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  1. #1
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    Life steal monk for act 2 inferno and beyond

    UPDATE: Now that 1.0.4 has settled down, I've revised the OP. Nothing changes about skill selection but the price of rares have dropped significantly with all of those crazy legendaries running around. The last patch also made late inferno easier in general, making it even cheaper to make an act 3-4 viable monk.

    This guide will show you how to build your act 2+ inferno monk around life steal. The goal is to create a powerful, well rounded character that can use the same skill set in for both solo farming and group play. By avoiding some frequently overpriced items you can spend your hard earned AH funds on cheaper weapons, better armor, and be a make a more efficient overall monk.

    Why life steal over life on hit?

    Life steal weapons are less popular and harder to build around than LOH weapons, making them less expensive on the AH.

    Life steal’s healing scales up with all damage upgrades while LOH only scales with attack speed. The money saved from a weapon can go towards more crit chance, crit damage, and overall better stats from armor pieces. Any damage upgrade can be a survivability upgrade too!

    Although LOH gives the best healing when fighting a single target, life steal becomes more effective when using AOE skills against multiple targets. Building around skills that deal AOE damage mean faster, safer farming in an easy act. A noticeable increase in healing against multiple targets can even help in more difficult acts, often allowing a monk to get completely surrounded and survive.

    Life steal weapons are best paired with a shield for the tremendous increase in survivability while AOE tanking. LOH builds want a second LOH weapon for the dual wield attack speed bonus. Another weapon will always be more expensive than a shield.

    When all of these combine, a monk avoids unnecessary deaths and becomes more consistent character overall. Who cares if that damage number on your character sheet is a little bit lower? Less deaths means you can grind out those paragon levels and maybe even MF up a valuable legendary faster than any alternative build.

    Skills

    Fist of Thunder - Thunderclap
    Blinding Flash - Faith in the Light
    Breath of Heaven - Blazing Wrath
    Serenity - Ascension
    Sweeping Wind - Cyclone
    Mantra of Conviction - Overawe
    Passives: One with Everything, Seize the Initiative, Fleet Footed

    Thunderclap has the best single target damage of the monk’s auto attacks, comes with a decent AOE effect, generates spirit the fastest, gives an important mobility increase, and can occasionally escape a complete surround with a careful teleport. Crippling Wave and Way of the Hundred Fists can never really compare.

    Blinding Flash, the monk’s best crowd control skill, gains even more utility when the Faith in the Light damage bonus combines with life steal. The percent increase in damage means a sudden spike in healing.

    Breath of Heaven - Blazing Wrath is a damage buff first and a healing skill second. Once again, a percent increase in damage supports the life steal strategy.

    Serenity - Ascension gives invulnerability for an additional second, giving additional time to attack and steal life while belligerently standing in arcane lasers and desecration. Peaceful Repose may be better with some other builds but does not do enough here.

    Sweeping Wind provides the monk’s best source of AOE damage. Cyclone becomes the most damaging rune around 15-20% crit chance and will continue to deal more AOE damage as you continue to improve crit chance through gear, much like life steal. Always remember to save up spirit such that the Blazing Wrath and Faith in the Light damage buffs are on when activating Sweeping Wind. The damage for Sweeping Wind will keep your damage on activation even if the buffs fall off.

    Mantra of Conviction - Overawe gives a huge damage increase to the monk and his whole party. A life steal monk is at his best after building up Sweeping Wind then activating Mantra of Conviction and Blinding Flash at the same time, supporting his ability to deal AOE burst damage with burst healing and holding back on Serenity as long as possible. For this build it's a better choice for surviving in late inferno undergeared than Mantra of Evasion - Backlash.

    One with Everything is easily the monk’s best passive skill, so good you want to carefully choose every piece of gear around it. I prefer lightning resist for my OWE resist, because that was the most important one in Diablo 2. Fire and physical are considered the most appealing resists to a demon hunter, so they may have some additional cost associated with them. Arcane resist comes in third because of the extremely deadly arcane enchanted property on elite mobs. Beyond that no single resist stands out as the least expensive to collect for a monk.

    Seize the Initiative gives armor for additional dexterity, giving additional damage reduction for stacking your primary damage stat. This is a mandatory passive for all monks and is second only to One with Everything.

    Fleet Footed has recently emerged as the #3 passive for a monk in 1.0.4. Bonuses from gear can get you up to 25% max, but this passive has been buffed to ignore this cap. A 12% bonus from rare boots, a 12% bonus from a legendary in another slot, and this passive will take a monk to a 34% movement speed bonus. Not only will this leave most demon hunters and fast elite packs in the dust, movement speed subtly increases speed in farming for both items and paragon exp.

    The honorable mention spec:

    Deadly Reach - Keen Eye
    Blinding Flash - Faith in the Light
    Breath of Heaven - Blazing Wrath
    Serenity - Ascension
    Sweeping Wind - Cyclone
    Mantra of Conviction - Intimidation
    Passives: One with Everything, Seize the Initiative, Resolve

    This spec helps an undergeared monk get through inferno act 3 or 4 for the first time. Deadly Reach gives the monk the beast AOE damage from an auto attack, which combines perfectly with the Resolve passive to spread the damage debuff over groups of enemies. The Intimidation runes throws another damage debuff into the mix while the Keen Eye rune gives additional armor to a monk who lacks extremely high resists. All together, these skills let a monk fight by throwing a few attacks before falling back to carefully avoid the complete surrounds that would normally be an unavoidable death.

    Other mentions:

    If you truly feel movement speed isn't important, use Transcendence over Fleet Footed for the third passive. I consider it the #4 passive overall.

    You're playing in hardcore? Use near Death Experience as the third passive. Play however you like, but if you trigger this skill it means you've gone too far. Report to time immediately for a time out, reflect on your reckless behavior, and get back in there one the debuff falls off.

    Gear Selection

    Rather than throwing around arbitrary numbers and goals for gear selection (ie: 800 resist all minimum for act 3), gearing your monk should be done piece by piece. If you could take a level 62-63 base rare for every slot then assign it 5 modifiers of your choice with median rolls, you would have a pretty strong character of any class. Everyone could farm act 2, beat act 3 with some effort, and get through almost anything in act 4. This list will show what those items look like for a life steal monk within a reasonable budget.

    Getting the most out of your character means buying items that are less popular, look less sexy to a demon hunter, and may be better than what they seem on the surface. Some high value stats that are invisible to a demon hunter include bonus armor, life regen, and your chosen OWE resistance. Some bonus properties like pickup radius, crowd control reduction, or a chance for an effect on hit can sneak in as a sixth modifier for some pieces.

    Always remember to distinguish between a single stat modifier and a dexterity/vitality modifier. Single stat modifiers will give more of their single stat. The coveted dexterity, vitality, dexterity/vitality roll makes for some of the best items in the game, so we’re sticking to 2 primary stat modifiers max per armor piece for our budget.

    All below example items were found within the listed budget while writing this guide in 1.0.3. You can get much better stuff now. The example weapon was actually used by my monk completing act 4 inferno for the first time.

    Weapon
    Budget: 3mil gold

    Damage modifier
    Damage modifier
    Life steal
    Critical hit damage (50% minimum) OR socket
    Dexterity
    Bonus: More damage, vitality, dexterity/vitality



    The weapon, the most important and expensive part of any character, is the only slot that can have life steal. Watch out for the perfect 3.0%. Any level 63 base will do because we don’t care that much about attack speed. 2 modifiers on your weapon will go to directly increasing the DPS. The weapon is also the best source of critical hit damage, making it the second most desirable stat for a weapon. Base critical hit damage and a socket on the same weapon will make it extremely expensive, so it’s better value to get dexterity as a fifth stat. Monks on an extreme budget can ignore dexterity on the weapon for a 4 modifier life steal/crit damage weapon with solid DPS.

    Shield
    Budget: 2mil gold

    Dexterity
    Critical hit chance
    OWE resist
    Bonus: Vitality, dexterity/vitality, life regen, life %, all resist, socket, armor



    There’s a lot going on with the shield, and the sheer number of valuable mods on this slot make it hard to stay within budget for a 5 modifier rare. It’s best to avoid a shield with a block increase modifier and look for a level 63 base shield with a solid base block rate. The level 63 block amount makes up for a lot. This leaves room on the shield for crit chance, OWE resist, and dexterity before looking for a fourth and fifth modifier.

    Helm
    Budget: 1.5mil gold

    Dexterity/Vitality
    Critical hit chance
    OWE resist
    Socket
    Bonus: Vitality, dexterity, all resist, armor, spirit regeneration, skill bonuses



    The most valuable stats for the helm slot are actually the crit chance and the socket. It's worth spending a bit more on a helm over other armor pieces both both. Use an amethyst or topaz depending on the situation. Helms can have some exotic modifiers like Fists of Thunder damage, Sweeping Wind damage, and passive spirit regen, but it’s probably best just to stick with primary stats and resists if you have the choice.

    Chest
    Budget: 1.5mil gold

    Vitality
    Dexterity/Vitality
    Sockets (3)
    OWE resist
    Bonus: Dexterity, armor, all resist, life regen, % life, % damage reduction



    Chest pieces can have more vitality than most armor pieces, making the double stack on vitality important for getting the most out of this slot. For some reason chest pieces tend to be more expensive than any other armor with particularity high price for 3 sockets. Don’t be afraid to avoid sockets completely and substitute in a more subtle bonus modifier to save gold.

    Pants
    Budget: 1mil gold

    Vitality
    Dexterity/Vitality
    OWE resist
    All resist
    Bonus: Dexterity, armor, life regen, sockets (2)



    Like chests, pants can have extra vitality. Unlike a chest pants can only have 2 sockets and less interesting bonus mods, making this an ideal piece for stacking all resist/OWE resist without spending too much.

    Shoulders
    Budget: 750k gold

    Dexterity/Vitality
    OWE resist
    All resist
    % Life
    Bonus: Dexterity, vitality, armor, life regen



    Shoulders don’t have any expensive offensive stats, making it the cheapest slot to get a % life modifier and another good choice for stacking all resist/OWE resist.

    Belt
    Budget: 500k gold

    Dexterity/Vitality
    OWE resist
    All resist
    % Life
    Bonus: Dexterity, vitality, armor, life regen



    Belts have almost the same ideal properties as shoulders and are even less expensive on average.

    Bracers
    Budget: 500k gold

    Dexterity/Vitality
    Critical hit chance
    OWE resist
    All resist
    Bonus: Dexterity, vitality, armor, life regen, % damage reduction



    Bracers are an extremely inexpensive source of critical hit chance, which is the most important stat for the slot. Even with the attractive offensive stat it’s easy to find decent bracers with all resist/OWE resist and primary stats.

    Gloves
    Budget: 750k gold

    Dexterity
    Attack speed
    Critical hit chance OR critical hit damage
    OWE resist
    Bonus: Dexterity/vitality, vitality, all resist, armor, life regen



    Gloves can have the trifecta of offensive stats: attack speed, critical hit chance, and critical hit damage. On top of that gloves can have the more dexterity the most armor pieces, making good ones a target for mega rich demon hunters. Fortunately, 6 property level 62 gloves are among the best craft recipes in the game so the AH should always be stocked with enough for you to score a cheap 5 property one with an OWE resist. This is the only slot on monk where you can justify going without vitality.

    Boots
    Budget: 750k gold

    Dexterity
    Dexterity/vitality
    OWE resist
    Movement speed
    Bonus: All resist, life regen, armor



    Movement speed is essential, don’t let anyone tell you otherwise. Like gloves, boots can have additional dexterity over other armor pieces. Stacking dexterity here is more important than stacking resists.

    Amulet
    Budget: 1mil gold

    Dexterity/vitality
    Attack speed
    OWE resist
    Critical hit damage OR critical hit chance
    Bonus: Dexterity, vitality, armor, % life, all resist, socket, damage



    Amulets can have a wide range of properties, but the ideal amulet will resemble your gloves. Don’t be afraid to search for amulets below a level 60 requirement on the AH.

    Rings
    Budget: 1.5mil gold

    Attack speed OR critical hit chance
    OWE resist
    Dexterity OR vitality OR dexterity/vitality
    Bonus: Critical hit damage, life on hit, armor, all resist, % life, socket, damage



    A wide range of possible modifiers along with double the demand make rings more expensive than amulets. It’s totally acceptable to take a 4 property ring without either dex or vitality. Just make sure it has at least one from attack speed, critical hit chance, or critical hit damage. Although not a priority for the slot, picking up a bit of life on hit from a ring isn’t a bad idea if there are no other options within budget.
    Last edited by Pizzarino; 07-09-2012 at 21:22.

  2. #2
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    Re: Life steal monk for act 2 inferno and beyond

    Very nice, detailed.

    Tidbits: you need to remind people that Life Steal is nerfed to 20% in Inferno. So at 2.8% LL you are getting something around 0.56% per hit. With a lot of cyclones out and SW active, it is still a significant amount. But I would never ever recommend going LL and forgetting about LoH or the other way around. They are best used combined. A focus on LL will give you the benefit of needing less LoH to be just as, if not more, effective.



  3. #3
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    Re: Life steal monk for act 2 inferno and beyond

    How far has this build been tested on A3?
    I dual wield weapons with life steal (along with 1000+ LoH overall) to increase survavility (5.5 LS total) and I still find some nasty guys (molten plagued vortex shield phasebeasts/bloated malachors anyone?)... I use a cyclone build with few variations depending on the act I'm going.
    I think you'd need a roflstomp level of damage to live only with LS, even if you are using bunch of AOE damage. I see LoH complementing LS.

    Have you tested variations like MoE/Backlash or MoC/Submission? Submission rune gives you a non-stop AOE damage. I used it when farming A2 but I felt I wasn't needing more survavility since I was tearing the mobs regardless of what mantra I was using, so I opted for overawe to kill them faster.

    I'm currently using MoE/hard target but when I have a bit more dex, I'll try using backlash.



  4. #4
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    Re: Life steal monk for act 2 inferno and beyond

    It isn't really important if there is a inferno penalty to life steal. Think of it as standard and you get a handicap if you leave inferno.

    I turned the corner between LOH and life steal at around 20k DPS and 16% crit. The old weapon had 750 DPS, 400 LOH, 50 dex, 50 vit and I sold it for 5mil on the AH. The new weapon was the one I used for an example for the guide with life steal/crit damage/dex and cost 3mil. I still had about 250 extra LOH from my rings and amulets, which I've gradually replaced. Like I said in the guide the expensive nature of rings forces you to make compromises and look for deals on rings with modifiers that aren't completely perfect. Rings are the best slot to pick up some LOH to supplement your life steal.

    I've been using this exact build in act 3 for a month or more. I test single target damage/mitigation vs Ghom and multi target by just trying to face tank oppressor packs in act 4 inferno. Ghom is the only thing in the game that would make me want to switch a mantra and I've actually found that it's mantra of healing with the first rune actually helps the most if you're determined to stand in the farts. Other than that act 3 is free and I prefer to farm in act 2 with 200%+ MF on.

    Backlash is not as effective for overall AOE damage than juicing up cyclone damage from MoC. I can understand if you're dual wielding and possibly stacking dodge with guardian's path passive, but this build is using a shield instead. Submission is OKAY but doesn't support the life steal agenda because it doesn't produce the spike heals of overawe.




  5. #5
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    Re: Life steal monk for act 2 inferno and beyond

    Pizzarino do you mind sharing your stats that you use to progress through act IV inferno? This build interests me very much.



  6. #6
    Diablo: IncGamers Member InsaneAction's Avatar
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    Re: Life steal monk for act 2 inferno and beyond

    I have to disagree with your part about "pants"... Having 2 sockets is a must. You're missing out on so much Dex/Vit by not having those sockets. To settle for an "ok" pair of 4 prop pants isn't a wise choice. As a stepping stone? Yes... But don't plan to keep them.



  7. #7
    IncGamers Member Such Violent Storms's Avatar
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    Re: Life steal monk for act 2 inferno and beyond

    Great guide. Here are my critiques:

    2 weapons
    Personally I would forgo the shield and find a second weapon with life steal; ideally you shouldn't look for +dex on a weapon and instead look for critical hit damage and a socket. Socketing both weapons with radiant square emerald or higher is a massive damage boost. The attack speed boost means more attacks/second which means more life steal/second.

    life/hit
    The fact of the matter is that life/hit is currently too good to not use. It's an unnecessary gimping of yourself and at least in its current form is balanced better than life steal. I'd like to have at least one weapon with a little Life/hit, and then some life/hit on an amulet too. 500-700 life/hit is plenty.

    Foresight
    This rune surpasses the 3 second burst of Blinding Flash by a lot over time. Secondly it can be used with shift to kite nasty mobs and maintain positioning against desc/plagued/molten/etc.

    Mantra of Evasion Backlash
    With Guardian's Path this has amazing synergy and defensive capabilities. Easily maintainable active bonus, and the AoE happens quite often and gives good life steal returns like sweeping wind does.

    Ultimately you should have 30% crit chance minimum and about 300% crit damage minimum. You should get substantial healing from that + LoH gravy. Armor should be around 6-7k without enchantress, and resists higher than 700.

    http://us.battle.net/d3/en/calculato...Xih!YdU!acYbcc



  8. #8
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    Re: Life steal monk for act 2 inferno and beyond

    Quote Originally Posted by Such Violent Storms View Post
    Great guide. Here are my critiques:
    For dual weilding, I've tried it. After my last two weapon upgrades within this build I temporarily had two high life steal/120+ dex/55%+ crit damage weapons. I tried them out on Ghom, and they consistently killed me faster vs Ghom than the shield. The attack speed from dual wielding can really push LOH healing, but it won't do enough here. More important than all of that, doubling down on expensive 1 handers and high level emeralds goes against the cost efficient nature of the build.

    Deadly Reach already gets an honorable mention for doing content undergeared/progression. I made a mistake in my original post and said Foresight instead of Keen Eye (edited now). You want to use Deadly Reach over Thunderclap as a more defensive option, using the range and splash damage to get the most out of the Resolve passive when you know you can't survive a complete surround. Using it just for the damage increase rune isn't as useful as Blinding Flash, which makes it possible to burst heal yourself to full against disoriented mobs. Blinding Flash saves you (and your party members) when you need it the most. Foresight stays active when you don't need it and can't step up in an emergency situation.

    Mantra of Evasion works really well to increase overall mitigation without a shield and Backlash has synergy with dual wielding for the Guardian's Path passive, so it will fit with the cookie cutter DW/Cyclone build. Doesn't work here. You want to juice up your life steal as much as possible with Conviction. In addition, Backlash does almost nothing for a party as mobs run around focused on other targets. Conviction is really the best for a group unless you are the second monk in it.

    My current stats:
    32k damage unbuffed
    55k HP
    70% reduction from armor
    72% reduction from resist all




  9. #9
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    Re: Life steal monk for act 2 inferno and beyond

    Bought an 800 DPS weapon with 3.0 life steal and 100% crit dmg. Put on a shield that I already had, and I can progress just about as far as my old dual wield build.

    Old build had about 1700 LoH with 1.8 attack speed.

    Using this build I have 3.0% life steal and about 550 LoH and 1.6 attack speed.

    I actually prefer this build, and it is cheaper as well. I feel less squishy with this build.



  10. #10
    IncGamers Member Dethklok's Avatar
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    Re: Life steal monk for act 2 inferno and beyond

    Quote Originally Posted by Such Violent Storms View Post
    Great guide. Here are my critiques:
    2 weapons
    life/hit
    ^ This.

    Using a shield with this build is dumb. Even if we assume attack speed isn't a factor at all, dual wielding doubles your life steal. Doubles. Is your shield single-handedly doubling your EHP? No? Ditch it.

    I definitely see this as a build where the more you commit to the life steal plan, the worse LOH gets; until then, LOH is pretty good, as usual. So even though SVS is probably more technically right than Pizza, Pizza's stubbornness will probably have then end result of a more successful build, assuming good gear (which Pizza is strangely against? Weird).

    The one thing SVS said that I can't agree with is Backlash. Although 30% dodge (and why wouldn't you keep it reactivated if you had the Spirit?) and a chance of 35% weapon damage pulses is good, 48% damage (which means 48% healing) on everything (including far-off cyclones and ALL your attacks) is probably better. Barely.

    As a side note though, it might be fun to use Conviction - Submission with the Resolve passive.



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