- 1.0.4 note
Anyhow, Paragon levels sparkled my interest to Diablo 3 again, which means I'll be playing which means I'll be expanding this guide rather than just updating it. My thoughts so far:
I'm most likely going to be rewriting the guide from scratch because the whole point of the game is changing with this patch. What's going to matter now is speed of clearing. Having read the entire patch note, I'm pretty sure that progressing through Inferno is no longer going to be an issue pretty much regardless of which exact build you're using, as long as it makes sense and you have the appropriate gear. Hence there's no point in "forcing" a certain build anymore like in this guide.
Instead I'm going to write about which abilities are the most efficient and where, certain obvious or not very obvious combinations that just work well, add a bit more theory and numbers (f.ex. Sweeping Wind mechanics).
Gear section will probably become the main focus of the guide as well, seeing as legendaries actually have a weight now and will be sought after. It'll still be just a listing of stuff with a few comments, but I'll put more effort here as there's actually a reason to min/max now.
However, I'm not going to play the game (at least not a lot) until 28th August, so this will be slightly delayed.
- 1.0.3 changes
- IAS nerf is huge, but it's still a good stat to have. They halved it, not nerfed it to the ground;
- Sweeping Wind/Cyclone and stacking crit is the way to go. Cyclone is ridiculously good;
- Ironically, 1h/Shield remains the best way to play. This is because shields can have up to 10% crit;
- Every primary other than Fists of Thunder feels incredibly slow, Deadly Reach feels good only with >2.0 APS;
- Removed Crippling Wave suggestion completely, can't generate enough spirit to make use of Transcendence;
- Defense stat wise everything is the same as before. You just don't need them as much now and should get damage.
- Skill build and gameplay
These are the set in stone skills. Empty slots will vary depending on your gear, act, how well you are geared for that act, and personal preference. I will talk about all viable and/or common options as well as link full builds in the end of this section.
Fists of Thunder/Thunderclap: the go-to choice. This is what you want to run as long as you don't need extra defensive benefits of the other options. Highest spirit regeneration, highest LoH modifiers (due to Thunderclap proccing LoH separately from main attack), teleport to boost your damage uptime immensely, and the best DPS strike due to being innately hasted. This is especially important post IAS nerf, and the only attack that won't bore you to death with its slow animation.
Deadly Reach/Keen Eye: this is the skill that defines our defensive playstyle. You don't become a ranged class with it, but it allows you to not let yourself get hit by multiple mobs at the same time, not get yourself surrounded, have a much easier time avoiding ground AoE and trivialize fire chain packs. You simply move back all the time while attacking, getting mobs stuck in terrain where you can, or attacking through walls where possible. The downside is that it's very slow, you end up losing a lot of damage and potentially a lot of sustainability too if you rely on LoH, spirit regen will feel slow if you're used to FoT. If you can't get above 2.0 attack speed post patch, I wouldn't recommend going this path anymore.
Sweeping Wind/Cyclone: with high enough crit (read: 20% or above) this ability becomes ridiculously good. You get so many cyclones with the right stats, and they usually strike several times before they disappear, more if they get stuck in walls or obstacles. The cyclones are so good I would recommend this even if you use Deadly Reach and rarely have mobs in range of Sweeping Wind itself.
Sweeping Wind/Blade Storm: scales incredibly well, best damage ability for this slot if you don't have high enough crit.
Sweeping Wind/Fire Storm: if you play with DR/Keen Eye and don't have enough crit for Cyclone, this is your choice. You need the extra range because DR itself is ranged.
Dashing Strike/Blinding Speed or Quicksilver: this gives the one thing that you lack with DR as primary and that's a dash, a controllable one too. 25 spirit is really nothing, this gives quite a lot of control. Obviously the most defensive choice of all.
Deadly Reach/Foresight: the buff from Foresight lasts 30 seconds, so this is a "passive" 18% damage. Although Blade Storm outdamages this, it is very handy to have a ranged strike for packs that are hard to deal with in melee - having both FoT and DR binded lets you switch between the two playstyles depending on affixes. There's no UI buff for it, just a green glow around your character and it affects the DPS tooltip, so you'll have to look at one of these things to keep it up.
Mantra of Evasion/Hard Target: always run this on acts you are progressing through. Dodge stacks multiplicatively, so don't worry, it is working correctly and there's no diminishing returns.
Mantra of Conviction/Overawe: if you can survive without MoE, switch to this. This is the first thing you want to switch when you feel like your gear is good enough for the act you are farming. The damage gain is just monstrous.
Mantra of Evasion/Backlash: if you feel confident in the act you're farming but still get gibbed when you try Overawe, give this a try. The damage from Backlash is very noticeable, it's a nice balance of damage and survivability.
Mantra of Conviction/Submission: only reason I'm mentioning it is because for some odd reason, this skill scales very bad with attack speed (different to how Wind works), not that it was anything impressive in the first place. After the IAS nerf there's even less reason to try it. See appendix for more info.
Peaceful Repose rune for Serenity might be a better choice than Ascension if you're just starting inferno and have no sustain stats. I can't see this being true past Act 1 however.
If you don't stack resistances correctly and they're all roughly equal without OWE, don't use OWE. Use Transcendence until you get proper resistance gear. Again, you want to get at least a bit resistance gear before you go Act 2.
Faith in the Light increases damage by more than 30%, for some reason it scales with attacks per second. So, if you have 2 attacks per second, it's actually a 60% damage bonus. This is not just a tooltip bug, but confirmed in ingame tests. See appendix.
These are just to give you examples of how it all comes together.
Standard FoT & Cyclone build: http://eu.battle.net/d3/en/calculator/monk#aSgXYh!aUX!acYbca
Deadly Reach build (with no crit gear): http://eu.battle.net/d3/en/calculator/monk#bSgXYh!aUX!ZZYbca
No OWE build (entry level gear): http://eu.battle.net/d3/en/calculator/monk#aSgXYh!aYX!aZYbca