Monks are sacred warriors who channel divine power through sheer force of will. Healing waves, mantras of protection and attacks empowered with holy might are all within their purview.
Skilled monks deliver rapid-fire attacks unarmed or with a variety of well-balanced weapons. In combat, they emphasize high maneuverability over staying power, darting in and out of melees and avoiding protracted slugfests.
Monks’ attacks are primarily melee-focused. They can eliminate single foes with extreme damage, or deliver short-range area-of-effect assaults with waves of elemental power that emanate from palm strikes or crescent kicks.
BACKGROUND “The gods guide me. You cannot win.”
Monks of the Sahptev faith train their bodies and minds so that they may become the foremost holy warriors of the land of Ivgorod. Within the cloisters of the Patriarchs, the monks endure harsh trials both physical and spiritual, proving their devotion and attaining unmatched focus.
Daily ritualistic cleansings help monks purify their spirits and overcome the corruption that gnaws at the hearts of all men. In the pursuit of martial perfection, they also hone their legendary balance and clarity, skills that allow them to master both unarmed combat and a diverse array of weapons.
After a lifetime of preparation, anointed monks are permitted to leave their monasteries' halls to serve the decrees of the Patriarchs. The emblem on their foreheads marks them as survivors, achievers, and pillars of their society.
Monks embody the will of Ivgorod’s one thousand and one gods in every step and every strike.
This post has been edited by yuhhaur: May 8 2013, 03:59 PM
Cookie Cutter http://us.battle.net/d3/en/calculator/monk...#33;!a..c.a Requirement: 25%CC Characteristics: Teleport hit with FoT:Thunderclap, buff by MoC:Overawe, and with decent CC%, Cyclones will generate effectively and deals supporting damages Iconic LYN Member: Holy cowithgun Sample:
Tempest Rush http://us.battle.net/d3/en/calculator/monk#.c!d!.a Requirement: spirit regen of 13 buffed, low APS, 2H Characteristics:TR uses spirit while channeling, and high attack speed making the usage even worst, hence 2H are preferred. Optional: 3-piece inna for 0.33 spirit regen, 4-piece inna set for SW reduction bonus Iconic LYN Member: waklu the master of TR says :
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I believe u already cover most of it Spirit regen buffed >12.00, low APS, High DPS 2Hand weapon(Skorn recommended), 4 piece of Inna Set for SW bonus Skill Link: Optimized MP0/1 TR Build For cyclone to be most efficient, get ChC to be higher then 42% (native CC & TR Bonus %ChC ) Just drop me a message here in you need more info
Wave Of Light http://us.battle.net/d3/en/calculator/monk#UeX!b!b.Y Requirement: spirit regen of 10 buffed Characteristics: Exalted soul to store excessive spirit generated from Fist of fury buffed by Infuse with Light, which used to drop WoL Iconic LYN Member: yuhhaur the Nirvana Bells Guide from Main Forum: [Synergy/Build Guide] Nirvana Sample:
Cyclones Strike Requirement: Characteristics: You vacuum mobs to you Iconic LYN Member: present me Sample:
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Monk Active Skills
Mantra of Healing Now causes party members to regenerate 620 life per second (up from 310) Skill Rune – Sustenance Now increases Mantra of Healing’s life regeneration to 1240 per second (up from 620)
Passive Skills Guiding Light Damage bonus increased from 16% to 20%
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STAY CLASSY, SANCTUARY In terms of class balance, we focused on improving the Wizard and the Monk this patch. Monk: The Monk is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus. While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.
Although the Wizard and Monk are receiving the most changes this patch, that doesn't mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.
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Monk Active Skills
Cyclone Strike Weapon damage increased from 100% to 313%
Dashing Strike Weapon damage increased from 160% to 303%
Exploding Palm Explosion damage increased from 30% to 50% of the target’s maximum health
Inner Sanctuary Radius increased from 8 yards to 11 yards Skill Rune – Forbidden Palace Damage bonus increased from 10% to 15% Skill Rune – Sanctified Ground Now reduces enemy movement speed by 80% (up from 60%)
Lashing Tail Kick Weapon damage increased from 235% to 470%
Mystic Ally The amount of damage a Mystic Ally can take from a single hit is now capped The cap scales with the player's level, and is further reduced by the player's Armor and Resistance Skill Rune – Eternal Ally Weapon Damage increased from 40% to 60% The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds) Skill Rune – Fire Ally The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds Skill Rune – Water Ally The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%) The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds
Sweeping Wind Base weapon damage increased from 15% to 20% per stack Skill Rune – Blade Storm Weapon damage increased from 20% to 26% per stack Skill Rune – Cyclone Weapon damage increased from 20% to 26% per stack
Tempest Rush Weapon Damage increased from 85% to 155%
Wave of Light Weapon damage increased from 390% to 829% Follow-up weapon damage (dealt to all enemies in a line) increased from 45% to 96% Skill Rune - Explosive Light Weapon damage increased from 430% to 914% Skill Rune - Pillar of the Ancients Now deals 595% weapon damage followed by an additional 595% weapon damage after 2 seconds (up from 280% weapon damage)
Passive Skills Near Death Experience Dying will now reset the cooldown
Bug Fixes Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player Cyclones generated by Sweeping Wind should now travel roughly in the same direction that the player is facing
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Monk
General Several skill animations and effects (including those for Blind and Exploding Palm) have been improved to be more visible to the player
Active Skills Crippling Wave Spirit generated increased from 6 to 7
Cyclone Strike Proc coefficient increased from 0 to 0.125
Dashing Strike Weapon damage increased from 100% to 160%
Exploding Palm Changed from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds Skill Rune - Impending Doom Duration increased from 6 seconds to 15 seconds.
Lashing Tail Kick Weapon damage increased from 200% to 235% (this also benefits Sweeping Armada, Scorpion Sting, and Hand of Ytar) Skill Rune - Vulture Claw Kick Weapon damage increased from 220% to 258% Skill Rune - Spinning Flame Kick Weapon damage increased 240% to 294%
Mystic Ally Can no longer trigger procs
Seven-Sided Strike Weapon damage increased from 777% to 1777% over 7 hits Skill Rune - Sudden Assault Weapon damage increased from 1007%to 2309% over 7 hits Skill Rune - Several-Sided Strike The 2 extra hits now also increase the total duration of the spell (which increases the amount of time that you are invulnerable) Skill Rune - Fulminating Onslaught Weapon damage of each explosion increased from 111% to 254%
Sweeping Wind Skill Rune - Master of Wind Increased the duration of the vortex from 10 to 20 seconds
Tempest Rush Weapon damage increased from 50% to 85%
Wave of Light Weapon damage of initial strike increased from 215% to 390% Skill Rune - Wall of Light Weapon damage bonus to initial strike increased from 312% to 566% Skill Rune - Explosive Light Weapon damage increased from 285% to 430%
Skill Rune - Pillar of the Ancients Weapon damage on both the initial strike and delayed explosion increased from 210% to 280%
Way of the Hundred Fists Spirit generated increased from 6 to 8 Skill Rune - Fists of Fury Now does 100% weapon damage over 5 seconds
Passive Skills Exalted Soul Now also generates 1 Spirit per second Fleet Footed Movement speed bonus no longer counts toward the 25% movement speed increase cap The Guardian's Path Two-handed weapon Spirit generation bonus increased from 25% to 35%
Bug Fixes Exploding Palm Fixed a bug that allowed players to gain multiple rare item drops from a single Champion or Rare pack by killing all remaining monsters in the pack at the same time using Exploding Palm
Mystic Ally All Mystic Ally variants are now summoned with full health
Wave of Light Fixed an issue that was causing enemies affected by Wave of Light to not always receive the full damage
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Monk General Monks can now use two-handed axes, two-handed maces, and two-handed swords
Active Skills Serenity Skill Rune – Instant Karma The amount of damage reflected will now cap at the player's maximum Life
Seven-Sided Strike Skill Rune - Sustained Attack Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
Mantra of Retribution Damage will now cap based on the maximum Life of the target
Bug Fixes Near Death Experience Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
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Monk
Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second
Mantra of Healing (tooltips will be updated in a later patch) In addition to increasing Life regeneration for you and nearby allies while active, Mantra of Healing will now also shroud you and nearby allies with a mystical shield that absorbs damage for 3 seconds after activiation (up to a limited amount, based on level) Skill Rune - Boon of Protection Boon of Protection has been renamed Boon of Inspiration Mantra of Healing will now heal you when dealing damage to an enemy (heal amount will be based on hero level)
This post has been edited by yuhhaur: May 8 2013, 09:41 AM
The Love and Hate of Inna Set 1. Inna temperance - can definitely go for a decent good. Best is VIT roll, follow by AR, then single resist. The rest is as good as a brimstone when you move up the dps mark. This item is the BIS in monk - more than 90% of the monk community are using it. You would want to have a 8%IAS in a TR set for spirit preservation, or a 9%IAS in full dps build for the extra APS.
2. Inna radiance - A good inna radiance can last you till you find a CC%mempo. You can consider to invest.
the above two are sufficient to make up for the inna set bonus.
3. inna belt - the power of inna belt lies in the %elemental damage. In order to benefit from it you are better to use a black weapon (weapon with no lightning/holy/fire/cold/poison damage), a Witching hour will beat it.
4. inna vast expenses - this chest armor packs with high ehp from its Life% & VIT. there are other choices here: --- BoA crafting --- IK chest comes with high armor --- BT chest with good VIT+AR --- Tal with IAS%
The downside is that inna set are all without native AR roll.
Life On Hit (LoH) VS Lifestealing (LS)
QUOTE(cowithgun @ Sep 7 2012, 12:24 PM)
lets assume you get average 75k damage, 3% LS will give you 2.25k * 20% = 450 life. that is less than what you will get from 300 LoH on multiple mobs if you use FoT. but if you have plan to push for higher DPS, LS is probably better in long run. at least you will get LS from both hit and Sweeping wind.
however, that is just in theory. may be people that have tested it before can share their experience.
IINM LS has no multiple mob co-efficient scaling, which means that if you're hitting multiple mobs, your life stealing value goes up exponentially while LoH has that issue as you mentioned
assuming what i said is correct: - with 3% LS if you deal 100k dmg. and you hit 5 mobs, that's 500k dmg = 15k *20% = 3000 life per hit on 100k x5 mobs)
=edit= oh ya, not to mention skills also having a modifier:
reviewing this video just to refresh some of the facts in my head lol
krip even did a math summary: to equate 3% ls against 847 LoH, you need to do 113k dmg (per hit obviously)
then again, i am doing 100-200k dmg crits, and my 7ss does like 400-500k crits rofl. (if all 7 strikes crit, at max dmg, thats 3.5mil dmg mind you, can pretty much halfen cydea's hp pretty damn easily)
the co-efficient is already calculated on per spell basis (huge aoe spells get less for example) while LS does not have such co-efficient. so if you're doing really f***ing crazy dmg, LS is the way to go
" Black Weapons "
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The "+x% Elemental Damage" affix works by adding "x%" of your physical damage to your attack, in the form of the damage type listed.
So, really basic example: Your physical damage is 100, and the item adds +3% Fire damage. You gain 3 extra damage to your attacks as Fire damage.
Things this takes into account: Rings, mojos, orbs (etc) that have an "X-Y" damage affix (e.g. "1-2 Damage") The base damage range of your weapon, before any elemental damage is added from the affix +Min or +Max affixes on weapons
(Note: It doesn't benefit from "+X-Y Elemental Damage" affixes on weapons.)
We realize the current wording for this affix can be confusing, and it's something we'd like to make more clear in the future. If you have any suggestions for how this affix could be better worded, we're definitely interested in your suggestions. Just keep in mind that space is limited in item tooltips, and that whatever we use would need to be translated into all of our supported languages.
while i still can't get official math wiz and what not, i think we *SHOULD* be able to trust blue posts although blue has not replied on the inquiry as per the 2nd link/post.
1. Get yourself a LS Skorn with dex and LS. Can get as low as a few millions. 2. Get Stone of Jordan (SOJ) with 2 spirit regeneration or more, if can, get with additional Bell damage. Trick to search for this in AH: - Look for armor, dont set to Ring. Just any armor. - Spirit regeneration = 2 - Damage vs Elite = 25% - Check each SOJ for Increased Crit Change for Wave of Light... Just checked awhile ago, can get in 10mil. - If budget problem, just get high Damage vs Elite (>29%) with anything else. Can get in 2 mil. 3. Get 4 Inna set; Randiance, Tempest, Vast, Belt for sweeping wind bonus. These are cheap, except Vast and Tempest that may cost a bit more. 4. You are good to go! Depending on you DPS, you probably can farm up to MP8. Farming MP5 is OK.
Objective 2 - Farm as many Demonic Essence as possible 1. Have fun with the mobility and ability to kill Elite fast! 2. Try Vault of the Assassin (VOTA) Act 2 for fast DE farming 3. Get like 1000 DE!
Objective 3 - Crafting 1. The most powerful gear in the game now is crafted item 2. You need to craft in sequence: - Shoulder - Bracer - Gloves - Amulet 3. Within 1000 de, you should be able to craft pretty decent top end gear! (No guaranty, just me personal experience)
Objective 4 - Upgrade your other gears 1. Now that you have those 4 decent crafts, use the rest of the gold to upgrade your Weapon, rings, etc
Side quest - Uber 1. Add a few monks/barbarian in first page, join the Uber 2. Craft a Hellfire ring!
If you share your profile, may be we can give some specific advise on which piece that need urgent upgrade...
bro i wan to salute u, u can keep on everyday act 2 revive n revive. ....u wont feel sleepy. ...but i cant do tat always cos I need 151million EXP means 15m for one bar, i think hmmmm.....how many time i need revive tat. ..haha. ..
Act 1 broken blade quest, farm Crypt of ancient (CotA) 4min can get 3mil with ruby head+hellfire. Inclusive of enter game, tele portal, kill trash (optional kill elite), quit game
This post has been edited by yuhhaur: Apr 4 2013, 01:47 PM