___________________________________________________________________IV. VOX’S VICEGRIP VORTEX
This is the build that I prefer for general purposes farming. It's mobile, it has high survival, it stun locks well, it has 78% dps buff with essentially 100% uptime, it has enormous spirit regen and lots of sustain.
___________________________________________________________________--LINK TO BUILD--http://us.battle.net/d3/en/calculator/monk#aWdQfk!Ufb!YcbcZa--ACTIVES--Fists of Thunder: Quickening
This is your spirit gen. I use this the most, and therefore have on left click. I ran with Crip Wave: Rising tide as my spirit gen for a while, but found quickening to be superior in this build when targets became few. It has a small knockback. The biggest reason for not using CW: Rising tide is actually because you want to make use of CW: Breaking Wave, which leads me to… Crippling Wave: Breaking Wave
First lemme say--I FRICKING LOVE THIS SKILL IN THIS BUILD. Breaking Wave rune causes mobs hit to take 10% more damage. It debuffs movespeed by 30% and monster damage by 20%. This is your tank, CC, sustain, debuff bomb. It hits in 90, 180, 360 deg arc on 1st, 2nd, 3rd strikes with excellent proc chance. At high APS with sledge fist, that’s an enormous amount of AOE stun. It procs tons of LOH, and applies stun/freeze to everything around you. It has ZERO knockback, which is a big deal at 3+ APS.Mantra of Conviction: Overawe
No brainer. If another monk in party, the ZDS monk should run overawe since you will have plenty of spirit to spam it!Cyclone Strike: Implosion
Just no replacing this for general farming. It’s indirect DPS contribution is ENORMOUS. See Appendix C here for more discussion of Cyclone Strike.Mantra of Healing: Time of Need
This is your Guiding Light buffer. It has no cooldown, its range is greater than soothing breeze and much, much greater than breath of heaven. It doubles as a defensive buff when needed (20% bonus to all res, shield, regen). This is part of the interactive fun of this build—you actually get to save allies sometimes. Great for set-up on RD horde packs or when 2+ Grotesques go belly up simultaneously. Unless you require the defense, MOH activation should be followed immediately by MOC Overawe activation to ensure 100% dps buff uptime.Dashing Strike: Quicksilver
Your mobility. It gets better with high APS. I run at something like 3.15/3.25 APS. At this speed, I can spam DS:QS with no targets and go same speed or slightly faster than your ho-hum 24% movespeed run. Fun to do alongside slow friends!<NOTE REGARDING PALM>
The majority will probably be scoffing at the lack of palm by now. For a great many reasons, I do not run palm in this build which is optimized for *general farming* with moderate to high dps party. Palm is included in most of the other variants included in subsequent posts and can be used to great effect in ZDS monk builds. See lengthy discussion in Appendix A in Post #5.--PASSIVES--Guiding Light
No brainer. Does not stack with other monks’ Guiding Light. If another monk is in party, the ZDS monk should run Guiding Light since you will have plenty of spirit to spam MOH with large range to ensure 100% uptime.One with Everything
Defense. You don’t need mainstat, you don’t need CD. This leaves open affixes for single-res. Double res gear is cheap right now. Buy up and enjoy the benefits of 1200+ all res. Standing in lazers and bombs and plagued etc., etc., on MP 10 is refreshingExalted Soul
The large spirit pool helps with spirit management. Even the 1 passive regen is helpful. I haven’t tried the build without it. It probably works ok without and this could be substituted for Pacifism, Fleet Footed, Sieze the Initiative, Near Death Experience, etc. That is probably the order of usefulness for other passives in this build as well.
___________________________________________________________________B. RECOMMENDED GEAR
This build works best with Sledge Fist, which rolls up to 50% stun (or more if you roll stun as random affix, but other affixes are better). The offhand can be any number of weapons, each with different pros and cons. The gear maximizes APS, CC, and EHP stats. The CC is needed to maximize spirit gain.--Recommended minimum stats for MP 10--
70k+ life (can go WAAAY Higher)
1000+ all res (can go WAAAY Higher)
3800+ armor (can go WAAAY Higher)
30+ CC (can go 50+)
1200 LOH (can go over 4,500 with 700 from OS sledge, 1600 from OS LOH EF, 900 from ammy, 900 from rings, 450 from BT pants)
Some LS if using palm on RD packs--Cost to gear--
Cheap. I’d say less than 100m, but probably will rise, especially for weapons. My current set-up sports some top-end items and is probably worth 3-4b. Areas to splurge are cc Nat ring and OS sledge fist. Amethysts are cheap, too.--Slot-by-slot-- Weapon 1
—Sledge Fist with 45+% stun. Ideally open socket, though these can be very expensive! There were only two on market at 45+ stun with OS a minute ago. Other good rolls could be + freeze, spirit regen, vit roll, IAS roll, LS (stay alive on palm RD packs) and some others are ok. Obviously dps does not matter!Weapon 2
—Lots of options, including shield.
A. For general purpose, I like Bonesaber of Zunimakis with open socket. This guy comes with 3-4% IAS, +15-17 APS (which modifies both weapons), and LS, which won’t give you any useful sustain, but will keep you alive on palmed RD packs.
B. For higher CC, I like Azurewrath with 14+ freeze, 20+ IAS. NOTE: the 'repels undead' knocks them back a long distance periodically and can be a substantial drawback depending on where you are hunting.
C. For max sustain, it’s Echoing Fury with 800+ LOH and OS. The fear stinks but the build still works since most mobs are stunned and can’t move and you have tons of spirit for cyclone strike. Other options are IAS/LOH EF. A strength roll is slightly better than int/dex since the build generally as plenty of all res and gets good returns from str/armor rolls. This may also be the best weapon against bosses (see <> for Boss-Buster variant)
D. In other builds utilizing palm, Sun Keeper with LS (to survive palmed RD packs) and 10% bonus to elites is good. I still prefer Bonesaber for higher IAS = more spirit regen.
E. Burning Axe of Sarkhis. I haven’t used this in this build, but it has potential (comes with LOH a triggered defensive skill, and other nifty things).
F. Rare dagger with IAS, OS, LOH, freeze, LS, stun. Haven’t tried but did look briefly and did not see any candidates on the market.
G. Shield. Ideally with 10 cc, 250+ vit, armor, all res, single res, life %, etc. A shield will do a double whammie on your sustain by causing you to directly lose LOH from weapon given up plus much lower attackspeed due to loss of + APS and DW APS bonus. But, WAY higher EHP and ability to block! CC will help mitigate effect of lower IAS on spirit regen, but your LOH sustain will suffer no matter what.<NOTE REGARDING MAINHAND WEAPON>
Your mainhand weapon should be the weapon with the highest APS after all +APS mods are accounted for. Thus, with a 1.55 APS rare weapon and a 1.57 APS sledgefist, you will want the 1.55 APS rare in mainhand since it will effectively be 1.72 APS with the 0.17 APS from sledge fist. The general rule of "higher avg dmg in mainhand" does not apply.Helm
—BIS is a 6cc str mempo (not int because armor>all res when you have OWE). However, no one is gonna get that so let’s get a double res or 350+ armor str or int mempo instead! Try for close to 80 all res. Other options are CC nat helm (allows use of EHP ice climbers), OS andy (maybe BIS if poison monk!?).Chest
—BIS is probably Tal Rasha’s Relentless Pursuit with armor/all res/ 100 vit/ 9IAS. But, again, no one is gonna get that, so let’s go with one of these:
A. Double res Tal Rasha’s.
B. 150+ vit, double res or AR/armor Blackthorne’s Surcoat.
C. Immortal King’s with high armor/vit.
D. Crafted vit chest with some of the following: 3 OS, armor, all res, 2nd res, double vit, reduced dmg from elites, etc.
E. Cindercoats with vit, high res, 3OS for fire monk.Belt
—It’s Witching Hour, no surprise. EHP stats + % to freeze. % freeze is gonna add huge bucks to the price tag, so stay away from that if your budget is low. Occasionally a decent EHP % freeze rare belt shows up on the cheap, but no IAS there. Blackthorne’s may be an option as well, esp if you have a 2nd piece for 100 vit bonus.Legs
—Several options here, listed in order of my preference:
A. Inna’s with 70+ all res
B. Blackthorne’s with 350+ vit and 400+ LOH
C. Rare pants with EHP statsShoulders
—BIS is crafted vit with double res, armor, str, chill on hit, % life. (Has anyone rolled chill on crafted shoulders? I rolled about 200 so far and none with chill...). Str/ehp vile ward are ok but don’t recommend over crafted vit.Feet
—Several options again, listed in order of my preference:
A. Nat boot 170+ dex, double res.
B. Ice Climbers with str/vit, double res, armor, immobilize.
C. Legacy Zuni with EHP.Gloves
—Several options again, listed in order of my preference:
A. Crafted vit with 9+cc, 8+ IAS, EHP, % stun (% stun not critical)
B. Immortal Kings with EHP and/or % stun (if paired with IK chest, otherwise below T&T).
C. Tasker and Theo with 9+CC and EHPBracers
—Usual two suspects, I rank them about the same in this build:
A. Crafted vit with 5+cc, EHP
B. Lacuni with 4+ cc, EHPAmulet
—Two options in order of preference:
A. Crafted vit with 8+cc, 8+ IAS, LOH, EHP
B. Blackthornes with same.Rings
—Nat ring and/or rare ring(s) with CC, EHP, LOH. Don’t feel like you have to get an expensive nat ring. Build works fine with a variety of rings that prioritize IAS/CC/EHP/LOH. Skull grasp with -CS is good, too, especially if it rolls CC.
Typical game play sequence is as follows:
1. Dashing Strike to a pack or to the CM wiz or WD spewing AOE dps.
2. Activate Cyclone Strike several times in succession. Although the skill tooltip says up to 8 mobs will be vortexed, I’m pretty sure it prioritizes those within the 24-yard range that are farthest from you, which is very helpful. The high attack speed and CS spam does an amazing job of cramming all the mobs into a tight ball.
3. Swing FOT: Quickening a couple times to regain >100 spirit.
4. If mobs not sufficiently clumped, repeat 2 and 3.
5. Lay into your CW: Breaking Wave to debuff/stun everything around you.
6. Blast MOH and Overawe for 68% DPS buff.
7. CW: Breaking Wave till dead, refreshing OA as needed, CS as needed.
8. Can refresh MOH/MOC again near end of fight if you know you will still have sufficient spirit to DS to next pack.If two monks
If a second monk is in party, they should definitely assume a DPS roll. The ZDS monk should take on the spirit-intensive roles of Overawe spam and Cyclone Strike. One of the monks should take Exploding Palm.