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End of Life Guy posted:If you're dual wielding, put the fastest weap in the main hand. Your attack speed changes after each attack.
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| # ? May 16, 2012 04:29 |
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| # ? May 21, 2013 11:47 |
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End of Life Guy posted:If you're dual wielding, put the fastest weap in the main hand. Whenever you attack you alternate between your left and right hand. It should all average out to the same.
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| # ? May 16, 2012 04:37 |
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Enjoy a Berry posted:The best part about crippling wave is that it has no knock back. It's really annoying knocking mobs around when others are trying to hit them KB is fantastic. Standing toe to toe with monsters is a horrible idea. Just time it so you can get some shots in, let other dudes smash poo poo up, then KB and get some breathing space while the bad guys gang up on you again. Monks own though. They get a lot of mileage out of their different tricks.
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| # ? May 16, 2012 04:38 |
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First character I've made was a monk. Monks are the best
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| # ? May 16, 2012 04:39 |
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I thought mystic ally sucked but the first rune water ally makes it worth it.
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| # ? May 16, 2012 04:42 |
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Onion Knight posted:Crowd Controlin' Monk I have been destroying the poo poo out of everything with almost this exact same build. Rush into a mob, cyclone, start whacking at them with Crippling Wave, hit one or two with Exploding Palm, do a Breath of Heaven (with the damage rune), occasionally finish off with a Vulture Claw Kick, and they're dead in seconds. I really love using Fists of Thunder with Thunderclap too 'cause of the ability to just get right into the middle of a group of mobs instantly. I tend to use FoT for outdoorsy areas where the mobs aren't often quite as close or are in smaller numbers, and Crippling Wave for indoor dungeons or if there's a shitload of things to kill. I haven't even used Blinding Flash yet since I didn't see the point but it seems some people swear by it so I'll give it a shot when the GODDAMN SERVERS ARE BACK UP GAAAAH!
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| # ? May 16, 2012 04:54 |
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Joink posted:I thought mystic ally sucked but the first rune water ally makes it worth it. If you summon an ally then swap skills to something else do you lose the ally?
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| # ? May 16, 2012 04:55 |
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I love dropping huge rear end temple bells on enemies. That alone makes me love my monk.
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| # ? May 16, 2012 04:55 |
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This game rules so hard. I was rolling with this until the servers pooped: http://us.battle.net/d3/en/calculat...gbXeh!cb!ZaZaZa So, I thought Wave of Light was really terrible...but, have you guys seen that rune effect? Had just started Act 3, and HOLY poo poo was it awesome. I hope I don't get rolled back.
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| # ? May 16, 2012 04:57 |
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I'll throw in another vote for Crippling Wave. I don't get how you guys use fists of thunder, it only attacks one mob at a time right? It just seems so incredibly slow to kill one monster at a time. The teleport function can be replaced easily with Dashing Strike. With Crippling Wave I have no trouble killing everything around me quickly. Normal sequence of attacks for me is Dashing Strike into group -> Crippling Wave a few times -> Kick and everything is dead. Also transcendence almost feels like cheating. Biazt fucked around with this message at May 16, 2012 around 05:01 |
| # ? May 16, 2012 04:59 |
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Biazt posted:I'll throw in another vote for Crippling Wave. I don't get how you guys use fists of thunder, it only attacks one mob at a time right? It just seems so incredibly slow to kill one monster at a time. The teleport function can be replaced easily with Dashing Strike. With Crippling Wave I have no trouble killing everything around me quickly. The third hit of fists of thunder is an AOE burst. But the bigger thing is that you can teleport using your primary attack, which is also what lets you use KB skills so easily. It's just a nice synergy.
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| # ? May 16, 2012 05:04 |
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Biazt posted:I'll throw in another vote for Crippling Wave. I don't get how you guys use fists of thunder, it only attacks one mob at a time right? It just seems so incredibly slow to kill one monster at a time. The teleport function can be replaced easily with Dashing Strike. With Crippling Wave I have no trouble killing everything around me quickly. Fists of Thunder has a small AoE effect attached. Also with the Thunderclap rune, it's basically a slightly limited Dashing Strike that generates Spirit instead of spending it. Has anyone tried a Way of a Hundred Fists/Guardian's Path two hand build? I'm imagining a shitload of Spirit gen with the typical staff rider. You could toss up exploding palm with the spare spirit to blow poo poo up.
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| # ? May 16, 2012 05:06 |
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Biazt posted:I'll throw in another vote for Crippling Wave. I don't get how you guys use fists of thunder, it only attacks one mob at a time right? It just seems so incredibly slow to kill one monster at a time. The teleport function can be replaced easily with Dashing Strike. With Crippling Wave I have no trouble killing everything around me quickly. The first rune for Fists of Thunder basically adds dash attack to it which is amazing, and adds 35% aoe damage to it as well which isn't awful. Plus it generates Spirit really fast and you can more or less spam Lashing Tail Kick with it. The main reason I'll likely never drop it thought is the Dash/Teleport thing added to it with that rune is amazing. I have actually found myself somewhat underwhelmed with many of the spirit spenders though, Lashing tail Kick seems to be the best for just raw damage, Wave of Light seems too awkward to really hit that well with and with a big clump of enemies it doesn't really seem to do more damage than kick (and it costs more than double the spirit), though I have not gotten any of the runes for it past the first one so hopefully that changes. Exploding palm is awful, at least in a party because it seems to only do damage based on what the mob HP is in single player. I found Mystic ally to be pretty decent as basically a bit of extra damage that takes no micromanagement at all, and sweeping wind is pretty cool but man that's a pretty hefty energy cost for something you need to refresh every time you aren't fighting constantly. I still do love the monk mind you but some of the skills feel weak when you take their cooldowns/spirit cost into account.
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| # ? May 16, 2012 05:11 |
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Bruc posted:The first rune for Fists of Thunder basically adds dash attack to it which is amazing, and adds 35% aoe damage to it as well which isn't awful. Plus it generates Spirit really fast and you can more or less spam Lashing Tail Kick with it. The main reason I'll likely never drop it thought is the Dash/Teleport thing added to it with that rune is amazing. Wave of light gets stupidly good with the 3rd rune(explosive light) Hits everything with monk ghosts for 285% damage and does a knockback.
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| # ? May 16, 2012 05:18 |
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http://us.battle.net/d3/en/calculat...TXfS!YXe!aZaaZa The build I was running with. Dash into the middle of a large group with Dashing Strike. Cyclone Strike to pull everything to me. Crippling Wave for all the AoE damage. Mantra of Retribution to make them kill themselves faster. Breath of Heaven for additional AoE damage and an emergency heal, if necessary. Seven Sided Strike is useful for picking off stragglers after the main vacuum and AoE damage doesn't kill them off. It also is amazing for taking down large single targets. All 3 passives are aimed at staying alive when using all of the spirit spending abilities in the middle of large groups. It has been working spectacularly.
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| # ? May 16, 2012 05:28 |
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I love the playstyle that comes out of keeping sweeping wind going for as long as possible. I feel like there should be an achievement related to that.
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| # ? May 16, 2012 05:32 |
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Joink posted:Wave of light gets stupidly good with the 3rd rune(explosive light) Hits everything with monk ghosts for 285% damage and does a knockback. That's great to hear then, I just found it a tad underwhelming is all but I'm actually rather close to having that unlocked so I'll have to give it a shot tomorrow.
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| # ? May 16, 2012 05:33 |
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How are the skills damage calculated? Is it based on the actual damage on the weapon itself (so slower weapons are better) or is it the damage you see to the left of the equipment screen?
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| # ? May 16, 2012 07:11 |
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Jaroslav posted:How are the skills damage calculated? Is it based on the actual damage on the weapon itself (so slower weapons are better) or is it the damage you see to the left of the equipment screen? Not to be an rear end, but this has been discussed on literally every page.
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| # ? May 16, 2012 08:17 |
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Was rocking a 'dodge' tank build tonight and its been pretty good. Mid 20's and I was able to hit a 45% dodge rate when keeping Mantra going. Plus a ton of monster damage debuffs, slows, blinds, etc. Throw in the goddamn awesome Vacuum Cleaner role I'm loving the monk.
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| # ? May 16, 2012 08:54 |
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Was playing co-op with friends all tonight and played Monk as I'd been wanting to; got my build up to here before we had to stop, and holy crap Supportmonk is so much fun. My friends are playing Barbarian and Demon Hunter, so they're generally injured a lot of the time, and nothing beats being able to warp to them at-will with dashing strike, heal them, and then jump back to where I was to keep racking up AoE damage with FoT + first rune. Not to mention how crazy good blinding a whole mob of minions is when it sets up a Barb for just running in and cleaving everything. The fact that between runed FoT and dashing strike I'm just teleporting around all the time punching things in the face is an added bonus, because gently caress yeah I want to play a Super Saiyan. So glad I picked this for multiplayer and Wizard for solo. I'm sure I'll want more time in the limelight with my friends once I get Hundred Fists, but playing Monk like this is so much more fun than I can ever imagine going solo.
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| # ? May 16, 2012 09:18 |
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External Organs posted:I love the playstyle that comes out of keeping sweeping wind going for as long as possible. I feel like there should be an achievement related to that. Yep, and thunderclap really helps with keeping it up all the time. Rushing from one group of mobs to next, only stopping for half a second to pick up anything blue+ then getting straight back to punching demons/ground clutter in the face. The rune that increases the duration to 10 seconds helps a lot too, and if you spend over 10 seconds without punching anything you are playing monk wrong.
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| # ? May 16, 2012 10:27 |
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Monk impressions after finishing act 1: way of the hundred fists is apocalyptically fun. Before I unlocked it, I was enjoying myself but everything seemed kind of lackluster compared to my demon hunter (which I had played more of at the time). Once I got it though, holy poo poo I just hopped on the Fun Train to Asskicking Town. I know a lot of people are swearing by fists of thunder + thunderclap, but give hundred fists a try if you haven't. It far outstrips the other generators in single-target damage, the second and third hits have decent frontal AoE, and the animation on it is fantastic. I've been using hundred fists and exploding palm as my main damage dealers with dashing strike, blinding flash, and cyclone strike for utility. I figure once I unlock mantra of evasion it will add a good bit of survivability, and hopefully keep me from wanting to swap blinding flash out for breath of heaven (I think that's what the heal is called, anyway). Maybe I'll swap something out for sweeping wind once I unlock it, people seem to be loving that skill.
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| # ? May 16, 2012 10:41 |
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After having barely 0 downtime with this build, I removed the Exalted Soul passive for something else.
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| # ? May 16, 2012 10:57 |
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I'm pretty sure sweeping wing refreshes trigger transcendance. The end of act 2 where you are inthat guy's library/lab him and his golems couldnt hurt me because the refreshes were healing me too fast.
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| # ? May 16, 2012 10:59 |
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Just found out you can switch hits on builders i.e. left click right click left click gives me first hit of fists of thunder, second hit of hundred fists, third hit of fists of thunder. This is an awesome game.
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| # ? May 16, 2012 11:06 |
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My build at lvl 37.
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| # ? May 16, 2012 11:25 |
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Playing in a group with a WD and a Wizard makes a Crippling Wave/Cyclone-based build stupidly fun and effective. Blinding Flash and Healing are probably both legit choices to go along with those skills but I've been running Blind with the Confusion chance rune and it's highly effective. Still waiting for a skill that feels right from the Kick/bell section at level 20, but I'm sure something will come up. I guess I'll try putting Healing in there tonight
TheQat fucked around with this message at May 16, 2012 around 11:35 |
| # ? May 16, 2012 11:32 |
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I'm addicted to magic find, its a problem, also passive damage support monk passively damages while supporting. http://us.battle.net/d3/en/calculat...YTSj!acV!aZZaaa
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| # ? May 16, 2012 11:44 |
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What's the point of increasing the Seven-Sided Strikes to 9? It still does 777% damage as far as I can tell. Is its crits supposed to matter to other skills? Cause they don't. Try with sweeping wind. The stacks don't increase when Seven Sided Strike crits.
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| # ? May 16, 2012 12:34 |
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lonters run around posted:What's the point of increasing the Seven-Sided Strikes to 9? You hit 9 enemies instead of 7. I think.
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| # ? May 16, 2012 12:35 |
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Attention Horse posted:You hit 9 enemies instead of 7. I think.
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| # ? May 16, 2012 13:02 |
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It has a pretty clever name though, so its got that going for it.
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| # ? May 16, 2012 13:04 |
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I was rolling with this dodge build for the endgame of my normal playthrough. Stack some lifesteal on there and you can dodge+lifesteal tank pretty much anything that doesn't burst you down instantly - and I was lifesteal tanking with only 800 health in the final dungeon before I realized I needed to up my vitality a bit. Can keep an average of around 45% dodge chance, and if you get low you can pop any of your abilities to pretty much jump back to full health. Anyone having much luck with pure damage builds on higher difficulties? I find that unless I use something similar to this, I just loving vaporize as soon as something looks at me funny. CodfishCartographer fucked around with this message at May 16, 2012 around 13:15 |
| # ? May 16, 2012 13:11 |
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I watched the Blizzard video talking about the monk class, and they pointed out a strength of it is its ability to interrupt enemy attacks. Is this something unique to the class? Is it something all our attacks do, or only some?
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| # ? May 16, 2012 13:33 |
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All three of the spirit generators I've used (only level 11) will interrupt, but it's only marginally useful in the first act so far. Most noticeable against tomb guardians and those things that make more fliers, you can stop them from making more by just pounding on them directly.
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| # ? May 16, 2012 13:37 |
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Level 30 and goddamn the monk is by far my favorite class of any (action)RPG ever, period. Has a lot to do with how D3 feels in general, but I see myself going through Inferno with this sucker. Gonna be real hard to play the other 2 characters I'm gonna have with my two Diablobuddies, I haven't even decided what they're gonna be yet.
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| # ? May 16, 2012 13:39 |
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doomfunk posted:All three of the spirit generators I've used (only level 11) will interrupt, but it's only marginally useful in the first act so far. Most noticeable against tomb guardians and those things that make more fliers, you can stop them from making more by just pounding on them directly. I definitely like that feature. I'm only level 11 too. That's from playing on and off yesterday from 6:30 to 11. (For those who are curious, my 'gamer girl' was around level 18 in Act II, I think, when I went to bed. And I'm sure she's going to play all day today while I'm at work, since she works from home on her own LLC. I'll never catch up to her.) I'm just curious if this is a more unique feature of the class. I'm always looking towards the future of PvP. Revol fucked around with this message at May 16, 2012 around 13:55 |
| # ? May 16, 2012 13:49 |
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Why aren't people hyping up Serenity? Because they should be hyping it. With Transcendence it's pretty much a full heal and a get-out-of-jail-free card, and you can use it to cheese boss gimmicks. Screw running away, I'm staying right there in the bosses face bashing his poo poo it.
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| # ? May 16, 2012 13:50 |
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| # ? May 21, 2013 11:47 |
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Revol posted:I definitely like that feature. I'm only level 11 too. That's from playing on and off yesterday from 6:30 to 11. I think Barbs can stun enemies too, its just that the monk attacks so fast that the odds of an attack getting through drop significantly. Still works at higher level, just not as perfect as it used to be. Still reduces the damage you take from your main target by a lot.
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| # ? May 16, 2012 13:56 |




























