With no +spirit regen on gear, probably not. Moving from pack to pack at full speed, not stopping for trivial things like book cases and loot corpses, I could probably only do the full combo every other pack. However, you can still just Blinding Flash into Seven-Sided Strike for only 60 spirit.
I'm not sure what items can have +Spirit regen besides weapons, I know there should be at least one more slot.
First, I changed your mantra to Dodge/20% armor, Life regen is nice, but i think that these passive bonuses will reduce far more damage than the Healing per second provided by the other one in later difficulties.
Also, I changed your Seven-Sided strike rune to the stun chance, might as well add more CC in, it couldn't hurt, especially since you're using a 1-hander and shield, the added damage from your rune doesn't help that much.
Finally, I changed Near Death Experience to the resistance passive. Your build is based around not even coming close to death in the first place. A Passive skill dedicated to preventing your death is almost worthless unless your build doesn't work in the first place. If you don't want resistance, I would recommend Pacifism in case you fight enemies with lots of CC. From what I understand about Inferno, regular mobs are going to have more abilities, including lots of CC to use against you.
Cyclone Strike with the healing rune to pull them all in and to give +16% damage from Guiding Light.
Blinding Flash with Faith in the Light rune to blind them and add 30% damage.
Then explode on their faces with Wave of Light with the Explosive Light rune.
The Mantra and Chant of Resonance with The Guardian's Path gives +6.25 Spirit per second, this is so you have a full spirit bar going in to most fights. If it isn't full, it will only take approximately 20 seconds to have enough spirit to do the combo again if you include the three Deadly Reach hits to proc the damage rune.
The Mantra and Chant of Resonance are replaceable if you have enough +Spirit per second gear later in the game. The goal would probably be around +10 Spirit per second including The Guardian's Path. So around +8 SPS base.
Also, a Two-Handed weapon is basically mandatory for these abilities.
Seven-Sided Strike is either for clean-up, or to use on a smaller pack where the combo wouldn't be as effective. You can also pair Blinding Flash with Seven-Sided Strike if you're not doing the full combo. The rune for Seven-Sided Strike is dealers choice, I would use the one depicted in the build for stunning Champion packs.
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I'm not sure what items can have +Spirit regen besides weapons, I know there should be at least one more slot.
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I belive the one that does a percentage of damage is "Of the Vampire" or something like that.
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http://us.battle.net...YgTh!XUZ!ZZaaba
First, I changed your mantra to Dodge/20% armor, Life regen is nice, but i think that these passive bonuses will reduce far more damage than the Healing per second provided by the other one in later difficulties.
Also, I changed your Seven-Sided strike rune to the stun chance, might as well add more CC in, it couldn't hurt, especially since you're using a 1-hander and shield, the added damage from your rune doesn't help that much.
Finally, I changed Near Death Experience to the resistance passive. Your build is based around not even coming close to death in the first place. A Passive skill dedicated to preventing your death is almost worthless unless your build doesn't work in the first place. If you don't want resistance, I would recommend Pacifism in case you fight enemies with lots of CC. From what I understand about Inferno, regular mobs are going to have more abilities, including lots of CC to use against you.
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3 Deadly Reach hits to keep the +18% rolling.
Cyclone Strike with the healing rune to pull them all in and to give +16% damage from Guiding Light.
Blinding Flash with Faith in the Light rune to blind them and add 30% damage.
Then explode on their faces with Wave of Light with the Explosive Light rune.
The Mantra and Chant of Resonance with The Guardian's Path gives +6.25 Spirit per second, this is so you have a full spirit bar going in to most fights. If it isn't full, it will only take approximately 20 seconds to have enough spirit to do the combo again if you include the three Deadly Reach hits to proc the damage rune.
The Mantra and Chant of Resonance are replaceable if you have enough +Spirit per second gear later in the game. The goal would probably be around +10 Spirit per second including The Guardian's Path. So around +8 SPS base.
Also, a Two-Handed weapon is basically mandatory for these abilities.
Seven-Sided Strike is either for clean-up, or to use on a smaller pack where the combo wouldn't be as effective. You can also pair Blinding Flash with Seven-Sided Strike if you're not doing the full combo. The rune for Seven-Sided Strike is dealers choice, I would use the one depicted in the build for stunning Champion packs.
What do you think?