to surround you, run around until you have one getting ahead of the others again, and dps that for a little. Use Serenity and Blind to get more face time in before getting back to hit and run. Don't Blind/Serenity right away, but instead dps the "point of the triangle" until the other 2 are coming around, and then Blind first to possibly get 1-2 secs more damage in before the chain gets in front of the mob, and then pop Serenity for 4 more seconds of dps time. Also corners, doorways and stairs are great spots to try and get one mob blocking the 2 behind it, so there'll be no risk of them surrounding you with the chains.
The only issue I have with this kind of affix is when Thunderclap decides to relocate my character despite the mob being with in the melee range, my low (24k-2k LoH or 31k- 800LoH) cant really burn down these pesky mobs that fast.. I really need to upgrade my weapons but Im not quite sure how far 20M can go.
I wouldn't replace thunderclap with deadly reach, I would use deadly reach as another ability with the armor rune to make u more tanky. The extra armor is pretty noticable especially since armor is usually the lower of the dmg reductions that monks have, you will get more milage out of armor than you would more resistance.
Or if you want more dmg...it has an 18% overall dmg increase rune as well, forgot the name of that one too.
The way the punches work, you can use FoT for the first two punches, then get the the effects of these runes by using DR as the third punch. Something you might want to play around with.
With 40k dps that shouldn't be too hard unless its extra hp/shielding. Blind>conviction>shield>conviction. ~5-7sec of dps can kill almost anything at 40k char sheet dps. I really can't think of a molten/chains pack in recent memory that's given me issue doing what I described, at least not in a solo game.
I run away like a little girl and go find another pack . . .
In all seriousness it is a trickier pack for Monks. I try to burst one down as best I can and then kite like crazy until CD timers are reset while taking pop shots here and there when I can. It is when they have teleport or extra fast that the kiting becomes more of an issue and then I revert to my previous strategy until I find better gear.
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A bus station is where a bus stops. A train station is where a train stops. On my desk, I have a work station.
My stats:
STR: 359
DEX: 2014
INT: 324
VIT: 1178
HP: 41,506
Armor: 5725 (with ench)
Damage: 41054 (with blazing wrath & ench)
Crit Chance: 34
Crit Damage: 190
Resist: 637
Build: http://us.battle.net/d3/en/calculator/monk#aigXYk!UXZ!acYbca
I use a similar build and am currently working on building a MF set so I can't handle act 3 yet. In Act 2 with 31k hp 22k DPS and 798 resist I can usually burn 1 down in the time it takes for them to take me to half health plus the duration of my 4 second serenity.
In my normal set I have 19k DPS and 55k HP so it is a lot easier to handle standing there a little longer and I can usually take 2 out almost eliminating chains dmg.
Instead of Blinding Flash, I use Dashing Strike with Quicksilver to keep it cheap which allows me to get the hell out of there if I'm low. I'll also use it to get behind the mob I am face to face with or jump to another that is close to a health globe. This also helps with Jailor Desecrator since you will still jump to the next mob while jailed.
I really hate Fire Chains, Arcane groups and any Imp group with Molten since they run away all the time filling the ground with molten paths.
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Monk - Lumos
Witch Doctor - Nox
Wizard - Nethershade
I normally use Blinding Flash, Heal (at 50% health), Serenity (at 25% health) for my cooldowns in that order.
The only way for me to kill them is by using Serenity + Overawe + Blinding Flash combo and try to burst their health down (which is really hard against ranged A.I. packs, or packs with tons of HP + something like extra health), wait for the cooldown, combo it again, etc.
The other thing you can do is just back yourself into a tight corner where only 1 of the mobs can hit you, which tends to be fairly easy to find in a cave setting. That way they cant get around you to gib you with firechains and molten goes away after a few seconds if the mob isn't moving.
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Deadly Reach is really awsome here, but generally it's really needed so rarely that I don't usually run with it. Dualwielding with 1,2kish LoH, 2+ aps with both weapons and with 900 all res and 5,4k armor I can pretty much ignore the mechanics for the time it takes me to finish one off. I do have the benefit of rocking 53k damage with Blazing Wrath active, so bursting one down doesn't take too long.
Before the high damage gear I did what's been alredy described here: Hit the closest one, and if the other 2 try to surround you, run around until you have one getting ahead of the others again, and dps that for a little. Use Serenity and Blind to get more face time in before getting back to hit and run. Don't Blind/Serenity right away, but instead dps the "point of the triangle" until the other 2 are coming around, and then Blind first to possibly get 1-2 secs more damage in before the chain gets in front of the mob, and then pop Serenity for 4 more seconds of dps time. Also corners, doorways and stairs are great spots to try and get one mob blocking the 2 behind it, so there'll be no risk of them surrounding you with the chains.
Or if you want more dmg...it has an 18% overall dmg increase rune as well, forgot the name of that one too.
The way the punches work, you can use FoT for the first two punches, then get the the effects of these runes by using DR as the third punch. Something you might want to play around with.
With 40k dps that shouldn't be too hard unless its extra hp/shielding. Blind>conviction>shield>conviction. ~5-7sec of dps can kill almost anything at 40k char sheet dps. I really can't think of a molten/chains pack in recent memory that's given me issue doing what I described, at least not in a solo game.
Then kite until blind/shield back up.
In all seriousness it is a trickier pack for Monks. I try to burst one down as best I can and then kite like crazy until CD timers are reset while taking pop shots here and there when I can. It is when they have teleport or extra fast that the kiting becomes more of an issue and then I revert to my previous strategy until I find better gear.
I'm farming Act III & Inferno Ponies no problem whatsoever with only 25k, if I had your dps I'd shit on everything all the time....