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View Full Version : You Can't Touch This - Solo HC build (dual-wield dodge monk) der=0



DeluksZ
04-04-2012, 00:15
Hi guys. I've put together a talent build for hardcore solo gameplay by maximizing dodge with self-healing. You can find it here
http://eu.battle.net/d3/en/calculator/monk#aZhdgR!TbW!ZZacaa

Explanation
Playing softcore allowes you to focus on your role first, then focus on your goals with that role. When it comes to HC your goal have higher priority, then comes roles. In other words, if you play HC your main goal is not to die. Everything else comes second, so with this in mind, and the fact that the Monk is a meele character, I tried to make the most safe build for a solo player Monk.

Summary
Dodge: 30% all the time/ 46% fightning/ 50% after DS/ 66% for ~3 sec after DSing into a group of monsters and start fighting (with 15% crit chance, which seems acceptable you can add 5% dodge to every number)
Heal: 6202-7752 instant/20 seconds (310-387/sec) and 9300 over 6 seconds in every 30 seconds (310/sec over the 30 sec period)

Requires
Dual-wield

Talent Breakdown

Near Death Experience (passive) and Serenity
In my opinion no solo HC Monk build can be complete without these 2 skills. NDE basically lets you make a fatal mistake every 90 seconds. There are no words to express how mandatory this skill is. It just says "Well, dude... you can die in HC. I will prevent that happen. And after my internal cooldown expires... I'll prevent that again... and again...and again". You can play HC and die in every 90 seconds. Serenity does the same, although this time it needs your help to be activated. It's basically the Divine Shield of Paladins from WoW. Absorbs every incoming dmg for 3 seconds. With a 20 seconds cooldown this is also a must-have in my opinion.

(M1)FoT - Lightning Flash
Maybe this is not the best spirit gainer for the purpose, but as a HC solo player I'll be in contact of enemies most of the time. The 16% dodge rune is a crucial part of this build, so the spirit gainer skill was not a question.

(M2)LTK - Sweeping Armada
AoE spender with boosted knockback quality and crowd control. With FoT being the fastest spirit gainer I think I'll be able to spam this in tough situations.

(1)Mantra of Evasion - Hard Target
The obvious mantra fo solo play. Although armor is not very importnat (since not being hit is the essence of this build) it still serves us well and only Preserverance and Blacklash has some rational bonuses. I just find 35% wpn dmg a bit low and we don't have any information about the chance %.

(2)Dashing Strikes - Blinding Speed
A very good escaping skill with dmg attribute. The 20% didge rune makes this spell a very good opener. We can also safely charge into a group of monsters with the 20% chance to dodge modifier and nuke the hell out of them during the 3 seconds.

(3)Serenity - Peaceful Repose
This is one of the must-have HC build spells I've mentioned. With the rune it also serves as a self-heal. With this we are able to left out the dedicated self-heal Breath of Heaven. Instead of a single healing spell we got absolute immunity to dmg and a slightly lesser self-heal.

(4) Inner Sanctuary - Safe Heaven
Another healing based spell with the quality of keeping meele mobs aout of range. I don't know if it pushes the already in range mobs out or not. If it does, then this spell has the value that I assume. If not then it's not a very good choice. Althoug, being healed by 1550/sec is still a noce HoT.

Maybe Inner Sanctum is a bit much. In a tough situation, where NDE saved you once and you used your Serenity for defense and a fast heal you most probably won't be able to stand still and wait for 6 seconds to heal up the rest, even if you don't have meele characters on you. That's is why I think Blinding Flash - Blinding Echo can be a very good (if not superior) alternative. AoE crowd control what affects uniques. With the rune you basically split the cooldown. And in situation where you need to use the Flash, you will need that second one most likely.

(Passives)NDE
Already explained.

The Guardian's Path
Essential to the dodge build. Permanent 15%.

Sixth Sense
Also essential dodge passive. We don't know for sure how many a decently geared lvl50+ Monk will have, but with this passive ability going for crit% will also serve as a survival stat for the character.

Xandor
04-04-2012, 11:58
The Guardian's Path
Essential to the dodge build. Permanent 15% dodge, while also giving 25% increased spirit generation.


My understanding of this passive skill is that you get either 15% dodge while dual wielding or 25% spirit regen while using two handed weapons. You won't get both buffs.

DeluksZ
04-04-2012, 17:32
Oh, I totally missed the "While using a two-handed weapon..." part. It's still a corner stone of the build. I edited the first post, thanks for noticing.

WhiteGiant
04-04-2012, 19:21
i know that defensive skills are really important for hc but i feel like you lack dps ; and if you do to little dmg you prolong a fight just unnecessarily which again increases the odds of doing mistakes / accumulating to many creeps around you; so yeah conceptually this build is to defensive to me: but its hard to tell yet who is wrong and right here ; i guess we have to see at release.

DeluksZ
04-04-2012, 20:45
i know that defensive skills are really important for hc but i feel like you lack dps ; and if you do to little dmg you prolong a fight just unnecessarily which again increases the odds of doing mistakes / accumulating to many creeps around you; so yeah conceptually this build is to defensive to me: but its hard to tell yet who is wrong and right here ; i guess we have to see at release.
I totally agree with you. Although, we can not really state weather it will be enough or not (due to lack of information). I has the same feeling about this build, and as you can see I left an alternative option at the end. I'm now thinking about modifying the build to this http://eu.battle.net/d3/en/calculator/monk#aZhdgi!TbW!ZZacaZ having a constant vortex around me for 60% wpn dmg (most of the time hopefully). With this I cover up the lost dps big time. Also, it's an AoE spell.

WhiteGiant
05-04-2012, 15:40
http://eu.battle.net/d3/en/calculator/monk#afhdgi!TbW!ZYccaZ

t (http://eu.battle.net/d3/en/calculator/monk#afhdgi!TbW!ZYacaZ)his would be my suggestion. iam not sure about the sixth sense ; since iam not exactly sure how all those dodge modifier work together though. you could still switch that out with transcendence, resolve or one with everything. depending on what seems most reasonable at the time; however this build is also just guesswork ; we'll see whats viable once the game is in our hands

beingmused
11-04-2012, 12:17
So your only skill that is good at damaging creatures also knocks them back an incredible distance? I'm sure that there will be the occasional mob you'll want to knockback for defensive reasons, but that will make combat an absolute nightmare.