Ok first off I am really enjoying D3 and Monk play in general. This guide is a base for a super tanky in your face guy Monk that puts out some serious damage! For those of you who played WoW this build runs alot like a Prot Paladin. I came up with it when I hit Hell with my dual wield build and couldn't get a rare pack below 95% before getting trashed.
Primary: Fists of Thunder (Thunderclap) - While this looks like a silly decision my reasoning is rather simple. I like it. It allows me to chase those pesky little treasure goblins and is the best spirit generator the Monk has. Any choice will do here, infact there are probably some better ones!
Secondary: Wave of Light (Explosive Light) - An AoE with good range, this ability will not only allow you to do solid damage to large packs it also allows you to peel for yourself due to the knockback. Use when your getting swarmed ^^
Note: For Boss fights I'll go with Lashing Tail Kick (Scorpion Sting). This is especially helpful if not essential on bosses like Diablo and is better single target damage than Wave of Light
Defensive: Serenity (Peaceful Repose) - This ability is crazy good, I honestly couldn't imagine picking any of the others. It allows you to break freeze/fear, avoid desolation/poison and can trivialize certain elements of boss fights.
Techniques: Sweeping Wind (Inner Storm) - Probably my favorite Monk ability. Basically you hit it, smash some mobs until full stacks then proceed to bounce around using Fists of Thunder to the next pack of mobs! For pre-Hell I would recommend using (Blade Storm) as the skill rune as you wont really need the spirit regen.
Focus: Seven Sided Strike (Fulminating Onslaught) - Although I'm not 60 yet I seriously cannot wait for this skill rune. 777% damage to every mob around me seems just a little overpowered! Before 60 any skill runes are worthwhile. Use this as a single target burn or an "oh shit" button, basically while you are doing a SSS you cannot be hit and your passive regen will heal you up. Also all crowd control effects will be ignored (but will not break).
Mantras: Mantra of Healing (Time of Need) - This is your spam button, treat it as a short duration heal that on intensive fights you should have running constantly. This is the reason for the high spirit regen abilities as it will allow you to chain this more effectively! Also the Skill rune is a must for Hell onwards due to the huge damage being thrown around. Pre-Hell however anything goes!
Passive Skills:
Pacifism: This is actually really key, it means that when a mob hits you with a freezing/fear w.e that you dont get smashed to bits instantly, swapping this in was one of the best things I did!
One with Everything: Simple really, allows you to max one resistance stat freeing up space elsewhere! While it can be hard to get all of one resistance, you'll be getting plenty of gear. What I did was kept all my resistance gear instead of getting rid of it. This way if you get lucky with a few drops you can really increase your resistance nicely. This stat becomes a priority during hell+ as not having any resistance=dead monk.
Resolve: A flat 25% damage reduction. Yes please!
Gear type: Sword and Board!
Stat emphasis: This build relies heavily on your gear, you cant tank damage if your maxed out in magic find and random stats. Try and prioritize Dexterity and Vitality, however Strength and Intelligence are fine too due to the increase in armor/resistance. Try and get gear with these on them as much as possible as they are the key! In terms of secondary stats any vampirism stat (preferably health on hit) or HP/sec is Ideal and Treat any gear with +Magic/Gold find or +XP as a bonus. The second key point is to try and build your resistances up. As I said earlier Resistance becomes very important at hell+. A good way to prioritize your gear is too look at the enemy damage reduction equipping said item does. If getting a piece that has +20 in your resistance stat is up against a piece that increases your strength by +20 then have a look at what increases your defense more in the stats tab (the resistance clearly comes out on top here).
Playstyle: The reason I enjoy this build is mainly because of Sweeping Wind, its so fun to run around constantly looking for something to hit to keep the buff running! Basically keep this buff running as much as possible, if your going to fall just short you can tap the ability again and the buff will refresh. Interesting to note is that if you hit an urn or something it will also refresh! When you hit combat what you want to do is make sure you have your mantra up. In an AoE situation (99% of the time) you want to be saving your spirit for Wave of Light to rip through everything. If your health starts to dip hit your Matra for a short heal. If the damage is intense pop Serenity/SSS and look for a way to kite/re engage. If your opponent has snares/slows you can always save Serenity to get out of them. What you will notice is that you should be able to keep your health at a nice level while you spam Fists of Thunder for spirit and then dump it into Wave of Light. This combined with sweeping winds really rips through mobs quickly.
In terms of how it fares I was able to go toe to toe with Diablo on nightmare mode, stand in his aoe on the ground and outheal his damage. I saved Serenity purely so I didn't have to run around to avoid his traps and when he used that big colourful flamebreath of his I just SSS to avoid it completly. All of my boss fights bar one (Tyraels old commander dude) ran exactly the same way as this. Its simple, easy and effective!
And there you have it, SC2SEA's first Diablo 3 class guide!!!
Awesome work man! Hoping to see more class specific guides too, guys share your experiences! nirvAnA's axe wielding battle wizard tank guide will come soon. Maybe. lol
I think i'm having relative success at the moment. My build is very similar to yours in fact. Only difference is Way of a hundred fists.
If you want more mitigation, perhaps you should look at Crippling Wave/Concussion but that would mean getting Spirit Regen from your Monk Class items.
I'm hoping that gear wise, you can just stack vitality over your block from your sword and shield. Perhaps increasing your dodge could work better.
In my opinion, why tank like a prot pally when you can just evasion tank. I think a monk is more suited towards it. I haven't reached hell yet, but i'll give more thought when I reach higher levels. Still a bit too early to tell what's truly viable. But this build, has definitely been working well so far, takes a bit of smarts and kiting too.
In nightmare I was running a dual wield build, I rarely died and when I did it was usually my own fault. I then hit hell and as I said I couldn't get a elite pack below 95% before dying, I swapped to this and I can actually clear the content ^^
In terms of "stacking" are you talking about gemming? As you should be gemming pure dexterity in gear with a weapon/helm gem of choice. Infact you should be aiming for mainly dexterity lol
Also the issue I found with the dodge procs from abilities is the fact that you rarely have the spirit to keep them running 100% while healing yourself.
I dunno, my gear drops have been absolutely terrible lately, I'm still rocking alot of lvl40ish gear so once I upgrade that I might have a better indication of how a dual wield build will fare in hell. At the moment though, this surpasses a dual wield build with similar gear by a large margin!
With Sweeping Wind you can also just use the ability again to refresh the stack - although it does use another 75 spirit, it retains the 3 stacks and if you know you will be in combat within another 6 seconds you might as well keep it at 3!
This build is not really optimal for inferno group play bardy boy http://us.battle.net/d3/en/calculato...gYQ!fXc!aZbacb
Swapped to this around ACT 3 hell and it made a huge difference in the groups survivability
Sword and board as well some of the stats on sheids is amazing
I think we can really expand on this as a Monk guide, instead of a particular build only. We need to add stuff and build a database for fellow Monks.
I read somewhere that Monk DPS alternates between MH/OH weapons. So it is actually better for your weapons to be roughly the same DPS (preferably 15% max difference). if not you'll start losing dps whenever you go to the weaker weapon such that it is better to just use the higher dps weapon and a shield instead OR your OH is actually a huge stat stick.
Edit: Also, I think we could include Skills and situational explanations for ALL monk skills. A little bit of theory-crafting involved and open to debate. I'll read up in the D3 forums and then try to come up with a write-up shortly.
For example, you've already done Serenity (peaceful repose)
Serenity (Reap what you sow): Good if you're still at Nightmare, the absorb+damage is pretty decent and helps with DPS.
Last edited by Cyanide; Fri, 18th-May-2012 at 8:13 PM.
Here's a build that ensures more survivability. I'm playing hell mode at the moment.
Primary: Fists of Thunder (Thunderclap) - Same reasoning.
Secondary: Blinding Flash (Searing Light) - Blind has a 60% chance to work on elite mobs. Blind also disables any channelling spell or attack that mobs are executing. Try to cycle between this and Serenity. This ensures that the mobs don't attack you for about 3 seconds each time you use 1 of these spells.
Skill Slot 1: Serenity (Peaceful Repose) - What's not to love about a 6.2-7.8k heal? Switch to tranquility if you have a party that needs help getting out of CC doing that means you lose the heal though.
Skill Slot 2: Sweeping Wind (Inner Storm) - Once this gets up to max stacks, it's a spirit generator. This allows you to start spamming spells. Fights really depend on this to get to max for you to survive. When possible, get this going on normal mobs before engaging any elite/rare mobs
Skill Slot 3: Breath of Heaven (Infused With Light) - More spirit regen! And more importantly, your other heal
Skill Slot 4: Mantra of Healing (Sustenance) - A lot of people seem to be telling me take Mantra of Evasion over this. I'm still a bit torn over this. I chose this because a base 930hps is decent at best, but refreshing the mantra gives you an additional 1824.4hps for 3 seconds! Here's your spirit dump because most fights will have you at full spirit a lot of times.
Last edited by Cyanide; Sat, 19th-May-2012 at 2:03 AM.
Its more aimed at solo play, i can tank large amounts of mobs, and using the mantra of healing too dump spirit (in conjunction with transcendence, heals me) along with serenity for the "oh shit" moments.I was partied with UHF last night, and we could easily take on 40+ mobs at a time, and not really be worried, and also had minimal downtime.
Also note im only level 28, so this might also mean nothing too you guys
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