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TEMPEST RUSH GUIDE 1.08 MONK TR BUILDS & GUIDE
This guide is in 3 sections, from the most advanced topics to the most basic topics:
Section 1: Demonic Essence & Legendary Farming
Section 2: XP Farming (updated for 1.08)
Section 3: General Guide and Credits
Section 1, 1.07 DEMONIC ESSENCE & LEGENDARY FARMING
The 1.07 buff to Wave of Light has opened great possibilities for farming medium & high MP levels for legendary items and Demonic Essences.
If you are low on spirit, Exalted Soul could replace Fleet Footed in any of these setups:
This is for lower MP levels, where thunderclap and cyclone can still deliver decent damage if needed. Some prefer BoH/Blazing Wrath instead of Serenity, but I find dying even once to be extremely inefficient. For SW, Inner Storm is also extremely effective. Some people are also having success with Cyclone Strike on lower MPs.
This is for higher MP levels, where thunderclap does negligible damage.
The higher the MP level, the more you would need:
- Immunity through serenity or SSS
- Higher damage through MOC/Overawe
- More spirit generation through SW/Inner Storm and FT/Quickening, as our primary attacks do insignificant damage anyway
Thanks to jihn, Armeleon, JonoL and the Monk community for their insights about different WoL builds.
ROUTE FOR MOST ELITES / MINUTE
TR from group to group, skip trash mobs for DE farming, use Wave of Light on elites, repeat:
- Black Canyon Mines - elites
- Vault of the Assassin - DE & elites
- Road to Alcarnus (east) - elites
ESTIMATED BREAKPOINTS MP 1-5
100k dps: mp 1 - 2
125k dps: mp 2 - 3
150k dps: mp 3 - 4
175k dps: mp 4 - 5
Test for yourself which mp level is best for you, as it will take more time in higher mp levels. I have found MP5 the most efficient for my 165k dps using this build:
MP 6-10 LEGENDARY FARMING
The best location is Crypt of the Ancients:
-> The Broken Blade, Talk to Alaric -> TP to Drowned Temple -> Find Crypt of the Ancients to get the checkpoint
Clear area, exit and resume game.
Allow casters time to make as many skeletons as possible by targeting the elite first.
The key to determining your optimal MP level is at which point you can one shot skeletons with your wave of light. I found MP 8 to be the most efficient for my 165k dps using this build:
Alternatively, if you want to do MP10, you could simply skip the Elites.
MP 10 COOP BUILD
Thanks to Armeleon for providing the following build, which provides the best team support for coop play:
If you need to play a bit more defensively, serenity can be brought in to replace SW/Inner Storm (or even EP). Of the passives, I believe that Exalted Soul is the most important to keep the build viable. The buff to Guiding Light in 1.08 also makes it a strong candidate for coop builds.
On mid/upper MPs, an excellent coop build would switch out Exploding Palm for Wave of Light as follows:
Section 2, 1.08 XP FARMING
BEST MP TO FARM
Act 3 at mp0 is still easy for almost any Monk to break the 50 million xp per hour mark, without OWE or life steal or life on hit. And with the multiplicative nature of NV stacks for xp in 1.08, this means that longer routes on higher MPs will yield better results. Therefore, once you get the hang of the TR build, track your efficiency as you increase MP levels.
The budget to get setup in this TR build is between 25 to 50 million, depending on your current gear and budget.
- Inna Set: low end, helm with 2+ spirit regen
- Stone of Jordan: 2+ spirit regen, bonus sweeping wind damage or tempest rush preferred
- Skorn: about 1400 dps, 300+ dex, 160+ crit damage, socket.
- 250 minimum all resist, and 325 preferred
- 25k – 30k health
- pickup radius for health globes: Skorn with Life Steal is far too costly and still won’t be enough to get through all elites without serenity
- Shoulders: Vile Ward
- Bracers: Strongarm Bracers with All Resist
- Boots: +movement speed (I recommend that you save up for the Nat boots with Nat ring for 7% cc set bonus)
- switch out as many IAS items as possible for items with similar overall dps
- I do not recommend the xephirian amulet for spirit regen as amulet’s can be a massive source of dps.
- Aim for a spirit generation of 4.2 from the Stone of Jordan and Inna helm to get to 11 spirit per second with passives and templar's inspire, although less will do fine as a start.
- To search for Stone of Jordan, search for "armor -> all armor item types", then select "spirit regeneration" and "bonus vs elites"
At 100 - 125k dps:
Tempest Rush crits do spawn cyclones, but they are not the key for this build to work, especially with the slow attack speed of the Skorn. The key is having enough damage (through MoC/Submission and SW/FireStorm) that you are doing damage to mobs before reaching them and after passing them as well. This will require some mouse repositioning to get more than 1 hit on each mob and stops to 1 shot mobs with high health.
MP0 is the most efficient here. All smaller mobs will melt, and you have the choice to leave behind larger enemies, or kill them if spirit is low. Don’t backtrack or bother with a few stragglers that didn’t die with your first pass.
One option for the primary attack is Deadly Reach/Foresight for the extra buff, but I found it to be a bit clumsy to keep up that buff every 30 seconds and its attack speed is quite slow on elites, so I still recommend FoT/Thunderclap.
If you can’t afford all resist gear yet, switch in OWE for either Exalted Soul or Chant of Resonance.
If you prefer higher spirit regeneration, this build will work, but it will do lower damage:
At 150 – 175k dps:
These are alternatives for the MP0 or MP1 setup… switching to Mantra of Healing/Circular Breathing keeps your spirit up even using Breath of Heaven/Blazing Wrath every 45 seconds. Importantly, fleet footed can now be easily used instead of exalted soul without running low on spirit. If you do not need serenity for most elites, then switch to SSS/Sustained Attack to speed up elite kills.
ROUTE FOR BEST XP / HR
While monster density will open many new possible routes, I will keep the example from act 3:
- skycrown battlements
- * rakkis crossing
- * keep depths 2
- arreat creater 2
- tower of the damned 1
I usually add several more, as it doesn’t reduce my efficiency too much, and I already have 5 stacks of NV.
ANOTHER GOOD TR GUIDE
Druin is great with numbers and has a few different build options.
Section 3 has been moved to here http://us.battle.net/d3/en/forum/topic/6551355873?page=1#2
Edited by IronMan1975#2411 on 5/8/2013 2:25 AM PDT
Section 3, GENERAL MONK GUIDE
Dying and kiting are not efficient, so damage reduction and life on hit (or life steal if you’re above approximately 100k dps) shouldn’t be excluded. Life on hit has become extremely cheap on weapons since 1.04, and I also find amulets can provide a decent amount of LoH.
If you are having difficulty with any act, the first thing to do is try the cyclone Life on Hit build, which is extremely effective in delivering the maximum damage possible for a monk, with 1,000+ life on hit to survive almost everything. The progression of these setups is from MoE/Hard Target for maximum defense, MoE/Backlash for extra damage, and eventually improve kill speed through MoC/Overawe:
- No primary can come close to the life on hit effectiveness of FoT/Thunderclap.
- For those with less than 25% crit chance, the SW/Bladestorm rune will work very well.
- As a secondary skill, SSS/Fulminating Onslaught gives an extra immunity and deals a massive amount of damage.
- Importantly, Cyclone Strike, Wave of Light and Exploding Palm have also been buffed quite a bit and are solid in dealing damage instead of spamming the Mantra of Conviction.
- In terms of passives, guardian’s path works well instead of resolve for people dual-wielding.
The keys to higher dps are your weapon, crit chance and crit damage (about 1:10 ratio), your primary stat and attack speed, pretty much in that order. That’s why dual wielding starts to become very attractive to boost dps over the defensive stats of a sword and shield, since you can have 2 sockets for crit damage gems.
Once you are doing an act comfortably, improve clearing speed through not only increasing dps, but especially through increased movement speed. The first passive to switch into your setup would be fleet footed which adds 10% movement on top of the hard cap of 25% movement speed through gear. Other than boots, legendary items to consider for movement speed are Tyrael’s Might, Lacuni Prowlers and Inna’s Temperance. Once you have your +24% movement speed sorted out, it’s time to work in Tempest Rush in your build, so you might as well go for Inna’s Temperance as part of the TR builds.
An example of working TR into your build to cover ground faster is as follows:
TIPS & TRICKS
- Mouse over any loot and click CTRL to see what level it is.
- Right click on an item in the “sell” screen of the auction house to “search for similar items” (does not work for legendaries).
EU Compilation of Monk Guides http://eu.battle.net/d3/en/forum/topic/6610281186
US Compilation of Monk Guides http://us.battle.net/d3/en/forum/topic/7415793376
* Armeleon: MP 10 coop build
* Tianzi: 150-170 million xp per hour
* Wave of Light:
* Thaya: his guide helped alot of us, especially after 1.03
* Anarkin: the first Monk I saw showing Tempest Rush/Tailwind + SW/Cyclone in a build.
* Nisse and Kaho: the pioneers in TR speed farming
* Gatsu: For all the help testing different builds in-game
Edited by IronMan1975#2411 on 3/28/2013 3:36 AM PDT
good stuff, ironman!
Just a note about the act breakpoints. Your numbers seem a bit high to me. I haven't played act1 and 2 in ages, but I would say act3 is perfectly doable with 700 res, 7k armor, 30k dps. Also I think hp is a very relevant stat to add here. I would say 25k hp act1, 30k hp act2, 35k hp act3.
good stuff, ironman!
I run act 3 with 115k dps, 500 all res, 6k armor, 30k hp with no problems in a full group
but I would say act3 is perfectly doable with 700 res, 7k armor, 30k dps.
i use no LoH and farm act 3 easily.
Edit - forgot to add, really nice guide! thanks for it ironman
Edited by Tarzan#1737 on 9/25/2012 7:59 AM PDT
I don't get this routine. Why not ToD 2, ToC 1 and AC1? Or the other Keeps levels?
I highly recommend a daibo for this build. Maybe even Inna's... Daibo's and Stone of Jordan's can both roll up to 8% crit on tempest rush, which is applicable to Sweeping Winds:Cyclone.
There are currently 4 pieces that can roll up to 2.33 spirit per second:
1) X-something amulet
2) Stone of Jordan
3) Monk helms
There are also legacy items that have spirit regen rolls:
1) Stone of Jordan
3) Hellcat Waistguard
It's possible to get 8-9 spirit regen and then have guardian's path boost it over 10.5... The number rounds up, I think. As long as you don't have IAS on your items, you can do infinite tempest rush. And if you have enough pieces of Inna's set, sweeping winds will be free as well. Flying dragon is recommended over Inna's Daibo because it doesn't have IAS 11, rolls and extra slot, and has the double attack speed proc, which does not proc from tempest rush. However, that would mean getting the other 4 pieces of the overpriced Inna's set ATM.
excellent point...the defensive numbers i had for act 1 and 2 were from 1.03 LOL. I've revised down the estimates a bit, and added the hp suggestions as well which seem about right. For act 3, however, i kept the 35k dps breakpoint. While i was doing act 3 with 30k dps, the point of the "break" points is when i noticed the option to switch to offensive skills like MoC/Overawe to finish the content faster than defensive MoE. With 30k dps, i was actually getting more efficiency in xp and item drops in act 2 than act 3 using the tempest rush build...but it wasn't until about 45k dps that i was able to work tempest rush "comfortably" back into my build for act 3.
Posted by Wittster
i have updated the post with LoH estimates. Generally, i've done quite well with 1200, others have made do with 1000, but more will certainly make life easier. Of course, the LoH figures are for people building up their dps, as many monks can effectively get rid of LoH, armor, resistances, health, etc with higher dps. I still like LoH, especially as 1.05 presents harder difficulties where we would need to be a bit more tanky. In terms of efficiency, being able to take a few hits while you burst an elite to death can save alot of time.
Alkaizer's basic idea was to get 4-5 stacks from Core of Arreat and Tower of the Damned 1, and then proceed to the 3 most xp filled areas in act 3: Arreat Crater Level 2, Keep Depths Level 2, and Fields of Slaughter (from the teleport checkpoint in a circle back to the teleport).
While my preliminary tests showed that his route was pretty solid (when i added other areas, the xp per minute went down), but from Kaho's tests, it is very possible that Monks could find other areas that could produce similar xp efficiency. But again, i usually do a much more comprehensive run, where i don't mind getting less xp but more elites.
Separately I measured individual zones multiple times each. Rakkis, Crater 2, Keeps 2, Skycrown Battlements, Tower of the Damned 1, and Fields of Slaughter were the zones that broke the 1 million per minute mark. The latter 3 were not consistent in passing 1 million a minute and the first three always passed 1 million a minute. Measurements were from beginning of area checkpoint to start of next area and stacks were maxed.
thanks for sharing your results...i will definitely go back and gather some data as well. I do have to ask about fields of slaughter, did you do the circle route like alkaizer? i found that method to work quite well.
also, i guess i need to revisit Rakkis, because i actually had found the bridge to be not as efficient as other areas. Perhaps i didn't have fleet footed with exalted soul at the time.
also, did you get an estimate of your xp per hour for alkaizer's route alone?
EDIT: Kaho, i would love to hear your ideas about the monk class, either here or in a separate thread. Just let me know when you post it.
Edited by IronMan1975#2411 on 9/26/2012 4:11 AM PDT
In preparation for 1.05 monster power and increased rewards for harder difficulties, i did a few runs with the good old cookie-cutter, max dps build:
(i had fleet footed instead of resolve, though)
After getting so used to TR, I was surprised to find that i had alot of problems surviving. Basically, the comparison is between Tempest Rush/Tailwind and Breath of Heaven/Blazing Wrath. To my surprise, I found that BoH is a terrible heal compared to the mobility (to reposition), crowd control (disrupt spells), and speed (escape) of tempest rush. Even the speed alone greatly improves survivability, as you take far less damage over molten or poison pools, whereas a 7k heal won't really help you survive more than a second if you're stuck in one place. In terms of the 15% damage buff of breath of heaven, I found that using TR/Tailwind greatly helps to keep my buffed cyclones up from one pack to the next, giving me alot more than BoH's 15% benefit, as not only were my cyclones almost always already at full stack, but i also have Blinding Flash (buff & cc) and MoC/Overawe ready to deliver heavy hits as well.
Thanks, so this was mainly for WW Barbs right? But i still don't see why Core of Arreat and Tower of the Damned 1 has more elites then the other towers and crater levels - too me they seem regurlarly the same.
it would seem so. especially thanks to the feedback from other Monks, it is clear that we can add additional areas to our routes with very similar and even better xp returns.
in fact, they don't necessarily have more...i can usually only find 4 elites among those 2 areas, but they are quite fast, so they are used to get the 5 stacks, and then go on to areas with more condensed enemies and elites.
as i test some of these additional areas, i'll be sure to update the list i provided in the xp farming area to reflect additional xp hotspots viable for monks.
Measured 3 sessions with each session lasting 1 hour long. I received as high as 60 million an hour and as low as 56 million an hour(during the 56 run restart the game in the middle of a run). Start at Rakkis to Fields checkpoint, then Crater 2, then Keeps 2. Selective in picking up items. Picking up all uniques, all rare jewelry, and some 63 items. The sessions were measured from start to stop with each session lasting slightly over an hour long and no AH in between.
I started to call BS on your xp/hour claims then looked at your profile ...
Color me jealous!
My only question for your run archetype is: how do you feel doing the "high density" maps with < 5NV effects your xp/hour?
Obviously the easy answer is: I get 60m/hour ... how do YOU think? but I would really like to hear your thoughts on the subject.
I am really glad to see your run involved Rakkis down to fields because I think that is an amazing route as well, but it seems like you would have ~3NV by the time you hit Fields which is the highest xp/hour map for me?
Also, how do you feel super-short runs effect your loot/hour compared to a longer ~50m/hour run?
Wow man, thanks for the input.
I so rarely find people on the forums who I totally agree with but you nailed it as far as I am concerned.
I have made or contributed to several posts ranging from "basics to how monks are broken" to "specific changes I want to see on spirit gens" and the results range from "increased Exploding palm damage" to "BoH:Infused with Light buffs."
wow ... watched your video ... that is amazing.
I was wondering how you got SO much higher xp than me and that makes a lot of sense. Perma temp rush that kills everything it touches would in fact work.
What sort of DPS do you need to see results like that?
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