Monk Build
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Monk DPS build 1.0.8 - One hit



This build written and record by d3wall. As you know, almost of Monk skill are damage buff. Important gear:
 - At least 2.5% LS
 - All resit: 400+ (You can use passive One with Everything to increase all resistant)
 - DPS: 100k+
 - HP: recommend: 40k + Make sure you can survive with one hit

 Ok, now take a look about this build:



Skill overview:

Fists of Thunder - Quickening : Each crit give you 15 spirit regen
Generate: 6 Spirit per attack
Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.

Wave of Light - Wave of Light: Increase damage deal up to 1202%
Focuses a wave of light that crushes enemies for 829% weapon damage as Holy, followed by an additional 96% weapon damage as Holy to all enemies in a line.

Cyclone Strike - Implosion: Increase distance to 36 yards
Pull up to 8 enemies within 24 yards towards you, followed by a furious blast of energy that deals 313% weapon damage as Holy.

Binding Flash - Faith in the Light: Deal more 30% damage
Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.

Mantra of Conviction - Overawe: First 3 second enemies take more 48% damage
Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes. For 3 seconds after activation, the effect is increased to 24% additional damage

Sweeping Wind - Cyclone: Tornado deal 26% damage
Surround yourself in a vortex that continuously deals 20% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 60% weapon damage to nearby enemies.
Passive: for low all resist and amor

Seize the Initiative
Your Armor is increased by 50% of your Dexterity

One With Everything
Your resistance to all elements is equal to your highest elemental resistance.

Exalted Soul
Increases maximum Spirit by 100 and increases Spirit Regeneration by 1 per second.
Spirit fuels your defensive and offensive abilities.

Passive: for high all resist and amor

Exalted Soul
Increases maximum Spirit by 100 and increases Spirit Regeneration by 1 per second.
Spirit fuels your defensive and offensive abilities.

Combination Strike
Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.

Chant of Resonance
Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.

What you need from gear?

- Spirit regen: to spam Mantra of Conviction and Wave of Light
- All resit and amor: When use Cyclone, all monster around you can attack at same time, make sure you can live with stun, fear, frozen...

Build in Action:


Top 1H Monk Build - Quickening with Inna's Set

My argument against Spirit Regeneration gear is simple. There are only so many item slots, and on each of those slots there are only so many Affix's. Why would anyone swap out a Ring that give's them 30k DPS for a SoJ that minorly improves Spirit Regeneration and adds a few other not worth it bonus's.

Another argument I have is against 2-Handed weapons. Considering some of the On-Crit Spirit Generation Rune's work by actually hitting the target, why would anyone want to half that potential for some cheap extra Sheet DPS? I have viewed many of the 2-Hander build video's and guide's, even with all of their Spirit Regeneration gear they don't come close to dropping half as many Bell's as I do. And considering they have now sacrificed item slots and affix's on some piece's, I have room to add more damage on top of that.

My last argument is against the overly poor choice of Skills, Runes, and Passives. Let's take Breath of Heaven for instance, by using one rune you get a 15% Flat DPS boost that does not expire before the cooldown is finished. On the other side with the Nirvana build you get a boost to Spirit Genration for 5 seconds. So your telling me a 15% boost that never expire's is worth less than a 5 second Generation boost that doesn't reach it's full potential anyway because your using an extremely slow weapon?

If you read all of that and understand where I am coming from or are thinking "Maybe he's right?" I would say read on. I will go into full detail on everything, the why's, where's, how's and what's.


Fists of Thunder - Quickening

This is the primary of choice for the fastest Spirit Generation, although many people will tell you to use Thunderclap there is almost no point in having an attack the teleports versus one that generates enough spirit every 2-3 attacks to drop a Bell.
Reason #1: Massive Spirit Generation
Reason #2: Better than Way of the Hundred because it has less ticks to Crit on, and the animation is faster
Reason #3: Paired with Dashing Strike, you won't miss Thunderclap

Dashing Strike - Way of the Falling Star

The jack of all trades Skill every Monk should have, it gives precise mobility and allows you to escape many hairy situations. Use the dodge rune if you want it only for the escape feature but I find with WotFS it allows me to chase and escape faster. You could use others but many of the on hit effects do not work on certain mobs.
Reason #1: Compliments both FoT without Thunderclap and WoL for precise movement
Reason #2: Great escape and chase ability
Reason #3: Low Spirit cost and the root is great
Breath of Heaven - Blazing Wrath

If you aren't using this skill and rune your doing something horribly wrong, or you've been designated support for group play. Standard Monk skill since well, forever and it's multi-use purpose is fantastic. You can heal yourself, others and provide a healthy DPS boost for a low cost.
Reason #1: Best damage boost per Spirit points spent
Reason #2: The 15% DPS boost is flat and works for all damage
Reason #3: The healing is great when taking burst damage or to help a friend in need
Sweeping Wind - Cyclone

Ah the Sweeping Wind debate. The main reason I am using this still is because of the 4 Piece Inna's Set, so if you are in the market for a 4 Piece or are already wearing it slap this on the skill bar and never regret it. The only reason I wouldn't use it is if I had a good CC% Mempo, a Witching Hour or Tal's Chest. Spending 5 Spirit to get an AoE that ticks for 60% damage and spawns Cyclone's that Crit is just simply hard to replace. If you already have a Mempo/TWH/Tal's, use Invis's Exploding Palm build.

Reason #1: Low Spirit cost for the damage
Reason #2: The only SW rune that has a Crit
Reason #3: Can be kept up permanently with 4 Piece

Wave of Light - Wall of Light

The absolute best Monk skill in the game, period. Pair it with the best rune and you've got yourself steroid filled HotA that wipes trash mobs in one hit and totals elites in record time. Yes I know there are a lot of people saying "Empowered Wave" this or "Pillar of the Ancients" that but if they sat down and did the math, they would be surprised how much better Wall of Light is. Just to give a short example, when I calculated Wall of Light versus Empowered Wave with 50% CC and 450% CD, Wall of Light came out doing 60%+ more damage overall and if you calculate the number of bells you can output per minute the difference was staggering.

Reason #1: Best Monk skill, possibly the best skill in the game
Reason #2: Wall of Light has the highest damage potential
Reason #3: Covers a wide area and is easy to aim

Mantra of Conviction - Overawe

Overall the best and most useful Mantra in the game, you should always be using this unless your in group play. The rune Conviction is better if you have stacked a ton of Attack Speed% gear but even then the AoE damage from Conviction has a range and does not apply to attacking. Use it for the continued Mantra effect of +24% damage, your spirit is much better spent on more Bell's than popping this all the time to get the highest Crit.

Reason #1: Best Mantra overall for PvE
Reason #2: Overawe provides a great DPS boost
Reason #3: Only needs maintenance every 3 minutes

Monk Build – Tempest Rush 1.0.8


The Monk Tempest Rush build is not something new. It has been around for quite some time but as patches added changes to the game, so did the build. Using the same mechanics and core utility, the build is the most recommended one for high mobility Monks that want to focus on farming at a very fast paced rate. It is still conditioned by spirit regen and by attack speed. 
On the other hand, the gear required is not particularly cheap. It could cost quite a bit of gold to get the spirit regen to keep up with the Tempest Rush skill when channeling.
Here is a quick brief on how the skills should be mapped:
Left Mouse Button – Way of the Hundred Fists with the Spirit Salvo rune
Right Mouse Button – Tempest Rush with the Tailwind rune
Action Key 1 – Blinding Flash with the Faith in the Light rune
Action Key 2 – Seven-Sided Strike with the Fulminating Onslaught rune
Action Key 3 – Sweeping Wind with the Inner Storm rune
Action Key 4 – Mantra of Healing with the Circular Breathing rune
Passive Skill 1: Fleet Footed
Passive Skill 2: Chant of Resonance
Passive Skill 3: The Guardian’s Path



The Mechanics Of The Build:
The Tempest Rush build becomes less effective when used with fast attack speed weapons such as one-handed weapons. Slow weapons means less Spirit cost while channeling. It will work better with something like a Skorn with high DPS.

Way of the Hundred Fists should be used as an initiating skill or just something to get some Spirit when none is left. Third skill in the build, the Blinding Flash, can be used to clear the path while channeling Tempest Rush. It can help a lot with increasing the farm speed. All the remaining skills are used mainly to generate Spirit. In theory, it is possible to generate enough Spirit to keep Tempest Rush channeling endlessly. However, this can cost a lot of gold as the gear required is far from being cheap.

The last two active abilities, Sweeping Wind and Mantra of Healing provide additional Spirit Regen. Looking at the passive, The Guardian’s Path endorses and forces the player to get a two-handed weapon for the 35% spirit regen boost. Chant of Resonance adds a Spirit Regen effect as well while the third passive just gives a flat 10% movement speed bonus. The build itself is focusing on speed and every bonus helps. 

However, there is a 24% cap to movement speed and the one from the passive counts towards that. Still it is important to know that the movement boost from Tempest Rush does is not affected by the cap. This means that the Fleet Footed passive can be changed for something else if the gear equipped provides enough passive regen.

Build in action:

Monk Solo Inferno – Flying Nirvana


Monks have been neglected in the past few months in terms of build diversity. It seems that everyone is happy with the Tempest Rush build or the Bell build. It is time to have a look at something new and this particular Inferno farming build shows a lot of potential in terms of burst damage. The Monk Nirvana build is used as the starting point and a few tweaks and changes make it extremely powerful against elite and champion packs due to the highly efficient synergies.

Let us have a quick look at the skill and rune setup of the build.
...
Left Mouse Button – Way of the Hundred Fists with the Fists of Fury rune
Right Mouse Button – Blinding Flash with the Faith in the Light rune

Action Key 1 – Breath of Heaven with the Infused with Light rune
Action Key 2 – Wave of Light with the Pillar of the Ancients rune
Action Key 3 – Sweeping Wind with the Cyclone rune
Action Key 4 – Mantra of Conviction with the Overawe rune

Passive Skill 1: Exalted Soul
Passive Skill 2: Seize The Initiative
Passive Skill 3: Beacon of Ytar



The Mechanics Of The Build

In order to efficiently farm Inferno in Diablo 3 one thing is known by all classes, not only by Monks. Burst damage is probably the fastest way to raid trough elite and champion packs. The skill set works together perfectly to provide a damage burst that is more than enough to make Diablo 3 Inferno farming easy like a walk in the park. However, there are a few problems with the build that can be corrected and need to be detailed.

Two of the key skills in the build have cooldowns and a few others have a really high Spirit cost. Cooldowns can be reduced with the aid of the Beacon of Ytar passive. It will make the heal from Breath of Light and the damage burst from Blinding Flash available every 12 seconds instead of 15.

For Spirit management, Inna’s set is a must with at least 4 pieces for the final bonus. It will shave off 70 Spirit points of the cost of casting the skill, taking it down to 5. It will become easier to keep it up when there is nothing around to attack. Also, the Flying Dragon daibo is a great choice as it can add some critical chance to Wave of Light which should be the main source of burst damage. The daibo can be found on the AH for a reasonable gold price. Combined with a high critical hit chance, the skill can deal tons of damage and if spirit generation is decent, it can be used up to 3 times in a couple of seconds.

The proper usage for this skill set is to have Blinding Flash available at the beginning of each encounter with an elite pack. Prior to every engage, it would be a good idea to have the Spirit pool fully charged. Once cast, Blinding Flash will provide 30% extra damage that is applied to all skills for the next 3 seconds, making it the best time to cast Wave of Light 3 times for a huge burst.

Build in action:



 
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