This is a HC PvM/PvP build that is never about raw dmg numbers but utility and being able to mitigate damage and support. This build is not intended for solo play but with group in mind. With Hc mindset first and foremost, this build will use 1 handed weapon and shield, preferably fist weapons. The faster the hits the better, as our gear and skills focus on multiple hits to proc crits and on hit mechanics, first and foremost. The only real spirit dump and offensive ability is SSS, and this build is set at a more measured pace, with blinds and heals and mobility in mind.
WotHF (Windforce Flurry) - Only generator in this build, usefull for proc'ing crits and on-hit mechanics, like fear, stun, life, etc. Windforce Flurry could easily be swapped for another rune...depends on how much damage the 3rd hit does unruned. single target and aoe similar to Fists of Thunder generator DS (Quicksilver) - Staple in the pvp side, usefull in the pvm side for damage avoidance, gap closing and priority targeting. will be using often so low spirit cost is a plus BF (Faith In The Light) - Defensive cc + offensive dmg buff, will be using this every time it comes off cooldown. Cloak of shadows lolwut? SSS (Sudden Assault) - High single target damage, negligable AOE. Used exclusivley after BF, for max burst dmg. I am aware this negates the inherent invulnerability (during animation) portion of this skill, but theres no reason not to fire off after a BF MoE (Divine Protection) - The first layer of "saves"; only real source of skill related dodge. Plan on running with a group, so keeping them alive is a higher priority than dealing raw damage, in both pve and pvp. Serentity (Peaceful Repose) - The massive heal and invulnerability goes hand in hand with pvp and hc. Depending on how much healing is needed at later difficulties after on hit effects, gems, and passive, this rune is swapped easily. Trancendence - Between generator combo's, there will be a lot of utility spirit being spent constantly between SSS bursts. This is intentional, as the more utility and buffs used are healing us at the same time. Seize The Initiative - We now no longer have to worry about stacking str to get armor bonuses. Our dodge is only coming from *one* source, so stacking all dex is going to passively increase our dodge % (albeit diminishing returns), damage %, and Armor (damage mitigation) for when the dodge/block/Serenity fails and we eventually get hit. Gear choices will be dex and vitality, instead of splitting between str as well. And with item affixes spawning two stats (Dex + Vit, for example) we are getting all we need from our stats with that 1 choice item affix Near Death Experience - A second "save" skill, for when all else fails. Understanding the nature of this passive, is that your never fully gaining the full potential of that passive slot until you take a deathblow, which in hc means reroll. This is just a another layer of protection against "deeds remembered". It is unclear if this will function the same in pvp, but if it does it will be just if not more so needed in the arena, where your chances of dying and proccing this ability are much greater.
Let me know what you guys think! remember this is not a solo build and wont be first to clear inferno, but hopefully work well with others in a coordinated group.
pretty close to what ive been looking at a lot myself, the biggest differences is that I want 2 generators (WoHF+CW)
by only having 1 generator you're able to have both BF as well as Serenity (I was torn between either Serenity or BoH myself, Serenity is on a longer CD, but the 3 sec invuln looks nice in a pinch)
I am less of a fan of Trancendence (I'm unconvinced that it's enough healing to be worth it, but it might be better if it scales higher later, one of my builds has 70k life)
and I just don't see STI as worth it either, so much easier to get more armor through gear, and even with a maxed out dex around 5k, that's not a ton of armor being added
clearly NDE is a very specific skill, and for HC I would either consider it absolutely necessary or a complete waste, depending on context (must have to save from perma-death or useless if it just plops you back into death again immediately with so little life)
there is something to be said for focusing and stacking bonuses from gear/passives/skills, but me personally I like to pick passives and skills that cannot be duplicated with gear and vice versa
I really like this build. Windforce Flurry is my favorite WotHF rune, because it's a high enough damage boost to be good for single target, and the straight line damage gives the skill some needed AoE. All of the other runes you picked are the runes that I like as well, though if you are going to use BoH you might want to rune Serenity differently. 2 heals on different timers is nice if you don't like the other Serenity runes, but I think there are some nice alternatives as well.
As for the passives, I think high level items will make Transcendence useless, but you can plan to use it and wait and see whether you get enough spirit from items to justify it. NDE is a hardcore skill really. It gives you a heal when you die basically, but I'd rather have other passives on a non-hardcore character.
Thanks for the input guys! Taking a second look, transcendence is on a "wait and see" status of its merit, especially since there are potentially affixes for this exact bonus (heal based on spirit spent). To be honest most of the monk passives are either weak or irrelevant imo, especially for my style and specialty build. Spirit *should* never be at max, so exalted soul is worthless. If spirit is at max, im not using secondary skills enough. Not planning to dual wield or 2h, nor do i have a "direct heal on another player" . The best looking alternatives are resolve, one with everything, and pacifism. The latter two i dont see even being remotley necessary until nm and beyond, and both passives are found on item affixes.
It will jsut come down to what is needed and where, depending on gear strengths and weaknesses; as well as monster abilities and such. I will say in closing as much as i love the monk (i have since he was first revealed, havn't gone back on the decision to play him first not once!) that he did get the shaft when it comes to number of skills and passives, but we all know that. It just made more evident when i would only even consider using 5(?) passives... but then again there are plenty of others who would find a niche for them all.
Thanks for stopping in and sharing the knowledge... see you guys tomorrow night!
While I do like DS because it can also get you OUT of a situation when needed, I'd personally go for a little extra dmg output with Fists of Thunder with the teleport rune. It'll allow you to get to your target quickly, which is what DS is for, still use the 3rd hit of WoTHF and switch out your NDE passive for Combination Strike.
Perhaps if Breath of Heaven was taken over Blinding Flash I'd keep DS to get away & heal quick.
I'll definately be trying both in PvP for sure, although I'm thinking my dodge build will be decent for PvP too... we shall see!