Part 1 - The Basics: Concepts and SkillsNavigation - Back to Home Pagehttp://us.battle.net/d3/en/forum/topic/7199912895?page=1#1Navigation - Routes for TR XP Runs http://us.battle.net/d3/en/forum/topic/7199912895?page=1#3 Navigation - Specs for Tempest Rush http://us.battle.net/d3/en/forum/topic/7199912895?page=1#4 Navigation - Gearing for Tempest Rushhttp://us.battle.net/d3/en/forum/topic/7199912895?page=1#5
This section is dedicated to explaining the basics behind the Tempest Rush build by first explaining some of the backing concepts and then discussing the skills that are both core and supplementary to Tempest Rushing.———————————[ The Principle Behind Using TR ]———————————
The very first question one must ask when looking into a Tempest Rush build is: why?
What is the point of this build over the clearly strong FoT:Thunderclap + SW:Cyclone build?
The answer to that is, quite simply, speed. Tempest Rush allows the Monk to kill while moving which means it is one of the only monk skills that helps break passed the barrier on low Monster Power of only being able to kill monsters as fast as you can attack / move.
For many monks, MP0 monsters have such low HP that the main constraint to kill speed isn't your paperdoll DPS, it is your ability to move to each monster and hit it with FoT.
Furthermore, if you are able to get enough spirit regeneration, you can use the Tempest Rush rune, Tailwind. This rune gives you 25% move speed while channeling Tempest Rush and breaks the move-speed cap of 25%. Generally, Tailwind is regarded as the single fastest skill in the game and allows the Tempest Rush monk to move through a given map at incredible speeds.
Even if the standard FoT:TC + SW:C build can out DPS a Tempest Rush build 10:1 (it can), it will still result in a lower xp/hour on MP0, if the TR build is done correctly, because more damage just doesn't translate well into more kills per minute!———————————[ The Concept of Damage Spread ]———————————
Damage spread is different from pure damage. In a pure damage scenario, your overall DPS is determined assuming you are fighting a monster with nearly infinite health (MP10 Azmodan).
This is rarely the case and, when on MP0, almost never the case. Instead you have to use the spread of damage to find out how much DPS you are doing.
The basic concept goes like this:
If you have 10,000 DPS and you hit once per second for 10,000 damage and there are 10 monsters that have 1,000 HP each, you will take 10 seconds to kill them all.
If you have 10,000 DPS and you hit 10 times per second for 1,000 damage and there are 10 monsters that have 1,000 HP each, you will take 1 second to kill them all.
Even though case 1 and case 2 have the same "paper-doll DPS" the second case kills all the monsters in 1/10th the time.
This is because attack speed increases your damage spread.
On MP0 you will frequently run into the damage spread problem. A 200k dps FoT:TC SW:C Monk will clear only SLIGHTLY faster than a 100k dps Fot:TC SW:C Monk because dps isn't the constraining factor for clear speed at that point.
Tempest rush naturally solves this problem by hitting 3x per second for every 1 attacks per second you have.
Furthermore, skills like SW:Cyclone and MoC:Submission help spread your DPS out over lots of little hits and over a wide area.SW:Cyclone
This skill is incredibly important for spreading out damage because of its MASSIVE range.
One of SW's weaknesses is its relatively short 10m range which makes it hard to pick up stragglers who are low without moving on top of each and every one of them.
With Cyclone, this issue is solved. The Tornadoes spawned by Cyclone have a gigantic range on their hits, hit 6 times over 3 seconds and move in a direction that is determined by the direction you are facing when you cast Sweeping Winds.
These Cyclones will often clean up 6 low health monsters and, when they crit, they can kill high health monsters.
The best part about Cyclones is that they always do their damage. If there is only 1 big monster, the Cyclone doesn't lose DPS as some AoE skills do (Bladestorm / Firestorm).
The obvious downside to this skill is the need for Crit% and Proc Coefficient on your attack but at my crit level (40 + 6%TR crit) and because TR hits quickly and hits multiple targets, I find it is acceptable.MoC:Submission
This is another skill that, at first glance, seems obviously worse than MoC:Overawe.
Making SW AND TR both do 12% more passive damage (you can't spam MoC while TRing) is pretty strong.
It turns out, the power of MoC:Submission is in its ability to spread out your damage over a very wide area.
MoC:Overawe does the same thing as SW:Bladestorm, it increases the damage that monsters within the 10yd radius of SW take. This is good, but it isn't THAT helpful because those monsters are the most likely to die flat out anyways. For instance, if your SW crits, the mob insta-dies, if your TR crits, the mob insta dies.
It is the monsters that are being left behind or to the side that didn't get full exposure to SW or TR that really need some extra damage heaped on them.
MoC:Submission is the right tool for that job. It reaches the full 20yd radius of MoC while still providing a nice 12% damage boost to your SW and TR.Conclusion:
While DPS is important, it is more important to keep in mind how you are spreading out your damage in order to kill the most monsters in the least amount of time!———————————[ Tempest Rush and Attack Speed ]——————————
Attack speed is usually a Monk's best friend. It gives you more spirit regen through your attacks and it is a great way for Auto Attack monks to increase their damage SPREAD and their paper-doll DPS at the same time. Win-win right?
For Tempest Rush, this is not the case.Three Hits per Second
First off, Tempest Rush, despite what the tooltip says, hits 3 times every second for each 1 APS you have.
If you have 1 attacks per second in your character pane, TR will hit 3 times per second.
If you have 1.5 attacks per second in your character pane, TR will hit 4.5 times per second.
This, on its own, doesn't mean much because it still scales with IAS gear pretty well.
The problem is that TR also knocks back on every hit. What ends up happening is the first hit of TR knocks monsters back then the following several hits all miss as you move forward and the monsters get scattered.
This leads to a LOT of "missed hits" or hits that could have done damage but had no monsters in range to hit.
Because of this knockback into missed hits principle, the very first hit of TR on every mob is by far the most important. It is the only hit that will ALWAYS happen. The following hits might go off if the mob is directly in front of you or pinned to a wall, but they won't if you knock the target out of the path of TR.
To maximize this, you generally want slow hard hitting attacks so that the 1 guaranteed attack has the most possible effect.
It is important to note that if TR did not hit 3 times per second on its own, it's Proc Coefficient of 0.25 would be too low to support low attack speed because you would pass through mobs and you would frequently fail to get the FIRST hit which is the only guaranteed one.10 Spirit per Second
What really kills attack speed as a stat for Tempest Rush is the cost.
For every 1 Attacks per Second your Monk has, Tempest Rush costs 10 spirit per second.
You have 1APS, TR costs 10 spirit every second.
You have 1.4APS, TR costs 14 spirit every second.
This is a very important mechanic because getting your spirit per second above TR's cost per second is a big part of this build.
If you want to use Attack speed gear, you have to be willing to compensate with additional Spirit per Second and that can be really costly.——————————[ The Basic Skills That Make TR Work ]—————————
This spec outlines the basic, essential skills to a good Tempest Rush build:http://us.battle.net/d3/en/calculator/monk#.c.SX!cd!....b
As you can see, there are a LOT of empty skills there and most of the skills don't have runes. This is because there are a LOT of different ways to Tempest Rush!
The only things that are mandatory for this build to work:--Tempest Rush--http://us.battle.net/d3/en/class/monk/active/tempest-rush
This one is pretty self-evident. This is a Tempest Rush guide after all! ;)--Sweeping Winds--http://us.battle.net/d3/en/class/monk/active/sweeping-wind
This will be a VERY large portion of your damage. Tempest rush is good for getting you from place to place, good for moving through monsters but not quite enough damage to kill things by ruinning through them. Because of this, Sweeping Winds will be there to help you do damage while you fly around the map!--Breath of Heaven: Blazing Wrath--http://us.battle.net/d3/en/class/monk/active/breath-of-heaven
This skill is a bit too good to pass up right now. With the removal of SW snapshotting in 1.0.7, BoH:BW has taken the place of BF:FitL as the go-to monk skill to increase your overall DPS.
Constant, easy to maintain 15% damage increase is just wonderful. Plus, for many TR monks, sustain is an issue and having a heal at your fingertips is really useful.
This skill will remain in every single TR build until Blizz decides that free, zero-thought DPS boosts attached to defensive skills are no longer a good idea for monks! ;)--Chant of Resonance--http://us.battle.net/d3/en/class/monk/passive/chant-of-resonance
This passive will always see use in TR builds because you always need spirit/sec and it gives the most! It is boring but c'est la vie.
Note: There do exist situations in which taking Exalted Soul over CoR is a viable option though they are VERY rare. Just keep your eyes open for niche cases where this might be good!--The Guardian's Path--http://us.battle.net/d3/en/class/monk/passive/the-guardians-path
I will only be talking about 2h Tempest Rush builds because, while TR'ing with 1h/shield is technically possible, it is FAR FAR FAR more expensive and not proven to be more efficient.
Other than these skills, there is some freedom in what to use that are detailed below!——————————[ Delving Deeper Into the TR Skillset ]—————————
This section will focus on the various skills that you can use in a Tempest Rush build.
Every build will include the skills listed in the "Basic Skills" section but there are quite a few choices from there that I would like to discuss.—[ Tempest Rush ]—http://us.battle.net/d3/en/class/monk/active/tempest-rush
Tempest Rush is an amazing skill, but there are really only two viable runes. It seems quite likely that they did not intend TR to ever be used as a main form of attack and thus they gave it a lot of defensive stuff that no-one in their right mind ever uses! :D--Northern Breeze--
This rune reduces the spirit cost of TR from 10/sec per 1 attack speed to 8/sec per 1 attack speed.
This can greatly reduce the cost of Tempest Rush and allow the use of far more "normal" items instead of spirit/sec items.
While Northern Breeze is usually out-shined by its compatriot Tailwind, it certainly has a place when your gear simply doesn't support ~10-12 spirit/sec and you still want to TR your way to victory.
When to use Northern Breeze?
1. If you can't get enough spirit from gear/skills to use Tailwind.
2. If you drop below 90k DPS by equipping your spirit/sec gear, use NB and equip more DPS oriented items.--Tailwind--
This is one of the better runes in the game of Diablo 3.
Once your character gets to a certain strength level, it becomes very difficult to increase your monster killed per minute through DPS. This is because the monsters are spaced apart and so no matter how fast you kill them, you always have to spend time moving from one to the next.
To combat this, higher-level characters want Movement speed. However, the move-speed stat is capped at 25% from items. To go above this cap, you have to use skills and Tailwind's 25% is one of the biggest in the game.
Tailwind also has the advantage of being an "always on" skill if you get enough spirit regen. This means that, if done right, you can have a near-permanent 25% increased movement speed over the cap which is generally VERY powerful.
It can be argued that the popularity of the Tempest Rush build is entirely on the shoulders of Tailwind's 25% movement speed.—[ Spirit Generators ]—
Because you will spend most of your time channeling the skill Tempest Rush, spirit generators take on a whole new functionality for the TR build. While they are normally used as a monk's main source of damage, for the TR'er they are more of a helpful secondary skill.
There are quite a few viable spirit gens at this time and they each have different uses.
Note: once you get to a certain level of spirit/sec gained, you will no longer need a spirit generator as you will be able to kill all monsters and elites with TR and (possibly) a spirit spender.
For most TR monks this is achieved at ~13 spirit/sec and many monks will never want to go without a spirit gen.--Fist of Thunder: Thunderclap-- http://us.battle.net/d3/en/class/monk/active/fists-of-thunder
Thunderclap used to be the King of all monk DPS skills. It is still very good though the advent of TR, the increased effectiveness of Wave of Light and various other factors have led to its decline from a spot of complete dominance.Pros: high single target DPS, highest Proc Coefficient per second of all gens, teleport, quick attacks
Cons: zero use while actually TRing, lower AoE damage, teleport is less useful for TR monks
This skill is at its strongest when paired with Sweeping Winds: Cyclone because Cyclone benefits from Thunderclap's high Proc Coefficient. I recommend FoT:TC as the go-to spirit gen for TR monks who are running SW:C and use their spirit gen to kill elite packs.--Fist of Thunder: Quickening-- http://us.battle.net/d3/en/class/monk/active/fists-of-thunder
Quickening used to be out shined pretty heavily by Thunderclap but with the increase in Wave of Light damage from 1.0.7, it has a new palce in the spotlight as the single best spirit generating skill Monks have.Pros: highest spirit/sec skill, quick attacks
Cons: VERY low damage, no range
I recommend FoT:Q for monks who are using Wave of Light to kill elites but don't have enough spirit from passive spir/sec gear to use WoL for every pack. This is also a good skill for monks who are using Exalted Soul as a slowly draining spirit pool for net-negative spir/sec TR'ing as FoT:Q will fill 250 spirit faster than any skill out there.--Deadly Reach: Strike from Beyond--http://us.battle.net/d3/en/class/monk/active/deadly-reach
DR:SfB is exactly like quickening but is easier to use, due to range, and less spir/sec.Pros: ease of use (range), AoE damage
Cons: slow, still low DPS
I recommend DR:SfB for monks who want the extra spirit regen but don't want to give up too much DPS. A possible synergy would be using your spirit gen to kill some elite packs AND to refuel a net-negative spir/sec + Exalted Soul build, then you Seven Sided Strike:FO the other elite packs.--Deadly Reach: Foresight-- http://us.battle.net/d3/en/class/monk/active/deadly-reach
DR:F used to be the #1 spirit gen for TR monks because you could buff your SW damage and it would stick forever. However, that is no longer the case in 1.0.7 so DR:F is now just another option and not a "best in slot" skill.Pros: the buff is simply amazing if you can keep it up, ease of use for elite killing due to range
Cons: low damage, slow, the buff can be extremely frustrating to keep active
I suggest this for TR monks who just aren't QUITE there yet with their DPS to 1 shot most mobs on MP0 and could use the little boost. Remember to actually use DR:F to kill elite packs or else the buff won't be up a lot of the time.—[ Sweeping Winds ]—http://us.battle.net/d3/en/class/monk/active/sweeping-wind
This is really the most class-defining skill Monks have. Many people would give that roll to Serenity but I assure you, Sweeping Winds is the true bread-winner here.
This skill does free damage, has TONS of flexibility in its rune spectrum and can be buffed in all manner of ways. Entire builds focus around a single rune of this skill and the end-game Monk Set's final bonus is dedicated to making Sweeping Winds even stronger.
Every rune of Sweeping Winds is viable. This statement alone should be cause for celebration as it is the pinnacle of "build diversity." That being said, viable doesn't mean efficient and not all runes are created equal.--Sweeping Winds: Master of Wind--
This rune extends the duration of Sweeping Winds from 6 seconds to 20 seconds and makes it nearly infinite.
This is the only rune that can possibly be used if you want to Tempest Rush and NOT use 4 pieces of Inna's armor. Because TR already takes a lot of spirit to maintain, if you have to re-cast the 75 spirit Sweeping Winds all the time, you will run out of spirit all the time.
With Master of Wind you can pretty much turn it on then completely ignore it for the rest of the map. It will refresh when you hit monsters and, honestly, if you aren't hitting a monster every 20seconds you are not Tempest Rushing correctly! :DPros: can be used without Inna's 4 piece
Cons: low dps, no utility
I would really only recommend this rune for new Tempest Rushers who haven't assembled the 4 pieces of Inna's yet but want to hop on the DPS train immediately!--Sweeping Winds: Bladestorm--
This is, in my opinion, the worst of the Sweeping Winds runes for Tempest Rush monks.
The main reason for that is it has no special job. It is worse at doing damage than Firestorm, worse at cleaning up than Cyclone, worse at providing utility than Inner Storm and worse at letting you not use Inna's than Master of Wind.
There is no situation in which Bladestorm would be better than another rune unless ALL you care about is killing elites which is technically does better than Firestorm. (though still MUCH worse than Cyclone)Pros: medium DPS.
Cons: very small range, no utiliy
I would never recommend this rune but it is absolutely viable. If you like it, stick with it!--Sweeping Winds: Firestorm--
This rune is also very powerful because, as long as you are moving, it increases the total damage done by Sweeping Winds by ~96%.
96% may seem like a pretty huge number to throw out there, but it is true.
While moving, Sweeping Winds is only able to do damage for as long as a monster stays within its area. This means that to increase the damage SW does, you can either increase the base damage of SW (Bladestorm), move slower, or increase the area of Sweeping Winds so that monsters stay in it longer (Firestorm).
The thing is, when you increases the radius of a circle, its area actually increases exponentially because the formula for Area is
Area = π * r^2
The result is that a 40% increase in radius (10yards to 14yards) is actually a 96% increase to the Area!
3.1459 * 10^2 = 314.16
3.1459 * 14^2 = 615.75
615.75/314.16 = 1.96 or a 96% increase
Assuming you are always moving, this means you will deal ~96% more damage with your sweeping winds on average. Because the entire point of Tempest Rush is to move, Firestorm becomes a VERY valuable rune.Pros: very high DPS, good damage spread.
Cons: Not the highest damage spread, no utility
I recommend Firestorm for monks who want to use a non-Inner-Storm SW rune but don't like the "feel" of Cyclone.--Sweeping Winds: Inner Storm--
Unlike Cyclone and Firestorm, Inner Storm actually adds "utility" to your Monk instead of Damage.
Spirit/sec does absolutely nothing for you as a stand-alone stat and must be converted into something in order for it to increase your performance.
For most TR monks, Inner Storm will be a great way to get to the "infinite Tempest rush" level. It does SIGNIFICANTLY less damage than Cyclone and Firestorm at all levels of Crit Chance but if you can convert 3spir/sec into good damage, that doesn't matter.
The very best way to use Inner Storm is when you have low Crit Chance so that Cyclone isn't an option. You can use Inner Storm instead of Mantra of Healing: Circular Breathing and then that frees up your mantra slot for Mantra of Conviction: Submission for increased damage spread and DPS.Pros: 3spir/sec utility!
Cons: low DPS, small range
This is my preferred rune for <25m gold Tempest Rush builds because getting all that Crit Chance gear for Cyclone can be expensive and getting DPS through Dex/average damage/CHD and other stats is JUST as good for Inner Storm and simply less expensive.--Sweeping Winds: Cyclone--
Cyclone is an extremely strong rune and is therefore used in the majority of monk builds.
One of the reasons for Cyclone's strength is that it "super-scales" in damage with Crit Chance.
This means that as you get more Crit Chance, Cyclone does exponentially more damage.
The reason for this is that Crit Chance increases both the chance for Cyclones to spawn AND the damage each spawned Cyclone does by increasing their chance to crit.
The only downside (and it is a rather large one) is that it also scales with your attack's ability to "proc" things. Each attack has a "Proc Coefficient" that determines how often things with a "chance" to happen will happen. In the case of Cyclone, when you get a crit, you will only spawn a Cyclone as often as your attack has a Proc Coefficient.
Basic auto-attacks have a Proc C of 1.00 so every time you crit, you will spawn a Cyclone.
TR, on the other hand, has a Proc C of 0.25 per hit. Every fourth crit you get (on average) will spawn a Cyclone.
This means that without a LOT of crit chance, Cyclone is very hard to use with TR because, even though it is very powerful, you simply won't spawn enough Cyclones to be useful.
Through personal testing, I have determined that ~45% chance to crit with Tempest Rush seems to be the cutoff where Cyclone starts to be clearly better than the other Sweeping Winds runes.
One of the single biggest issues people have with Cyclone is that it doesn't "feel" very good.
This means that when you use Cyclone in a TR build, even if you are above the required 45% chance to crit, you will often "feel" like it isn't doing very much.
The reason for this is that Cyclone does a LOT of its work off-screen. Cyclones that are left behind are killing stray mobs left and right, but you can't see that happen so, even through you get the xp and your xp/hr goes up, you seem to noticeably kill monsters SLOWER.
This leads a LOT of people to take Firestorm or Bladestorm when Cyclone would actually be giving them more xp/hr.
A similar problem people have with Cyclone is that you have to leave monsters who are not dead behind if you want to maximize Cyclone's efficiency and that "feels" terrible.
A big part of what makes Cyclone strong for Tempest Rush is that it will "clean up" after you. However, it can't do this job if you don't leave monsters behind for it to clean up.
Getting the hang of leaving monsters behind and just trusting that Cyclone is doing its job is a truly difficult part of the Cyclone based Tempest Rush build.Pros: highest potential damage, highest potential xp/hr, highest potential damage spread
Cons: requires a TON of Crit Chance (at least 45% with TR), tends to 'feel' bad
I recommend SW:Cyclone for monks who have over a 45% chance to crit with Tempest Rush and are looking to maximize xp/hr.—[ The Mantras ]—
Unfortunately, like our spirit generators, there really aren't that many choices when it comes to Mantras. I sincerely hope that Blizz will address this problem, but for now here are the only two you should ever use:--Mantra of Healing: Circular Breathing--http://us.battle.net/d3/en/class/monk/active/mantra-of-healing
With the advent of Bind on Account crafted ilvl63 Amulets, it is no longer ideal to use a spirit/sec ammy for the vast majority of monks. This means that every single TR monk will be using either SW:Inner Storm or MoH:Circ Breathing to get to the required ~12spir/sec.
You only need 1 of the 2 so choose wisely.
MoH:Circ technically gives life per second and a spammable bubble as well but both of those effects are nearly useless.Pros: the spirit/sec lets you use a non InnerStorm Sweeping Winds rune, some sustain
Cons: the actual mantra effect sucks and can be mostly ignored, no damage
I recommend Circular Breathing if you have a lot of Crit Chance because the loss of Cyclone at CHC >45% is even bigger than the loss of MoC:Submission.--Mantra of Conviction: Submission--http://us.battle.net/d3/en/class/monk/active/mantra-of-conviction
MoC:Sub has the exact same effect as Sweeping Winds: Firestorm.
Because MoC:Sub's radius is 2x larger than SW's (20yds vs 10yds) its damage will actually be exponentially more effective than SW's damage. This means that, even though it "only" does 12% weapon damage, that 12% is FAR more effective than you would think.
You can see the radius to area calcs in the SW:Firestorm discussion but it's a very large boost.
Plus, Submission increased the damage all your other skills do and with the buff to TR damage in 1.0.7, this is an even more substantial effect.Pros: HUGE damage, very strong damage spread
Cons: no utility
I recommend MoC:Submission for Monks who are using Sweeping Winds: Inner Storm to get to the ~12 spir/sec mark.—[ The Last Slot ]—
You have the following skills:
1. Spirit Gen
3. Breath of Heaven: Blazing Wrath
4. Sweeping Winds
This leaves every TR monk with 1 "free" slot that can be any number of useful skills. I will go over the best ones here:--Wave of Light: Empowered Wave--http://us.battle.net/d3/en/class/monk/active/wave-of-light
Patch 1.0.7 increased Wave of Light's base damage to 829% damage and leapfrogged it from niche/useless to one of the most effective damage skills in the monk arsenal.
At about 100k DPS, one single Wave of Light will have a VERY good chance of killing entire elite packs in 1 hit on MP0. Because it costs less spirit than SSS and has no cooldown, WoL is becoming a favorite for many TR monks when it comes to elite-killing.
Empowered Wave is the rune of choice because TR monks are always starved for spirit and -20 spirit cost is HUGE.Pros: 1 shots elites, no cooldown, low spirit cost
Cons: must be aimed, will kill yourself if you WoL a reflects damage pack
I recommend WoL for almost every monk who doesn't mind that it is harder to use than SSS and who has enough mitigation to not die to reflects packs when WoL'ing them.--Blinding Flash: Faith in the Light--http://us.battle.net/d3/en/class/monk/active/blinding-flash
This skill used to be mandatory because it buffed SW damage permanently, with 1.0.7 that is no longer the case and it is no longer that great for TR monks.
You can take this skill as a good way to kill elites quickly because it keeps them in place and has a very low spirit cost and cooldown.Pros: very low cooldown, lots and lots of utility, increases elite kill speed dramatically
Cons: must be combine with a spirit gen to be effective, slower than SSS/WoL at elite killing
I recommend Faith for monks who are using their spirit generator as their main source of elite-damage.--Serenity--http://us.battle.net/d3/en/class/monk/active/serenity
I will give Serenity a token shout-out here even though I would never recommend it for a TR build.
While it has a massive suite of benefits, MP0 really isn't the most difficult place in the world and the damage /elite kill speed gained from Blazing Wrath will generally be of more benefit than the few saved deaths from Serenity.
That being said, if you are dying all the time, Serenity is a GREAT way to learn the TR playstyle. Keep it on your bar, and use it only when you would otherwise die. Over time, if you are improving, you will start to die less and less and eventually you can remove it from your bar without issue.Pros: you will never die
Cons: it has no effect at all if you wouldn't have died anyways
I recommend using serenity as sort of "training wheels" that help you ease into the fast-paced playstyle of low-eHP low-Monster Power TRing.
Once you are comfortable with TR and not dying much without using it, you can switch to a more offensive skill.--Dashing Strike: Way of the Falling Star--http://us.battle.net/d3/en/class/monk/active/dashing-strike
This is a relatively new addition to the TR build skillset and credit for its introduction goes to Seaboots.
Falling Star is really only useful once you have enough DPS through SW, TR and Submission that you no longer need the slot to kill elites or trash (SSS / Blazing Wrath) AND you have MORE than enough spirit regeneration (~2-4 spir/sec GAINED while TRing).
Once you meet these requirements, you can use Way of the Falling Star to gain even MORE speed. It does 303% weapon damage so you can frequently 1 shot elites with it and so I generally use it as the "finishing blow" on elite packs so that I can go rushing off with the 25% extra move speed.Pros: technically a very efficient skill for increasing your clear-speeds
Cons: extremely steep gear requirements, hard to use effectively
I only recommend this skill for end-game TR'ers who are looking to eek out that extra 5-10% efficiency from their TR runs!--Seven Sided Strike--http://us.battle.net/d3/en/class/monk/active/sevensided-strike
SSS is a great skill for killing elites. It is on a long cooldown which means you can't use it for much else AND it takes a lot of spirit so you actually have to GAIN spirit while TR'ing in order to use it when it is off cooldown.
This means you need even more gear for your TR build than you otherwise would.
If you can manage to gain ~1.4spirit/sec while TR'ing, you should be able to slot in SSS and use it on cooldown to instantly kill elite packs.
I personally ONLY use the Fulminating Onslaught rune because it has the most "leeway" in that if it randomly decides to hit a trash mob, there is still a good chance that hit will ALSO hit the elite instead of being 100% wasted.
My preferred use for this skill is in conjunction with DR:Foresight. DR sucks at killing elites (though it is much better than TR) and SSS makes up for that for the most part.
SSS is also fantastic at avoiding reflects damage elites.
If you are a lower geared monk and you don't have as much sustain or all resists or HP, think about using the Sustained Assault rune so that you have SSS up more often as a counter to the many reflects damage packs you will face.Pros: instantly kills elite packs, 100% invincible while SSS"ing, completely negates Relfects damage
Cons: long cooldown means you won't get to use it for every elite pack, medium spirit cost
I recommend SSS for monks who use DR:Foresight because you can kill one pack with SSS then, while it is on cooldown, kill the next pack with DR:F which will refresh the buff on you. Trading off this way will make the most out of both skills.
I also recommend SSS for monks who are having some trouble with reflects damage packs because it instantly kills them without having you take ANY damage.--Mystic Ally: Air Ally--http://us.battle.net/d3/en/class/monk/active/mystic-ally
Air Ally is both free damage and free spirit.
On MP0 you don't really need a tank and your ally is 100% invincible so it will simply run behind you cleaning up monsters.
Because, in an ideal world, you would never stop TRing to do anything other than kill elites, you can get to a point where any skill that does extra work while you TR is good and that is exactly the utility that Air Ally provides.
Plus, the 100 spirit boost can be really helpful sometimes!
Pros: free damage, free spirit
Cons: verrrry low damage, spirit is NOT spir/sec and can't be treated as such
I recommend Air Ally for monks who are looking to drop their Spirit Generator. When you are killing every elite pack with 1 Wave of Light and you have enough spir/sec to TR forever AND gain spirit for WoL, you might look to drop your spirit generator all together and Air Ally is there to provide a bit more clean-up and help you smooth out the rough-spots in spirit generation when you fight multiple elites in a row.—[ Passive Slots ]—
You should really be using Chant of Resonance and The Guardian's Path so that leaves 1 passive slot that is open for discussion.--Fleet Footed--http://us.battle.net/d3/en/class/monk/passive/fleet-footed
FF is the "end-game" choice for Tempest Rush monks because it gives you even more movement speed!!!
FF will go beyond the 25% cap from items and when combine with TR and the usual 24% from items (Inna's pants + boots) you end up with 159% run speed!
There is nothing fancy about this passive and it does require extra DPS to make it effective because run speed actually decreases the amount of damage you do by making you move passed monsters more quickly and thus allowing SW, TR and MoC:Sub less time to deal damage.Pros: increased move speed can be the ONLY way to gain more xp/hr for some monks
Cons: it does nothing if your DPS isn't high enough to accommodate it, steep gear requirements, zero suviveability stats
I recommend FF for all end-game TR monks. It is a Best in Slot passive once you have the DPS/mitigation to support it.--Exalted Soul--http://us.battle.net/d3/en/class/monk/passive/exalted-soul
The other area that monks may find themselves having issues is spirit/sec gear.
Unfortunately, the popularity of Tempest Rush has caused spir/sec gear to skyrocket in price and getting a good Xeph ammy or SoJ can often prove difficult or even impossible.
Exalted Soul can help by giving an additional 1 spir/sec (1.47 after Guardian's Path + Templar) and it increases your max spirit pool so that if you can't quite reach equilibrium in your spirit spent to spirit gained equation, you can still TR for a long long time before having to hit something.
This actually works out well for monks using Cyclone + FoT:TC because you are going to hit every elite you come across and refill your spirit globe that way.
ES also provides a bigger spirit pool for people who like using Wave of Light.Pros: spirit/sec that doesn't cost gold, bigger pool means more Bells or more TR without going oom
Cons: 1 spir/sec is not much, no surviveability
I recommend ES for monks who are either slightly net-negative in spirit/sec or monks who are using Wave of Light to kill every elite pack and just need that extra spirit/sec and spirit pool to help out. ES has very good synergy with FoT:Quickening and DR:Strike from Beyond.--Seize the Initiative--http://us.battle.net/d3/en/class/monk/passive/seize-the-initiative
STI is the most common monk passive in the game because it is free mitigation from the single stat you were already stacking anyways (DEX).
As a monk, you usually want to try to have a 1:10 ratio between your all-resists and armor in order to have the highest possible mitigation to dollar spent ratio.
TR monks tend to have more all-resist than armor and STI can fix that problem.
STI is BY FAR the best when paired with physical resist gear. The three main killers for TR monks are Reflects Damage, Fallen Maniacs and big hits from golgors and such. All three of these damage sources are Physical.
So, you can stack phys-resist and NOT use OWE and use STI instead. By doing this, you can quite easily get to 500 phys-res and 5000 armor for <25m gold. At these levels of mitigaiton, you will be nearly invincible.Pros: easy to gear for, adds all-around mitigation
Cons: less mitigation per money spent than OWE (by the numbers)
I recommend STI for monks who have a bit of All resist gear and/or are stacking physical resist.--One With Everything--http://us.battle.net/d3/en/class/monk/passive/one-with-everything
MP0 might be easy but it's not THAT easy. You will still need resists if you want to avoid dying all the time and for the majority of monks out there, All Resists Inna's items are simply out of reach.
Dropping Fleet Footed for OWE will usually improve your xp/hr if you are in this situation because you will die less, move more slowly and thus kill more things and spend less time kiting "hard" elite packs.Pros: extremely high mitigation per dollar value
Cons: annoying to gear for, can be a trap
OWE is, by the numbers, the best mitigation passive in the game and it should be treated with respect if not Awe! :D
I recommend using OWE for any monk who isn't geared with all-resist or stacking a combo of phys-res and all-res.