As we now know, we will fight 2 bosses. Exactly how this is going to work is supposed to be a fun surprise for the players.
However, how do you think the fights will work? Is there maybe one for each act?
I hope that they will take the last boss with the one that feels most natural to place with him.
Ideas to how this could work!
Diablo + Rakanoth:
Diablo will keep all his abilities as well as Rakanoth, no new abilities are added but Rakanoth will enter the Shadow realm in the same way as Diablo when you get sent there. Neither he nor Diablo will hide while you fight your own clones. Rakanoth maintain all his abilities in that world.
The Terror Realm will be activated when Diablo reaches 60% HP or Rakanoth reaches 5% HP.
Rakanoth's HP will be increased, but not higher than Diablo's HP (Which might be increased too)
Both will see huge increases in damage.
Azmodan + Cydea:
Cydea will still summon spiderlings, slow (but in bigger areas) you etc, like she already does. Upon reaching a certain % of HP she will summon massive amounts of spiderlings.In addition Azmodan will still use his laser, fireballs, summon minions etc, and he won't stop doing this during the magma floor phase. He is more likely to target players slowed by Cydea for his fireballs (can be a bad and good thing).
Upon reaching 0.1% HP Cydea will escape and summon much larger amounts of spiderlings and succubus, but no longer slow making sure it wont get harder but not a lot easier either (should still be a bit easier though), until Azmodan is dead, his death will drain her last bit of HP finishing the encounter. If Azomdan dies first then Cydea won't ever escape and simply die, however she will drink Azmodan's blood or something like that, empowering her so it will be easier, but not a lot easier (like if you killed Cydea first). Like in the last fight, Cydea will get more HP, not as much as Azmodan, but he will probably get more HP himself. Both will see huge increases in damage.
Belial + Maghda:
Maghda will still be Belial's tool.
The fight starts with an upper platform (like in the belial fight) where Belial and Maghda is hiding while summoning berserkers and serpents. After killing enough of these Belial will come down, Maghda will still be hiding on the platform but is now shooting her insects at the players. Upon reaching 10% HP Belial will go back to the platform (which is at the center of the room) and will force Maghda down.
During this phase, anytime either Belial or Maghda reaches 75% , 50% 25% or 0.1% HP, he/she will be shielded. When both are at one of those values, adds will be summoned and by the deaths of theese adds (both berserkers and serpents) the shield will be removed, adds will not be summoned during the 0.1% HP shield. Belial and Maghda attacks just like they do in their original fights during this phase, maybe with a few added spells (meteors for Belial).
Both will have their HP and damage dramatically increased and will be about equal in HP.
The Butcher + The Warden
I know what you are thinking: Warden isn't a "boss". Well, as I saw it there is more reason for Warden to be here than Leoric, but it could even be that butcher must be replaced with Leoric because he don't have any relation to other bosses than Mahgda.
Both will keep their abilities, butcher won't be stunned after he have done a charge. Dangerous floor will still be there. Warden will cast Jailer twice as often. Nothing stops you from instant nuking down one like at the other bosses ^^
Drastic increases to HP and damage of course.
This is act I, so the fight will be easier than the other acts. However, Warden's jailer together with a boss like Butcher where you need to dodge a lot of attacks and dont stand on burning floor can be quite interesting I think (hope).
This is mainly how I imagine things to work out (bosses abilities working to make each other stronger - teamplay from their side). However, who said we are limited to just Diablo 3 bosses?
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Sep 21, 2012Hello, we do have a +1 function or a "like" function (I don't know what to call it, the reputation system?) for posts where you can up vote other people's posts. The main problem I see with it is "Visibility" and "Clarity of Function". I know that if I find a good post (but mainly only on posts) id press +1. I didn't do that to begin with, because I didn't really notice it or know what it was.Posted in: Site Feedback
Do any1 have any great ideas for what we can do in order to improve this function? How can we make it more visible and more obvious what it is, and make people press it more often.
Also, as I have understood it is directly connected to the thing on your profile which from 0 to 10 is neutral, from 11 to somewhere else is good etc, maybe mousing over that should explain the system?
Maybe make a sticky in this forum section about what it is? (Though this isn't the most visited forum section...)
(only on these problems, thanks, if you want a down-vote function, this threads intention is not to discuss that).
Sep 18, 2012Shanto94 posted a message on Wyatt Cheng and Jay Wilson on 1.0.5, Blizzard Comic Contest Winner, Curse Weekly RoundupPosted in: News & AnnouncementsQuote from Khaleesi
Wow PvP was playable in 2010 at expo's and was scheduled for "shortly after release"
Now their lieing and saying they originally said the end of the year???
And to add insult to injury are saying it wont be here till 2013?
Horrible public relations....I wonder why when it was playable in 2010 with full arenas with the schedule of launch(later being pushed back to "just after launch", they have failed this badly???
Hope lots were fired over the failure to meet deadlines.
That you fail to read isnt blizzards fault.
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Jun 3, 2012This is the DPS and EHPspreadsheet I've been working on. It was made with a wizard in mind but so far should work for any class that is not dual wielding, though it currently does not support any class specific buffs or passives besides some of the wizard ones. If you're having any issues with the spreadsheet please read the "Notes" tab to make sure you're entering the correct information. WEAPON +DAMAGE% now has a box in the spreadsheet, so dps values should be accurate.Posted in: Wizard: The Ancient Repositories
In case there's any confusion, your Int, Vit, Str,DPS, HP, CC, CD, APS should exactly match the in game value (APS rounds to 2 decimals though). Your armor and lowest resist should match the in game values exactly, though they might differ by 1 due to rounding on the char sheet.
Detailed version with full gear stats comparison
The spreadsheet features the ability to input your total stats and weapon stats to compute your dps and EHP. There's also a separate tab where you can compare different gear sets. The DPS value should match your in game Damage Number, provided all applicable stats are entered correctly. Additionally the spreadsheet computes relative dps gains for a range of dps stats and also reports those values in terms of comperable values of your primary stat, i.e., how many Intellect is 1%IAS worth, etc.
Here are some more specific features:
1) Calculates unbuffed dps, char sheet buffed dps, and effective char sheet dps. Char sheet buffed dps is what you will see in game based on all your skills. The effective char sheet dps is what your buffed char sheet dps would be if it included all the bonuses for the skill you use (such as +disintegrate%) and elemental damage type (like +arcane damage%).
2) Paragon point table where you can input how many points you spent on each stat. The table also shows you the relative gain of a paragon point for each stat to your effective char sheet dps and your EHP.
3) A second sheet allows you to compare two gear sets and displays the difference in EHP and DPS.
4) Relative dps and EHP gains for each stat are shown (int, vit, crit%, etc.).
5) A comparison of Marquise Ruby vs Emerald is shown for easy reference, or the gear comparison can be used to compare the different gems at higher levels. For most people Emerald will be much better now that weapon damage% has been drastically cut on new drops (used to go up to 50%, now it's like 10%, if that).
Limitations and Workarounds
Does not compute toughness stat, and toughness is not the same as EHP. I have no plans to implement functionality to compute toughness.
The spreadsheet does not work well with weapons that have a base attack speed of 1.15 APS, or any other base APS not divisible by 0.1. The workaround currently is to set the 1.15 APS weapon to 1.15 APS in the spreadsheet, and put 15% IAS on the weapon IAS cell in column C. That tricks the spreadsheet into computing the correct IAS. If your weapon does have IAS, I'm still working on a solution.
If you have any issues downloading or using the spreadsheet, feel free to post here or send me a PM after you've read the Help tab.
Currently planned additions: update to include other buffs like cold blooded and audacity/
3-15-14 Updated based on 2.0 changes
3-21-14 Updated formulas to account for AR from sockets
3-25-14 Updated Crit Damage to display the amount including paragon levels.
- Updated Mob level to 73 for Armor and resist mitigation and EHP calcs
- Updated Str, vit, and Int for a lvl 70 character
- Added Unwavering Will to buffs list
- Updated Enchantress EHP calculation to include armor from paragon points
- Updated HP calculation based on lvl 70 character
3-30-14 Corrected Paragon armor contribution on Full Gear Comparison tab
Added percent differences for DPS and EHP values between Equipped Items tab and Full Gear Comparison tab
3-31-14 Updated Life per Second from paragon levels to the correct amount for level 70 (165.1)
4-13-14 Updated Elite damage bonus calculation to be consistent with changes in game. It now is just an additve modifier.
Changed fill for cells C12 and C13 since they should remain blank
5-9-14 Corrected the Life% display on Equipped Items and Full Gear Comparison tabs to correctly include the amount from paragon points
5-22-14 Updated APS calculation to account for change in Enchantress contribution. Recent patch changed it from +0.03 APS to +3% IAS.
5-30-14 Fix a bug with Primary relative dps gain calculation on 'Equipped Items' tab that would give incorrect values when the enchantress was indicated as being used
5-31-14 fixed weapon damage% affix on weapons to work correctly with elemental damage, per patch 2.0.5 changes
Sep 21, 2012Posted in: Diablo III General Discussion
Sure it scales up but it will not be like you are suggesting. From what i know lvl2-3 will be just as it is now. Currently it takes me 5-15s for most Elite packs. 30s for really hard counters.
Quote from Kblavkalash
If monster damage does not scale then i prolly handle lvl 10 w/o problems.
I estimate I can do LVL10
Only question is how efficiently. I can say for sure I can faceroll LVL5, for the rest I'll have to test.
You shouldn't underestimate what we are getting. If its a 50/150 boost (50% damage 150% HP) per level, can you faceroll that?
I admit I may underestimated lvl5, maybe not faceroll per say. But I can efficiently farm it though, that is for sure. I'm currently sitting at around 75 million and looking for an upgrade. Sure that will help me. I guess this will not be for another week or so i will have even more gold for upgrades.
The thing I find the most funny about all this is how everyone expects a linear scale. Why not exponential?
Why exponential?! Linear scale with high coefficient could outscale exponential on the first few points. Exponential growth will grow faster on the long run, but usually not so fast at start.
And I believe it will not be big step between levels as it would be against their current philosophy. Remember they changed it as there has been too much of a difference between acts at the D3 beginnings.
So a third degree equation, in order for them to make lvl 2-3 around current lvls and then make everything else stupidly hard.
I seriously hope they will overdo the difficult on monster power 10, because I don't want it to be accessible xD Even the mightiest of tanks wouldn't stand for hours.
Conclusion: We have no Idea! Will have to wait and see!
Sep 20, 2012Posted in: Wizard: The Ancient RepositoriesIntroduction
I am no longer updating this. This guide will provide a straightforward guideline to gearing other than AH prices (constantly in flux). For more updated details, please visit Bagstone's guide http://www.diablofans.com/topic/81157-wizard-helpful-hints-of-sanctuary-guide-contest/ where he essentially has carried on this project and added more.
Warning: not for TL;DR-phobic people, but give it a shot!
I've caught sight of quite a lot of questions (here on diablofans, on the main D3 forums, and in-game) regarding gear upgrades for wizards. These can be transitions from one build to another, or something as simple as getting started in Inferno. Instead of going from one person to the next and offering my two cents, I'm going to put everything out right here.
There are a few prerequisites you should get out of the way first, though:
1. Understand how a wizard works: http://us.battle.net...n/class/wizard/ . Be familiar with all of a wizard's spells as well as the more dominant builds (I'll get into that later).
2. Read http://www.diablofan...rds-in-inferno/ . The guide expands the whole "understand how a wizard works" deal. Learn from it.
3. Gear up only after doing research with a DPS/EHP calculator. A good one is here on diablofans, by a fellow wizard: http://www.diablofan...hp-spreadsheet/
4. Works best in solo softcore.
Of course, if you're confident in your abilities and just want some advice on how to move forward, you can skip on ahead. This guide will make liberal use of the AH. Not RMAH, gold AH. Well, no one's stopping you from using the RMAH. Except your credit card provider or your bank.
Credentials: I went through all of this myself. I spent many, many, many hours figuring out what to upgrade and how. After getting through my rough patches, subsequent upgrades became easier to plan (though gathering the necessary gold is a different story). These things take a lot of patience. Diligence and hard work pays off at the end.
I've also geared many wizards according to their budgets, anywhere from as little as one million gold to as high as 700 million. I then put them on a gearing path to follow so they can decide on their future upgrades themselves.
Further notes: Because AH prices constantly fluctuate, the graphics I provided may or may not reflect 100% accurate numbers. They are merely estimates based on the parameters I put in. Many items will be significantly cheaper if you reduce the stat points (lower intelligence, vitality, etc.). I'll be doing my best to update the numbers, but for the most part, the price ranges, especially at lower levels, should be rather reliable.
G00A Itemization and Desired Stats
- Universal Stats (G00B)
- Situational Stats (G00C)
- Builds (G01B)
- Inferno Gear Progression (G01C)
- Next Steps (G01D)
- Builds (G02B)
- Inferno Gear Progression (G02C)
- Next Steps (G02D)
- Builds (G03B)
- Inferno Gear Progression (G03C)
- Next Steps (G03D)
G00AItemization and Desired Stats
- Builds (G04B)
- Inferno Gear Progression (G04C)
- Next Steps (G04D)
Generally speaking, most wizards will go for the same stats (which sort of shows how undiverse game items are) with slight alterations depending on builds and play styles. Of these stats, they're separated between DPS and survivability, with each side having equal importance. However— like mentioned, depending on the builds and play styles—you can always forgo stats on one piece and substitute something else on it. It's not recommended given that it'll lead to difficult upgrading/replacement situations in the future, but it's still doable.
G00B Universal Stats:
The helm piece serves as a hybrid for wizards, which means they both serve as a survivability and DPS-enhancing source. Wizards look for high intelligence with respectable critical hit chance. These two must be present in a useful helm. However, in most cases, you will also want a combination of vitality, life % bonus, all resistance and/or bonus armor to go with the DPS-enhancing stats. A socket is highly recommended as well. For further mentions on vitality and/or life %, I will just say "life."
A wizard's shoulders is perhaps the easiest to gear. All you need is to grab some with as high intelligence, life, and all resistance as you can possibly get. Bonus armor is recommended along with HP regeneration. Basically, a shoulder is used specifically to gear for survivability.
Chest pieces focus mainly on high intelligence, high life, resistance, and preferably three open sockets. Like shoulders, bonus armor and HP regeneration will go well on chest armors since your chest piece is usually focused on survivability.
Gloves, Amulet, Rings
For gloves and jewelry, they all behave in the same way. They're used specifically to pump up your DPS. Each one can roll intelligence, increased attack speed, critical hit chance, and critical hit damage. Jewelry pieces can also roll bonus damage, which is highly useful for quick damage upgrades. However, those with all of the desired stats will be the hardest to find, which is why many wizards settle for combinations of those stats and upgrade accordingly.
Bracers are hybrid pieces much like the helm. Wizards also look for high intelligence with respectable critical hit chance on their bracers. Life, resistance and/or bonus armor are highly sought after stats for bracers, as well.
Your pants serve the same role as your chest armor. Like the chest armor, pants focus on high intelligence, high life, resistance and up to two open sockets.
Oftentimes, the belt is just as easy to upgrade as the shoulder piece. The higher the intelligence, life, and all resistance (and preferable armor), the better.
A wizard's boots has one specific stat attached to it that is usually not found anywhere else, and that's movement speed. Other than high intelligence, life, and all resistance (much like other survivability pieces), you will want bonus movement speed, up to 12%. However, boots with movement speed are drastically more expensive than those without.
Since a weapon serves solely for increasing DPS, the stats are straightforward: the higher the better. The higher the weapon damage, the better. The higher intelligence, better. Higher critical hit damage, better. And so forth. A socket is also a must for the ability to grant even more critical hit damage with an emerald. However, you must consider between using a two-handed weapon and a one-handed one. Two-handed weapons are slower and cheaper, but they are easy to upgrade. For one-handed weapons, there's more versatility, but they're more expensive to upgrade because you will have to consider an off-hand to complement it.
While you can only use off-hand sources if you run with a one-handed weapon, sources are quite easy to gear. Wizards seek sources with high intelligence, high bonus damage, and respectable critical hit chance. Any other stat it comes with is a bonus.
G00C Situational Stats:
Depending on builds and play styles—and also your financial standing—there are other stats that one can or should go for (also see G04D to skip to Inferno gear progression for end-game stats)
Stats that cater to specific builds include:
Arcane Power on critical hits.
This stat usually shows up on wizard hats, off-hand sources, and wands. Wizards that gear around the Critical Mass passive skill (see G02B) will want to add a good amount of AP on crit to their gear.
Life on hit:
At higher difficulties where survival becomes a serious dogfight, you will want some way to replenish HP during battle. Life on hit is a very straightforward way to go, often found on weapons and jewelry pieces. Certain unique items can also roll life on hit, such as Blackthorne's Jousting Mail.
Life after kill:
Like life on hit, life after kill serves the same role of replenishing HP during battle. Instead, you will have to constantly kill enemies in order to make use of the stat. It may be harder to use, but it's very rewarding given that most life after kill stats roll into the thousands while life on hit roll in the hundreds range.
Wizards with exceptionally high DPS will want to make use of life steal over stacking life on hit. Life steal is straightforward: the more damage you do, the more you heal yourself.
Attack speed, critical hit chance, critical hit damage:
The three stats make up the "trifecta," the luxury stats that basically give wizards a ticket to high DPS numbers. These stats on their own will not be hard to gear up on, but in combination will demand insane amounts of gold.
G01ACompletely Noob, Almost Broke, Utterly Stuck, Trapped, Confused< 5 million gold
We've all been here before, that one period of time when you find yourself staring at your little tombstone and lifeless body on the screen with a horde of enemies—or just one or two enemies—grunting and laughing at your misery. Repair bills are out of control. You go to the AH and you can't seem to afford the good stuff. You don't know what you're doing wrong. You're confused.
These can happen at any point during your D3 adventure. It could be at the beginning of Inferno, Act 1. It could be Act 2. You could have lucked out over time, but you're clearly winging it. Now you're stuck. It could be Hell mode and you're under-leveled. Or even Nightmare. Geez, maybe these types of games just aren't your thing and you're stuck in Normal mode.
Again, go back to this guide: http://www.diablofan...rds-in-inferno/ if you haven't done so already.
When you're lacking strong gear, whatever mode you're in, the best way to deal with it initially is to change your play style and your skill build. But since you're completely noob, I'll walk you through it.
Normal Mode (Levels 10-25)
If, for some otherworldly reason—and I'm not trying to make fun of you here—just if you're constantly dying, you either need to gain more levels or grind some more. You know, the whole RPG deal.
- Have access to Leoric's Manor in Act 1 and repeat it as often as you possibly can.
- Have access to Vault of the Assassin in Act 2 and repeat it as often as you possibly can.
- Have access to the Keeps, Arreat Crater 1 or 2 in Act 3 and repeat it as often as you possibly can.
Throughout this time, have a ruby socketed in your helm and reap the EXP awards. Try to get at least a Flawless Square Ruby in the AH for 19% bonus EXP. Even if your gear and skill build is horrendous, you can get by on just being over-leveled. No one said you can't be level 40 in Normal mode. If not, make liberal use of Obliteration Arcane Orb. This skill alone took me all the way through Nightmare.
Nightmare Mode (Levels 25-50)
I have heard of some people getting stuck in Nightmare, or simply dying more than they feel they should be. IIRC, I believe my very first death occurred when I was in Nightmare.
For the majority of the time, you can upgrade most pieces of your gear via drops alone. However, if the challenge isn't your thing and you just want to hit 60 as fast as possible, I advise you go in the AH for gear at or above your current level. Set the level requirement for your desired type of gear with the appropriate number (if you're level 36, set the minimum item level to 36+). And based on your current gold amount, set a buyout considerably lower than your overall budget (just so you don't overspend, you're welcome). Take as high weapon damage as possible with sockets and that should get you through most problems. Socketing a weapon with Flawless Square Amethysts (65 life on hit) and above will keep you alive as long as you can hit enemies. For armor, take as much vitality as possible.
Like in Normal mode, with access to Leoric's Manor, Vault of the Assassin, and the Keeps or Arreat Crater for Acts 1-3, you can grind to your heart's satisfaction. The very reliable "Blizzard+VenoHydra" build starts to shine and overkill the majority of the mobs as soon as you have access to these skills.
Hell Mode (Levels 50-60)
As your play style advances, you'll get a taste of what you like to do. Arcane Orb? Venom Hydra and kite with Blizzard and Teleport? Arcane Hydra and Arcane Torrent? These are all viable as long as you can survive, right?
So you start dying again sometime around level 50 against some elite packs. The best way to remedy this is get a heavy duty, high DPS weapon with reduced level requirement in the AH. You can get these items at level 42 since level requirement reduction goes as far as 18 (60-18=42). If you can manage to pick up a 700-800+ DPS weapon for a good price, you should be set. This is assuming you've been selling cheap gear in the AH this entire time. Many people would pay 10K to even 100K just to twink their alternate characters. You can get a great reduced level requirement weapon for that 100K.
Once you hit 60, starting pumping yourself up whichever way you can and we'll head on to Inferno.
G01C Inferno Gear Progression:
Depending on which abilities you want to use, at this point, you may realize that some abilities aren't quite as useful as you once thought they were.
Early low-tier gear can make simple builds like "Blizzard-VenoHydra" shine quite easily. For the sake of simplicity, if you're stuck and out of money, I advise you stick with the Blizzard-VenoHydra build.
If you happen to have a good amount of all resistance (300-400+) and decent HP (25K+), you can opt to go with Prismatic Armor instead of Force Armor. If you really find yourself dealing too little damage, you can take out Blur and sub in Cold-Blooded instead. Snowbound Blizzard allows you to spam and hold enemies in place while your Venom Hydra takes everything out. Kite by running and using Fracture Teleport. Rinse and repeat.
Instead of Venom Hydra, you can also try Arcane Hydra for faster "instant" damage, rather than waiting for the venom pools to tick away at the enemies' life.
Other than the lucky in-game drop, you'll probably head to the AH for quick upgrades. What's your budget?
< 5,000,000 Gold
With less than 5M gold, you have room to balance out your gear with low to mid-level tier items (ilvl 60+). You will need a respectable amount of intelligence, vitality, and a dash of all resistance and armor to go with some critical hit chance, damage or attack speed. You can opt to split the 5M into various small upgrades to increase your item grind speed, you can upgrade one piece to a decent level, or you can save your gold for bigger upgrades later.
Depending on your current gear, your primary objective is to improve various key stats without losing too many points on other stats. The stats you need to watch out for here are DPS, life, and mitigation. Add to one category without losing on the other side. All are important in order for you to progress.
4%+ critical hit chance
one or more of the following combinations of: all resistance, bonus armor and/or vitality
30+ all resistance
30+ all resistance
3 open sockets
4%+ critical hit chance
25%+ critical hit damage
5%+ increased attack speed
bonus all resistance, armor and/or vitality is preferable
4%+ critical hit chance
bonus all resistance is preferable
30+ all resistance
2 open sockets
30+ all resistance
30+ all resistance
bonus move speed is preferable
Jewelry (Rings & Amulet)
A combination of the following stats:
critical hit chance
critical hit damage
increased attack speed
100-250 damage (175 average damage)
8%+ critical hit chance
A range of 2.5 to 4 million gold is a rough estimate based on the current AH prices and also does not include the main weapon. It's also an estimate for jewelry if it rolls two of the three trifecta stats (critical chance, damage, and attack speed), not all three. The weapon itself will cost within the range of 500K gold if you're looking for 900 DPS with critical damage along with an empty socket.
If you can manage these stats (or better) on each of the listed gear pieces, you'll be in good shape to progress. Assuming you find gear with the hypothetical minimum stats that I included above, with a 900 DPS sword that has 40% critical hit damage to go with a Flawless Square Emerald (45% bonus critical damage), your Blizzard-VenoHydra wizard will be running with about 40K DPS buffed and 20K HP. That should be enough for you to farm Inferno Act 1.
Of course, you can always set your own budget and upgrade accordingly. If, however, you have so little gold to work with, you can always farm the easiest locations in Act 1, such as Cemetery of the Forsaken and Festering Woods and sell your drops that way. Salvaging your ilvl 60+ drops at the Blacksmith for Exquisite Essences are also a way to make quick gold in the AH.
You can always get things for less than these estimates. Remember that. Just like online shopping or physically shopping in real life, it's up to you to find good deals.
Sort of self-explanatory, but with a bigger budget, obviously you can look into higher stats. However, you also want to consider upgrading just one piece of your gear instead of every single one. The mentality of this is keeping an upgrade for a longer period of time. The more "little" upgrades you make while using all your gold, the more often you'll run out of gold because of the constant upgrades. Get one pair of mid to high-level bracers (5-6% critical hit chance and high intelligence) and you'll be using that for a while, allowing you to upgrade other pieces in the future without thinking about bracers for a while.
G01D Next Steps:
Since now you should be farming comfortably in Act 1 without too much trouble, you should stay there until you gain the confidence to tackle later Acts. If Act 2 is too difficult, go back to Act 1, it's as simple as that. Keep tacking on upgrades when you feel like you've accumulated enough gold to do so. But remember, you don't have to keep making small upgrades when you're already farming steadily. Hoard more gold and make that one big upgrade to pump yourself up, then proceed.
A good estimate for a time to proceed to Act 2 would be 40-45K DPS, 25-30K HP, and about 500+ all resistances if you use Prismatic Armor. At the end, try to head into Act 2 only after you have more than 100K EHP. Then again, you can always try going against higher difficulties whenever you feel ready for it. Remember to use a DPS/EHP calculator before making purchases in the AH.
G02ANot So Noob, Dirt Poor, Somewhat Stuck, Sort of Understand but Not Really< 30 million gold
At some point, whether or not you're in Act 1, 2 or even 3, you'll be comfortable enough to challenge any enemy. You click and mash your keyboard on instinct. However, you're still strapped for gold and can't make that big upgrade to buff yourself up. Some elite or champion packs are giving you a lot of trouble. You'll be fine if you skip them, but you would rather not. You could backtrack to an easier difficulty, but you would rather not. You're not sure what your next move should be.
Blizzard-VenoHydra can get your pretty far. However, it is quite annoying and frustrating when you can't rely on kiting skills to defeat your enemies. Fast-Mortar-Reflect Damage elite packs? Those are a nightmare for kiting wizards.
Another build that works very well is the Critical Mass-Storm Chaser (CM-SC) build. It's completely opposite of Blizzard-VenoHydra because this is the standard melee wizard build. You'll be up in the enemies' faces all the time. Only consider switching to this build if you have a little bit of gold in your inventory.
But let's say you're not going to switch builds. Ah, I can relate. I used to run Blizzard-VenoHydra for the longest time, refusing to switch to the CM build. What to do?
G02C Inferno Gear Progression:
The most straightforward way is to maintain your DPS and improve on your defense. This means adding all resistance and armor to every piece that can roll those stats. At the same time, however, you want to make sure your vitality either remains the same or is upgraded as well. You want all of those stats. You don't want all vitality and very little resistances and armor. You don't want a ton of resistances, but no armor. Same vice versa. Remember to use a DPS/EHP calculator.
That helm you bought for 200K with 120 intelligence, 50 vitality, 4% critical hit chance, and a socket can be upgraded to 150 intelligence, 75 vitality, 5.5% critical hit chance, and a socket for a small portion of the gold you've been saving up. Perhaps you want to ignore vitality on the helm and substitute all resistance on it instead. To make up for it, you can relocate that 50-75 vitality to your chest piece instead.
But let's say you're done with Blizzard-VenoHydra. You want to try something new that is generally more efficient, though slightly more pricey to build. Whatever, you're not a noob anymore and you just want to progress. Now you look to CM-WW, a melee wizard.
This build focuses on high critical hit chance and Arcane Power on critical hits to be optimal. Without those two components, this build will not work. WW Energy Twister will be your main AP generator because of how often it randomly generates critical hits (proc rate). This allows spells like Frost Nova, Explosive Blast, and Diamond Skin to continuously come off of cooldown, allowing you to endlessly chain your combos as long as there are enough enemies to hit with WW.
You can also run Stormchaser instead of WW, though it isn't as effective as it was pre-1.05 patch. It can work, just not as well. Instead of WW or SC, the Mistral Breeze also works because of its reduced AP cost. In addition, the Crystal Shell rune for Diamond Skin can also be replaced with Diamond Shards for additional DPS.
While Blizzard-VenoHydra gear is straightforward, CM-WW requires similar stats and more. DPS is important here, obviously, but all resistance, vitality, armor, basically the ability to "tank" enemy mobs is much more important. Since you'll always be in the thick of the fights, you will inevitably take hits, even with Diamond Skin. You want to be able to take hits when Diamond Skin can't absorb damage for you.
< 30,000,000 Gold
That's a huge jump over the 5M benchmark from noobie Act 1, huh? That might seem daunting, but the good news is that you probably have most of the necessary gear from Blizzard-VenoHydra. This is what progression is about. You won't have to scrap all your previous gear in order to transition into another build. The only items you need to replace are your helm, main-hand weapon, and off-hand source.
4%+ critical hit chance
6+ AP on crit
one or more of the following combinations of: all resistance, bonus armor and/or vitality
50+ all resistance
50+ all resistance
3 open sockets
6%+ critical hit chance
30%+ critical hit damage
5%+ increased attack speed
bonus all resistance, armor and/or vitality is preferable
4%+ critical hit chance
bonus all resistance is preferable
50+ all resistance
2 open sockets
50+ all resistance
50+ all resistance
bonus move speed is preferable
Jewelry (Rings & Amulet)
A combination of the following stats:
critical hit chance
critical hit damage
increased attack speed
high weapon damage
50%+ critical hit damage
8+ AP on crit
bonus life on hit or attack speed is preferable
100-300 damage (200 average damage)
8%+ critical hit chance
8+ AP on crit
Jewelry prices are based on two out of three trifecta stats. Rolling all three will require some more gold. 25M is a rough estimate that can nab you most of the important pieces for a while, though you can always go for lower stats and save more gold. After you replace some pieces of gear, you can sell your old pieces by your original purchase price or marked down. Either way, you'll get a portion of it back to spend on other pieces of gear. On the same note, if you flip it for more than what you paid for it, kudos to you!
While adding intelligence points is nice, you want to add more EHP-improving stats like vitality, armor, and all resistance for CM-WW. Time to bust out the DPS/EHP calculator again.
If you managed to don most of these pieces according to the stats I provided, you should be running within range of 40-50K DPS and 25-30K HP, with about 150K EHP. With these stats, you should be able to slam through Acts 1 and 2, but not quite Act 3. You can, however, opt to sacrifice 25-50% of your DPS and double your EHP. You can allocate your budget, putting more gold into items with more vitality, armor and resistances with less intelligence or critical hit damage. Attempt Act 3 at your discretion.
One stat you cannot ignore under any circumstances is critical hit chance. The higher your rate is, the better CM will work. Again, remember, most likely you will be unable to upgrade everything at once—unless you have a 50M budget—so take your time and incorporate pieces one by one. In the meantime, you can still run Blizzard-VenoHydra until your critical hit rate becomes high enough to make use of CM.
By lowering stats like intelligence, you can save a hefty amount of gold. You can run with 20K or less DPS and still be fine in Inferno Act 3. This especially holds true with the ability to reduce or turn off Monster Power levels. And remember, prices aren't concrete. 100 int/100 vit/ 50 all resistance pants may be in the line of 1-2 million gold with sockets, but by taking out the sockets, you can reduce it to the 100K range. Other pieces of armor fit in as well. A belt with 120+ int/120+ vit/50+ all resistance can go into the million range. But reduce the intelligence and vitality to 100 and the prices can drop below 500K.
Of course, the more stats you put on, the easier it'll be for you to clear content. Buy accordingly to your overall budget and hunt for those deals.
At this point, you're no longer dirt poor. You can easily take 30M gold and pour that into one relatively high-end item. You can go for a trifecta ring (attack speed, critical hit chance, critical hit damage). You can grab a phenomenal wand with high AP on crit. You can grab a top notch wizard hat with maxed out critical hit chance and AP on crit. Or... you can save that 30M and wait to get a potentially "best-in-slot" wizard gear.
If you choose to get that 30M+ piece of gear, remember this. Think carefully if this item will be worth a similar amount in the next few weeks or months. If you attempt to upgrade this item in the future, you want to be able to sell it off for a good portion of its original cost. More on this later.
G02D Next Steps:
Like any other build, you want to tack on upgrades only when you can comfortably spend on one piece. If you have obtained the necessary components to start a CM-SC wizard, you should stick with the lower Acts until you find yourself capable of completing Act 3 without skipping elite and champion packs. You will need about 200K EHP to be comfortable with a respectable DPS. Grab a few pieces of armor with 60-70 all resistance and a few pieces of armor with +150 or more bonus armor to get that EHP up. You can even get by with 20K DPS if you want to. Ever since the Enrage Timer was removed on Inferno elites, no one should tell you how fast you should kill a pack. Take all the time in the world, as long as you limit your deaths.
G03ANot So Poor, At Crossroads, Super Dilemma50-100+ million gold (requires update)
Looking back to when you were a lowly, snarky magical young man on the outskirts of New Tristram—or a half stripped-down snide young woman—you've certainly come a long, long way. You now stomp through Inferno Acts 1 and 2 without breaking a sweat. Nothing can stop you. You leap into Act 3 without a care in the world. The skeletons can break themselves since you'll nuke them into oblivion anyway. Those Phasebeasts are quite intimidating, but nothing a little maneuvering and tactics can't solve. Some combinations of elite affixes may occasionally irk you plenty, but you manage.
You have millions of gold in your inventory after many hours or days of grinding away, looting Fallen bodies and periodically selling off the goods. Those five helms you sold for 2-5M each, that pair of boots you sold for 1M, the bundle of 1-hand weapons you sold between 1-5M, that rare, rare end-game monk shoulders that you can't use but know is godly... you sold that for 40M. It all added up, and you've been making adequate upgrades.
A common problem people start having at this point is "not quite having enough gold." You have a ton. 40M. 50M. 100M. But all the potential upgrades cost more than what you can afford. You know you can improve, but you just can't seem to do it. You have two choices, really. One is to continue saving up gold. The other is to alter your build or change it altogether.
Now, I'm not downplaying CM-SC builds at all. It's an incredibly strong, efficient build that is easy to use and easy to upgrade. However, it does get tiring after mashing the same keys throughout an entire farming session. Also, situations get a little sticky when you're caught in a web of Arcane Sentries, Frozen, and Walls, or an endless pool of Desolate or Molten.
While I did play as a CM-WW and CM-SC for a good while, I eventually moved on when I realized I had enough gold to do so.
Before I continue, those who are interested should read this Archon guide first: http://www.diablofan...-archon-wizard/
For those that are not interested and wish to continue strengthening the CM-SC build, can skip ahead.
Archon is easy to use if you have the gear for it. It's that simple. It's a very straightforward build, even more than ol' Blizzard-VenoHydra. Basically throw in a ton of damage buffers to maximize Archon's disgusting 300% Disintegrate damage and you're set. After that, it's all about working to keep Archon running for as long as possible (at least until the two-minute cooldown expires).
There are a few perks to choosing an Archon build other than just killing things faster by holding down your right mouse button. The only elite affix you really have to deal with is Reflect Damage. Other than that, the others are easily dealt with.
G03C Inferno Gear Progression:
Heed the warning: Archon builds are very, very expensive. Why? Because people just love ridiculously high DPS. And because people love ridiculously high DPS, people price "ridiculously-high-DPS-inducing" gear ridiculously high in the AH. That, unfortunately, is the price you pay if you want ridiculously high DPS. Ridiculous, I know.
Approximately 140M is needed based on the current AH. And that's without move speed bonuses or life steal, life on hit, or life after kill stats on any piece of gear. With those included, you will look at double or triple the total amount of gold needed. Don't be intimidated though! These numbers are total numbers for when you should be fully geared and stomping everything in your path. Each piece can go for significantly lower prices than what I listed if you opt for lower overall stats.
As daunting as it may be, remember, gearing up has to start somewhere. One piece at a time. Like transitioning from a beginner cookie-cutter build like Blizzard-VenoHydra into a far better one in the likes of CM-SC, transitioning from any of those two builds to Archon requires the same process.
Good news? You should be pushing 100K DPS buffed or higher—ridiculously high!—and far beyond 200K EHP buffed. What does that mean? It means Acts 1 and 2 are nowhere to be seen in the rearview mirror. Now Act 3 should be a relative breeze. Aside from things like Reflect Damage or some occasional weird combination of affixes.
That's where life on hit, life steal, or life after kill stats come in. You will need at least one of them to cope with most dangerous situations. Take your pick and make sure it's high enough. Recommended life on hit exceeds the range of 500-800 to be anywhere useful, while something as low as 2.5% is good enough for life steal. Life after kill will have to be in the range of 800+. We're talking big money at this point. The same applies for all those other item affixes like HP regeneration and movement speed.
However, with all the investment you put into a build like CM-SC, you may not want to switch out. Switching out means selling off your AP on critical hits items that you worked so hard to find in-game or buy from the AH. If that's the case, then you proceed to upgrade like how you would for the Archon build. Find higher DPS-inducing gear, tack on more intelligence points while buffing up armor and resistance stats. And let's not forget vitality for your base HP.
G03D Next Steps:
Since you're so well-geared now—or in the process of becoming so well-geared—it's time to optimize your playing style, your build, or your gear checklist. Or, even better, it's time for you to really start having fun ROFLstomping everything in your path.
G04APretty Well Off, More Inner Battles, Now What?100-200+ million gold (requires update)
So you're geared up. There's room for improvement, but you really can't complain. You have 50M, 100M sitting in your inventory and you're basically just hoarding more and more gold while waiting for the next upgrade. You spend 250M on your new chest armor. You sell your old one for 75M. That's still a ton of gold. You make a few more sales here and there in the next few days. Bam. You're back at 100M again.
The process repeats and repeats as you upgrade and sell pieces of gear one at a time. But now what do you do besides Paragon leveling and mindlessly farming for more loot?
Whether you're running CM-SC or Archon, or heck, even Venom Hydra if your heart desires, you're probably wrecking everything in the blink of an eye already. Now it's time to play around with some alternate builds to, dare I say it, have fun.
Some wizards vouch to go this route:
The key here is constantly using Arcane Destruction to inflict massive damage on an entire area of mobs, most popularly elite packs. However, do not use this on mobs with Reflect Damage. At high DPS levels, you will one-shot yourself. This will happen with or without life steal. This is still very useful with life steal, however, since you can recover a hefty amount of HP whenever you cast this on multiple targets.
You can quickly cancel out of Archon whenever you see a huge trash mob ready to die at your hands (or laser beam). This way, you can start casting SC to quickly bring Archon back out of cooldown so you can make use of Arcane Destruction on the next elite pack you see. It's fun stuff.
Because without life steal, this route's an option:
It works similarly, except without the big explosions. Run in Archon pretty much 90% of the time during farming sessions. On the rare occasions that the Archon duration wears off before its cooldown—or God forbid you actually die—there's SC to bring the remaining seconds out, allowing you to cast Archon again. Simple simple.
You can try the Teleport rune for Archon if you kill fast enough. This way, you can cover more ground in order to maximize Archon's up time. But as you can see, the previous builds blend both CM-SC and Archon builds together. Isn't that awesome? Why just use one build when you can use both?
Of course, there are a ton of builds to work with at this stage:
Quote from DisposableHeero
I feel the evolution of Critical Mass builds as you attain certain EHP thresholds should be listed as an Archon alternative at the third gear level. Changing Energy Armor (Prismatic Armor) for Storm Armor (Shocking Aspect), and to a lesser extent changing the Diamond Skin rune to Diamond Shards or Blur to Glass Cannon as you gear gets up to huge EHP levels makes that build clear much faster (though not as fast as Archon).
Especially once patch 1.0.5 hits, playing with armors such as Ice or Storm Armor would probably make a huge run over Energy Armor. Wizards that have met or surpassed this comfortable EHP threshold can make these transitions.
G04C Inferno Gear Progression:
And what's the best part of using both builds together? If you're a CM-SC wizard that opted to go the Archon route, you can move ahead of the pack by saving your old AP on crit source. This way, you have a quick way to make use of CM-SC for those few seconds during your run to get Archon active again.
Once geared, if you're strictly focused on CM and permanently disabling mobs with Frost Nova, you can even make use of spells like Comet Meteor or Slow Time to add a different dimension to combat.
But let's say you're a superbly geared wizard that does not want to use CM-SC or Archon. Honestly, I can't help you any further because I'm not sure what other builds are as optimal right now. But in terms of end-game gear, you should go for these:
Main hand weapon
Echoing Fury, with high crit damage or life steal, with socket
Chantodo's Will, with socket
Rare 1-hand, with high crit damage and life steal or life on hit
Skorn, if skipping off-hand source, with intelligence, high crit damage, and life steal
Tal Rasha's Unwavering Glare
Mempo of Twilight, with high intelligence and critical hit chance
Tal Rasha's Guise of Wisdom, with all resistance
Andariel's Visage, with high intelligence, critical hit chance, vitality, resistance or socket
Rare helm, with high intelligence, max critical hit chance, vitality, resistance and/or socket
Vile Ward, with high intelligence and vitality
Rare shoulders, with high intelligence, high vitality, resistance and armor
Tal Rasha's Relentless Pursuit, with all resistance
Zunimassa's Marrow, with high vitality
Tyrael's Might, with high intelligence and vitality
Rare gloves with trifecta stats and intelligence
Lacuni Prowlers, with intelligence and critical hit chance
Rare bracers, with high intelligence, max critical hit chance, resistance and/or vitality
The Witching Hour, with intelligence and vitality or resistance
Depth Diggers, with high intelligence, vitality and two sockets
Inna's Temperance, with intelligence
Rare pants, with high intelligence, vitality, resistance and two sockets
Zunimassa's Trail, with high vitality and/or resistance
Ice Climbers, with intelligence, high vitality, and movement speed
Zunimassa's Pox, with two to three parts of trifecta stats
Litany of the Undaunted, with intelligence and two to three parts of trifecta stats
The Wailing Host, with intelligence and two to three parts of trifecta stats
Rare rings, with trifecta stats, with intelligence and/or bonus damage
Tal Rasha's Allegiance, with two to three parts of trifecta stats
Ouroboros, with intelligence and two to three parts of trifecta stats
Rare amulet, with trifecta stats, with intelligence and/or bonus damage
- Collect gold and set a budget
- Browse through the AH by setting the search parameters
- Get a good feel of the prices by setting a buy out number, or none and go by bids if you wish
- Reduce the search parameters and see if you can save some gold for similar stat items
- Use a DPS/EHP calculator to make sure each purchase will boost your DPS and/or EHP
- Sell your old gear at or under the market price
- Rinse and repeat
Obviously, it's much more complicated than that and you know it. At the end, the decisions will come down to your own gut feelings. Hey, it's your character and your time, so you have every right to do whatever the hell you want to do. By all means, try something new, be a little unorthodox. Maybe you want to try a build making use of The Tormentor staff. Maybe you want to use a dual-socket intelligence Manticore!
As a tip, I don't recommend running in full Magic Find gear. First of all, you invest far too much gold in maximizing MF along with keeping an eye on DPS and survivability. Keep the MF on your follower and focus on DPS and EHP for yourself. Second, while you're farming, you'll gain Paragon experience anyway for the MF. If you really want to run MF, that's up to you.
Some people can gear up completely with less than a million gold then go about each piece whenever they can. Some people splurge on one piece of gear at a time. The numbers I put into the price estimates are not concrete. However, I find them to be at a reasonable level to begin upgrading. A lot of people have trouble upgrading gear because of constantly spending gold on small upgrades. There should be a time when you can start saving gold to get those luxury high-end items. Always try to bid before buying out an item. It can save you plenty of gold.
Since I wrote this in the span of a couple of hours, there may be mistakes here or there, so please let me know. Also, if you have any input, your own strategies, tips, methods, etc. please do not hesitate to share your thoughts. Everything is in good fun and in good will with good intentions. We are meant to have fun when playing games, right?
Sep 18, 2012Grimy's Guide to the 1001 GodsPosted in: Monk: The Inner Sanctuary
Table of Contents
0 - Introduction
1 - Spirit Generators
2 - Spirit Spenders
3 - Passive Skills
4 - Itemization
5 - Farming Strategies & Builds
6 - Followers
7 - Legendaries
If you like what you see, feel free to support me by checking out my shop on the trading forum
I edit my guide through a spreadsheet parser, located here:
0 - Introduction
Hey There! I'm Morionic but I prefer to go by the name Grimy Bunyip
I'd like to share what I've learned about monks so far
Monk or Barb?
There are two tanks in D3, that is the barbarian and the monk.
WW Barbs gain xp faster, because they clear white mobs more efficiently.
But monks can rush elites faster because they don't need to clear white mobs for fury and wrath of the berserker.
So I figure at 100 paragon, monks are more useful for farming elites than WW barbs.
What Is My Build?
My guide, biases aside, is mostly a quick rundown of how good each skill is at what it does.
But for those that are curious, here is the build I run and the equipment I use for it:
Standard Monk Build:
If you don't care to know every detail of every skill, just start here.
1 - Spirit Generators
First off, here is a table of LoH Values, I did not collect data for this or make this table.
All spirit generators on monks are hasted, IE you will attack faster than your paper doll attack speed.
Here is each of the spirit generators and how much they are hasted:
1.500x - Fists of Thunder
1.333x - Deadly Reach
1.166x - Crippling Wave
1.125x - Way of the Hundred Fists
Proc rate is how quickly a generator procs other effects.
Procs being things like cyclones, life on hit, or chance to freeze.
Keeping it short
Because the old guide was so massive, I'm going to cut the comments short.
I'm only going to list notable runes, see the following sheet for more details:
Fist of Thunder
Thunderclap - #1 for good reason
Best Single Target DPS, best Single Target Proc rate, solid AoE DPS and proc rate.
Potentially double your spirit gen or more. May be necessary for WoL/Tempest rush builds.
But it comes at the cost of a lot of DPS and proc, has horrible synergy with sweeping wind/cyclone.
Largest AoE on the 3rd punch, but you lose a bit of DPS and single target proc, and the teleport.
Generally not worthwhile, but I'll mention it.
50% armor is very potent, but outdated in 1.04 thanks to all the nerfs to enemy mobs.
The best rune on deadly reach because it doesn't actually require you to use deadly reach too frequently.
18% DPS is a fair bonus for a skill slot. Not great, but solid
it's one way to deal massive AoE damage, but sweeping wind should be taking care of this job.
This rune saw use in 1.03, but 1.04 nerfed enemy DPS and now this rune never sees action.
Way of the Hundred Fists
Bug: 2nd punch does NOT proc sweeping wind or cyclones.
DPS is small because IAS receives diminishing returns from IAS on gear.
Fists of Fury
The dash is like thunderclap's teleport, I think the dash is a bit shorter, but I'm not sure.
Bleed damage doesn't seem to stack, but it causes a second proc.
All 3 Punches are AoE, making it better AoE Proc Rate and DPS than thunderclap
If the 2nd punch in the combo were not bugged, this would be more used than thunderclap.
2 - Spirit Spenders
I'm going to break down spirit spenders into a few categories:
- Positioning Spenders
- Facetank Spenders
Mantra of Conviction
Overawe - The best aura for farming, nothing comes close to its DPS other than Backlash
Intimidation - You'd probably be better off with evasion + backlash if you want both DPS and defense
Disheaten - Slow isn't useful for monks in PVM, but maybe it'll have a use in PVP
Reclamation - essentially +93 LoH for you and teammates. Not worth it, 93 is too little.
Submission - Bonus scales with attack speed. DPS bonus is too low though.
Mantra of Evasion
Keep in mind that evasion doesn't work on everything, unlike armor.
It also might make you vulnerable to high burst damage.
Hard Target - Total mitigation of about 0.75x, and 0.64x for 3 seconds after casting.
Divine Target - Looks good on paper, but 90 seconds is a HUGE cooldown time. I wouldn't use it.
Wind tt Reeds - 5% speed isn't much for farming or progression, I wouldn't use it.
Perseverance - I'm not too afraid of crowd control spells, so I wouldn't use this.
Backlash - Scales with attack speed, so 35% of your paper doll DPS per explosion.
Backlash does not apply to teammates.
If you can get 5 explosions per second, you will outperform conviction. But this rarely happens.
That being said you get evasion too so it's not a big deal if you get fewer than 5/second
Mantra of Healing
Sustenance - Don't get this, act 2 monks should have heal over 5000 LPS from various sources, 620 is not much.
Circular Breathing - Good for tempest rush builds, but that's about the only niche this has.
Boon of inspiration - 186 LoH is not a big enough number to waste a mantra rune on.
Heavenly Body - For most monks this is about 100 vit, also not worth wasting a mantra rune on.
Time of Need - The only rune you might want to use with MoH, good if you have high resist.
Not a horrible mantra, but i consider MoE > MoH
Mantra of Retribution
Retaliation - Most monks can intake about 5-10k dps, 60% of that isn't nearly enough DPS
Transgression - A great rune to stack with conviction in multi monk teams.
Indignation - Remember this only affects melee. I personally don't like situational runes.
Against All Odds - No idea what the odds are, also it only affects melee.
Collateral Damage - Damage scales with attack speed just like backlash.
Collateral Damage does not apply to teammates
Nor does it affect ranged attacks, but backlash is too short ranged to hit ranged attackers anyways.
Ultimately not as good as backlash because most monks will have a high dodge rate.
- Positioning Spenders
Animation lasts 0.9 seconds + travel time, animation is reduced by attack speed.
Animation time scales with attack speed, travel time scales with movement speed
Breaks Jailer spells.
There is a bug where your character stops being able to move or loot, forcing the player to leave his game.
Can target any form of destructible terrain.
Way of the Falling star does not apply a buff after hitting destructible terrain.
Quicksilver is the best rune IMO.
Lashing Tail Kick
~8 base damage per spirit spent
Many hardcore monks swear Sweeping Armada as their "GTFO" button.
Poison sting may become viable in 1.05, with the stun buff.
With proper gear, it is possible to get the spirit cost of LTK very low.
The animation time of LTK makes it not good for a DPS rune, instead focus on the AoE or CC aspects of it.
Very fast and knocks back enemies on activation
The spirit consumption rate scales with weapon speed
The problem is tempest rush suffers severely from rubber banding.
I don't recommend it just for positioning, but tailwind is great for fast farming, if you have good spirit regen.
It now has a 0.125 proc rate, which I feel is nice but not terribly substantial.
at 50 spirit this is by far the most expensive positioning skill
It can speed up farming, but I feel like 50 spirit is too much for what it does.
Creates an area where enemies "cannot pass"
I used quotes because certain enemies can bug into the area.
Things like charging beasts or teleporters.
The sanctuary is also very vulnerable to desecrators.
And kiting enemies will rarely allow a monk to put a sanctuary to good use.
However this skill can be very useful in situations.
You can block off a choke point for ranged teammates, allowing them free reign over foes.
Or you can wedge a kiting enemy into a corner and pound him to bits.
Or turn a wall into wedge to funnel foes into you one by one.
But for all the uses of sanctuary, it's simply too situational to use IMO.
- Facetank Spenders
Every class needs a god mode button.
And the monk has the best one.
Some people might use peaceful repose, but a decently geared monk has better sources of healing.
Use ascension, the extra second of invulnerability is priceless.
This skill is absolutely essential to every monk build.
This skill does 45% of your active hand's DPS.
This DPS scales with your attack speed.
45% of your paper doll is NOT 45% of your overall DPS.
For Example: Thunderclap deals 217.5% of your paper doll DPS.
Bladestorm gives you 60%, so this translates to a 1.275x increase to your overall DPS.
Which isn't bad, but don't think you're increasing your total DPS by 1.6x
IMO Cyclone > Innerstorm/Firestorm > Master of the Wind > Bladestorm, 15% paper doll isn't very much DPS.
Cyclone is by far the most potent rune on sweeping wind.
Cyclone has the best synergy with thunderclap out of all the generators.
Cyclones shock 20% of your weapon damage every 0.6 seconds over 3 seconds.
The first shock comes out the moment you spawn a cyclone.
Meaning each cyclone shocks for a total of 120% weapon damage over 3 seconds.
This is I tested this, get a 3 stack on your cyclone. and find 2 destructible targets spread fairly far apart.
Punch the first target, destroying it. On occasion, a cyclone will spawn immediately destroying the farther target.
Neither sweeping wind nor the cyclone rune favors high or low attack speed.
Sweeping wind snapshots your weapon damage, crit damage, lightning skills bonuses, etc when activated.
So try to cast faith in the light before casting sweeping wind. Attack speed and crit chance are not snapshotted.
No longer procs after patch 1.04. Personally I did not know that it did.
Honestly losing proc was a huge nerf, even if not many people knew to exploit this property.
Mystic ally's attack speed scales with your own.
It gives a combination of defense as well as offense.
For example, Air Ally has a single target DPS of 50%.
That's almost as much as bladestorm.
Air ally has less DPS and less AOE than bladestorm, but it distracts enemies and generates spirit.
This is an underestimated skill with plenty of potential
The ally gets the player's defensive stats, so it's slightly better with defensively built monks.
There used to be a bug where recasting mystic ally counted as "killing" your previous ally.
And this would give you healing from life on kill enchantments. This does not work anymore.
A great all around skill with very low cost.
Flashes reset enemy cooldowns, forcing them to wait before using the ability you just interrupted.
The stun duration is 0.5 seconds for elites, but remember that it lowers their accuracy as well.
I personally like Faith in the Light for the added DPS.
The boost adds 30% of your weapons dps to EACH of your weapons attacks.
So it is possible to see more than a 1.3x increase to your paper doll, more than 1.6x is possible with lots of IAS.
This number will increase further if your active hand has more DPS than your off hand.
Blinding flash creates a snapshot that factors in average damage on your average hand and jewelry.
Blinding flash does NOT snapshot crit damage or dexterity.
Breath of Heaven
6822 average healing every 15 seconds is 455 life per second
A pitiful amount of healing for any self respecting monk.
But 15% damage from blazing wrath is fairly sizeable.
Even so, it's not as much as you'd get from mystic ally or sweeping wind.
This is a great skill in teams and combined with guiding light.
BoH, while solid, is pretty extremely overrated.
The radius is also extremely tiny at 12 yards.
It'll be hard to heal anything other than melee teammates with it.
Wave of Light
Wave of light has 1 major flaw, it's animation. Which has a base length of 1 second.
The animation duration will decrease with the attack speed of your primary weapons
the animation duration is NOT affected by any form of IAS.
I would not say that WoL favors slow weapons or fast weapons.
Because faster weapons mean faster animation, and more spirit with which to spam more Wave of light.
The best way to utilize Wave of light is to get just barely enough DPS to one shot most white mobs.
If you can do this with empowered wave, then use it over wall of light obviously
You can animation cancel your punches by casting WoL right after a punch.
You can feasibly shave off half a second each casting IF you have 1.0 AS, but with faster IAS the benefit is marginal.
The animation is very short, about 0.125 seconds.
Personal data seems to indicate that exploding palm does not benefit from any form of critical hit.
Exploding palm also favors builds with slower attack speeds.
Depending on how much crit chance you stacked, the 745% weapon damage from exploding palm is worth about:
3-5 Fist of Thunder punches.
Which could be worth anywhere between 1 to 2 seconds of DPS, depending on attack speed and reliance on crit.
Of course the issue is that it takes 9 seconds for this to take effect.
So we're talking about a 11%-22% increase to your overall single target DPS from the bleed damage.
Long story short, the bleed damage is pretty bad for a single target skill.
The biggest change brought by patch 1.04 is the increased duration of exploding palm.
9 seconds is plenty of time to guarantee an explosion.
Seven Sided Strike
The animation lasts for 1 second, regardless of your attack speed or weapon choice.
7SS is almost a no brainer for players using slow 2H builds, but is still competitive for dual wielders, just not amazing.
The major flaw is 7SS's lack of synergy with other skills, particularly sweeping wind.
You can use faith in the light right before casting seven sided strike, but it wastes the blind duration.
Also you would be much better off spending faith in the light on sweeping wind.
Contrary to popular belief several sided strike does not increase the animation's duration.
3 - Passive Skills
One with Everything & Seize the Initiative
Poll on how many people use each resistance type:
Cold Resistance - Most Common Choice of Monks by a Sizeable Margin
This is the most popular resistance due to reverse psychology
Finding high end gear for cold monks will be very hard and expensive compared to other resistances
There are also few to no legendaries that benefit this resistance.
Arcane Resistance - Average Choice for Monks
Vile Ward - http://us.battle.net...cipe/seven-sins
Poison Resistance - Average Choice for Monks
It's not uncommon for players to pick this just for Andariel's Visage
Andariel's Visage - http://us.battle.net...ndariels-visage
Fire Resistance - Average Choice for monks
People avoid fire resistance because it's popular with other classes.
It's only as common as arcane and poison, but probably more expensive for the above reason.
To compensate, there's a fairly large number of legendaries that boast fire resistances
The Burning Axe of Sankis - http://us.battle.net...g-axe-of-sankis
Fire Brand - http://us.battle.net...cipe/fire-brand
Cindercoat - http://us.battle.net...item/cindercoat
Gehennas - http://us.battle.net...recipe/gehennas
Fire Walkers - http://us.battle.net...em/fire-walkers
Demon's Set (Almost nobody crafts these) - http://us.battle.net...pe/demons-wings
Physical Resistance - Second Least Common Choice of Monks by a Sizeable Margin
No legendaries associated with it.
Lightning Resistance - Least Common Choice of Monks by a Very Sizeable Margin
Schaefer's Hammer - http://us.battle.net...haeferss-hammer
A decent aura but probably not worth a passive skill slot.
The extra healing is small, and easily overshadowed by even a tiny amount of LoH or lifesteal.
Read the Life per Spirit Spent section of itemization for more details.
Even with a single spirit generator, this skill should not be underestimated.
Think about how much 8% DPS would cost you in terms of money.
It's worth about half of a a crit gem in a weapon socket.
Playing in a team? If so this is a must have ability
+16% DPS to the entire team is godly for a single skill.
It works with mantra of healing and breath of heaven.
Guiding light DOES NOT work on mystic allies and followers.
And it does not buff yourself unless you cast it on an ally. Which is why MoH radius is so important.
Keep in mind that MoH has 40 radius over BoH's 12 radius
Chant of Resonance
This is a great rune for 2 handers and tempest rush farmers.
The extra spirit regen means you can dashing strike more often before taking a break for regen spirit.
And that is key to farming act's 1 and 2 efficiently.
35% spirit generated could be worth as much as 5 spirit per second with FoT.
This passive has much less synergy with other spirit generators, but is worth considering after patch 1.04
While this depends from build to build, many 2H users will find this passive to be a must have.
Otherwise 15% dodge is very solid.
It will not affect everything like desecrator pools, but it does have other benefits.
Namely dodge benefits you greatly against enemies with nightmare or frozen for example.
Keep in mind this is a multiplicative bonus to dodge rate, not 30%+15%=45%
This skill has synergy with backlash, but only marginally so.
Another solid, but situational passive.
25% damage reduction is a lot.
It's also fairly useless against enemies who like to kite you.
Rumors say that resolve affects affixes that have not already been set down when you start dealing damage.
Beacon of Ytar
Yet another solid passive.
It can be exploited by running a build with lots of cooldowns.
IE Serenity, Blinding Flash, Breath of Heaven, Seven sided strike.
But even with only 2 cooldown abilities, this is still one of the best passives out there.
Not much to say here, I don't think this is an important rune. How often are you CC'd? not that often.
with a proactive overawe build, you will rarely have very much spirit
The only situation I can see t his being remotely useful is with air ally.
Since he has a chance to grant a massive +100 spirit regen bonus.
But any good monk will keep his spirit under 75% at all times.
But with patch 1.04, this skill may find itself a niche.
The extra 1 spirit per second is a nice touch, but not really game changing enough for most builds.
I think more notable is the fact that WoL is finally worthwhile as a spammable skill.
And exalted soul may allow players to spam WoL on elites and refarm their spirit from non elites.
A must have skill for farmers
you need 50% crit chance for this to be better than guardian's path
That's essentially never going to happen. This is a bad skill.
This skill is also multiplicative like guardian's path.
Near Death Experience
I know quite a few act 3 monks who swear by this rune.
What the in game tooltip doesn't tell you is that when the ability activates, is generates an AOE stun
Knocking back enemies and giving you time to get back on your feet.
Also if you have over 35% spirit on death, you will keep that amount of spirit.
The only reason I avoid near death experience is the ridiculous 90 second cooldown
4 - Itemization
Balance Is Everything
Itemization at low-mid tier gameplay is all about getting a little bit of everything.
IE make sure to balance your offense and defense and not to go all out on either.
The exception being if you're extremely rich and you can afford to heal off health globes.
Quick Inferno Gear Tips by item slot:
Key Enchantments: Crit %, LoH, IAS, Crit Dmg, Avg Dmg, MF
Try to get at least 2 or 3 of the above.
You can think of an amulet as two rings. There are a few exceptions to this rule though.
Most notably avg dmg & IAS aren't quite as good on amulets as it is on rings. Crit damage would be better.
Rings and amulets go through phases, sometimes an affix is cheaper on rings, then sometimes cheap on amulets.
Pay attention to these phases and make purchases based on them.
A ring is basically half an amulet.
As mentioned earlier, avg dmg and IAS are a bit better to get on rings than they are on amulets.
The helmet is host to a lot of interesting enchantments.
And as such, it is one of the items I am willing to forgo resists/dex/vit on.
Key enchantments are: Spirit Regen, Crit %, Socket, Sweeping Wind/FoT Damage.
Like with amulets, don't expect to get more than 2-3 key enchantments without paying a huge price.
also note that rare spirit stones cap at 4.5% crit chance, whereas helms cap at 6% but dont have spirit regen.
Shoulders & Belts
I lumped these 2 items together because they lack many special enchantments.
Sure there's chance to freeze and chance to chill (haha get it? COLD shoulders? haha)
They do have access to life % though.
Due to their lack of key enchantments, I use these two item slots for resists, vitality, and dexterity.
The fact that they can roll vit and life % makes them particularly good for keeping your life pool up.
Chest Armor & Pants
Sockets are a must have at high end of play, but you can consider getting one without them if you're poor.
Chest armor has the unique "reduce damage from elites" enchantment.
This enchantment is nice as it's potent and fairly underpriced.
And of course, things like magic find, health from globes, radius, and life regen are nice touches.
Chest armor and pants are able to roll up to 300 vitality ignoring sockets
Pants and chests cap at 300 vitality, so they're okay places to get vitality on.
But these two item slots tend to be very expensive, so don't expect too much utility out of them.
Movement speed is a must have enchantment for farming these days.
It's extremely expensive, but for good reason.
They are a good source of dexterity as rare boots roll up to 300 dex.
Movement speed is the only key enchantment, so focus on resists, dex, vit.
And if you can manage, so spare enchantments like life regen, health from globe, etc.
Gloves, like helmets are host to a lot of great enchantments.
And like boots, they have access to upwards of 300 dexterity.
Key enchantments are: Crit %, IAS, Crit dmg.
Be willing to forgo resists, dex, and vit for these 3 key enchantments.
Crit % is a must have on gloves, you may consider dropping IAS or crit dmg for better resists/dex/vit.
But make sure you have at least 2 of the key enchantments, if not all 3.
The key enchantment on this item slot is crit chance, you must have crit chance.
Don't be afraid to get a 6% crit chance bracer with only 30 dex, if the resists and vit are good.
Use a dps calculator and make sure you're getting good bang for your buck.
Main Itemization Guide:
2 handers in 1.04
2 Handers can easily be the best DPS in the game now *Cough skorn*
Seven Sided Strike is a must have for a 2H user.
Blinding flash has poor synergy with low attack speed weapons, so avoid it unless using flying dragon.
Wave of light does not particularly favor fast or slow attack speed weapons, it is bad with IAS armor though.
And since IAS is extremely important on a 2H build for the extra DPS and spirit, I would avoid Wave of light.
Mystic ally's attack speed scales with yours, so it also doesn't favor high attack speed either.
But air ally may be a nice way for you to boost your spirit regen rate.
Don't get LoH on jewelry, low attack speed means it's not as good as on a 1H or DW build.
Instead, try to get LoH on your weapon since you can get more than 1000+ LoH on your 2H's these days.
2H's are very cost effective at low tiers right now, and I highly recommend it for new players.
BIS 2 handers are pretty obnoxiously expensive though *cough skorn*
Back in 1.03 DW was the monk endgame.
I won't say more on DW because I feel like it's both straightforward and common knowledge.
Sword and Board
I thought sword and board was the weakest setup in patch 1.03, and I still think so in 1.04
If anything it's even less useful since mobs are not as deadly as they were in 1.03
the 1000 ish armor, block, and 100 ish resists decreases damage intake by about 0.75x
And you get an extra 10% crit chance for cyclones and such.
But 10% crit chance will not boost your DPS by as much as 15% attack speed from DW.
And if you feel defense is that important, you can just as easily get a LoH off hander.
I'm not going to say sword and board is bad because it isn't.
But I would never use it because I'd either rather be using 2H or rather be using DW.
If you must go sword and board, make sure you get a great shield for cheap.
At least 9% crit chance, maxed resists, dex, and vit in other words.
I am told block does not affect affixes such as desecrator and arcane
You need high base damage to make sword and board viable, so the go to weapon is the Fist of Az'turrasq
massive base damage and attack speed bonus make it the ultimate sword and board weapon.
The typical fist of az'turrasq is a poor DW weapon though, due to lack of enchantments that benefit both weapons.
It's possible to get a well rolled fist of az'turrasq that is good for DW, but those are extremely expensive
Vitality and life %
Vitality gets diminishing returns with itself, but makes each life % more effective.
Life % gets diminishing returns with itself, but makes each vitality more effective.
Kinda like how Crit % and crit dmg synergize with each other, so try to get a bit of both.
I used to recommend 30k-35k life in 1.03. But now I recommend 35k-40k in 1.04.
The white mobs are stronger in 1.04, and thus you need more life for those rare circumstances where
a bunch of white mobs attack you at the same time, dealing massive damage.
Don't be afraid to socket vit gems in order to meet this life pool quota.
Dexterity gets linear diminishing returns with itself, in terms of DPS
Dexterity gets increasing returns with itself, in terms of the effective health boost of dodge.
at 1900 dex, you need 20 dexterity to get 1% DPS.
at 2400 dex, you need 25 dexterity to get 1% DPS.
IE the equation is dex/100 + 1 = dex per 1% dps
Crit Chance & Damage
The amount of crit % and crit dmg you need to get 1% more dps depends on
how much crit % and crit dmg you already have.
But most monks these days will have around 35% crit chance and 200-300 ish crit damage.
In which case 5-6% crit damage is worth about 1% DPS.
and 1% crit damage will display as 1.5% DPS on your inventory screen, but due to cyclones:
will boost your dps in reality by something closer to 2%.
Once you hit 35% crit % and 250% ish crit damage, these ratio's do not change drastically as you get more.
Resists and Armor
Resist and armor make you take less damage.
IE they boost your effective health.
Since monks heal set amounts of damage, they also boost your effective healing rate
This is unlike vitality and life%, which boost your effective health but don't really boost your effective healing.
(vit and life% do boost health globes tho, but lets ignore that)
at 700 resist, you need 10 resist to boost your effective health and healing by 1%
at 200 resist, you need 5 resist to boost your effective health and healing by 1%
IE the equation is (resist+300)/100 = resists per 1% boost to health and healing.
At 3000 armor, you need 60 armor to boost your effective health and healing by 1%
At 4000 armor, you need 70 armor to boost your effective health and healing by 1%
Due to the STI nerf in patch 1.04, bonus armor (or strength) will be particularly useful.
Most monks, especially those that drop STI and have lower armor, will find bonus armor particularly useful.
I personally have under 4000 armor and over 700 resists, so I can value 7 armor at about 1 resist.
Life per Second
LPS is straightforward, and will be my unit of measure for other enchantments
Life on Hit
You do not get 100% of life on hit every punch, it varies from spirit generator to spirit generator
LoH favors AoE as you proc LoH for each enemy you hit with a single attack
But I recommend measuring single target LoH, since that's what you will get vs most elites.
And elites are what you want to gear up for.
LoH also scales with attack speed
So for example:
Lets say you have 1.75 attack speed and are using FoT
FoT gives you an extra 1.5x attack speed and generates 375% LoH every 3 punches
So 1.75*1.5*3.75/3 = 328% LoH per second.
Which means 100 life on hit would be worth up to 328 life per second to you.
Life per Spirit Spent
This one is fairly easy to calculate if you know your spirit regen rate.
Lets say you have have 1.75 attack speed, are using FoT, and have no passive spirit regen.
then 6 *1.75*1.5 = 15.75 spirit per second.
This means 10 LPSS is worth up to 157.5 LPS for you
I like to value LPSS a bit lower than the max LPS I calculate.
Because it's harder to use. And unlike LoH, it does not scale up with AoE.
Lifesteal is 5x less effective on inferno difficulty
But most players know that now, so lets proceed to the sample calculation:
Lets say we want to examine 3% lifesteal on a traditional thunderclap/cyclone/overawe build.
This build generates about 6x more DPS than listed on the paper doll
Lets say this player does 50k paper doll DPS, then he heals 50k*3%*0.2*6 = 1800 LPS
Extra Health from Globes
Health globes are a solid and fairly underestimated healing enchantment:
It's extremely potent at high DPS, and is IMO the best healing enchantment on armor during End Game.
There are 2 types of globes, small and large.
Small globes heal 15% and large globes heal 35% of your total health
Large globes drop off elites every time you deplete 25% of their health.
Small globes have a chance of dropping from non-elites.
The drop chance varies from mob to mob
According to the brady guide:
Fallen Grunt: 5%
Fallen Hellhound: 12%
Fallen Maniac: 20%
Fallen Master: 80%
Blue packs have a 60% chance to drop health globes at 50% life and at death
Act 1 Elites have about 400k Health
Act 1 Champs and Act 2 Elites have about 800k Health
Act 2 Champs and Act 3 Elites have about 1600k Health
Act 3 Champs have about 3200k Health
If you know your actual DPS, you can use these numbers with some algebra to figure out how much
Life Per Second you get from health globes
But make sure you don't too much health globe bonuses, you only have so much health afterall.
Extra Health From Globe enchantments are very underrated, and thus cheap source of healing.
For example, lets say a character has 20k unbuffed DPS.
And this character is using Thunderclap/Bladestorm/Overawe
This character does about 80k actual DPS
He needs to take out 500k health on an act 2 elite to get 60% of a globe.
This takes him 6 seconds
So a +5000 Extra Health from Globe enchantment would give this player an equivalent
life per second of up to 500 LPS
But of course health globes are harder to use than LoH or LPS or LPSS.
So I would value +5000 Extra Health from Globe at about 500 life per second on this specific character.
Naturally it follows that this enchantment becomes more useful with higher DPS.
And less useful on higher difficulties.
PS: Dashing Strike is a great way to loot health orbs. You pick up any you travel over.
Attack Speed was nerfed in the early days of diablo 3
But it's still very good.
A boost to attack speed increases your DPS, your LoH healing, your stun rate, and your spirit generation.
It does suffer from diminishing returns, including the 15% IAS from dual wielding.
I recommend getting IAS on gloves and rings.
It's also available on amulets and a few legendaries.
I typically value 2% IAS at slightly less than 1% crit chance.
I recommend you read the game guide and the diablofans research page for this one:
It's definitely worthwhile during early levels, but becomes completely worthless by lvl 80 paragon.
I personally never get magic find on any of my gear, as 80 paragon can be achieved in under 200 hours.
Even less than that with a barbarian. It's really up to you.
1% magic find and 1% exp gain are about the same in terms of farming efficiently.
Movement Speed is capped at 25%, so don't get more than that
It is available on boots and certain legendaries.
It's a very good enchantment because of the time it saves you.
And IMO a must have, in spite of it's hefty cost.
- Reduced Damage from Elites
This is a pretty good enchantment, and can sometimes be very cheap.
It's only available on chest armor, and it doesn't hurt to keep an eye out for it.
But the market is tiny, you will only find a decent chest with this on the AH every few days.
- Reduced Damage from Melee/Ranged
I'm not a fan of reduced damage from melee as anything in melee range tends to melt to monks.
Reduced damage from ranged is great as monks are much less mobile than WW barbarians.
And thus typically have to tank a lot of ranged attacks.
- Chance to X
Chill reduces enemy attack speed, freeze and stun stops enemies from moving altogether.
Blind stops them from attacking.
These debuffs last for at least 0.5 seconds, but never longer in 1.04.
You can calculate the proc rate and how much it will benefit you from there.
- Spirit Generation
The value of spirit generation is hard to quantify, but it's most significant purpose is travel.
You need spirit regen to spam dashing strike or tempest rush outside of combat.
It's only marginally useful in combat, except with 2H Builds which absolutely need the extra spirit regen.
IMO it's a pricelessly important stat in 1.04 late game since mobs die so fast you must be constantly moving.
- Bonus Damage to Skills
There are 3 key enchantments to note.
Bonus to lightning skills, bonus to sweeping wind, and bonus to fist of thunder.
Bonus to lightning skills affects both thunderclap and sweeping wind/cyclone.
I value 10% lightning skills at about 8.5% overall DPS.
Sweeping wind and fist of thunder both account for about 50% of your overall DPS in the mid game.
But at 1.04 end game, sweeping wind's AoE aspect makes it much more important, and is thus more valuable.
- Gold Find
one of the more useless enchantments.
Maybe it's worth dumping on your follower, but only maybe.
5 - Farming Strategies & Builds
The alkaizer farming is the dominant xp and rare farming strategy right now.
Start at core of arreat, clear all the elites
Go to tower of the damned level 1, run in a circle clearing elites.
Use the WP on tower of the damned level 1 to go to arreat crater level 1, clear until dead end, then teleport.
Clear Arreat crater level 2, this is a major XP source.
Teleport to the bridge of korsikk and clear the fields of slaugter, this is a major xp source.
Teleport to keep depths level 1 and immediately go to keep depths level 2, this is a major xp source.
You may choose to supplement a few additional areas, but don't expect to boost your xp rate much if at all.
Massive Damage Reduction on Goblins
A goblin that hasn't started running yet cannot be reduced below 90% health.
Only after a few seconds will it start taking damage beyond that 90%
So if you have burst DPS sources such as conviction or faith in the light, don't use them right away
Traditional Thunderclap Build
Thunderclap has the best proc rate, making it very good with sweeping wind/cyclone.
Sweeping wind cyclone is necessary as it generates about half the DPS of your monk.
Blinding flash, if cast right before sweeping wind massively boosts the DPS of sweeping wind.
Conviction/overawe is nice as yet another massive DPS boost.
Serenity/ascension is a basic skill all monks use.
Which basically leaves the passives and 1 extra active skill for you to choose. Enjoy.
Fists of Fury
If you aren't using sweeping wind cyclone, Way of the hundred fists/Fists of fury is a great option.
It's better AoE DPS and proc rate than thunderclap, but slightly less single target DPS and proc rate.
But AoE is much more important in 1.04 so i'd recommend it.
Only reason it's not used instead of thunderclap is because the second punch in the combo does not proc cyclones.
So if for whatever reason you aren't using sweeping wind/cyclone, I'd recommend this over thunderclap.
When should I ditch Overawe?
Overawe is really amazing, 1.24-1.48x DPS around you.
And the answer is simple, if your DPS is already so amazing, any extra isn't actually being very useful.
You may consider circular breathing for more spirit regen, and thus mobility with tailwind.
There's no other situation where I'd consider dropping overawe. Not for backlash, hard target, etc.
Hammer Wind Monk
There are 2 skills that perform snapshots, Blinding flash and Sweeping wind.
Mantra of Conviction/Submission does not snapshot.
Blinding Flash before Sweeping wind.
This is the most common exploit, sweeping wind snapshots your weapon and crit damage.
Remember, blinding flash boosts your weapon damage for a short time..
Hammer & Flash Exploit
Blinding flash snapshots the base DPS of your active hand weapon, including average damage bonuses.
So like you have a sword, it says 800 damage per second at the top, that's the DPS number being snapshot.
Once again, average damage from jewelry is also snapshot.
Hammer & Wind Exploit
Sweeping wind captures a lot more than just base weapon damage, it captures almost everything.
Read septemvri's post for more details on what is capture:
I'm not going to explain this any further.
I feel like good builds should be earned.
So go figure the rest out and earn it for yourself.
Reference Video & Data:
here is a 40m xp/hr demonstration of the Hammer Wind Build on a variant of the Alkaizer Farming Run.
It wasn't completely optimal, so I recommend you try to do better.
6 - Followers
All followers can be given leoric's ring of a puzzle ring, although I'm not a fan of either.
- Eirena the Enchantress
20% weapon damage to basic attacks
+5% armor (~1.03x effective health for most monks)
+3% attack speed (goes away if enchantress dies)
2nd best magic find
Decent debuff, not much to say here
Careful, charmed enemies might run far far off and punch a goblin if there are no more enemies nearby
- Forceful Push
Followers have their damaged reduced by 5x.
But this does not apply to spells
so you can think of forceful push as a spell that does 5x of the enchantress's normal damage in AOE
this spell will buff eirena's single target DPS by a factor of ~1.5
If you want to make the best of this, give her a very high DPS 2H mace
- Reflect Missiles
Too situational and completely overshadowed by power armor
- Powered Armor
This is a passive that is always active, even if eirena is KO'd
IDK why it says enemies are slowed by 3% for 3 seconds, not sure what that means
Think of this as an extra blinding flash
but 3x longer cooldown, 1.5x less duration, doesn't lower accuracy on elite packs, etc.
3x shorter cooldown than disorient, and +15% damage to enemies is amazing
Remember how forceful push actually does 100% weapon damage not 20%?
Well erosion does 150% over 3 seconds, on 15 second cooldown instead of 10 second
so it's another +50% to enchantress DPS
- Focused Mind
+3% attack speed is amazing
too bad it stops working when the enchantress dies
- Mass Chickens
Hilarious, and situationally awesome.
But 60 second cooldown is way too much, and 3% attack speed is way too good
Grand Vizier is the best MF for Eirena, and solid DPS.
Blade of prophecy is a cheap alternative to the Grand Vizier.
MF is worthless beyond 80 paragon, so I recommend Maximus if you don't care for magic find.
For jewelry, focus on magic find, vitality, intelligence, and life %.
Once you have a very large health pool on your enchantress, all resist may be worth considering.
- Lyndon the Scoundrel
40% weapon damage for basic attacks
Worst Magic find and no exceptional legendaries for him to use.
3% crit chance is A LOT of extra dps. Does not go away when scoundrel is KO'd
Can be itemized and skilled in a way such that he never attacks anything (ie goblins)
Seems to have faster movement speed than other followers, letting him kite effectively
- Crippling Shot
Slow is nearly completely useless for monks, except against kiting enemies
I wouldn't recommend this.
- Poison Bolts
so +80% weapon damage every 6 seconds will increase Lyndon's DPS by about 25%
- Dirty Fighting
I like vanish, it will keep your scoundrel alive for very long even if you don't give him a lot of vitality.
- Powered Shot
Compare this to blinding flash
1.33x longer cooldown, 1.5x shorter duration, doesn't lower the accuracy of elites, etc.
I wouldn't use this skill.
The scoundrel now shoots a trident of arrows
Great for things that proc on hit, and it's a nice DPS increase.
I recommend this skill, just try to buy a weapon that compliments it.
Multishot has roughly halved proc rate
Most monks have decent crit chance
So you will have hysteria active for 3 seconds out of every 7
This works out to about a 4-5% increase to DPS
there's a few nuances to this though
If you synchronize blinding flash and conviction and etc with hysteria, you get more mileage out of it.
Also, hysteria cannot activate if Lyndon is KO'd
3% crit chance is worth about 6% dps to the typical thunderclap cyclone monk, which is a lot.
Most importantly this passive is active even when Lyndon is KO'd, extremely potent
Windforce can be used to stunlock Enemies.
Pus spitter creates pools that do 10k DPS and last 3 seconds, another decent choice.
Finally because scoundrel has high basic weapon damage and multishot, a raw DPS 2 hander is acceptable as well.
If you remove Lyndon's weapon and don't give him dirty fighting, he cannot attack
The only use I know for this though, is for a follower that doesn't attack goblins
- Kormac the Templar
Up to 310 life every 30 seconds in castable healing spells
155 life per second ontop of that
+12% spirit generation
Best magic find
4651 every 30 seconds is no more than 155 LPS though, it's not much but it isn't bad either
I feel like this is useless for a monk.
You're a better tank than he is
155 LPS isn't much, but it's not bad
What can you do with slowed enemies anyways?
50% weapon damage is 2.5x the damage of his normal attacks
Compare the stun to blinding Flash
2x the cooldown, 1.5x less duration, doesn't reduce accuracy of elites, etc.
Skills aren't affected by follower weapon damage reduction.
Depending on Kormac's attack speed, this will boost his DPS by about 50%
Not sure if this is still active when Kormac goes down
But +12% spirit generation is pretty damn nice
4651 healing every 30 seconds is very trivial
Do you really need kormac to come to your aid when you're low on health?
I think 12% spirit generation would go further than a stun when you're at low health
Kormac can get magic find on every item slot except the trinket.
He's the best magic find platform for this reason.
You can give him a lidless wall for extra attack speed and proc rate on his main weapon, + shield affix.
You can give him a skycutter to proc angelic allies, which hit for 10k DPS single target.
You can also give him lots of thorns and a band of hollow whispers for even more DPS.
7 - Legendaries
I don't list all legendaries in here, particularly if I think they suck or are only for classes other than monks
Fist of Az'turrasq
The best sword and board fist.
But since base DPS and attack speed aren't that useful on DW builds, this isn't cost effective for dual wielding.
Don't get me wrong, it'll still be solid, but not enough for the pricetag.
Stuns last 0.5 seconds on elites, although that's hardly the selling point of the Fist.
5% stun chance is worth about 5% single target damage mitigation with Thunderclap and decent IAS, just FYI.
As usual, be careful with such expensive fists.
It's possible that with all that money it'd cost to buy one, you could buy a rare that's just as effective for less.
Durability loss is worthless now that repair costs were reduced by 0.25x once again in 1.04
There's nothing inherently interesting about this fist, compare it with other rares when shopping.
Won Khim Lau
This fist is used for 1 build only, and that's the Thunderclap/Cyclone build.
+5% added damage as lightning only affects minimum physical damage.
IE it benefits weapons with high minimum damage (IE maces/spears) and ones without elemental damage.
Added damage to lightning skills does as advertised.
A very solid fist weapon.
30%-50% Stun Chance. *cough PVP*
Don't ask me how good balls of pure energy are, I'm not that rich.
But the other enchantments on these two fists easily make these the best DW fists in the game.
They're lightning enchanted so they pair well with won khim lau as well. Particularly Won Khim & Fist of Legend.
As always, double check the price and make sure you can't get a rare that's comparable.
Comparable to Fist of Az'turrasq in base DPS, making it a solid sword and board weapon.
The extra attacks per second apply to both weapons, before IAS is applied, Very potent.
The chance to fear on hit is potentially very annoying to deal with, even with thunderclap though.
Contrary to popular belief, the fear distance is very huge, and enemies can run very far after being feared.
This is extremely annoying, although many smaller enemies will die before they can run away, even after fear.
Aside from the fear, this weapon is an otherwise BIS dual wield weapon.
This item deals massive critical hits on kill.
Combined with lifesteal, this sword will heal over 15k per kill.
With such massive dex and crit damage, and a socket, it's easy to see why this is considered a BIS 2 hander.
Not too much to say about it, it's really solid all around
2 handed Won Khim Lau with an lightning enchantment
Decent and cheap for thunderclap/cyclone monks, but not great. The enchantment might be interesting for followers.
With slow attack speed and only 1 spare affix, you'll either lack healing from LoH or DPS from crit damage.
Lightning enchantment has awkward synergy with monks because of high dodge.
The shield shocks once per second for 10k-40k damage, this seems to be independent of your DPS
Followers can use the lightning shield, and it deals the full 10k-40k damage when on a follower.
The shield lasts 5 seconds and the duration can be refreshed even while it's active.
Works on your follower at full effectiveness
Demon has an attack speed of 1.0 and hits 36k's. BIS enchantress weapon IMO.
Definitely a great 2 hander, but the question is how great.
The 2x boost lasts for 3 seconds, and I've found the proc rate to be much less than 5%
Mempo of Twilight
Contrary to the game guide, this helmet does not provide 170-200 dex by default.
Without it, this helmet is not quite the beast you might believe it to be.
Still solid, but I'd rather have a well rolled rare helm for a fraction of the price.
WIth crit chance and IAS, it's a very solid DPS helm, even if you aren't poison resist.
Poison novas deal ~11k damage in the initial blast and another 11k over 3 seconds.
You can think of it as equivalent to 4000-8000 thorns.
The extra damage from fire is definitely a source of concern, but does not break the helmet.
And try to keep in mind that you're sacrificing a slot that can be used for spirit regen.
Helm of Command
The Sword and Boarder's Helm because of the block chance.
It was formerly popular in 1.03, but has much fewer followers due to less enemy DPS in 1.04
Inna's Set Bonus
130 dex is a very solid bonus many monks will want.
0.33 spirit regen is nice although hard to notice.
The sweeping wind bonus is critical to several sweeping wind exploits.
Those who don't intend to use these exploits need not consider this set.
The only spirit stone that can roll over 4.5% crit chance, it's a BIS helmet for monks.
The game guide is misleading and this spirit stone cannot roll over near 300 dex.
IMO this is one of the better choices for Inna's set bonuses.
Holy damage is added to minimum physical damage bonuses.
DPS and defense wise this belt is extremely sub par.
Only consider it for the set bonus.
Popular for being movement speed pants.
Amazing offensive pants, better near the endgame where you don't need defense as much.
Inna's Vast Expanse
Dex can only roll up to 195 contrary to the game guide
It also comes with 3 sockets
This chest is fairly average-ish, and should only be considered for completing set bonuses.
Good base damage, but affixes kinda suck.
Personally wouldn't be my choice for a 2 hander since I'd want high LoH.
And a LoH Inna's reach would probably cost a fortune.
The best source of dex on shoulders, BIS if you want dex. I prefer rare shoulders as vit/life sinks though.
I've yet to find a pair of vile wards that are remotely cost effective compared to rare shoulders.
Not much better rare shoulders, and only useful for arcane monks.
Somewhat worth considering for the movement speed bonus.
But I think most monks will lean towards inna's temperance for more movement speed.
This chest piece can roll a secondary elemental resist.
Most notably, you could get a cindercoat with 100 fire resistance and 50 all resistance, huge.
Very solid as a mid game chest armor that comes at a reasonable price.
Blackthorne Set Bonus
100 vit is a bit weak for an initial set bonus
The extra and reduced damage from elites is nice but also not great
GF and MF are outdated with paragon.
Don't get me wrong, the set bonus is nice, but it's ever so slightly sub par in 1.04
Contrary to the game guide, this item comes with 3 sockets
As it is, this surcoat isn't much better than rares. But it's not much worse either.
It's basically a very expensive way to stack more set bonus.
Blackthorne's Duncraig Cross
LoH Amulets are great for DW builds, but the enchantments on here aren't anything you can't get on rares.
But due to the hefty pricetag, I'd rather go for a rare amulet or another legendary.
Once again, a very expensive way to stack more set bonus.
Blackthorne's Jousting Mail
Notable for being LoH Pants.
With only 2 random enchanments left, you'll want some resist and sockets.
But YET again, price is a huge problem. Maybe the LoH will make up for it.
Once again, you can probably get more cost effective rares.
Aside from movement speed, the enchantments aren't very desirable for boots.
Not good boots unless well rolled.
Blackthorne's Notched Belt
Suffers from the same issues as the boot, other than the dex nothing else is very desirable.
The DPS potential of these bracers give them to potential to be BIS.
the movement speed is nice too.
A set of bracers that are rolled well enough to be a boost to your DPS will inevitably cost a fortune.
The enchantments are solid, but well rolled bracers probably cost too much to be justified.
Also I find knockback to be annoying on monks.
Tasker and Theo
Normal gloves can roll up to 300 dex.
The socket may be unique but it isn't enough to make up for the lackluster stat affix and only 2 random enchants.
LoH is nice and unique, but attack speed gives LoH too, so I'd rather have rare gloves.
The set bonus is mediocre, and probably not worth aiming for.
3 very solid enchantments and still 3 random enchantments to spare.
Since they're blacksmithed, they're a good glove to keep an eye out for when shopping.
Rare gloves still have potential to be better, but sage's are consistently good.
2 good affixes and 2 random affixes comes out to only 5 affixes total.
Not quite as good as Sage's Gesture, but still worth keeping an eye out for.
Once again, rares very much have the potential of being better. Moreso in the case of the boots than the gloves.
armor is okay, magic find isn't as useful anymore, reduced control duration sucks.
The weakest piece in the set.
String of Ears
Some people swear by this, some people know better.
Keep in mind that for most monks, 100 resist means 10% less damage from all sources.
Most string of ear rolls aren't going to be very good.
And extremely well rolled rare belts will be better.
With paragon out, MF and GF aren't that useful anymore.
So my problem with depth diggers is a 6 affix rare could be better.
Gehennas have the same problem as depth diggers, but as a blacksmith item you'll find more on the AH.
So chances are you'll find a well rolled one on the AH.
Solid enchantments and a whopping 3 random enchants to spare.
Very good boots, just make sure you find a good roll and a good price.
I've heard reports saying the molten ticks for anywhere between 2k-4k damage.
Either way the damage is small, as is the dex on the firewalkers.
So when you combine the molten and the low dex, you'll get that offensively these boots are about as good
as a pair of rare boots that rolled ~250 dex.
Only consider these boots if you're fire resistance.
And even so, don't expect BIS.
Lots of really weird and mediocre enchantments, not a good amulet.
Too few enchantments, and no random affixes means chances are these amulets all suck.
The Star of Azkaranth
Why exactly are there so many junky amulets?
dex? LoH? damage? crit chance? sign me up!
Just keep in mind that rares can roll better than Ouroboros.
For some reason this item doesn't exist in game yet. So no comment until then
Stone of Jordan
Mostly interesting for the spirit regen, which is very nice when you need to travel a map quickly.
DPS wise I think this ring is sub par, 20%-30% isn't much better than many rings, and it's only for elites.
The stats are solid, but not stuff I look for on rings.
And with only one random affix slot, I'd mark this ring off as average-ish.
Legacy skull grasps are better, 1.04 skull grasps are a shadow of what they used to be.
They're solid, but i wouldn't search for them over rare rings.
Same issue as the Oculus ring. affixes are decent, but only 1 random enchant.
I'd probably would prefer a rare ring.
Legacy of Wicked Dreams
No info on the DPS of the skeleton summoned.
Followers cannot benefit from this set bonus.
The Wailing Host
4.5% crit chance is great for rings, other enchants are good too.
Just be careful with the price, there are probably better rare rings out there.
Littany of the Undaunted
4.5% crit chance is high for rings, other enchants are great too.
Just be careful with the price, there are probably better rare rings out there.
I'm listing this in place of natalya's set.
The ring is extremely expensive, mostly because of demon hunters.
With 3 random affixes, attack speed, and good dex, this could very roll BIS for monks.
More importantly, there's a set bonus of a whopping 7% crit chance.
I recommend you pair this with natalya's boots
I don't think the helmet is worth the extra 130 dex though.
Don't get the boots on their own, they aren't good enough on their own.
Don't confuse this with the old natalya's set.
Sep 11, 2012Misery loves company.Posted in: Diablo III General Discussion
Seriously, mods, can we just make a forum for whining and hand wringing? It's getting a bit out-of-control of late. I come here to discuss the game, not to hear <forumgoer who doesn't post except once every three months to whine about loot #789878769111> whine about the SAME SHIT ALL OVER AGAIN.
Can we keep this a bit cleaner than the B.net forums? I'd hate to think that this place gets so bad that the subforums are the only worthwhile place to post and get decent information. But that's the direction we're headed... again.
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