Mantra: 75% Thorns damage against both ranged and melee.
Spirit Generator Sequence:
Obsidian Exploding Palm x2 = +20% Damage Taken, Stacks up to +80%
Alabaster Crippling Wave = +80% Damage Taken + 50% Slow
Total = +100%-160% Damage Taken
Meat Shields:
Obsidian Lethal Decoy = Taunts enemies to itself, 13sec duration
Obsidian Mystic Ally = Taunts enemies to itself, lasts until killed
Heals:
Transcendence heals for 42.6 hp/Spirit (2130 for Mystic Ally, 3195 for Lethal Decoy or Breath)
Breath of Heaven heals for 9k-13k + 3.2k = Up to 16k
==============
Basically, your enemies will take 150-195% Thorns damage (because of damage taken modifier) any time they hit one of your two meat shields. If your summons are damaged you can heal them or simply recast them, as your Spirit generation should be high.
You don't care at all about Attack or Precision on your gear, you just want a ton of HP, Spirit Generation (including attackspeed), and any stats that increase the HP of your minions (whether that's HP or Defense or some other stat). The more damage your enemies do, the more rapidly they kill themselves on your lethal Thorns/Summon wall. You just need to have enough beefiness to absorb that damage.
Your singletarget (antiboss) DPS should be acceptable considering that you can stack a +160% damage taken debuff, then hit them with an Exploding Palm bleed. You have more than enough summons/heals to keep yourself alive during a boss encounter.
The only weakness of the build will be enemies that summon Hydra or other things that are not affected by Thorns, presumably including AoE spells like blizzards and meteors.
Imo your build has too much spirit required for your method of building spirit. You might want to opt for something other than fleet footed as there are far better options for your build concept.
If you look at my build I focus around my combos so that I can keep my heal and dash read at all times. I couple that with High dodge and damage return with a little persistent aoe. This gives me solid consistent damage with ways to boost my dps as need. As it stands this my do it all build focusing on what I think will be fun and effective but, I can tweak it with a rune change or two for more single target burn style. (I can show you the burn style if you want)
Imo your build has too much spirit required for your method of building spirit. You might want to opt for something other than fleet footed as there are far better options for your build concept.
If you look at my build I focus around my combos so that I can keep my heal and dash read at all times. I couple that with High dodge and damage return with a little persistent aoe. This gives me solid consistent damage with ways to boost my dps as need. As it stands this my do it all build focusing on what I think will be fun and effective but, I can tweak it with a rune change or two for more single target burn style. (I can show you the burn style if you want)
your build will be great for the masses palm, wind, and backlash.
your fist ability both buffs you and incapacitates singular tough enemies.
your single target damage will be a little slow, but from what ive seen most single tough enemies are surrounded bu little ones so it looks perfect.
Im not so sure that "dodgeball" monk will be such supreme becouse of dimishing returns on dodge what we have atm, someone mentioned in topic about dodgeball monk that 30% from Mantra and 10% from skill isnt 40 but 36, looking for that we see that DR on dodge is kinda hard and there will be waste to stack it infinitley.
About Thorns Monk, we have to check it in'live how it'll gonna work
Seems pointless for the monk to have some 5 or so plus dodge abilities to have the diminishing returns be so harsh.
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Mantra: 75% Thorns damage against both ranged and melee.
Spirit Generator Sequence:
Obsidian Exploding Palm x2 = +20% Damage Taken, Stacks up to +80%
Alabaster Crippling Wave = +80% Damage Taken + 50% Slow
Total = +100%-160% Damage Taken
Meat Shields:
Obsidian Lethal Decoy = Taunts enemies to itself, 13sec duration
Obsidian Mystic Ally = Taunts enemies to itself, lasts until killed
Heals:
Transcendence heals for 42.6 hp/Spirit (2130 for Mystic Ally, 3195 for Lethal Decoy or Breath)
Breath of Heaven heals for 9k-13k + 3.2k = Up to 16k
==============
Basically, your enemies will take 150-195% Thorns damage (because of damage taken modifier) any time they hit one of your two meat shields. If your summons are damaged you can heal them or simply recast them, as your Spirit generation should be high.
You don't care at all about Attack or Precision on your gear, you just want a ton of HP, Spirit Generation (including attackspeed), and any stats that increase the HP of your minions (whether that's HP or Defense or some other stat). The more damage your enemies do, the more rapidly they kill themselves on your lethal Thorns/Summon wall. You just need to have enough beefiness to absorb that damage.
Your singletarget (antiboss) DPS should be acceptable considering that you can stack a +160% damage taken debuff, then hit them with an Exploding Palm bleed. You have more than enough summons/heals to keep yourself alive during a boss encounter.
The only weakness of the build will be enemies that summon Hydra or other things that are not affected by Thorns, presumably including AoE spells like blizzards and meteors.
http://us.battle.net...Xdbh!ZWV!aaccZa
Imo your build has too much spirit required for your method of building spirit. You might want to opt for something other than fleet footed as there are far better options for your build concept.
If you look at my build I focus around my combos so that I can keep my heal and dash read at all times. I couple that with High dodge and damage return with a little persistent aoe. This gives me solid consistent damage with ways to boost my dps as need. As it stands this my do it all build focusing on what I think will be fun and effective but, I can tweak it with a rune change or two for more single target burn style. (I can show you the burn style if you want)
your build will be great for the masses palm, wind, and backlash.
your fist ability both buffs you and incapacitates singular tough enemies.
your single target damage will be a little slow, but from what ive seen most single tough enemies are surrounded bu little ones so it looks perfect.
Seems pointless for the monk to have some 5 or so plus dodge abilities to have the diminishing returns be so harsh.