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35

I've updated this for Inferno, where armor and resistances are a must-have. Some of the skills/passives listed here are not really necessary in earlier difficulty levels. I like Monk tanking, and here's what I use Skills: Primary Skill Crippling Wave for its AOE slow effect, with the Concussion rune to reduce enemy damage by 20% for 3 seconds when ...


27

I've been slowly working my way through Inferno, and I think I've come up with a respectable build. I'm focusing on a hybrid dodge/life regen build. Skills Primary: Fists of Thunder with Lightning Flash - the dodge is subject to diminishing returns, but it's still an extra ~8% while I'm attacking. That's not bad at all. Secondary: Lashing Tail Kick with ...


21

Stage 1 Kill all the worms which is trivial. Stage 2 Focus on Belial and let your companions handle the little guys for the most part. Make sure at the end of this round you are full on spirit or else you'll be in much worse shape. Stage 3 From what I can tell, Belial has 3 main abilities: Whack you Spit green stuff in sweeping motion Green exploding ...


20

Using the Skill Calculator, here's what I came up with. I've broken it up at every ten levels, to try to limit what's available. Level 10: Skills Fists of Thunder with Thunderclap rune; fastest single target attack, with teleport to speed up travel time, too. Lashing Tail Kick with Vulture Claw Kick rune; AOE damage with Fire. Blinding Flash; to ...


15

edit: Check the accepted answer for an even better (..or different) way to play. :) In my opinion this is the strongest build for Monk in Inferno. http://d3db.com/tool/calculator/monk/21610 Deadly Reach with Keen Eye for a 50% Increase to armor and a slightly increased range so you can keep attacking while standing inside Inner Sanctuary. Swap for ...


12

Way of the Hundred Fists consists of 3 attacks, which appear to be 1 hit, 5 fast hits, than 1 hit again. The 5 fast hits counts as one hit for any on-hit effect. For example, if you have 0 spirit and use the full Way of the Hundred Fists combo, you will have 18 spirit since it gives you 6 spirit per attack. I also tested this with on-hit effects by ...


12

With my monk, it was never a real problem tanking until I got to Hell. I just focused on damage and was dual-wielding, no problem. Now, however, I realize that starting Hell with 10k hp is a no-no. Gear: I'm focusing on vitality until I can have around 25k unbuffed. I'm sitting around 22k now, so I'm getting there. Beyond that, resists are my next ...


11

They constantly regenerate spirit when you're standing idle (in other words, increase passive spirit regeneration), similar to the Chant of Resonance passive. As far as I know, the only way to increase the rate of spirit generated by spirit generators across the board is to use a 2-hander and The Guardian's Path passive.


9

One of my favorite ways to keep my Monk topped off is with the Transcendence passive. Every time you deal damage with one of your spirit spenders, you get a heal. The more attacks you make, the more spirit you can spend, the more you can heal. The best thing about this is that it's also an affix that can show up on Spirit Stones and monk weapons. You should ...


9

Dodge percentages multiply out. First, start by thinking of x% dodge as (100-x)% chance to be hit. Specifically, 15% dodge = 85% chance to be hit. 75% base => 25% dodge 75% base * 85% from passive = 63.75% chance to be hit => 36.25% chance to dodge 75% base * 85% from passive * 85% from mantra = 54.1875% chance to be hit => 45.8125% chance to dodge ... and ...


9

It doesn't matter in terms of mechanical difference, all resistances will work the same. It also doesn't matter in terms of most gear, as elemental resistances fall under "Random Magical property" like everything else, so they all have the same chance to roll on an item. However, with those things said, physical resistance is probably the worst one to ...


8

I think it's a pretty general question of 2-handed weapon versus two 1-hand items (weapons or shields). With 2-handed weapons you usually get less affixes, because you're basically throwing away an item slot. 2-handed weapons tend to have a better damage (and DPS), though. In my experience with a Monk, going with a 2-handed weapon would typically get me ...


8

Mantras do not stack in a literal sense. Meaning two of the same Mantra won't provide double the results. However, two+ monks with two+ different Mantras active will stack as long as they are completley different Mantras. Alternativley, two+ monks with two+ of the same Mantra with different runes will stack. You can still gain the rune benefits from a ...


8

The Monk has many many abilities that extend beyond melee/touch range. There are a few runed skills (like Hand of Ytar) that behave like fully-ranged abilities, but most of them focus on the mid-range. The Monk excels at quickly closing the gap to monsters, gathering them up, and then beating them down and debuffing them. Here are all the Monk skills that ...


7

Updated Answer Having soloed inferno recently with a dual wielding setup on my monk, I can now say as a fact that dual wielding is absolutely possible. But note, this highly depends on having two great weapons to use on your monk. Here are the main advantages for dual wielding over a shield: Additional socket on weapon for HUGE critical hit damage boost ...


7

The damage of Sudden Assault is higher, however hitting more times with Several Sided Strike means you can hit more enemies, and possibly get more crits (which are pretty nice since some of the Monk's abilities and runes are based off crits) Personally I would go with Several Sided Strike in most cases, especially if you're using Sweeping Wind which has a ...


7

You may use up to a total of 6 skills at a time, one for each of your mouse buttons and then another 4 which may be bound to any key and defaults to the numbers 1-4. You can attach a single rune to each of these skills at a time. You can change skills and runes at any time, including in combat, but doing so triggers a cooldown on that slot. You may choose ...


6

The Mystic Ally most likely has the exact same hitpoints and armor as you have. I tested this by getting out of my armor and having a single enemy attack me, I was a sliver of health from death after 8 hits. I then cast the Mystic ally and it was nearly dead after 8 hits. I'm not counting in the hits I dodged, and in my test the Ally did not dodge a single ...


6

The teleport is only on the very first hit in the sequence. If you continue to use this skill, every third hit (after the first) will teleport you. Even so, the mobility it grants you is absolutely insane. You won't have to manually move in combat again.


6

I'll share my current build and its strengths and weaknesses that I've experienced so far. I am focusing on these stats primarily. They combo well together. Dexterity to take advantage of the dodge granted by dex natively, and the armor bonus from Seize the Initiative. Attack speed to increase how quickly I generate spirit (and therefore spend it, healing ...


6

Overall DPS is a hard thing to qualify without a lot of number crunching however the logic behind the two different systems you mentioned are this: Using a 2 hander (2h) results in more damage on abilities than dual wielding (dw) - monk abilities do damage based on "weapon damage" not "weapon dps" Therefore a 2h with 100 dps vs dw with 100 (+15%) dps - the ...


5

I use Fists of Thunder for the gap closer and the 10% movespeed Passive as means to get more uptime for the Vortex - that gap closer and more mobility is the difference between the vortex falling off or not, a lot of the time. Small chance, I guess, is because your base crit chance is low. I've noticed the skill stacking up on each crit I make - and using ...


5

I'm working through hell now, almost finished with Act2. I'm researching the same thing. Right now, I'm stacking Dex as primary and Vita as secondary for gear stats, and gemming Vita in every open socket. I'm doing slightly less damage than most the other players I play with, but I'm able to actually survive more than a few seconds into a large pull now. ...


5

Deadly Reach is a faster spell than 100 Fists and Crippling Wave as the animations are much quicker (based on some brief observation), unruned your ranks would be Fists of Thunder Deadly Reach 100 Fists or Crippling Wave. The rune bonuses are as follows: Crippling Wave gives +5 per critical, Deadly Reach gives +10 per critical, and Fists of Thunder ...


5

There's not an easy answer to this question once you start to consider runes. The biggest question is "What's your crit rate?" as 3 out of the 4 spirit generators have a Rune that increases the amount of spirit gained on a crit. The second question is, "How many enemies are you fighting?" Some of the spirit generators can strike multiple targets, and each ...


5

The tooltip is a bit misleading in this case. The only reason Fists of Thunder generates more spirit is because its animation is fast, which means you can use it repeatedly. The thing about "on-hit" abilities in Diablo 3, is that there are very few static damage modifiers. Lifesteal is a %, and +damage is converted to % weapon damage by the skills as well. ...


5

I currently have a level 53 Monk and have never found a 2H worth using The small amount of dps you gain from using a 2H is not enough to justify losing the extra stats obtained from having a second weapon (or shield), and losing the 15% attack speed bonus you get from dual wielding. Since Monks generate Spirit with their Primary attack, the 15% attack speed ...


5

You're asking the wrong question here. Spirit is a fixed pool, the only way to increase the size of it is, as you mentioned, Exalted Soul. This is meant to be a bottleneck. The point isn't to be walking around with a full spirit pool to be drained, but rather to build up to using a Spirit based skill through the use of various generators. Thus, the solution, ...



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