Diablo® III

Grimy's Guide to the 1001 Gods

Grimy's Guide to the 1001 Gods

Hey There! I'm Morionic but I prefer to go by the name Grimy Bunyip
I'd like to share what I've learned about monks so far

Monk or Barb?
There are two tanks in D3, that is the barbarian and the monk.
IMO barbs are better than Monks overall in 1.04.
Monks and barbarians have roughly comparable single target DPS
Barbarians have better AoE DPS thanks to the whirlwind/sprint build.
Monks have much better proc rates thanks to thunderclap.
Barbs have CC immunity thanks to wrath of the berserker.
Monks are the best team players in the game due to team buffs and heals.
Barbs have better damage mitigation, but don't have access to true total invulnerability from serenity.

What Is My Build?
My guide, biases aside, is mostly a quick rundown of how good each skill is at what it does.
But for those that are curious, here is the build I run and the equipment I use for it:
Build: http://us.battle.net/d3/en/calculator/monk#adgiYk!ZUX!abYcca
Equipment: http://i.imgur.com/7GRAX.jpg
Stats: http://i.imgur.com/sfTbS.jpg

Standard Monk Build:
http://us.battle.net/d3/en/calculator/monk#a.gYSk!UX!a.Ycca
If you don't care to know every detail of every skill, just start here.

Table of Contents
1 - Spirit Generators
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#2
2 - Spirit Spenders
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#3
3 - Passive Skills
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#4
4 - Itemization
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#5
5 - Farming Strategies & Builds
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#6
6 - Followers
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#7
7 - Legendaries
http://us.battle.net/d3/en/forum/topic/6079781580?page=1#8

If you like what you see, feel free to support me by checking out my shop on the trading forum :P
http://us.battle.net/d3/en/forum/topic/6490600051?page=1#0

I keep the main copy of my guide here:
https://docs.google.com/spreadsheet/ccc?key=0AldEhLOK6ejJdF9iS2Z0c1pLaVVIUjZLbDh3U01IRUE#gid=14
Without further adieu, THE GUIDE:
Edited by Morionic#1764 on 9/13/2012 5:01 PM PDT
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1 - Spirit Generators
I did not collect the following data, but here is a table of LoH values for each generator:
http://goo.gl/VJ04m

Hidden Haste
All spirit generators on monks are hasted, IE you will attack faster than your paper doll attack speed.
Here is each of the spirit generators and how much they are hasted:
1.500x - Fists of Thunder
1.333x - Deadly Reach
1.166x - Crippling Wave
1.125x - Way of the Hundred Fists

Proc Rate
Proc rate is how quickly a generator procs other effects.
Procs being things like cyclones, life on hit, or chance to freeze.

Keeping it short
Because the old guide was so massive, I'm going to cut the comments short.
I'm only going to list notable runes, see the following sheet for more details:
https://docs.google.com/spreadsheet/ccc?key=0AldEhLOK6ejJdF9iS2Z0c1pLaVVIUjZLbDh3U01IRUE#gid=21

Fist of Thunder
Thunderclap - #1 for good reason
Best Single Target DPS, best Single Target Proc rate, solid AoE DPS and proc rate.
Quickening
Potentially double your spirit gen or more. May be necessary for WoL/Tempest rush builds.
But it comes at the cost of a lot of DPS and proc, has horrible synergy with sweeping wind/cyclone.
Bounding Light
Largest AoE on the 3rd punch, but you lose a bit of DPS and single target proc, and the teleport.
Generally not worthwhile, but I'll mention it.

Deadly Reach
Keen Eye
50% armor is very potent, but outdated in 1.04 thanks to all the nerfs to enemy mobs.
Foresight
The best rune on deadly reach because it doesn't actually require you to use deadly reach too frequently.
18% DPS is a fair bonus for a skill slot. Not great, but solid

Crippling Wave
Mangle
it's one way to deal massive AoE damage, but sweeping wind should be taking care of this job.
Concussion
This rune saw use in 1.03, but 1.04 nerfed enemy DPS and now this rune never sees action.

Way of the Hundred Fists
Bug: 2nd punch does NOT proc sweeping wind or cyclones.
Blazing Fists
DPS is small because IAS receives diminishing returns from IAS on gear.
Fists of Fury
The dash is like thunderclap's teleport, I think the dash is a bit shorter, but I'm not sure.
Bleed damage doesn't seem to stack, but it causes a second proc.
All 3 Punches are AoE, making it better AoE Proc Rate and DPS than thunderclap
If the 2nd punch in the combo were not bugged, this would be more used than thunderclap.

2 - Spirit Spenders
I'm going to break down spirit spenders into a few categories:
- Mantras
- Positioning Spenders
- Facetank Spenders
Edited by Morionic#1764 on 9/13/2012 4:55 PM PDT
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2 - Spirit Spenders
I'm going to break down spirit spenders into a few categories:
- Mantras
- Positioning Spenders
- Facetank Spenders

- Mantras
Mantra of Conviction
Overawe - The best aura for farming, nothing comes close to its DPS other than Backlash
Intimidation - You'd probably be better off with evasion + backlash if you want both DPS and defense
Disheaten - Slow isn't useful for monks in PVM, but maybe it'll have a use in PVP
Reclamation - essentially +93 LoH for you and teammates. Not worth it, 93 is too little.
Submission - Bonus scales with attack speed. DPS bonus is too low though.

Mantra of Evasion
Keep in mind that evasion doesn't work on everything, unlike armor.
It also might make you vulnerable to high burst damage.
Hard Target - Total mitigation of about 0.75x, and 0.64x for 3 seconds after casting.
Divine Target - Looks good on paper, but 90 seconds is a HUGE cooldown time. I wouldn't use it.
Wind tt Reeds - 5% speed isn't much for farming or progression, I wouldn't use it.
Perseverance - I'm not too afraid of crowd control spells, so I wouldn't use this.
Backlash - Scales with attack speed, so 35% of your paper doll DPS per explosion.
Backlash does not apply to teammates.
If you can get 5 explosions per second, you will outperform conviction. But this rarely happens.
That being said you get evasion too so it's not a big deal if you get fewer than 5/second

Mantra of Healing
Sustenance - Don't get this, act 2 monks should have heal over 5000 LPS from various sources, 620 is not much.
Circular Breathing - Good for tempest rush builds, but that's about the only niche this has.
Boon of inspiration - 186 LoH is not a big enough number to waste a mantra rune on.
Heavenly Body - For most monks this is about 100 vit, also not worth wasting a mantra rune on.
Time of Need - The only rune you might want to use with MoH, good if you have high resist.
Not a horrible mantra, but i consider MoE > MoH

Mantra of Retribution
Retaliation - Most monks can intake about 5-10k dps, 60% of that isn't nearly enough DPS
Transgression - A great rune to stack with conviction in multi monk teams.
Indignation - Remember this only affects melee. I personally don't like situational runes.
Against All Odds - No idea what the odds are, also it only affects melee.
Collateral Damage - Damage scales with attack speed just like backlash.
Collateral Damage does not apply to teammates
Nor does it affect ranged attacks, but backlash is too short ranged to hit ranged attackers anyways.
Ultimately not as good as backlash because most monks will have a high dodge rate.

- Positioning Spenders
Dashing Strike

Travel time scales with movement speed.
Breaks Jailer spells.
There is a bug where your character stops being able to move or loot, forcing the player to leave his game.
Can target any form of destructible terrain.
Way of the Falling star does not apply a buff after hitting destructible terrain.
Quicksilver is the best rune IMO.

Lashing Tail Kick

~8 base damage per spirit spent
Many hardcore monks swear Sweeping Armada as their "GTFO" button.
Poison sting may become viable in 1.05, with the stun buff.
With proper gear, it is possible to get the spirit cost of LTK very low.

Tempest Rush
Very fast and knocks back enemies on activation
The spirit consumption rate scales with weapon speed
The problem is tempest rush suffers severely from rubber banding.
I don't recommend it just for positioning, but tailwind is great for fast farming, if you have good spirit regen.

Cyclone Strike
It now has a 0.125 proc rate, which I feel is nice but not terribly substantial.
at 50 spirit this is by far the most expensive positioning skill
It can speed up farming, but I feel like 50 spirit is too much for what it does.

Inner Sanctuary
Creates an area where enemies "cannot pass"
I used quotes because certain enemies can bug into the area.
Things like charging beasts or teleporters.
The sanctuary is also very vulnerable to desecrators.
And kiting enemies will rarely allow a monk to put a sanctuary to good use.
However this skill can be very useful in situations.
You can block off a choke point for ranged teammates, allowing them free reign over foes.
Or you can wedge a kiting enemy into a corner and pound him to bits.
Or turn a wall into wedge to funnel foes into you one by one.
But for all the uses of sanctuary, it's simply too situational to use IMO.

- Facetank Spenders
Serenity
Every class needs a god mode button.
And the monk has the best one.
Some people might use peaceful repose, but a decently geared monk has better sources of healing.
Use ascension, the extra second of invulnerability is priceless.
This skill is absolutely essential to every monk build.

Sweeping Wind
This skill does 45% of your active hand's DPS.
This DPS scales with your attack speed.
45% of your paper doll is NOT 45% of your overall DPS.
For Example: Thunderclap deals 217.5% of your paper doll DPS.
Bladestorm gives you 60%, so this translates to a 1.275x increase to your overall DPS.
Which isn't bad, but don't think you're increasing your total DPS by 1.6x

IMO Cyclone > Innerstorm/Firestorm > Master of the Wind > Bladestorm, 15% paper doll isn't very much DPS.

Cyclone is by far the most potent rune on sweeping wind.
Cyclone has the best synergy with thunderclap out of all the generators.
Cyclones shock for 20% of your weapon damage (not your paper doll DPS) once every 0.6 seconds.
This means each cyclone deals a total of 100% weapon damage over 3 seconds.
Neither sweeping wind nor the cyclone rune favors high or low attack speed.

Sweeping wind snapshots your weapon damage, crit damage, lightning skills bonuses, etc when activated.
So try to cast faith in the light before casting sweeping wind. Attack speed and crit chance are not snapshotted.

Mystic Ally
No longer procs after patch 1.04. Personally I did not know that it did.
Honestly losing proc was a huge nerf, even if not many people knew to exploit this property.
Mystic ally's attack speed scales with your own.
It gives a combination of defense as well as offense.
For example, Air Ally has a single target DPS of 50%.
That's almost as much as bladestorm.
Air ally has less DPS and less AOE than bladestorm, but it distracts enemies and generates spirit.
This is an underestimated skill with plenty of potential

The ally gets the player's defensive stats, so it's slightly better with defensively built monks.

There used to be a bug where recasting mystic ally counted as "killing" your previous ally.
And this would give you healing from life on kill enchantments. This does not work anymore.

Blinding Flash
A great all around skill with very low cost.
Flashes reset enemy cooldowns, forcing them to wait before using the ability you just interrupted.
The stun duration is 0.5 seconds for elites, but remember that it lowers their accuracy as well.
I personally like Faith in the Light for the added DPS.
The boost adds 30% of your weapons dps to EACH of your weapons attacks.
So it is possible to see more than a 1.3x increase to your paper doll, more than 1.6x is possible with lots of IAS.
This number will increase further if your active hand has more DPS than your off hand.
Blinding flash creates a snapshot that factors in average damage on your average hand and jewelry.
Blinding flash does NOT snapshot crit damage or dexterity.

Breath of Heaven
6822 average healing every 15 seconds is 455 life per second
A pitiful amount of healing for any self respecting monk.
But 15% damage from blazing wrath is fairly sizeable.
Even so, it's not as much as you'd get from mystic ally or sweeping wind.
This is a great skill in teams and combined with guiding light.
BoH, while solid, is pretty extremely overrated.
The radius is also extremely tiny at 12 yards.
It'll be hard to heal anything other than melee teammates with it.

Wave of Light
Wave of light has 1 major flaw, it's animation. Which has a base length of 1 second.
The animation duration will decrease with the attack speed of your primary weapons
the animation duration is NOT affected by any form of IAS.
I would not say that WoL favors slow weapons or fast weapons.
Because faster weapons mean faster animation, and more spirit with which to spam more Wave of light.

The best way to utilize Wave of light is to get just barely enough DPS to one shot most white mobs.
If you can do this with empowered wave, then use it over wall of light obviously

You can animation cancel your punches by casting WoL right after a punch.
You can feasibly shave off half a second each casting IF you have 1.0 AS, but with faster IAS the benefit is marginal.

Exploding Palm
The animation is very short, about 0.125 seconds.
Personal data seems to indicate that exploding palm does not benefit from any form of critical hit.
Exploding palm also favors builds with slower attack speeds.
Depending on how much crit chance you stacked, the 745% weapon damage from exploding palm is worth about:
3-5 Fist of Thunder punches.
Which could be worth anywhere between 1 to 2 seconds of DPS, depending on attack speed and reliance on crit.
Of course the issue is that it takes 9 seconds for this to take effect.
So we're talking about a 11%-22% increase to your overall single target DPS from the bleed damage.
Long story short, the bleed damage is pretty bad for a single target skill.

The biggest change brought by patch 1.04 is the increased duration of exploding palm.
9 seconds is plenty of time to guarantee an explosion.

Seven Sided Strike
The animation lasts for 1 second, regardless of your attack speed or weapon choice.
7SS is almost a no brainer for players using slow 2H builds, but is still competitive for dual wielders, just not amazing.
The major flaw is 7SS's lack of synergy with other skills, particularly sweeping wind.
You can use faith in the light right before casting seven sided strike, but it wastes the blind duration.
Also you would be much better off spending faith in the light on sweeping wind.
Contrary to popular belief several sided strike does not increase the animation's duration.
Edited by Morionic#1764 on 9/16/2012 3:06 PM PDT
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3 - Passive Skills
One with Everything & Seize the Initiative
Cold Resistance - Most Common Choice of Monks by a Sizeable Margin
This is the most popular resistance due to reverse psychology
Finding high end gear for cold monks will be very hard and expensive compared to other resistances
There are also few to no legendaries that benefit this resistance.

Arcane Resistance - Average Choice for Monks
Seven Sins - http://us.battle.net/d3/en/artisan/blacksmith/recipe/seven-sins

Poison Resistance - Average Choice for Monks
It's not uncommon for players to pick this just for Andariel's Visage
Andariel's Visage - http://us.battle.net/d3/en/item/andariels-visage

Fire Resistance - Average Choice for monks
People avoid fire resistance because it's popular with other classes.
It's only as common as arcane and poison, but probably more expensive for the above reason.
To compensate, there's a fairly large number of legendaries that boast fire resistances
The Burning Axe of Sankis - http://us.battle.net/d3/en/item/the-burning-axe-of-sankis
Fire Brand - http://us.battle.net/d3/en/artisan/blacksmith/recipe/fire-brand
Cindercoat - http://us.battle.net/d3/en/item/cindercoat
Gehennas - http://us.battle.net/d3/en/artisan/blacksmith/recipe/gehennas
Fire Walkers - http://us.battle.net/d3/en/item/fire-walkers
Demon's Set (Almost nobody crafts these) - http://us.battle.net/d3/en/artisan/blacksmith/recipe/demons-wings

Physical Resistance - Second Least Common Choice of Monks by a Sizeable Margin
No legendaries associated with it.

Lightning Resistance - Least Common Choice of Monks by a Very Sizeable Margin
Schaefer's Hammer - http://us.battle.net/d3/en/item/schaeferss-hammer

Transcendance
A decent aura but probably not worth a passive skill slot.
The extra healing is small, and easily overshadowed by even a tiny amount of LoH or lifesteal.
Read the Life per Spirit Spent section of itemization for more details.

Combination Strike
Even with a single spirit generator, this skill should not be underestimated.
Think about how much 8% DPS would cost you in terms of money.
It's worth about half of a a crit gem in a weapon socket.

Guiding Light
Playing in a team? If so this is a must have ability
+16% DPS to the entire team is godly for a single skill.
It works with mantra of healing and breath of heaven.
Guiding light DOES NOT work on mystic allies and followers.
And it does not buff yourself unless you cast it on an ally. Which is why MoH radius is so important.
Keep in mind that MoH has 40 radius over BoH's 12 radius

Chant of Resonance
This is a great rune for 2 handers and tempest rush farmers.
The extra spirit regen means you can dashing strike more often before taking a break for regen spirit.
And that is key to farming act's 1 and 2 efficiently.

Guardian's Path
35% spirit generated could be worth as much as 5 spirit per second with FoT.
This passive has much less synergy with other spirit generators, but is worth considering after patch 1.04
While this depends from build to build, many 2H users will find this passive to be a must have.
Otherwise 15% dodge is very solid.
It will not affect everything like desecrator pools, but it does have other benefits.
Namely dodge benefits you greatly against enemies with nightmare or frozen for example.
Keep in mind this is a multiplicative bonus to dodge rate, not 30%+15%=45%
This skill has synergy with backlash, but only marginally so.

Resolve
Another solid, but situational passive.
25% damage reduction is a lot.
It's also fairly useless against enemies who like to kite you.
Rumors say that resolve affects affixes that have not already been set down when you start dealing damage.

Beacon of Ytar
Yet another solid passive.
It can be exploited by running a build with lots of cooldowns.
IE Serenity, Blinding Flash, Breath of Heaven, Seven sided strike.
But even with only 2 cooldown abilities, this is still a passive worth considering.

Pacifism
Not much to say here, I don't think this is an important rune. How often are you CC'd? not that often.

Exalted Soul
with a proactive overawe build, you will rarely have very much spirit
The only situation I can see t his being remotely useful is with air ally.
Since he has a chance to grant a massive +100 spirit regen bonus.
But any good monk will keep his spirit under 75% at all times.
But with patch 1.04, this skill may find itself a niche.
The extra 1 spirit per second is a nice touch, but not really game changing enough for most builds.
I think more notable is the fact that WoL is finally worthwhile as a spammable skill.
And exalted soul may allow players to spam WoL on elites and refarm their spirit from non elites.

Fleet Footed
A must have skill for farmers

Sixth Sense
you need 50% crit chance for this to be better than guardian's path
That's essentially never going to happen. This is a bad skill.
This skill is also multiplicative like guardian's path.

Near Death Experience
I know quite a few act 3 monks who swear by this rune.
What the in game tooltip doesn't tell you is that when the ability activates, is generates an AOE stun
Knocking back enemies and giving you time to get back on your feet.
Also if you have over 35% spirit on death, you will keep that amount of spirit.
The only reason I avoid near death experience is the ridiculous 90 second cooldown
Edited by Morionic#1764 on 11/1/2012 4:18 PM PDT
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4 - Itemization
Balance Is Everything
Itemization at low-mid tier gameplay is all about getting a little bit of everything.
IE make sure to balance your offense and defense and not to go all out on either.
The exception being if you're extremely rich and you can afford to heal off health globes.

Quick Inferno Gear Tips by item slot:
Amulets
Key Enchantments: Crit %, IAS, Crit Dmg, Avg Dmg, MF
Try to get at least 2 or 3 of the above.
You can think of an amulet as two rings. There are a few exceptions to this rule though.
Most notably avg dmg & IAS aren't quite as good on amulets as it is on rings. Crit damage would be better.
Rings and amulets go through phases, sometimes an affix is cheaper on rings, then sometimes cheap on amulets.

Rings
A ring is basically half an amulet.
As mentioned earlier, avg dmg and IAS are a bit better to get on rings than they are on amulets.

Helmet
The helmet is host to a lot of interesting enchantments.
And as such, it is one of the items I am willing to forgo resists/dex/vit on.
Key enchantments are: Spirit Regen, Crit %, Socket, Sweeping Wind/FoT Damage.
Like with amulets, don't expect to get more than 2-3 key enchantments without paying a huge price.
also note that rare spirit stones cap at 4.5% crit chance, whereas helms cap at 6% but dont have spirit regen.

Shoulders & Belts
I lumped these 2 items together because they lack many special enchantments.
Sure there's chance to freeze and chance to chill (haha get it? COLD shoulders? haha)
They do have access to life % though.
Due to their lack of key enchantments, I use these two item slots for resists, vitality, and dexterity.
The fact that they can roll vit and life % makes them particularly good for keeping your life pool up.

Chest Armor & Pants
Sockets are a must have at high end of play, but you can consider getting one without them if you're poor.
Chest armor has the unique "reduce damage from elites" enchantment.
This enchantment is nice as it's potent and fairly underpriced.
And of course, things like magic find, health from globes, radius, and life regen are nice touches.
Chest armor and pants are able to roll up to 300 vitality ignoring sockets
Pants and chests cap at 300 vitality, so they're okay places to get vitality on.
But these two item slots tend to be very expensive, so don't expect too much utility out of them.

Boots
Movement speed is a must have enchantment for farming these days.
It's extremely expensive, but for good reason.
They are a good source of dexterity as rare boots roll up to 300 dex.
Movement speed is the only key enchantment, so focus on resists, dex, vit.
And if you can manage, so spare enchantments like life regen, health from globe, etc.

Gloves
Gloves, like helmets are host to a lot of great enchantments.
And like boots, they have access to upwards of 300 dexterity.
Key enchantments are: Crit %, IAS, Crit dmg.
Be willing to forgo resists, dex, and vit for these 3 key enchantments.
Crit % is a must have on gloves, you may consider dropping IAS or crit dmg for better resists/dex/vit.
But make sure you have at least 2 of the key enchantments, if not all 3.

Bracers
The key enchantment on this item slot is crit chance, you must have crit chance.
Don't be afraid to get a 6% crit chance bracer with only 30 dex, if the resists and vit are good.
Use a dps calculator and make sure you're getting good bang for your buck.

Main Itemization Guide:

2 handers in 1.04
2 Handers can easily be the best DPS in the game now *Cough skorn*
Seven Sided Strike is a must have for a 2H user.
Blinding flash has poor synergy with low attack speed weapons, so avoid it unless using flying dragon.
Wave of light does not particularly favor fast or slow attack speed weapons, it is bad with IAS armor though.
And since IAS is extremely important on a 2H build for the extra DPS and spirit, I would avoid Wave of light.
Mystic ally's attack speed scales with yours, so it also doesn't favor high attack speed either.
But air ally may be a nice way for you to boost your spirit regen rate.

Don't get LoH on jewelry, low attack speed means it's not as good as on a 1H or DW build.
Instead, try to get LoH on your weapon since you can get more than 1000+ LoH on your 2H's these days.

2H's are very cost effective at low tiers right now, and I highly recommend it for new players.
BIS 2 handers are pretty obnoxiously expensive though *cough skorn*

Dual Wielding is no longer the only endgame Monk
Back in 1.03 DW was the monk endgame.
I won't say more on DW because I feel like it's both straightforward and common knowledge.

Sword and Board
I thought sword and board was the weakest setup in patch 1.03, and I still think so in 1.04
If anything it's even less useful since mobs are not as deadly as they were in 1.03
the 1000 ish armor, block, and 100 ish resists decreases damage intake by about 0.75x
And you get an extra 10% crit chance for cyclones and such.
But 10% crit chance will not boost your DPS by as much as 15% attack speed from DW.
And if you feel defense is that important, you can just as easily get a LoH off hander.

I'm not going to say sword and board is bad because it isn't.
But I would never use it because I'd either rather be using 2H or rather be using DW.

If you must go sword and board, make sure you get a great shield for cheap.
At least 9% crit chance, maxed resists, dex, and vit in other words.
I believe block is overpriced atm, but it's definitely a great stat to have.

I'm not sure if block affects affixes such as desecrator and arcane.
I've done research and there are people claiming both.
Since I've never tested this myself, I'm not going to claim one or the other.

There exist only 1 item that can make sword and competitive in the endgame, and that's the Fist of Az'turrasq.
massive base damage and attack speed bonus make it the ultimate sword and board weapon.
The typical fist of az'turrasq is a poor DW weapon though, due to lack of enchantments that benefit both weapons.
It's possible to get a well rolled fist of az'turrasq that is good for DW, but those are extremely expensive

Vitality and life %
Vitality gets diminishing returns with itself, but makes each life % more effective.
Life % gets diminishing returns with itself, but makes each vitality more effective.
Kinda like how Crit % and crit dmg synergize with each other, so try to get a bit of both.
I used to recommend 30k-35k life in 1.03. But now I recommend 35k-40k in 1.04.
The white mobs are stronger in 1.04, and thus you need more life for those rare circumstances where
a bunch of white mobs attack you at the same time, dealing massive damage.
Don't be afraid to socket vit gems in order to meet this life pool quota.

Dexterity.
Dexterity gets linear diminishing returns with itself, in terms of DPS
Dexterity gets increasing returns with itself, in terms of the effective health boost of dodge.
at 1900 dex, you need 20 dexterity to get 1% DPS.
at 2400 dex, you need 25 dexterity to get 1% DPS.
IE the equation is dex/100 + 1 = dex per 1% dps

Crit Chance & Damage
The amount of crit % and crit dmg you need to get 1% more dps depends on
how much crit % and crit dmg you already have.

But most monks these days will have around 35% crit chance and 200-300 ish crit damage.
In which case 5-6% crit damage is worth about 1% DPS.
and 1% crit damage will display as 1.5% DPS on your inventory screen, but due to cyclones:
will boost your dps in reality by something closer to 2%.
Once you hit 35% dex and 250% ish crit damage, these ratio's do not change drastically as you get more.

Resists and Armor
Resist and armor make you take less damage.
IE they boost your effective health.
Since monks heal set amounts of damage, they also boost your effective healing rate
This is unlike vitality and life%, which boost your effective health but don't really boost your effective healing.
(vit and life% do boost health globes tho, but lets ignore that)

at 700 resist, you need 10 resist to boost your effective health and healing by 1%
at 200 resist, you need 5 resist to boost your effective health and healing by 1%
IE the equation is (resist+300)/100 = resists per 1% boost to health and healing.

Life per Second
LPS is straightforward, and will be my unit of measure for other enchantments

Life on Hit
You do not get 100% of life on hit every punch, it varies from spirit generator to spirit generator
LoH favors AoE as you proc LoH for each enemy you hit with a single attack
But I recommend measuring single target LoH, since that's what you will get vs most elites.
And elites are what you want to gear up for.
LoH also scales with attack speed

So for example:
Lets say you have 1.75 attack speed and are using FoT
FoT gives you an extra 1.5x attack speed and generates 375% LoH every 3 punches
So 1.75*1.5*3.75/3 = 328% LoH per second.

Which means 100 life on hit would be worth up to 328 life per second to you.

Life per Spirit Spent
This one is fairly easy to calculate if you know your spirit regen rate.
Lets say you have have 1.75 attack speed, are using FoT, and have no passive spirit regen.
then 6 *1.75*1.5 = 15.75 spirit per second.
This means 10 LPSS is worth up to 157.5 LPS for you

I like to value LPSS a bit lower than the max LPS I calculate.
Because it's harder to use. And unlike LoH, it does not scale up with AoE.

Lifesteal
Lifesteal is 5x less effective on inferno difficulty
But most players know that now, so lets proceed to the sample calculation:

Lets say we want to examine 3% lifesteal on a traditional thunderclap/cyclone/overawe build.
This build generates about 6x more DPS than listed on the paper doll
Lets say this player does 50k paper doll DPS, then he heals 50k*3%*0.2*6 = 1800 LPS

Extra Health from Globes
Health globes are a solid and fairly underestimated healing enchantment:
It's extremely potent at high DPS, and is IMO the best healing enchantment on armor during End Game.
There are 2 types of globes, small and large.
Small globes heal 15% and large globes heal 35% of your total health
Large globes drop off elites every time you deplete 25% of their health.
Small globes have a chance of dropping from non-elites.

The drop chance varies from mob to mob
According to the brady guide:
Fallen Grunt: 5%
Fallen Hellhound: 12%
Fallen Maniac: 20%
Fallen Master: 80%

Blue packs have a 60% chance to drop health globes at 50% life and at death

Act 1 Elites have about 400k Health
Act 1 Champs and Act 2 Elites have about 800k Health
Act 2 Champs and Act 3 Elites have about 1600k Health
Act 3 Champs have about 3200k Health

If you know your actual DPS, you can use these numbers with some algebra to figure out how much
Life Per Second you get from health globes
But make sure you don't too much health globe bonuses, you only have so much health afterall.

Extra Health From Globe enchantments are very underrated, and thus cheap source of healing.
For example, lets say a character has 20k unbuffed DPS.
And this character is using Thunderclap/Bladestorm/Overawe
This character does about 80k actual DPS

He needs to take out 500k health on an act 2 elite to get 60% of a globe.
This takes him 6 seconds
So a +5000 Extra Health from Globe enchantment would give this player an equivalent
life per second of up to 500 LPS

But of course health globes are harder to use than LoH or LPS or LPSS.
So I would value +5000 Extra Health from Globe at about 500 life per second on this specific character.
Naturally it follows that this enchantment becomes more useful with higher DPS.
And less useful on higher difficulties.

PS: Dashing Strike is a great way to loot health orbs. You pick up any you travel over.

Attack Speed
Attack Speed was nerfed in the early days of diablo 3
But it's still very good.
A boost to attack speed increases your DPS, your LoH healing, your stun rate, and your spirit generation.
It does suffer from diminishing returns, including the 15% IAS from dual wielding.
I recommend getting IAS on gloves and rings.
It's also available on amulets and a few legendaries.
I typically value 2% IAS at slightly less than 1% crit chance.

Magic Find
I recommend you read the game guide and the diablofans research page for this one:
http://us.battle.net/d3/en/game/guide/items/equipment#magic-find

It's definitely worthwhile during early levels, but becomes completely worthless by lvl 80 paragon.
I personally never get magic find on any of my gear, as 80 paragon can be achieved in under 200 hours.
Even less than that with a barbarian. It's really up to you.
1% magic find and 1% exp gain are about the same in terms of farming efficiently.

Movement Speed
Movement Speed is capped at 25%, so don't get more than that
It is available on boots and certain legendaries.
It's a very good enchantment because of the time it saves you.
And IMO a must have, in spite of it's hefty cost.

Misc Enchantments
- Reduced Damage from Elites
This is a pretty good enchantment, and can sometimes be very cheap.
It's only available on chest armor, and it doesn't hurt to keep an eye out for it.
But the market is tiny, you will only find a decent chest with this on the AH every few days.

- Reduced Damage from Melee/Ranged
I'm not a fan of reduced damage from melee as anything in melee range tends to melt to monks.
Reduced damage from ranged is great as monks are much less mobile than WW barbarians.
And thus typically have to tank a lot of ranged attacks.

- Chance to X
Chill reduces enemy attack speed, freeze and stun stops enemies from moving altogether.
Blind stops them from attacking.
These debuffs last for at least 0.5 seconds, but never longer in 1.04.
You can calculate the proc rate and how much it will benefit you from there.

- Spirit Generation
The value of spirit generation is hard to quantify, but it's most significant purpose is travel.
You need spirit regen to spam dashing strike or tempest rush outside of combat.
It's only marginally useful in combat, except with 2H Builds which absolutely need the extra spirit regen.
IMO it's a pricelessly important stat in 1.04 late game since mobs die so fast you must be constantly moving.

- Bonus Damage to Skills
There are 3 key enchantments to note.
Bonus to lightning skills, bonus to sweeping wind, and bonus to fist of thunder.
Bonus to lightning skills affects both thunderclap and sweeping wind/cyclone.
I value 10% lightning skills at about 8.5% overall DPS.
Sweeping wind and fist of thunder both account for about 50% of your overall DPS in the mid game.
But at 1.04 end game, sweeping wind's AoE aspect makes it much more important, and is thus more valuable.

- Gold Find
one of the more useless enchantments.
Maybe it's worth dumping on your follower, but only maybe.
Edited by Morionic#1764 on 9/13/2012 4:57 PM PDT
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[li]5 - Farming Strategies & Builds
Removed - Outdated
Edited by Morionic#1764 on 10/22/2012 12:46 PM PDT
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6 - Followers
- Eirena the Enchantress
Overview:
+15% armor (~1.1x damage reduction for most monks)
+3% attack speed (goes away if enchantress dies)
2nd best magic find

Skills:
- Charm
Decent debuff, not much to say here
Careful, charmed enemies might run far far off and punch a goblin if there are no more enemies nearby
- Forceful Push
Followers have their damaged reduced by 5x.
But this does not apply to spells
so you can think of forceful push as a spell that does 5x of the enchantress's normal damage in AOE
this spell will buff eirena's single target DPS by a factor of ~1.5
If you want to make the best of this, give her a very high DPS 2H mace

- Reflect Missiles
Too situational and completely overshadowed by power armor
- Powered Armor
This is a passive that is always active, even if eirena is KO'd
IDK why it says enemies are slowed by 3% for 3 seconds, not sure what that means

- Disorient
Think of this as an extra blinding flash
but 3x longer cooldown, 1.5x less duration, doesn't lower accuracy on elite packs, etc.
- Erosion
3x shorter cooldown than disorient, and +15% damage to enemies is amazing
Remember how forceful push actually does 100% weapon damage not 20%?
Well erosion does 150% over 3 seconds, on 15 second cooldown instead of 10 second
so it's another +50% to enchantress DPS

- Focused Mind
+3% attack speed is amazing
too bad it stops working when the enchantress dies
- Mass Chickens
Hilarious, and situationally awesome.
But 60 second cooldown is way too much, and 3% attack speed is way too good

Itemization:
Survival Survival Survival
if Eirena goes down, you lose 3% attack speed and no more erosion pools for +15% dps
Don't go crazy though, there's nothing you can do if her AI is too stupid to not stand in a plague
Focus on vit, but a little bit of loh/life regen/all resist won't hurt. But vit is king
Intel is obviously important for DPS
And since followers get 2.5x attributes, 100 strength = 250 armor, not 100 armor.
The massive buff to 2H maces make enchantress the best follower by far.
Grab a 2H mace with massive intel/vit (450+ of each) to get the best DPS on any follower.

Don't forget magic find, for every 5% your follower gets, you get 1%

- Lyndon the Scoundrel
Overview:
A choice between 2 good DPS passives
worst magic find
Best for spamming debuffs
Can be itemized and skilled in a way such that he never attacks anything (ie goblins)

Skills:
- Crippling Shot
Slow is nearly completely useless for monks, except against kiting enemies
I wouldn't recommend this.
- Poison Bolts
Skills aren't affected by the follower 5x damage decrease
so +80% weapon damage every 6 seconds will increase Lyndon's DPS by about 50%

- Dirty Fighting
- Vanish
Both of these two skills are pretty comparable to one another
Both will keep your scoundrel alive, I can't say too much about which is better.
I prefer vanish though

- Powered Shot
Compare this to blinding flash
1.33x longer cooldown, 1.5x shorter duration, doesn't lower the accuracy of elites, etc.
I wouldn't use this skill.
- Multishot
The scoundrel now shoots a trident of arrows
Great for things that proc on hit, and it's a nice DPS increase.
I recommend this skill, just try to buy a weapon that compliments it.

- Hysteria
Most monks have decent crit chance
So you will have hysteria active for 3 seconds out of every 7
This works out to about a 10% increase to DPS
there's a few nuances to this though
If you synchronize blinding flash and conviction and etc with hysteria, you get more mileage out of it.
Also, hysteria cannot activate if Lyndon is KO'd
- Anatomy
I'm not sure if anatomy is still active when Lyndon is KO'd
I think it's always active even if Lyndon is down.
Assuming it is, I feel like that's all Anatomy has going for it
The DPS increase just isn't very substantial, Hysteria gives you much more DPS
but it's a nice touch if your crit chance is low and you want to spec sweeping wind I suppose

Itemization:
There are no bows with magic find =(
Focus on a Debuff Bow, preferrably a bow due to faster attack speed
Something like Stun/Freeze/Chill chance, that can be abused by multishot
And as always, you want vit to keep your scoundrel alive.
I've never tried LoH on a scoundrel before since LoH is expensive
But it might be good because of the fast attack speed of bows and lyndon's power shot
This is of course assuming LoH doesn't get nerfed on followers, which it might.
And as always, you want vit to keep your scoundrel alive.
DPS doesn't hurt either.

If you remove Lyndon's weapon and don't give him dirty fighting, he cannot attack
The only use I know for this though, is for a follower that doesn't attack goblins

- Kormac the Templar
Up to 310 life every 30 seconds in castable healing spells
155 life per second ontop of that
+12% spirit generation
Best magic find

Skills:
- Heal
Kormac will probably end up healing himself more than you
4651 every 30 seconds is no more than 155 LPS though, it's not much but it isn't bad either
- Intervene
I feel like this is useless for a monk.
You're a better tank than he is

- Loyalty
155 LPS isn't much, but it's not bad
- Loyalty
What can you do with slowed enemies anyways?

- Charge
50% weapon damage is 2.5x the damage of his normal attacks
Compare the stun to blinding Flash
2x the cooldown, 1.5x less duration, doesn't reduce accuracy of elites, etc.
- Onslaught
Skills aren't affected by follower weapon damage reduction.
Depending on Kormac's attack speed, this will boost his DPS by about 50%

- Inspire
Not sure if this is still active when Kormac goes down
But +12% spirit generation is pretty damn nice
- Guardian
4651 healing every 30 seconds is very trivial
Do you really need kormac to come to your aid when you're low on health?
I think 12% spirit generation would go further than a stun when you're at low health

Itemization:
Kormac can get magic find on every item slot except the trinket.
He's the best magic find platform for this reason.
Edited by Morionic#1764 on 8/26/2012 11:48 AM PDT
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6 - Followers
All followers can be given leoric's ring of a puzzle ring, although I'm not a fan of either.

- Eirena the Enchantress
Overview:
+15% armor (~1.1x damage reduction for most monks)
+3% attack speed (goes away if enchantress dies)
2nd best magic find

Skills:
- Charm
Decent debuff, not much to say here
Careful, charmed enemies might run far far off and punch a goblin if there are no more enemies nearby
- Forceful Push
Followers have their damaged reduced by 5x.
But this does not apply to spells
so you can think of forceful push as a spell that does 5x of the enchantress's normal damage in AOE
this spell will buff eirena's single target DPS by a factor of ~1.5
If you want to make the best of this, give her a very high DPS 2H mace

- Reflect Missiles
Too situational and completely overshadowed by power armor
- Powered Armor
This is a passive that is always active, even if eirena is KO'd
IDK why it says enemies are slowed by 3% for 3 seconds, not sure what that means

- Disorient
Think of this as an extra blinding flash
but 3x longer cooldown, 1.5x less duration, doesn't lower accuracy on elite packs, etc.
- Erosion
3x shorter cooldown than disorient, and +15% damage to enemies is amazing
Remember how forceful push actually does 100% weapon damage not 20%?
Well erosion does 150% over 3 seconds, on 15 second cooldown instead of 10 second
so it's another +50% to enchantress DPS

- Focused Mind
+3% attack speed is amazing
too bad it stops working when the enchantress dies
- Mass Chickens
Hilarious, and situationally awesome.
But 60 second cooldown is way too much, and 3% attack speed is way too good

Itemization:
Grand Vizier is the best MF for Eirena, and solid DPS.
Blade of prophecy is a cheap alternative to the Grand Vizier.
MF is worthless beyond 80 paragon, so I recommend Maximus if you don't care for magic find.
For jewelry, focus on magic find, vitality, intelligence, and life %.
Once you have a very large health pool on your enchantress, all resist may be worth considering.

- Lyndon the Scoundrel
Overview:
A choice between 2 good DPS passives
worst magic find
Best for spamming debuffs
Can be itemized and skilled in a way such that he never attacks anything (ie goblins)

Skills:
- Crippling Shot
Slow is nearly completely useless for monks, except against kiting enemies
I wouldn't recommend this.
- Poison Bolts
Skills aren't affected by the follower 5x damage decrease
so +80% weapon damage every 6 seconds will increase Lyndon's DPS by about 50%

- Dirty Fighting
- Vanish
Both of these two skills are pretty comparable to one another
Both will keep your scoundrel alive, I can't say too much about which is better.
I prefer vanish though

- Powered Shot
Compare this to blinding flash
1.33x longer cooldown, 1.5x shorter duration, doesn't lower the accuracy of elites, etc.
I wouldn't use this skill.
- Multishot
The scoundrel now shoots a trident of arrows
Great for things that proc on hit, and it's a nice DPS increase.
I recommend this skill, just try to buy a weapon that compliments it.

- Hysteria
Most monks have decent crit chance
So you will have hysteria active for 3 seconds out of every 7
This works out to about a 10% increase to DPS
there's a few nuances to this though
If you synchronize blinding flash and conviction and etc with hysteria, you get more mileage out of it.
Also, hysteria cannot activate if Lyndon is KO'd
- Anatomy
I'm not sure if anatomy is still active when Lyndon is KO'd
I think it's always active even if Lyndon is down.
Assuming it is, I feel like that's all Anatomy has going for it
The DPS increase just isn't very substantial, Hysteria gives you much more DPS
but it's a nice touch if your crit chance is low and you want to spec sweeping wind I suppose

Itemization:
The scoundrel does not have many great legendaries in 1.04
Pus spitter is a decent option for DPS, as the acid pools do not scale with his DPS.
Alternatively you can give him a high knockback windforce comboed with multishot to stunlock enemies.

If you remove Lyndon's weapon and don't give him dirty fighting, he cannot attack
The only use I know for this though, is for a follower that doesn't attack goblins

- Kormac the Templar
Up to 310 life every 30 seconds in castable healing spells
155 life per second ontop of that
+12% spirit generation
Best magic find

Skills:
- Heal
Kormac will probably end up healing himself more than you
4651 every 30 seconds is no more than 155 LPS though, it's not much but it isn't bad either
- Intervene
I feel like this is useless for a monk.
You're a better tank than he is

- Loyalty
155 LPS isn't much, but it's not bad
- Loyalty
What can you do with slowed enemies anyways?

- Charge
50% weapon damage is 2.5x the damage of his normal attacks
Compare the stun to blinding Flash
2x the cooldown, 1.5x less duration, doesn't reduce accuracy of elites, etc.
- Onslaught
Skills aren't affected by follower weapon damage reduction.
Depending on Kormac's attack speed, this will boost his DPS by about 50%

- Inspire
Not sure if this is still active when Kormac goes down
But +12% spirit generation is pretty damn nice
- Guardian
4651 healing every 30 seconds is very trivial
Do you really need kormac to come to your aid when you're low on health?
I think 12% spirit generation would go further than a stun when you're at low health

Itemization:
Kormac can get magic find on every item slot except the trinket.
He's the best magic find platform for this reason.
You can give him a lidless wall for extra attack speed and proc rate on his main weapon, + shield affix.
You can give him a skycutter to proc angelic allies, which hit for 10k DPS single target.
You can also give him lots of thorns and a band of hollow whispers for even more DPS.
Edited by Morionic#1764 on 9/13/2012 5:00 PM PDT
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I like your writing style. It's a bit like free verse poetry.

Free bump for you!
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Great guide. Here's a bump.
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uber guide, gonna read it all when i get home, cheers
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Sticky request for sure, thanks for putting all this info into one place for newer monks ^^

One thing you might want to add a few notes on, is the argument of Foresight+Combination Strike vs Faith in the Light+whatever (CS included). I know a lot (majority atm, it seems) prefer the latter because of the crowd control Blinding Flash offers, but thats countered by the increased range of Deadly Reach, I feel. It gives you more choices for when you're at the point that not many affix combos trouble you anymore, of still having options when they do. I say this, because at this point the only combos that really trouble me are Illusionist or Horde or Jailer (or a combination of these) combined with ground effects. Thunderclap (assuming using it for both combinations) helps for sure, but sometimes when you get a pack like Plague + Desc + Illusionist Deadly Reach really makes a difference.

Also important to note, that the first grouping greatly outperforms the second in terms of dps. +34% always active damage on Thunderclap vs. +30% dmg for 6 out of every 18 seconds (if your execution is perfect) works out to being ~+10% dmg on Thunderclap. Last I checked 34 > 10 lol...
Edited by gotaplanstan#1369 on 7/15/2012 7:14 PM PDT
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very good!
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Wow awesome guide, made it most of the way though but saving for later. Sticky requested.
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Sticky request for sure, thanks for putting all this info into one place for newer monks ^^

One thing you might want to add a few notes on, is the argument of Foresight+Combination Strike vs Faith in the Light+whatever (CS included). I know a lot (majority atm, it seems) prefer the latter because of the crowd control Blinding Flash offers, but thats countered by the increased range of Deadly Reach, I feel. It gives you more choices for when you're at the point that not many affix combos trouble you anymore, of still having options when they do. I say this, because at this point the only combos that really trouble me are Illusionist or Horde or Jailer (or a combination of these) combined with ground effects. Thunderclap (assuming using it for both combinations) helps for sure, but sometimes when you get a pack like Plague + Desc + Illusionist Deadly Reach really makes a difference.

Also important to note, that the first grouping greatly outperforms the second in terms of dps. +34% always active damage on Thunderclap vs. +30% dmg for 6 out of every 18 seconds (if your execution is perfect) works out to being ~+10% dmg on Thunderclap. Last I checked 34 > 10 lol...


Glad people are liking it ^_^
Now to answer these comments
I personally use dashing strike to compensate for the weaknesses of fists of thunder.
I don't need to worry about desecrator at all.

You're right that I still usually have to deal with plague and the like though.
I'm not sure why deadly reach is good against illusionist though.
I would think FoT would be just as good.

I definitely agree that deadly reach with foresight is on par with a lot of skills like blinding flash and breath of heaven.
But I feel like serenity alone isn't quite enough defense for my build, which is why I went with blinding flash.

and serenity/sweeping wind/conviction are all top notch skills, so that doesn't leave me much room to drop anything else for something like foresight/deadly reach.

just my personal preference since I'm inflexible on 5/6 of my active skills.
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very long guide! looks good!!

but can u explain more on guiding light?? does that mean every time u use breath of heaven, u gain +31% DPS and ur teammates gain +16%???

also, u didnt talk about the blazing fists rune for WOTHF, it gives 15% movement speed and IAS which i find incredibly useful, but how well does it scale in terms of dmg?? especially vs thunderclap, and also the LOH scaling please! thanks!!
Edited by Rogergamer#3962 on 7/15/2012 7:43 PM PDT
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Fist of Thunder - Quickening
1.650x DPS (1.5x AS & 110% Damage)
2.625x Spirit Generation @ 30% Crit Chance (1.5x AS & 15 spirit per crit hit)
1.375x Proc Rate on single targets (1.5x AS & 275% Proc per 3 punch cycle)

You get a lot more spirit generation, but is it worth it? You miss out on so much DPS and LoH.
I'm not sure what else you could spend spirit on that's as important as 1.66x LoH and 1.3x DPS


For a monk to max out their damage, they need to dual wield weapons with 90+ crit damage and an open socket for an emerald for another 90+ crit damage. A weapon like that will run you at least 10m for a 750 dps fist. Much more if you want higher damage on it. Throw on a good amount of LoH (500+) and the price skyrockets. 50m? 75m? 100m? More?

For those that aren't rofling in gold, they have to make a sacrifice. Either LoH or damage. For those that will sacrifice LoH, Quickening + Transcendence is a reasonable alternative. A full spirit ball is worth about 10k hp. You spend it on your mantra for the 3s activation bonus and ~3100 hp. With 35.5% crit I generate enough spirit to use my mantra every 2s or less.

I run this build:
http://us.battle.net/d3/en/calculator/monk#adgXhi!YXU!Ybabac
And I have solo'ed Inferno Gohm. The champs after Gohm are a little too tough for me and I need up upgrade some more gear.

If I was able to go without Transcendence, would I drop it? Hell yes. I'd pick up Thunderclap right away because of the damage. But until then I make do with Quickening --> Transcendence --> Mantra spam.
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Resolve
Another solid, but situational passive.
25% damage reduction is a lot, but it will not affect affixes like arcane and desecrator.
It's also fairly useless against enemies who like to kite you.


I remember reading about someone that did a test with resolve and things like molten, arcane, plagues, desecrator. What he found is that any of the effects placed by the monster before getting Resolved will not be affected. However, any effects after getting Resolved will be 25% less.
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Resolve
Another solid, but situational passive.
25% damage reduction is a lot, but it will not affect affixes like arcane and desecrator.
It's also fairly useless against enemies who like to kite you.


I remember reading about someone that did a test with resolve and things like molten, arcane, plagues, desecrator. What he found is that any of the effects placed by the monster before getting Resolved will not be affected. However, any effects after getting Resolved will be 25% less.

thanks for the info
will update the guide with it.

For a monk to max out their damage, they need to dual wield weapons with 90+ crit damage and an open socket for an emerald for another 90+ crit damage. A weapon like that will run you at least 10m for a 750 dps fist. Much more if you want higher damage on it. Throw on a good amount of LoH (500+) and the price skyrockets. 50m? 75m? 100m? More?

For those that aren't rofling in gold, they have to make a sacrifice. Either LoH or damage. For those that will sacrifice LoH, Quickening + Transcendence is a reasonable alternative. A full spirit ball is worth about 10k hp. You spend it on your mantra for the 3s activation bonus and ~3100 hp. With 35.5% crit I generate enough spirit to use my mantra every 2s or less.

I run this build:
http://us.battle.net/d3/en/calculator/monk#adgXhi!YXU!Ybabac
And I have solo'ed Inferno Gohm. The champs after Gohm are a little too tough for me and I need up upgrade some more gear.

If I was able to go without Transcendence, would I drop it? Hell yes. I'd pick up Thunderclap right away because of the damage. But until then I make do with Quickening --> Transcendence --> Mantra spam.

i took a quick look at your build.

So I'm gonna compare your build with MoE/hard target and FoT/Quickening
to the same build with MoC/OverAwe and FoT/Thunderclap

The thunderclap build generates LoH 1.36x more quickly
The quickening build tries to compensate for the lost healing by using Life per spirit spent spam.
35.5% crit chance and lets assume 2 attack speed unbuffed translates to about 15 spirit per second
or about 1000 life per second
but losing 1.36x loh means that if you have say, 800 LoH and 2 unbuffed attack speed
you lose 800 life per second when you lose 1.36x loh

next up is the DPS.
FoT/thunderclap is 1.32x more DPS
it has 36% more proc rate so 36% more DPS from sweeping wind cyclones
and 1.48x more dps from conviction
so your dps is essentially halved

in return you get defense
MoE lets you take about 1.55x less damage

I really don't think your build is working.
The healing delta isn't very substantial
and you basically need to use transcendance, whereas with the other build you could have a free skill slot for something like resolve.

additionally 2xing your DPS is A LOT more expensive than 1.55xing the protection on your gear.

I recommend you reconsider your build choice.
Edited by Morionic#1764 on 7/15/2012 9:06 PM PDT
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You sir, are my hero. Truth. All of it, you put down all of the disconbobulated information floating around in one nice easy place. Thank you for all your work on this guide!
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