Bought some life on spirit spent items today and testing this out. Seems to have promise.http://us.battle.net/d3/en/calculato...gih!YXU!YcbYcc
Here is another tweak for everyone's consideration. I personally like mantra of conviction overawe for the massive dmg boost (for party especially) rather than backlash but it definitely has synergy with dashing strike. Also blind, blazing wrath, and whichever serenity you prefer are interchangable as well depending on preference. I've used this build for a while, pre-ias nerf and only with a one hand wep and shield, but am liking the massive increase in crit dmg from two weapons idea.
If we are increasing crit chance by a massive amount for synergy with cyclone i thought what other crit based skills are there? Blazing fists is definitely a good skill (and now an even more important source of ias) but I looked at the uses of quickening. With say a 33 percent crit chance that means on average every 3 strikes of a combo you generate another 15 spirit, that works out to be about 11 spirit per strike (nice). This is a huge boost to spirit generation that you dont get anywhere else.
This means that you can spirit dump into skills such as your mantra and also because of massive spirit gen, dashing strike. This TOTALLY improves the value of life per spirit spent. Usually on a weapon you can get a max of lets say 1000 (not sure) life per hit or so and 100? life per spirit spent. Whats better for life regen? If both have equivalent values 1000-100, 700-70, life per spirit spent will only generate .6 of what life per hit does as each strike you only get 6 spirit generated. With quickening this all changes suddenly you are getting 11 spirit per strike.
This means with life per spirit spent weapons, which are generally a lot cheaper than loh weapons, become quite viable. This also means trancendence becomes equivalent to 600 or so loh.
Add in dashing strike as a movement skill. I think you need a movement skill and if you cant take Fot I would take dashing strike. I take the added dodge bonus as I think its the most useful.
These two skills while both movement skills are very different from each other (and i prefer dashing strike). FoT is shorter, on the first strike of a combo generator, and puts you in front of the target you are aiming at. Dashing strike can go across the map, can be used anytime, costs spirit, and puts you at the back of the target you aim for. It takes some adjusting when you first start using dashing strike compared to FoT, if there is a pack of enemies running toward you dont aim with dashing strike for the first one as that will put you behind the first guy and into the middle of a pack.
The situations I find myself dying in are usually when I am blocked by alot of enemies or have been walled up by a boss, its these situations that dashing strike is SO much better. While FoT states its a teleport it is still bound by pathfinding problems and doesnt work like one, when hemmed in there is no way to get out but to blow through your cooldowns and hope to kill enough that you can create a space to move out of. Dashing strike has no such problems with moving through enemies and it puts you at the back of the enemy you target with an easy exit path.
With so much spirit gen and mobility from dashing strike it is easy to combo a champion dashing strike to the other side of the champ pack, while the target is rooted then turning around combo and rinse repeat. They cant ever catch you as they are constantly turning this way and that like a tennis spectator.
With a move to two weapons I might think about swapping in dodge passive for defense but i havent done the math to work out which is better.