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Thread: Monk Build

  1. #1
    IncGamers Member Magikarp's Avatar
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    Monk Build

    Basically my expertise involves the barb ive played every single character to lvl 13 many times over but havent really payed attention to their end game. so im trying to take some time to look at what they offer in the pvp environment so heres a build i made

    http://us.battle.net/d3/en/calculato...kZT!bce!acaaYa

    basically i what 2 spirit generating skills. 1 just mainly for the teleport so i can stick to my enemys and the other for the damage and then i want to be able to survive would be my main point ( THIS IS STRICTLY A PVP build )

    Looking for comments

    thank you



  2. #2
    IncGamers Member Such Violent Storms's Avatar
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    Re: Monk Build

    Looks good. I like the idea of FoT for the teleport as a movement skill. I would use it mainly since it is fast for generating spirit, and only use deadly reach every 30 seconds for the damage buff or if you need more range. People may make variants of this build depending on personal preference, such as other skills instead of SSS, but its whatever.

    My only suggestions are in passives:
    -- I strongly suggest Seize the Initiative instead of Chant of Resonance. Imagine you had 280 dexterity, which is probably very low for a Monk; STI would give you +280 armor on top of all other armor. It's insane. Secondly, you can find 1 spirit/second Knuckles in the beta, so you're bound to have spirit regeneration on your endgame pvp items. Constant spirit regen shouldn't be a problem, and "Overawe" is a mantra that is actually very useful when you use it because of its +24% final damage.

    -- I don't know how this build will flow in PvP, but the default 150 spirit could be enough. If so, Exalted Soul won't be needed and can be replaced with The Guardian's Path or a personal choice.



  3. #3
    IncGamers Member Magikarp's Avatar
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    Re: Monk Build

    Quote Originally Posted by Such Violent Storms View Post
    Looks good. I like the idea of FoT for the teleport as a movement skill. I would use it mainly since it is fast for generating spirit, and only use deadly reach every 30 seconds for the damage buff or if you need more range. People may make variants of this build depending on personal preference, such as other skills instead of SSS, but its whatever.

    My only suggestions are in passives:
    -- I strongly suggest Seize the Initiative instead of Chant of Resonance. Imagine you had 280 dexterity, which is probably very low for a Monk; STI would give you +280 armor on top of all other armor. It's insane. Secondly, you can find 1 spirit/second Knuckles in the beta, so you're bound to have spirit regeneration on your endgame pvp items. Constant spirit regen shouldn't be a problem, and "Overawe" is a mantra that is actually very useful when you use it because of its +24% final damage.

    -- I don't know how this build will flow in PvP, but the default 150 spirit could be enough. If so, Exalted Soul won't be needed and can be replaced with The Guardian's Path or a personal choice.
    I chose SSS just due to the sheer damage % it provides by far the most damageing monk skill, and i can agree with the passives, we wont really know how much spirit is needed until we actually play it



  4. #4
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    Re: Monk Build

    I agree that Exalted Soul could be spared. Unless you have a real spirit generation oriented build (such as runed EP and other runes that give +spirit on crits), you're unlikely to have >150 spirit most of the time.



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    IncGamers Member Magikarp's Avatar
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    Re: Monk Build

    replaced it with combination strike an extra 16% dmg



  6. #6
    IncGamers Member Torr's Avatar
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    Re: Monk Build

    I'm going to go against the grain and say that personally I like Exalted Soul, especially if you are planning to use a spammable spender like Lashing Tail kick. Since there will be spirit regenerating gear at high levels, the strength of Exalted Soul is that by making your max spirit higher, it lets you forego some other spirit regenerating runes and passives.

    To that end if you were to keep Exalted Soul, I agree with Such Violent Storms about Chant of Resonance. The chant bump from 3 to 7 minutes is meaningless from a spirit-spending perspective, so it is only useful for the 2 spirit regen which I think you can get from gear. I won't push a specific passive to replace it with, but I don't think this passive is worth it unless you can't get spirit regen gear you like.

    If you want Combo Strike, keep Exalted and drop Pacifism. I don't think Pacifism goes with Serenity. The great thing about Serenity to me, the reason I can't drop it from my build, is that it gives you 3 seconds of immunity from control-impairing effects. I'm assuming that means we can use it to break such an effect. In addition, since you have it runed to heal... it just seems to similar to Pacifism (protection versus control effects, reduction of damage). Considering Serenity only costs 10 spirit and has a short cooldown (20 seconds), I don't think you need both the passive and the spender.



  7. #7
    IncGamers Member Magikarp's Avatar
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    Re: Monk Build

    Quote Originally Posted by Torr View Post
    I'm going to go against the grain and say that personally I like Exalted Soul, especially if you are planning to use a spammable spender like Lashing Tail kick. Since there will be spirit regenerating gear at high levels, the strength of Exalted Soul is that by making your max spirit higher, it lets you forego some other spirit regenerating runes and passives.

    To that end if you were to keep Exalted Soul, I agree with Such Violent Storms about Chant of Resonance. The chant bump from 3 to 7 minutes is meaningless from a spirit-spending perspective, so it is only useful for the 2 spirit regen which I think you can get from gear. I won't push a specific passive to replace it with, but I don't think this passive is worth it unless you can't get spirit regen gear you like.

    If you want Combo Strike, keep Exalted and drop Pacifism. I don't think Pacifism goes with Serenity. The great thing about Serenity to me, the reason I can't drop it from my build, is that it gives you 3 seconds of immunity from control-impairing effects. I'm assuming that means we can use it to break such an effect. In addition, since you have it runed to heal... it just seems to similar to Pacifism (protection versus control effects, reduction of damage). Considering Serenity only costs 10 spirit and has a short cooldown (20 seconds), I don't think you need both the passive and the spender.
    that actually makes alot of sense, for me to drop pacifism because of the low Cooldown on serenity, i would really like to keep exalted soul also just due to high spirit regen so i can spam skills over having a very limited amount. id rather have too much than not enough

    so i am going to drop pacifism and grab combination strike.



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