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Started a1 inferno like a few hours ago. Got rid of my shield, got an extra claw - went for DW and reached 1.1k LoH. Res at about 450, armor at 4.6k (without hard target). 10.5k dps / 14k buffed and 44k hp. Something like 300 lps, insignificant on the whole though I'll work on that.
Running with this http://eu.battle.net/d3/en/calculator/monk#bTdgXh!eUX!cababa At some point SSS might get replaced w/ earth ally, though most likely not in a1. With my current stats and set up I've gone up against all the really bad affix combos and come out feeling alright. With deadly reach I can always shift-spam it and let the 2nd and 3rd hits do the work while I keep some distance between me and whatever hurts too much to handle up front. Screen covered in plagued/molten comes to mind. Reached the Drowned Temple in one go like this, killing everything, including nasty fire chains/molten/plagued/whatever-fellas. Takes a bit of kiting at times but man, I love this monk! I feel quite squishy at times though, don't see myself rushing into a2 any time soon. I'm leaving that to my barbarian. GL with your monk! |
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I got question for you guys playing Act 2 inferno or higher how is resolve passive working for you does it help when frozen?
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Borrowing thread for A2 inferno advice! Making this as short as possible.
Spec: http://eu.battle.net/d3/en/calculator/monk#bXdgjh!eUX!cbbaca Dual wielding hammer/claw, about 1.51 AS currently. 47k hp w/ Earth Ally 21.4k dps w/ self-buffs (BoH + DR) ~40% dodge w/ Evasion 530ish all res 6.4k armour w/ Hard Target + Enchantress 13% crit and 110% crit dmg 1k LoH 200ish LPS (rofl, rofl, would like to up it a bit) 20% melee red (from String of Ears, have no idea how useful this really is - any comments?) A1 is a no brainer, for A2 I reckon I'll need about 100 - 130 additional all res. Though I doubt that'll make me feel comfortable. The prospect of running into champs with dmg affixes and vortex scares the crap out of me. If I drop DW in favour of a shield I'll be loosing out on crit dmg and about 600 LoH. Not to mention that my main hand-wep is a 1.20 AS hammer. What I'd gain in defense might be offset by my lack of healing. Thoughts, please? :) |
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I'd use shield on act2 and string of ears will not help vs that nasty vortex/arcane/desecrate.
To use DS to avoid frostbombs etc seems too risky to use in hc although it is fun.I'm using TR with +25%speed instead and try to do the first step out of desecrate with normal run. Anyone know if you can ''block'' arcane beams/desecrate etc?
Edited by Tempest#2246 on 28/07/2012 04:29 BST
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Tempest prefers Tempest Rush eh. As for blocking arcane, yeah I think so. Will have to try with my barb.
Been trying TR again for a bit and while it is superior for getting out of sticky situations the way it drains spirit means I have to really watch how and when I use it. But for A2 TR is probably the way to go, at least when starting out. Dropping DW is probably out of the question though, I've got my barb for playing it safe. Will try to pump my armor + all res up a bit for more migitation instead. LPS would, again, be neat but eh.. lots of stats to balance. |
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Concerning the DS/TR-discussion:
Being a long time dashing strike user I thought I'd give Tempest rush a shot so I went back to hell where I felt I could survive some rubberbanding in any given mob. I started out using the tailwind rune and while it was really expensive spirit-wise I found that I really liked the way it got me out when walled and fully restored my HP via LoH procs. While I experienced none of the alleged rubberbanding, TR seemed to cause instant disconnects, throwing me straight into the lobby, often at the very worst moments. I searched the forums and found several threads reporting similar issues but they all seemed to be at least a month old. Am I the only one still experiencing these issues? and are they limited to tailwind or is it something inherent in TR? |
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When I tried it earlier today (did 1½ a1 NV-runs) I had no issues with DC or rubberbanding. This was with the Tailwind-rune to boot, on the whole I feel TR is more solid for positioning since it always puts me where I want to be. Dash sometimes has a mind of its own, even though I really like it.
Will do some more testing with TR w/Tailwind before I make up my mind but I've had no technical issues with it so far. |
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When I tried it earlier today (did 1½ a1 NV-runs) I had no issues with DC or rubberbanding. This was with the Tailwind-rune to boot, on the whole I feel TR is more solid for positioning since it always puts me where I want to be. Dash sometimes has a mind of its own, even though I really like it. Yeah I really liked the feel of tailwind, sucks that I keep having these technical issues (especially since tailwind seems like the only viable rune choice for TR). The disconnects are somewhat unpredictable, it reminds me of a similar problem that I had with my ww barb using sprint (I think that bug was reported by other barbs as well). Anywhoo, guess I'll stick to DS till' there's something official on the state of TR. |
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Right, after a few more hours with TR/ Tailwind I've been experiencing rubberbanding myself. Often in the worst possible scenarios, since I tackle a1 quite easily I haven't had reason to crap myself but if it had been in a2.. don't want to think about it.
Going back to Dash w/ Quicksilver, inferior though it may be at least I don't have to constantly worry about rubberbanding while using my ESCAPE skill. It's a shame, really is, because I do like the feel of TR. Let's hope this is something Blizz can acually fix, preferably soon. |
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I tested dash for a few full A1 runs, and it blows donkey balls when talking general mobility in combat compared to TS. Some may prefer it, but its not for me. At all. never going back to it.
After ~20 full A1 with TR, have not rubberbanded even once or had any problems with it. |
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IMO NDE is worth slotting the moment you had it proc once and it saved you. Its HC for christ sake. Any death safe you can get is OP. It saved me 2 days ago. NDE is just the ultimate save when !@#$ goes wrong. I agree that it at a certain point will not be enough to save me, but at that moment the other passives will not save me either.
Edited by Nanyana#2680 on 30/07/2012 09:52 BST
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I cannot justify slotting NDE. Ever. When it procs, you are most likely in a situation where you are going to die anyways. Serenity/heals on CD and not much you can do about it. All it gives, is maximum of 1-2 seconds of more time, and in order to get it, you need to sacrifice some very good defensive passives which can help you avoid getting to that situation. If you ask me, it is waste of a slot. Besides, it doesen't seem to proc 100% of times. (or at least didn't, my first monk died to this exactly. Everything on CD, no NDE proc, but would most likely have died anyways if it would have procced). I'd rather go with some better passives to be honest. And, if someone brings out how great spirit vessel is, yes i agree, it is, BUT it also does other things than just healing you for petty amounts. NDE can not even be compared to spirit vessel because it's just plain waste of passive slot, if you ask me. It's only good to possibly save you from your possible mistakes, which shouldn't happen. There's so many passives which are so much better on the long run.
Edited by Nukemi#1861 on 30/07/2012 10:30 BST
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I tested dash for a few full A1 runs, and it blows donkey balls when talking general mobility in combat compared to TS. Some may prefer it, but its not for me. At all. never going back to it. But.. but.. chasing down goblins with Dash is superior, fo sho! Na, I'd use TR if not for the fact that it causes occasional rubberbanding. I'm aware not everyone's having these issues. Might have something to do with my rig not being completely up to snuff. Who knows eh? As for NDE, why? Just about every other passive beats the snot out of NDE as far as I'm concerned. If NDE procs, you're doing something wrong and would be better served with some other passive. Personally I've come to love Pacifism. Suddenly, getting feared into molten/plagued ground isn't so bad. |
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I tested dash for a few full A1 runs, and it blows donkey balls when talking general mobility in combat compared to TS. Some may prefer it, but its not for me. At all. never going back to it. Yep, that indeed. Where thunderclap is far superior in regards of spirit/life generation and already has a teleport, dash is quite void for gobling chasing too. And what comes to rubberbanding, im running on very good interwebs with very optimized rig, so i do not have that problem, really. Pacifism is something i'd like to try. Currently using resolve with sweeping wind/cyclones on my DW monk.
Edited by Nukemi#1861 on 30/07/2012 12:38 BST
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If TR was more reliable (for me), I'd prolly go with FoT/TC too. Currently though, I find Deadly Reach w/ Foresight a bit more comfortable. And as long as you line em' up DR does plenty damage.
I can see how Resolve's really great when running cyclones though, looses some viability when using DR as my only damage-skill. |
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This is my spec...60 monk - 1 hand/shield, inferno act II solo and the explination below
My stats with this spec - 23k dps - 46k hp - 9000armour - keen eye - 933 all ress with mantra - 1000L/S - 450LoH - 40% dodge - 1.73AS http://eu.battle.net/d3/en/calculator/monk#bTgQXj!XUT!Zbaccb The fact is that i try to have a way out from every situtation...with this spec i can kill any type of elite. explanation : - main attack - Deadly reach / keen eye = 9000armour constant - seven sided strike / pandemonium = i use it for wall/jail/ frozen - the only way u dont get frozen when u are jailed or got a wall bug. Also, the stun is very useful and regen yout hp (7 hits x LoH) - and masive dmg - 25k / hit - mantra of healing/ time of need = u cant dodge arcane or desecrate...and this is the only speels that can kill u...combined with frozen / wall or jail , so i prefer to have more ress and Life/Sec - breath of haven/ penitent flame = i use it when i`m cornered - NDE - some say that it is a waste of skill...but...that 35% hp plus 35% spirit its enough to use breath of haven (6000-7400hp) and serenity ( 6200-7700) that means a total fo 12k-15k hp...and with extra 3sec immunity...so i belive its a must. - Mystic ally/air - i find the ally very helpful, 70% of the encounters with a elite pack, 1 or 2 mobs does not hit me...they hit the ally...also @ 23k dps the ally does 8k-11k dps constant plus 15k-20k crit...plus 10%(1500-2000) to all... he can kill any elite 1 vs 1..and damage all others. Please tell me your oppinion on my spec - remember, its for slow but very safe runs.
Edited by Blitz#2102 on 30/07/2012 14:59 BST
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I'd use shield on act2 and string of ears will not help vs that nasty vortex/arcane/desecrate. i tested many times on Helll...U CANT DODGE OR BLOCK ARCANE AND DESECRATE...this is the only reason i use healing mantra with ress instead of evasion mantra.. |
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My question was for guys who cleared act2/3 - -are you using resolve?
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Iirc you can dodge arcane beams and frostbombs but can't dodge ground effects like molten, poison pools and desecrate.
NDE is great as 3rd passive for hc,no other option gives so many ehp. I tested DW with high loh offhand in all acts in sc,I must say it's more viable than my first impression and clearly superior for trash mobs .But then again what counts is the champion packs. Do you think using earth ally over BoH-blazing wrath is a good idea?
Edited by Tempest#2246 on 31/07/2012 19:30 BST
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Iirc you can dodge arcane beams and frostbombs but can't dodge ground effects like molten, poison pools and desecrate. I dont see why not. I recently displased BoH with Mantra of evasion with extra CC reduce (dual mantras! they rock) because my dps is enough to kill some easiest champ packs in less than 10 seconds. But, it's a very handy way to increase one's dps, and gain some additional healing power while at it. But, only if you feel that is what you might need. In the end, earth ally is _very_ good.
Edited by Nukemi#1861 on 07/08/2012 08:27 BST
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