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This build utilises a traditional monk Driver setup that is most commonly seen in traditional flag parties. Driver Monks usually are set up with high EHPs and above average survivability and it's not common to see them stack up to 800 AR with 5k armor, 100k life and 2k LOH with a Storm shield. The main objective of a driver monk is to get from Point A to Point B as quickly as possible using perma tempest rush and spirit regeneration gear (with each point being either an Elite, huge packs of trash mobs, or goblins). Upon locating one, the rest of the team "flags" on the monk with the CM wiz usually the first to flag in.Upon the party flagging in, each member has a specific job in which their build's are tailored for. For CM it would be lockdowns and holding the mobs in place as well as class specific debuffs, the monk's objective is to palm as many mobs as possible, keep overawe's effects up (or activate it whenever the team is about to spike it's damage) and utilise cyclone to ensure that mobs are always within the team's kill zone region. For a barb it would be straight up DPS, with barbs usually using HoTA + WoTB: Insanity+ Earthquake:Mountain's Call. A WD is also a useful addition to the team with Slam Dance buffing team damage as well as aiding in enemy debuffs.
In previous Flag Running setups, DH's were rarely considered because of their lack of Debuffs as well as their inability to deal the damage output required. However with recent changes in Rapidfire, DH's have slowly and steadily been shown to be able to provide a decent damage output in Flag parties, However it was insufficient until the discovery and optimization of the Sever/M4D/EP combo.
The sever party setup was created so as to provide DH's with an option to participate in Flag Party runs, which are way more efficient than traditional elite farming by a factor of about 2 or 3. Sever driver setups are optimized differently in the sense that although spirit regeneration and EHP is still a focus it is no longer emphasized as much as would have been before. There is now an increase in focus on increasing Sever multiplier damage through elite damage %, Demon damage %, primary stat and CD/CC with the equation for Sever Multiplier damage that was given to me by Nubtro:
Slain enemies rest in pieces is a damage modifier that scales with both primary stat and critical hit damage. The modifier is ((1+ primary/100) * (1+ critical hit damage/100)). Note that this applies to a normal finishing blow, which is always "yellow". When you critically hit on the finishing blow, you also get the usual critical damage bonus on top of it.
The gear requirements of the CM wiz and the DH are pretty easy to pull off. The CM wiz only needs to run a traditional CM wiz setup and the DH just needs to run his or her highest dps setup. The monk however has to be geared with a very specific gearset.
This is my gear setup for my sever/ driver monk. It is subject to changes but so far this is close to my ideal setup.:
Weapons: Sever is a definite must, dps of the weapon doesn't matter and it is preferred that the demon damage affix be as close to the max roll of 25%, and the offhand wielded must be a claw weapon with spirit regen/ LOH/ lifesteal/ socket with CD being a luxury. Spirit regen should be as high as possible to meet a 10 spirit regen a second minimum.
Helm: A spirit stone will be used and must have a socket/ AR/ spirit regen/ CC/ -5 Cyclone cost. But most end up settling for a madstone forfeiting either CC or the socket, depending on their EHP. I have chosen one with CC as I prioritise sever damage over EHP (also, my EHP is already pretty decent)
Chest: I have chosen a Tyrael's might for my chest armor. For one, it removes the reliance on an innas for pants or a compass rose on ring. Using a Tyrael's might offsets the drop in EHP you would have otherwise received from letsay blackthornes because of not only the MS affix but the 15% increase in demon damage and the 4% increase to elite damage. This along with sever/ SOJ would give you 40% increase to demons and 34% damage increase to elites, if you have access to a hellfire waistguard it would be 38% to elites.
Pants: Blackthornes Jousting Mail is probably the most ideal especially if it has AR/ vit or AR/Dex/Vit or AR/Armor rolls, mainly because of the LOH and the 12% life.
Belt: on deciciding belts, it really depends on what items you have access to. If you have a hellcat waistguard, that would be your ideal option. If you don't, blackthornes with 200-300 total dex and AR would be ideal (also allowing you to receive the 2 set bonus for blackthornes) Take note that without a hellcat, it would mean that you have to use a Xephiran ammy with at least 2 spirit regen.
Gloves: Craft Vit archons until you get 200 dex/ 70 AR/ 9-10 CC/ 40 CD rolls.
Bracers: Craft Vit razorspikes till you get 100 Dex/ 70AR/ 200 armor/ 5-6 CC roll.
Boots: Ice climbers give ridiculous amounts of EHP, however if you can afford it and are able to build EHP on other slots, you could get BiS Nat's boots and attempt to build a 2 piece nats set. (however that would require you to acquire a 5-6 CC, 40 CD, 300 LOH nat's ring, which won't be cheap).
Rings: One ring will definitely be an SOJ just becasue of the spirit regen and -5 to cyclone cost. the 30% to elites also helps. On the other ring, try to get a rare ring with minimum 300 LOH/ 40 CD/ 5 CC, AR/ armor/ Dex/Vit/ life% are optional. You could also attempt to build 2 piece nats. However it's pretty expensive.
Ammy: Xephiran with AR/CD/dex/vit/life% with a minimum of 2 spirit regen if you can't afford or don't have access to hellfire waistguard.
If you do have access to to hellfires, Crafted/ non crafted rare ammy with LOH/CD/AR/ life%/ vit/ dex/CC
On playing the bulld: I've seen alot of players saying how OP it is and that it might probably be nerfed. I for one doubt that it will mainly because the skill level required by the entire party to pull off a combo is really high. 80% of players will probably lack the skill level to get this combo off and out of which 50% won't be able to find decent parties to pull this off with.
The mechanics of the sever proc work like this. The speed of this entire run hinges mainly on the DH M4Ding and DPSing the right targets. The CM and Monk do the minimum work required for a flag party to function, mandatory stuff like running to the next elite quickly/ helping allies to port out/ cyclones on time/ overawe activation when team Dpses/ etc.
The difficulty in pulling off this build is largely due to the fact that the DH must be perfectly synced with the actions of the monk.
The proc works in this manner:
Monk casts Exploding Palm on Mobs, everyone dpses mobs with exploding palm on it.
DH casts M4D:GR on mob next to a mob with palm before it dies due to Palm damage*Sever (legendary sword) multiplier.
Massive damage dealt in 20 yard radius.
Monk casts EP on a mob A. When mob A dies it does damage to mob B based on its HP aye?
However if that damage kills mob B instead of merely damaging it, the monk multiplies that kill damage to values as high as 2-3b on mob B.
M4D works this way, whatever damage that mob takes is dealt as an AOE in 20 yards. So therefore if the DH marks mob B, the effect will proc and you'll see a 20 yard wipe (very noticeable in large packs of trash)
Meaning if the DH mis-casts/ doesn't cast on the right targets/ doesn't DPS the right targets/ fails to notice which palmed mob is about to die. The run goes really slowly. And trust me when I say this, a good number of the DH population are terribad at stuff like this. (though if you're one of the rare few, kudos to you)
To practise this combo I would suggest that before a run if the DH and monk are completely new to this, please spend at least 10 minutes practising your synchronization on trash before you start doing runs. I've received complaints that the build doesn't proc/work. No, it's not as though the mechanics don't exist and I'm fabricating this entire build, its just that you're a complete scrub.
Well, all in all that's how the build functions. If you all have any questions, feel free to ask away.
ON DH ANALYSIS
This is pertaining to Archon the Wiz (the streamer) I'd suggest you get a windforce, gear to optimize dps for this build I'm about to show you and run this build:
kinda cool setup.
allowing undergeared players to do mp10 like that is kinda neat.
Technically speaking only the monk and wiz can afford to be undergeared.
The DH as the sole DPSer needs to have at least 350k damage for runs to be fast.
Thank you, I was just about to post something similar. Also, while it's technically possible to do this with a 10m budget CMWW build, I wouldn't recommend it - I died quite a lot on nasty elite pack combos, so I switched to my "crazy EHP gear". The monk is the only one who can be really undergeared (just stack EHP and spirit regen and neglect DPS).
But this is a lot of fun. I think we never farmed so many keys so fast. Awesome idea!