Diablo® III

[Guide] Affix Based Itemization

==========Affix Based Armor Itemization Guide==========
What I'm about to post is common knowledge to seasoned monks.
The idea is that when you reach the end game, it becomes less a matter of cost effectiveness and more a matter of which specific combination of affixes is ideal, and knowing when to use what legendary, or what rares.

Hopefully end gamers will find the following list a nice database of max affixes and mid tier gamers will find some useful information in here anyways.
Only doing armor for now.

==========Table of Contents==========
1) List of Affixes, and when they are good or better.
2) List of Maximum Affixes by slot.
3) Legendaries & Rares, When To Use What

1) List of Affixes, and when they are good or better.
Resist All, Resist Element, Bonus Armor
Up to 397 bonus armor is available on shields, chests, pants, and helmets.
Up to 265 bonus armor is available on every other remaining armor slot.
Up to 80 Resist All is available on all armor slots.
Up to 60 Resist Element is available on all armor slots.

Fire resistance is notable for giving players access to cindercoat and fire walkers.
Both are nice items for mid tier monks
End game monks may regret picking fire resist due to the cost.
Both physical and fire resistance are nice if you share gear with a Demon Hunter.

Poison resistance is nice for Andariel's Visage.

If you don't intend to ever use any of those legendaries listed above, I recommend getting lightning, arcane, or cold resistance.

Critical Hit Chance
Up to 10% Crit Chance is available on Amulets and Gloves
Up to 6% Crit Chance is available on Helmets, Rings, and Bracers
For thunderclap/cyclone builds, crit chance is slightly better than your paper doll indicates.
Because it both increases the damage per cyclone as well as the number of cyclones.

Maxed crit chance is generally essential to any end game monk build.

Crit Damage
Up to 100% Crit Damage is available on Weapons and Amulets
Up to 50% Crit Damage is available on Gloves and Rings

The value of crit damage varies greatly depending on your setup.
Sword and board monks tend to have exceptionally low crit damage so crit damage becomes essential on gloves and jewelry.
If you're a dual wield or skorn monk, you'll generally value 5-6% crit damage at 1% DPS.

I would only recommend getting crit damage on jewelry or gloves if it's cost effective.

Increased Attack Speed (Armor)
Up to 9% IAS is available on Gloves, Rings and Amulets

IAS has linear scaling.
IE if I have 36% IAS already, an additional 9% ias will only give me 6.6% DPS
Always remember that IAS also boosts spirit generation.
Weigh whether or not you think you have enough spirit generation when looking into more IAS.

Increased Attack Speed (Weapon)
Up to 11% IAS is available on weapons
Up to 20% IAS is available on balanced white weapons.

Weapon IAS works differently from Armor IAS.
It does not suffer from the linear scaling of Armor IAS.
But it only affects one weapon when dual wielding.
Additionally, weapon IAS is already factored into a weapon's DPS number.
But there are many more valuable enchantments on weapons than IAS.
So Weapon IAS is generally considered a waste of an affix slot.

Added Elemental Damage
Only Available on Legendaries

Only affects physical DPS, not elemental weapons.
This damage is factored into you inventory DPS number.

Added cold damage can slow/chill enemies you attack.
However, elemental skills such as Thunderclap and Sweeping Wind/Cyclone override the element of added elemental damage enchantments.
Added Cold Damage armor and jewelry will still boost your DPS, but will not apply cold debuff when using Thunderclap or Sweeping Wind/Cyclone.
But cold damage will apply cold debuff if you use a non-elemental skill such as deadly reach.

Elemental Skill Bonus
The most notable elemental skill bonus is added lightning damage on Won Khim Lau.
With the thunderclap/cyclone build, it can be thought of as a boost to your overall DPS.

Bonus to Skills
Up to 14% Fist of Thunder and Sweeping Wind available on helmets.

For the typical thunderclap/cyclone build, FoT and SW are both about half of your DPS.
Naturally FoT is slightly better for single targets, and sweeping wind for AoE.
I generally prefer sweeping wind because I feel thunderclap/cyclone lacks AoE DPS.
But you can value both 14% FoT and 14% SW bonus at about 7% bonus damage.

Added Physical Damage (Jewelry)
Up to 36-108 Physical Damage is available on Rings and Amulets
Up to 36 Minimum Physical Damage is available on Rings and Amulets
Up to 35 Maximum Physical Damage is available on Rings and Amulets
The 3 affixes listed above are independent, and each consume a random enchantment.
If a ring rolls both combined physical damage along with min/max physical damage, the min/max physical damage affixes will not be displayed.

36-108 physical damage is 72 average damage. Double Physical is what you want to look for.
36 min physical damage is 18 average damage. (AH is wrong on this one, so be careful)
35 max physical damage is 17.5 average damage

Dual wield monks will find that 1 average damage is about equal to 1% crit damage.
2H monks will not find average physical damage enchantments worthwhile
Sword & board monks will generally value crit damage over average damage, but it's still good.

Dexterity & Vitality
Up to 150 Dex & Vit roll in an enchantment on Amulets, Weapons, and Shields
Up to 100 Dex & Vit roll in an enchantment on all other items
Up to 200 Dex roll in an enchantment on Amulets, Weapons, Gloves, Boots, and Shields
Up to 100 Dex can roll in an enchantment on all other items
Up to 200 Vit can roll in an enchantment on Amulets, Weapons, Chests, Pants, and Shields
Up to 100 Vit can roll in an enchantment on all other items

Any time you can get 200 total dex/vit for only 1 enchantment slot, it's very good.
This is one of the best and must have enchantments on armor.
It's also very good on weapons and jewelry, but not a must have.

Rolling only 100 total dex/vit for a single enchantment slot is not a great deal, and should only be considered if there are no other significant enchantments available.

Resistances and Armor
Up to 80 Resist All rolls in an enchantment on any armor
Up to 60 Resist Element rolls in an enchantment on any armor
Up to 397 Bonus Armor rolls in an enchantment on Helms, Chests, Pants, and Shields
Up to 265 Bonus Armor rolls in an enchantment on all other armor and jewelry

Resistances and armor scale linearly with EHP.
Resistance scales with an offset of 315, armor scales with an offset of 3150 on MP1+
So if you have 700 resistance, your EHP is proportional to 700+315 = 1015.
If you have 200 resistance, your EHP is proportional to 200+315 = 515.
So 700 resistance is about double the EHP of 200 resistance.
Same idea goes for 7000 armor and 2000 armor.

Life per Spirit Spent, Health from Globe, Life Regen
Up to 63.9 Life per Spirit Spent rolls in an enchantment on Weapons and Helmets
Up to 599 Life Regen rolls in an enchantment on Chests and Amulets
Up to 342 Life Regen rolls in an enchantment on any other armor slot
Up to 12794 Life from Globes/Potions rolls in an enchantment on any armor slot

Life per Spirit Spent is by far the most powerful passive healing enchantment.
It's typical for a dual wield monk to generate 15-20 spirit per second.
That's equivalent to 1000-1250 life per second.
Unfortunately, since it's only available on helmets and weapons, it's not commonly used.
12794 Life from Globes/Potions is worth over 425 life per second, just from potions alone.
You can generally assume a 10k+ life from globe enchantment is better than life regen.
There are 2 types of health globes, small ones heal 15% of your life, big ones heal 35%.
Life regen is not an enchantment I would recommend considering except on chest armor.

Lifesteal, Life on Hit, Life on Kill
Up to 3.00% Lifesteal rolls in an enchantment on Weapons
Up to 959 Life on Hit rolls in an enchantment on Weapons and Amulets
Up to 479 Life on Hit rolls in an enchantment on Rings
Up to 2878 Life on Kill rolls in an enchantment on Weapons and Amulets
Up to 1439 Life on Kill rolls in an enchantment on Rings

A lot of monks ask questions like "at what DPS is lifesteal better than LoH"
And the answer just isn't simple. It depends on your attack speed, crit chance, & other stuff.
I recommend you build your own calculator, or use this one:
https://docs.google.com/spreadsheet/ccc?key=0AldEhLOK6ejJdHJ4ZzdheHVDUjlDWWJXN1FJS2Y0Z3c#gid=0

I will always prefer lifesteal because it scales better with the end game and because it continues to heals me when I'm CC'd by effects like knockback, fear, freeze, etc. thanks to stray cyclones.

Life on kill is very underrated, and is the best option for tempest rush farming builds.

Spirit Regeneration
Up to 2.50 rolls on Weapons and Spirit Stones.

I personally think this is a must have enchantment for farming.
It is the best way to feed utility skills such as cyclone strike and tempest rush.
The alternative to spirit regen would be to get more DPS, but that doesn't have great returns.
You can get a lot of DPS, and crank up the MP, but you don't really farm that much faster because enemies just gain so much health.
Spirit regen on the other hand, allows you to farm lower MP's much much more efficiently.
Even with ridiculous DPS, you will be hard pressed to farm over 50m paragon xp/hr.
But a good tempest rush setup on Act 3 MP0 will net you over 80m paragon xp/hr.

Reduction vs Elites, Ranged, and Melee
Up to 7% Reduction vs Elites rolls in an enchantment on Chests
Up to 6% Reduction vs Ranged rolls in an enchantment on Chests, Amulets, and Bracers.
Up to 6% Reduction vs Melee rolls in an enchantment on Chests, Amulets, and Bracers.

Keep in mind that for a typical monk with 700 total resistance, 60 resistance is worth about 6% reduction from all damage.
So you can value 6-7% reduction at 30-40 resistance.

Life %
Up to 16% Life rolls in an enchantment on Amulets and Shields
Up to 12% Life rolls in an enchantment on Shoulders, Belts, Helms and Chests

Life % has linear scaling, so its usefulness changes a lot depending on how much you have.
It's a nice enchantment to round out item slots without many other useful enchantments.
Namely if you're going after rare shoulders or belts

Magic Find & Gold Find
Up to 45% Magic Find rolls on Amulets
Up to 20% Magic Find rolls on any other armor slot
Up to 50% Gold Find rolls on Amulets
Up to 25% Gold Find rolls on any other armor slot

I personally don't consider these enchantments.
But you can generally assume that magic find boosts your income rate almost linearly.
So if you already have 450% MF, I would value an extra 45% MF at slightly less than a 10% boost to your farming income rate.
Edited by Morionic#1764 on 11/4/2012 10:52 AM PST
Reply Quote
2) List of Maximum Affixes by slot.
Rare Helmets/Spirit Stones
- 6% Crit Chance
- 14% Sweeping Wind/Fist of Thunder
- 5 Cyclone Strike Cost Reduction
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 1 Helmet Socket
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 63.9 Life Per Spirit Spent
- 2.50 Spirit Regeneration
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Fear on Hit
- 14% Crowd Control Reduction

The socket is mandatory for paragon leveling.
IMO it's optional once you reach 100 paragon.
6% Crit Chance is critical to your DPS.
IMO, 2.50 Spirit Regeneration is critical to farming efficiently.
the double attribute enchantment is solid, but the single attribute enchantments are not.
So I would not want a rare spirit stone with more than 100 dexterity or 100 vitality.

The following enchantments are must haves for an end game rare spirit stone:
6% Crit Chance
2.50 Spirit Regeneration for farming
1 Socket if not 100 Paragon

The following enchantments are very good for an end game rare spirit stone:
14% Sweeping Wind/Fist of Thunder
100 Dexterity & 100 Vitality
80 Resist All
1 Socket even if 100 Paragon

The remaining slots should be filled with the following enchantments:
100 Dexterity
100 Vitality
60 Resist Element
397 Bonus Armor
63.9 Life per Spirit Spent
12% Life

Rare Shoulders/Belts
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Chill/Freeze on Hit

Rare shoulders and belts lack any notable enchantments for Monks.
As such they are nice ways to boost your EHP.

The following enchantments are must haves for an end game rare shoulder:
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality
100 Dexterity

The remaining slots should be filled with the following enchantments:
100 Vitality
265 Bonus Armor
12% Life
12794 Health from Globes and Potions

Rare Bracers
- 6% Crit Chance
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 6% Ranged Reduction
- 6% Melee Reduction
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Knockback on Hit

Aside from 6% crit chance, rare bracers lack notable enchantments.
So after you get 6% crit chance, they are a nice slot to boost your survivability.

The following enchantments are must haves for an end game rare Bracer:
6% Crit Chance
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality

The remaining slots should be filled with the following enchantments:
100 Dexterity
100 Vitality
265 Bonus Armor
6% Ranged Reduction
6% Melee Reduction
12794 Health from Globes and Potions

Rare Gloves
- 10% Crit Chance
- 9% Increased Attack Speed
- 50% Crit Damage
- 100 Dexterity & 100 Vitality
- 200 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Stun on Hit

Since gloves have so many useful enchantments, it can be very expensive to get trifectas, let alone gloves with 5-6 good enchantments.

10% Crit Chance is by far the most useful enchantment for monks, and is a must have.
9% IAS and 50% Crit damage are next, but you'll often be forced to pick one or the other.
Unless you're a shield monk, IAS is generally the superior option, by a small margin.
200 Dexterity, 100 Dex & 100 vit, Resistances are what I recommend looking for next.

I'd say the perfect rare gloves would roll:
10% Crit Chance
9% IAS
50% Crit Damage
300 Dexterity
100 Vitality
80 Resist All

Rare Chest Armor
- 3 Armor Sockets
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 20% Magic Find
- 25% Gold Find
- 7% Reduction from Elites
- 6% Reduction from Ranged
- 6% Reduction from Melee

Chest armor is notable for its 3 armor sockets and 200 vitality enchantment.

You'll want to aim for the following affixes on an end game rare chest:
3 Armor Sockets
200 Vitality
100 Dexterity & Vitality
80 Resist All
60 Resist Element

The following enchantments are nice for rounding out a rare chest:
396 Bonus Armor
100 Dexterity
12% Life
12794 Health from Globes and Potions
599 Life Regen
7% Reduction from Elites
6% Reduction from Ranged
6% Reduction from Melee

Rare Pants
- 2 Armor Sockets
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Slow Enemies

Pants are notable for their 2 armor sockets and 200 vitality enchantment.

I don't think sockets are essential on pants since you only get 2.
Sockets are only great if you want extra dex for DPS, but at that innas temperance is better.

You'll want to aim for the following affixes on an end game rare pants:
100 Dexterity & Vitality
200 Vitality
80 Resist All
60 Resist Element

The following enchantments are a nice way to round out a nice pair of rare pants:
2 Armor Sockets
100 Dexterity
12% Life
12794 Health from Globe and Potions
397 Bonus Armor

Rare Boots
- 12% Movement Speed
- 100 Dexterity & 100 Vitality
- 200 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Immobilize on Hit

Rare boots are notable, obviously for having 12% movement speed.

The following enchantments are must haves for an end game rare boots:
12% Movement Speed
200 Dexterity
100 Dexterity & 100 Vitality
80 Resist All
60 Resist Element

The following enchantments are nice ways to round out a pair of rare boots:
265 Bonus Armor
12794 Health from Globes and Potions
100 Vitality

Rare Shields
- 1 Armor Socket
- 10% Crit Chance
- 150 Dexterity & 150 Vitality
- 200 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 16% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 20% Magic Find
- 25% Gold Find
- 7% Reduction from Elites
- 6% Reduction from Ranged
- 6% Reduction from Melee
- 8% Lashing Tail Kick, Tempest Rush, Wave of Light Crit Chance
- 9% Chance to Block

Shields have some of the best enchantments in the game.
Unfortunately it's usually outweighed by LS and crit damage from an offhander.
Regardless, shields can roll some pretty beastly stats

The following enchantments are must haves for an end game rare shield:
10% Crit Chance
150 Dexterity & 150 Vitality
200 Dexterity
200 Vitality
80 Resist All

The last slot should ideally go to 60 resist element, 16% life, or a monk skill bonus.
But there are plenty of other solid enchantments available as well.

Rare Amulets
- 1 Armor Socket
- 10% Crit Chance
- 100% Crit Damage
- 9% Increased Attack Speed
- 2878 Life on Kill
- 959 Life on Hit
- 36-106 Physical Damage
- 36 Minimum Physical Damage
- 35 Maximum Physical Damage
- 150 Dexterity & 150 Vitality
- 200 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 16% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 45% Magic Find
- 50% Gold Find
- 14% Crowd Control Reduction
- 5.1% Chance to Blind on Hit

With rare amulets, there's almost no way you'll get all the enchantments you want.
But I'll do my best to rank them from best to worst.

10% Crit Chance and 100% Crit Damage are the best by a large margin.
959 Life on Hit is amazing but skippable since you can get healing from other slots.
9% IAS following that.
36-106 Physical damage and 150 Dex & 150 Vit are amazing, but rarely roll near maxed.
200 Dex, 200 Vit, Resistances, and even bonus armor are worth considering after that.

IMO the perfect rare amulet would roll the following:
10% Crit Chance
100% Crit Damage
9% IAS
959 Life on Hit
36-106 Physical Damage
150 Dexterity
150 Vitality

Rare Rings
- 1 Armor Socket
- 6% Crit Chance
- 50% Crit Damage
- 9% Increased Attack Speed
- 1439 Life on Kill
- 479 Life on Hit
- 36-106 Physical Damage
- 36 Minimum Physical Damage
- 35 Maximum Physical Damage
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 25% Magic Find
- 20% Gold Find
- 14% Crowd Control Reduction

Many enchantments on rings are roughly half their counterpart on Amulets
A few aren't, and these are particularly potent.

36-106 Physical Damage, 6% Crit Chance, and 9% IAS are the best enchantments.
It will be fairly hard to get all 3 of them.

IMO the perfect rare ring would roll the following:
6% Crit Chance
9% IAS
36-106 Physical Damage
50% Crit Damage
479 Life on Hit
100 Dexterity
100 Vitality

Rare Weapons
- 316-725 Elemental Damage
- 201-457 Cold Damage
- 50% Damage
- ??? Min/Max Damage (Varies between weapon types)
- 100% Critical Hit Damage (200% 2H)
- 959 Life on Hit (1918 2H)
- 2878 Life on Kill (5756 2H)
- 3.00% Lifesteal (6.00% 2H)
- 1 Weapon Socket
- 63.9 Life per Spirit Spent
- 11% IAS
- 8% Wave of Light/Tempest Rush Crit Chance
- 5 Lashing Tail Kick Cost Reduction
- 8% Bonus vs Elites
- 2.50 Spirit Regeneration

Everybody wants lifesteal, crit damage, socket, and high base damage on weapons.
But that alone already costs 6 enchantment slots.

These are the 5 highly must have enchantments for an end game rare weapon:
Min/Max Damage (or Elemental Damage, but min/max can roll higher)
50% Damage
100% Critical Hit Damage
3.00% Lifesteal
1 Weapon Socket

Chances are, you're not going to find a weapon with 6 good affixes.
And if you do, it's going to be extremely expensive.
Personally, I would like a rare weapon with 2.50 Spirit regen in the 6th slot for farming.
959 Life on Hit is obviously the best option for tanking.
150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
But personally I don't search for attributes on weapons.
Edited by Morionic#1764 on 11/8/2012 5:30 AM PST
Reply Quote
3) Legendaries & Rares, When To Use What
===== Helmets =====
Mempo of Twilight
Only Mempo's of Twilight with Crit Chance are worth considering.
I would even go further to say that only 6% CC Mempos are worth considering.
Remember that 1% CC is a lot more valuable than 1% IAS afterall.
a 3% CC mempo probably isn't better than a 6% CC helmet with high dex.

Inna's Radiance
Inna's Radiance has 2 random enchantment slots that can roll very good affixes.
The best ones are:
80 Resist All
2.50 Spirit Regeneration
14% Sweeping Wind/Fist of Thunder Skill Bonus

The following enchantments are also worth considering:
60 Resist Element
397 Bonus Armor
63.9 Life Per Spirit Spent

An Inna's radiance with high rolls, all resist, and 14% skill bonus is effectively just as good as a 6% CC Mempo of Twilight in terms of both Defense and Offense.
The difference is 14% skill bonus does not provide you extra IAS.
On the other hand, Inna's Radiance helps contribute a set bonus, whereas Mempo does not.
That combined with the fact that Inna's Radiance is cheaper and has more flexibility with enchantments (IE Access to Spirit Regeneration), I would say that Inna's Radiance is the better option for monks.

Madstone
Only Madstones with Crit Chance are worth considering.
Like with mempos, I would only recommend madstones with 6% CC.

You can't roll a socket with the Crit Chance, so Madstone is not viable for paragon leveling.
So when would you want to use a Madstone over an Inna's Radiance?
Madstone is capable of rolling All Resist, Spirit Regen, and Skill Bonus at the same time.
Inna's Radiance cannot do this.
But it loses out on up to 100 dex & vit, a socket, and a set bonus in exchange for this.
So the only time you will want a bonus is when you need spirit regen, skill bonus, and wouldn't mind some extra defense over an inna's radiance.

Natalya's Sight
The only reason you'd want to use a Natalya's Sight is for the set bonus.
But keep in mind that natalya's sight will generally have much less dex than a mempo or Inna's Radiance.
This combined with the fact that a Natalya's Sight won't have skill Bonus or IAS means this is not a helmet monks will need to consider.

Andariel's Visage
Andariel's Visage is like a poor man's Mempo of Twilight.
Overall a weaker helmet than a well rolled Inna's Radiance.
But a solid option for mid game poison resist monks

Archon Crowns and Star Crowns
In theory, a star crown can roll the same stats as an Inna's Radiance, but with less armor.
But the number of good enchantments that need to roll simultaneously for this to happen is extremely high, and you'll essentially never see a rare helmet ever roll good enough to be end game material.
And even if it did, it's still missing out on the set bonus
But I suppose keeping an open mind doesn't hurt.

===== Shoulders =====
Vile Ward
As the only legendary shoulder to roll i63 affixes, it's the only one worth noting.
Since vile ward rolls 170-200 dex with its single stat enchantment instead of up to 100, it can get up to 300 dex whereas rare shoulders cap at 200 max total dex.
This combined with its all resistance affix makes this the best shoulders in the game.

Since good enchantments are much more expensive on legendaries, you may consider picking up pickup radius or health from globe on your shoulders instead of on your rares to save yourself some money.

Archon Spaulders
So when would you actually want to use Archon Shoulders over Vile Wards in the end game?
The only reason I can think of is for stacking lots and lots of defensive enchantments.

===== Chest Armor =====
Tyrael's Might
Think of Tyrael's Might as a Glass Cannon chest piece with movement speed bonus.
Rare chests can only roll up to 200 dex. Tyrael's might comes with 170-200 by default.
And it has bonus vs demons and elites ontop of that.
However, you lose out on a lot of vitality.
Remember that rare chests can roll up to 300 total vitality.
If you are bent on getting a tyrael's might, remember that chest armor rolls with numerous useful enchantments that are not limited to 3 sockets.
a 200 vit enchantment, or a 100 Dex and 100 Vit enchantment is potentially better than 3 sockets.

Cindercoat
Cindercoat is notable for being able to roll up to 229 dex and 120 fire resistance.
Remember that rare chests only roll up to 200 dex.
While 120 fire resistance is nice, it's not actually an ideal use of an enchantment.
The cindercoat rolls 51-60 fire resist by default. Rolling over 60 costs an enchantment slot.
Instead the perfect cindercoat for a fire monk would have these stats:

60 Fire Resist
50 Resist All
5% Life
2908 Thorns
229 Dexterity
300 Vitality
3 Sockets

However, keep in mind that the cindercoat will still have less base armor than archon armor.
My point is that for fire monks, the cindercoat can rarely roll on par with BIS chest pieces.

Inna's Vast Expanse
Do you remember the list of most desirable enchantments for chest armor?
Inna's Vast Expanse doesn't actually roll many of them.
It has the 100 dex & vit enchantment as well as the 3 sockets enchantment.
But it uses 3 more affixes on life %, reduced damage from melee, and 100 Dexterity.
While none of these are horrible enchantments, rare chests can in fact roll better.
On the other hand, this limitation is offset by the set bonus.

The Vast Expanse is worth considering if you want high dexterity or the set bonus.
If not, get a BIS rare chest or a surcoat.

Blackthorne's Surcoat
Unlike Inna's Vast Expanse which wastes 3 affixes on sub par enchantments, the surcoat only wastes 1 on reduction from ranged damage.
So you're much less likely to see a rare chest with a better roll than a BIS surcoat, than you are with a rare chest and a BIS Vast Expanse.

So unlike Vast Expanse, the Surcoat is a solid standalone end game chest piece.
In the worst case scenario, it's not worse than a perfect rare chest by more than 1 affix.
And in that case, you can argue the set bonus compensates for that discrepancy.

Tal Rasha's Relentless Pursuit
I've seen a few monks use this for the IAS.
So it's decent if you want to exchange lots of defense for a tiny bit of DPS.
Tyrael's is better for that purpose, but I suppose tal rasha's is cheaper.

Archon Armor
So when do you want to use Archon Armor over other Legendaries?
Well you want Tyrael's or Tal Rasha's for glass Cannon Builds.
You'll want Inna's Expanse for the inna's set bonus.
And BIS Surcoat will end up rolling very similarly to BIS Archon Armor.

Which makes Archon Armor viable in the end game as a well rounded chest piece.

===== Bracers =====
Lacuni Prowlers
Lacuni's are glass cannon bracers.
Their unique combination of enchantments and the fact they have 3 random enchantment rolls means that getting one that actually boosts your DPS substantially will cost you a fortune.
In theory, lacuni's could roll 6% crit chance, 80 Resist All, 100 Dex, and 100 Vit.
Compared to a perfectly rolled razorspike, you're essentially exchanging something along the lines of 60 resistance, 100 dexterity, and 100 vitality for 9% IAS, 12% MS, and thorns.
But I've never seen lacuni prowlers that perfect, so it's not a realistic situation.

The only time I'd recommend lacunis is if you intend to capitalize on the extra movement speed somehow by getting blackthorne's jousting pants instead of Inna's Temperance or Ice Climbers without movement speed.

Strongarm Bracers
Notable for being the only bracers in the game that can roll 269 Dex.
Otherwise these bracers are not end game material.

Razorspikes
Lacunis are glass cannon bracers, Strongarm Bracers suck, so Razorspikes fill all the other remaining niches.
There are many ways a Razorspike can roll BIS.
But everybody will agree that you will always want the 4 following enchantments:
6% Crit Chance
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality

Most monks will want their remaining 2 enchantment slots to roll 100 Dex & 100 Vit.
I'm personally not a fan of wasting a slot on 100 vitality.
I'd personally prefer the last 2 slots roll 100 Dex and 12794 Bonus to Globes.
But to each their own.

===== Gloves =====
Tasker And Theo
It's worth noting that Tasker and Theo can roll up to 350 Dex + a Socket.
But you won't be able to get any crit damage or crit chance if you do roll that much dex.
These gloves really aren't worth noting.

Sage's Gesture
These gloves are craftable, so they only roll i62 affixes.
They can roll decently, but rare gloves have better potential.

Archon Gauntlets
Rare Gauntlets are basically the only way to go for gloves.
I don't think anybody needed me to tell them that.

===== Belts =====
Witching Hour
A popular choice for glass cannon monks.
But in reality, only 1 affix slot is wasted (90-100 Dexterity)
And it's easily argued that this is an extremely small price to pay for IAS and Crit Damage.
If rolled perfectly, a witching hour is by far the best belt in the game, no contest at all.
Even if it doesn't roll perfectly, sword and board monks will want it for the crit damage.
And 2H monks will want it for the IAS.
But since the witching hour has 3 random slots and is in high demand, getting a perfectly rolled witching hour is almost completely out of reach, even for the richest players.

Hellcat Waistguard
Worth noting that the hellcat is able to roll up to 249 Dex.
It's not a horrible belt, not great either.
It's designed for bonus vs elites and high dex, but blackthorne's notched belt fills that roll more adequately than the Hellcat Waistguard.

Inna's Favor
You can think of Inna's Favor as a Poor Man's Witching Hour.
It can compete with a poorly rolled witching hour, but not a BIS one.
Other than that it's useful for completing the Inna's Set Bonus.
Otherwise, it's just another glass cannon legendary that sacrifices tons of defense.
And not a particularly good one at that.

Blackthorne's Notched Belt
It's worth noting that Blackthorne's Notched Belt is able to roll up to 300 Dex.
The belt has 3 sub optimal affixes, but it gains access to the 170-200 dex affix which is usually reserved for gloves and boots.
The 100 vit and bonus vs elites from the set bonus are actually extremely good for ubers.
In the case of ubers, 3-4 set Blackthornes is BIS, even over witching hour IMO.

Overall Blackthorne's is straddling a Fence.
It's slightly better DPS than rare belts, but not much better.
It's also slightly worse defense than rare belts, but not much worse.

High Scabbard
Of the 4 legendaries listed above, all of them are offensively oriented.
Meaning that if you intend to use a rare belt in the end game, it's going to be because you want either a well rounded belt or a defensively oriented one.

===== Pants =====
Depth Diggers
2 affixes are wasted on magic and gold find.
In exchange however, you gain access to the 170-200 Dex affix that is usually reserved for gloves and boots.
Thus these pants are able to roll up to 300 Dexterity.
While they aren't horrible compared to rare pants, Inna's Temperance and Blackthorne's Jousting Pants are simply so much better than rare pants that Depth Diggers aren't worth considering as a result.

Inna's Temperance
Glass Cannon pants, and damn good ones at that.
I think the community understands the roll of Inna's Temperance, so i won't elaborate.

There are many ways good ways for Inna's Temperance to roll it's only random enchantment.
The best option for sustain is obviously 80 resistance.
397 Bonus armor is also good for sustain if you are running a no STI high resist build.
200 Vitality is another option for defense, but it won't improve your sustain.
Finally, 100 Dex & 100 Vit is best for offense, but is also well rounded.

Blackthorne's Jousting Pants
Since Blackthorne's comes with a quadruple attribute roll, it can actually roll up to 400 vitality and 200 dexterity at the same time OR 300 dexterity and 200 Vitality at the same time.
These pants are by far the best tank pants in the game, and there are many good ways for it to roll.
Here are the best enchantments to look out for:
80 Resist All
100 Dexterity & 100 Vitality
200 Vitality

If there aren't available or are too expensive, you may consider the following:
60 Resist Element
2 Sockets
397 Bonus Armor

Notice how I put 2 sockets as an alternative option.
The best Blackthorne's Jousting Pants will never roll sockets.

Archon Faulds
Completely outclassed by Blackthorne's and Inna's Temperance
Only consider them for early to early mid game monks, and only if it's cost effective.

===== Boots =====
Ice Climbers
Ice Climbers roll 8 Affixes.
eight
EIGHT
Did that sink in yet?
6 Affix rare boots have got nothing on that.
Ice Climbers are BIS if you want a well rounded boot or a tanky one.
The only reason they have any competition is the 7% CC bonus on Natalya's Set.

Firewalkers
These actually cap at 269 Dex instead of 300 like most boots
Even the best firewalkers will only be as good as mediocre rare boots.
Nevermind ice climbers or natalya's.
PS: The molten enchantment lets you break wooden doors by walking through them. Cool? :P

Zunimassa's Trail
Notable for the added elemental damage.
Legacy Zunimassa's come with IAS and slightly lower elemental damage.
They are notable for being glass cannon boots for monks.
But ultimately they are outclassed by the Natalya's Set when it comes to offense.

Natalya's Bloody Footprints
The base enchantments on Natalya's are fairly good, but not godly.
You would only use these boots for the 7% crit chance from the 2 piece set bonus.
The DPS from 7% crit chance is so huge, most people consider these boots to be BIS over ice climbers, with their whopping 8 affixes.

===== Amulets =====
Xephirian Amulet
This amulet comes with spirit regen, that alone makes it a must have amulet for tempest rush builds.

Ouroboros
This used to be a fairly good amulet, but now that rare amulets all roll i63 affixes, it's outdated.

Traveler's Pledge
Actually a pretty good amulet for followers because of the magic find and Life %
That's all there is to it though.

Blackthorne's Duncraig Cross
The amulet itself has decent rolls. Not great, but decent.
The LoH is less than optimal, life % is not a great affix, and an affix slot is wasted on bleed.
But since amulets with more than 3 good enchantments are hard to find and expensive anyways, and because of the set bonus, you can make the argument that the duncraig cross is BIS.

Rare Amulets
There aren't any truly amazing rare amulets in the game.
Duncraig cross is good, but in theory a perfect 6 affix amulet is much better.
So rare amulets are essentially the only end game amulets.

===== Rings =====
Hellfire Ring
The hellfire ball spawns behind your fist, so it usually passes through the target you punch.
And the bonus experience is useless at 100 paragon.
Ignoring those 2 enchantments, Hellfire ring only has 5 affixes.
One of them happens to be a 170-200 dex affix that usually isn't available on rare rings.
But at the end of the day, a rare ring can roll better in theory, than a hellfire ring.
The only reason you would want a hellfire ring is for the bonus xp.

Unity
The crit chance, LoH, and physical damage rolls are not as high as they could be.
Bonus vs elites is not optimal.
And the dex roll is slightly higher than what you'd see on a normal ring.
But the combination of these enchantments make unity popular.
Even though technically a rare ring could roll substantially higher, with the exception of the dexterity affix.

Stone of Jordan
IMO this is the best ring for farming.
Spirit regen is priceless for mobility and killing quickly.
Bonus vs elites is BIS for ubers.
added elemental damage and the ability to roll skill bonuses is good too.
You will want FoT or Sweeping wind for your general purpose ring.
Critical Hit Chance for Tempest Rush is must have for tempest rush farming builds.
Keep in mind that elemental skills such as thunderclap and sweeping wind/cyclone override the element of the added elemental damage.
Even if you get a cold damage SoJ, you will not cold debuff enemies with thunderclap.
But if you use deadly reach instead, you will since it's a non-elemental skill.

Oculus Ring
High dexterity roll, magic find, and resist all make this a great follower ring.

Skull Grasp
Legacy Skull Grasps are inferior versions of unity
Modern skull grasps aren't very good, but can be used to in weird builds like ones where you try to reduce the cost of lashing tail kick as much as possible.

Wailing Host
Basically a Unity Ring without average damage or LoH, and an extra random affix and set bonus.
All in all, worse than Unity.

Litany of the Undaunted
A more defensive version of Unity/Wailing Host, but still not as good as unity.
The set bonus isn't terribly useful either.

Natalya's Reflection
Solid base enchantments and more importantly the 7% crit chance set bonus makes this BIS.
But you will want one with crit chance on it already, otherwise a rare ring will be comparable.

Rare Ring
IMO the best setup for farming and elites is Natalya's Reflection and a SoJ.
Either way a reflection is generally essential to an end game build.
The SoJ is much more optional.
In which case, if you're not going for a SoJ, rare rings are end game

===== Weapons =====
Most Legendary Weapons have 7 affixes.
But since few legendary weapons have 7 perfect affixes, rare weapons still compete.

Won Khim Lau
Its base damage affixes are all i62, which is suboptimal, especially for shield monks
25% lightning skills damage is worth ~137% Crit Damage for a typical DW monk.
Due to the low base damage, this is a poor weapon for sword and board.
Since it can roll crit damage and a socket ontop of lightning skills, it lets you get higher DPS than any rare weapon could. But only if you're willing to sacrifice lifesteal.
A perfectly rolled rare weapon can compete with a WKL in the end game. But end game WKL's are easier to find on the auction house.
Low base damage means it synergizes particularly well with average damage jewelry.

Echoing Fury
Its base damage affixes are all i62, which is suboptimal
Fear is very suboptimal for farming on higher MP's
This is a BIS weapon for hunting ubers.
Since it can roll crit damage and a socket ontop of +APS, it lets you get higher DPS than any rare weapon could, but only if you're willing to sacrifice lifesteal.
A perfectly rolled rare weapon can compete with EF in the end game, but end game EF's are easier to find on the auction house.

Skorn
Technically a rare 2H axe can roll just like a skorn except for the bleed chance.
But since nobody loots 2h weapons, you'll pretty much never see a rare weapon that good.
This makes skorn the only viable option for 2H Builds.
Lifesteal is by far the best roll for the only random enchantment slot.
But IAS and more dexterity are also an option if you want marginally better DPS.

Butcher's Sickle
The ancient spear effect has a cooldown, so the chance of proc isn't an important roll.
The base enchantments and damage are i60, which is really bad.
Rare axes can roll better at a nontrivial rate.
But it's still an okay option for mid game monks.

Fist of Az'Turrasq
High base damage makes this an okay sword and board weapon.
But you're forced to pick between LS, socket, or crit damage.
Which is a fatal flaw, and prevents this weapon from being end game material IMO.

Crystal Fist
Ignore durability loss is a useless affix.
And 200 dex/vit is a suboptimal roll on a weapon.

Shenlong's Set
Unlike other legendary weapons, shenlongs only have 6 enchantments.
And the ones on the shenlongs while decent lack what I'm going to call the weapon trifecta:
which is crit damage, socket, and lifesteal.
The set bonus simply doesn't compensate for that loss.
So not end game.

Rare Weapons
Skorn dominates the 2H early, mid, AND end game, so I'm not going to talk about 2h's.
Echoing Fury and WKL can roll higher DPS than rare weapons.
But in theory, a perfectly rolled rare weapon can be on par with an LS/Socket EF/WKL.
The chance of seeing such a perfectly rolled rare weapon on the AH however, is small.
Edited by Morionic#1764 on 11/3/2012 1:01 PM PDT
Reply Quote

IAS has linear scaling.
IE if I have 36% IAS already, an additional 9% ias will only give me 6.6% DPS
Always remember that IAS also boosts spirit generation.
Weigh whether or not you think you have enough spirit generation when looking into more IAS.

Increased Attack Speed (Weapon)
Up to 11% IAS is available on weapons
Up to 20% IAS is available on balanced white weapons.

Weapon IAS works differently from Armor IAS.
It does not suffer from the linear scaling of Armor IAS.
But it only affects one weapon when dual wielding.
Additionally, weapon IAS is already factored into a weapon's DPS number.
But there are many more valuable enchantments on weapons than IAS.
So Weapon IAS is generally considered a waste of an affix slot.

Your sharing experience is really amazing. I think all content is very useful for all D3 players, not monk only.
In my view, I am very concern about the IAS of Weapons when you said it's considered a waste of an affix slot. IMO, the faster my weapon is, the more spirit I will gain and the more damage I will deal. That's why I often choose dagger with IAS for my dual-wield. Sometimes I look into Shenlong set or EF & WKL but I think it does not match with my intention. So could you explain more to me about the IAS enchantment in Weapon (why it's waste) and what's is end-game weapon for monk ?
Reply Quote
Your sharing experience is really amazing. I think all content is very useful for all D3 players, not monk only.
In my view, I am very concern about the IAS of Weapons when you said it's considered a waste of an affix slot. IMO, the faster my weapon is, the more spirit I will gain and the more damage I will deal. That's why I often choose dagger with IAS for my dual-wield. Sometimes I look into Shenlong set or EF & WKL but I think it does not match with my intention. So could you explain more to me about the IAS enchantment in Weapon (why it's waste) and what's is end-game weapon for monk ?


Here are the best enchantments you can get on weapons:

+Elemental Damage
+50% Damage
+100% Critical Hit Damage
+959 Life on Hit
+3.00% Lifesteal
+1 Socket
+2.50 Spirit Regeneration
+150 Dexterity and +150 Vitality

those are 8 best weapon enchantments, weapons can only roll 6 of them at best.
In order for 11% IAS to not be a waste of an enchantment slot, it needs to be better than at least 3 of those enchantments up there.
I wouldn't say I'd be willing to give up any of those for +11% weapon IAS.

Lets say you're a dual wield monk.
+11% IAS on a single weapon boosts your overall DPS by 5.5% and overall spirit generation by 5.5%

Elemental damage doubles the DPS of my weapon, so that's a must have.
+50% damage 1.5x's the DPS of my weapon, so that's a must have
+100% crit damage is worth about a 20% overall DPS boost, 4x more than +11% ias.
LoH and Lifesteal are priceless for survival
A socket is worth another 100% crit damage, and we've established that crit damage is valuable.

that leaves spirit regen and 150 Dex & vit
150 dex is worth about 5.5% DPS, and honestly 150 vit is more valuable than 5.5% spirit production.
Spirit regen is situational, so you can argue whether or not 11% ias is better.

either way, we see clearly that IAS is NOT better than at least 3 of the enchantments listed above.
which is why you won't really see it on end game rare monk weapons
Reply Quote
90 Human Mage
7170
Can you answer me a question about why people have life steal on one off-hand wep..and than none on the other? Because I don't know why you wouldnt want both.
Reply Quote
11/03/2012 01:36 AMPosted by Plaguedamus
Can you answer me a question about why people have life steal on one off-hand wep..and than none on the other? Because I don't know why you wouldnt want both.
some ppl do that because they they dont think they need more than 3% lifesteal
and sometimes you just dont.
Reply Quote
I actually read your entire wall of text word for word (without scaling through) this time :D
Reply Quote
Awesome post. I'm enjoying my monk again after leaving D3 for a while. This is a great bunch of info to get me going again. Thanks!!!
Reply Quote
This is prob the only time when i don't put tl;dr on such a long post. This post is so nice. Great knowledge. Thank you for your contribution.
Reply Quote
A good read and an excellent guide. Learned a lot about gearing and what exactly to look for. Thanks a lot
Reply Quote
added a small section on weapons since a lot of people are asking.
I don't think anybody will learn much of anything new about weapon itemization though.
Reply Quote
90 Human Mage
7170
Ive seen a 1100 dps weapon and a off-hand that has 950. It's weird and really have nothing to go off of. Wasting gold to test this out is getting annoying and costly so yeah if you can because the rest of this guide is great. Thank you for making it.
Reply Quote
11/03/2012 02:53 PMPosted by Plaguedamus
Ive seen a 1100 dps weapon and a off-hand that has 950. It's weird and really have nothing to go off of. Wasting gold to test this out is getting annoying and costly so yeah if you can because the rest of this guide is great. Thank you for making it.

I dont understand what you are asking here.
Edited by Morionic#1764 on 11/3/2012 3:02 PM PDT
Reply Quote
Wow. Fantastic, man. This is precisely the kind of info I've been looking for. Very nice job, well laid-out. Sticky requested.
Reply Quote
90 Human Mage
7170
Mainly for monks they say never go below 950 on each weapon. Saying lower dps for the off-hand and a higher dps weapon for the main hand. Like I said, there is so much information out there about monks that its hard to get something really solid about this. Or..I will see more of people using 900-990 weapons in both hands and than they have amazing dps for some odd reason. Some of it is gear but than again most of it is not. So need basic Weapon detail translation I guess.
Reply Quote
11/03/2012 03:46 PMPosted by Plaguedamus
Mainly for monks they say never go below 950 on each weapon. Saying lower dps for the off-hand and a higher dps weapon for the main hand. Like I said, there is so much information out there about monks that its hard to get something really solid about this. Or..I will see more of people using 900-990 weapons in both hands and than they have amazing dps for some odd reason. Some of it is gear but than again most of it is not. So need basic Weapon detail translation I guess.

i've never heard people say stuff like that.

Monks have an activehand mechanic, where their "mainhand" swaps between left and right hand each time you punch.
so there's essentially no difference between equipping a high DPS weapon on one hand and a lower DPS weapon on the other.

as for the "never go below 950" rule, i've also never heard of that.
back when in 1.03, i sometimes went under 600 if the other enchantments were good enough.
as long as I knew I was getting a DPS increase, that's fine.

sometimes monk profiles have "amazing dps" because players cast blinding flash before they logged off.
it's not because they actually have amazing dps.
Edited by Morionic#1764 on 11/3/2012 3:53 PM PDT
Reply Quote
Fantastic stuff, as usual. I didn't read the entire legendary section because I don't buy items off the AH, but the rest of it was top-notch.

I think the first section has one typo in it:

Resistances and Armor
Up to 80 Resist All rolls in an enchantment on any armor
Up to 60 Resist All rolls in an enchantment on any armor

I believe the third line is supposed to say "60 Resist Element," not "60 Resist All."

Can you explain this section?

36-108 physical damage is 72 average damage. Double Physical is what you want to look for.
36 min physical damage is 36 average damage. Is not bad
35 max physical damage is 15.5 average damage

I understand the first line, but I thought 36 min damage would be 18 average because it turns 100-200 (150 average) into 136-200 (168 average). Similarly, the third line looks like it ought to say 17.5 average damage, so I'm guessing this is a typo or is related to some bug in the game. When I run around in my S&B gear, the +25 Minimum Damage affix and +34 Maximum Damage affix on my rings calculates as expected (+29.5 average damage because I get half from each).

I think new monks would benefit from an illustration of their actual DPS in a TC/Cyclone build. Any chance you can add one to this thread or put it in a new one?

PS. Stickied.
Edited by Vrkhyz#1472 on 11/3/2012 4:00 PM PDT
Reply Quote
11/03/2012 03:59 PMPosted by Vrkhyz
I understand the first line, but I thought 36 min damage would be 18 average because it turns 100-200 (150 average) into 136-200 (168 average).


36 min physical turns 100-200 into 136-236

the rest are just typos, thx, i'll fix em.
Edited by Morionic#1764 on 11/3/2012 4:04 PM PDT
Reply Quote
You're welcome, M. Question, though: if 36 min turns 100-200 into 136-236, how am I able to test white weapons by using my +25 min to turn a 9-11 weapon into a weapon that only deals 34 damage? Shouldn't it become 34-36? Maybe I'm talking about the wrong affix?
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)
Submit Cancel

Reported!

[Close]