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Shadaez
Dec 19, 2011


Just beat normal with this build
and it is incredible. Whirlwindy thing + suck them into it and dodge everything.
If you need a heal, usually right click is enough, but sometimes you actually have to use the heal button. And it helps with the damage, too!

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Shadaez
Dec 19, 2011


Each weapon swings for its own damage, taking turns, and with a 15% IAS bonus.

Shadaez
Dec 19, 2011


I'm actually a bit confused on the dual wielding, too. If you have +5 damage on one weapon, does it go on the other, too? Will a ruby do the same?

Shadaez
Dec 19, 2011


Okita posted:

I'm not sure that this is the case. When I remove a bunch of my spirit regen, the spirit globe drops a lot faster than it usually does. Also when I have 8.98 spirit regen it looks like the spirit globe is sort of "fighting back", it's stuttering up and down as it drops, but still drops nevertheless.

All I can think of is that your spirit regen is reduced while channeling maybe? Or that Tempest Rush consumes more spirit/second than listed?

It says it costs 8 spirit, not 8 spirit per second. It's most likely dependent on your attack speed.

Shadaez
Dec 19, 2011


Am I the only one not stacking 10000 vitality? I only have 15k HP and I do amazingly fine in Act 1 inferno. Act 2 sucks for everyone, so I don't do that well there. But I feel like 24,000 is the highest your HP should really be since the potions are at a max of 12,000. Stacking damage reduction is so much better because each HP healed is significantly more. Everyone I know is running with at least 30,000 (and like 60,000 in their "tanking gear") and are just now thinking about resists. Which is totally backwards.

I really think that in a few weeks most people will be at 24,000 HP, a ton of resists and armor, and tons of life on hit. I run around with Mantra of Healing with the resists rune. That 310 HP / sec seems like nothing to most of you probably, but it really helps. To me, all the heals being so low really points to vit stacking being the wrong way forward.

Shadaez
Dec 19, 2011


Okita posted:

Blizzard has actually said something on this, they want monks to stack dodge/armor/resists and not Vitality for survivability. I agree, I think that health is overrated. If you are stacking health to avoid getting one-shot, that can be achieved through other forms of defense(which actually synergize with your heals).

The healing on Mantra of Healing just got nerfed though, which kind of sucks. The resists rune isn't really going to play a huge role unless you have a lot of resists already anyway. If you have something like 200 resists, it's going to give you 40 on top of that. Is that worth a rune to you? (that's a rhetorical question whose answer changes with your gear setup)

Personally I don't prioritize resists that much because most of the stuff that you resist is avoidable. If I die to a laser beam or fire chains or molten poo poo on the ground, it's pretty much my own drat fault for not repositioning in time or managing my cooldowns well enough. Getting one-shot by a melee attack is a problem that is hard to avoid addressing though(since you are melee yourself).

E:


That's true, there is a physical resist, touche. I didn't know armor applied to magic damage though. You learn something new every day.

I am still loathe to give up a passive slot to One With Everything though, I feel like I can build DPS and have Sieze The Initiative cover armor with that.
\/\/\/

Resist all is pure damage reduction, and they only nerfed the first 3 seconds, which isn't all that useful anyways. If you stack resist all + a single resist you can get your resists way higher than everyone elses. I'm only at like 680 currently, but I want to be at 1000.

This is my build http://us.battle.net/d3/en/calculat...QXgT!UZX!cZcbYY I've been using basically the same build throughout the entire game, with minor changes everywhere which led me to what it currently is.

Shadaez
Dec 19, 2011


Okita posted:

There are multiple ways to play monk and basically everyone is running a different build. I like to focus heavily on DPS and try to convert some of those stats into defensive stats. I think that it can be done this way. I'm slogging my way through Inferno just like everyone else(there are some packs that make you tear your hair out though, but I think that's true for everyone).

Dual wielding gives you more spirit regen via attack speed, as well as Fists of Thunder, so I spam a lot of my mantra to heal myself back up via Transcendence(and to boost my damage, since it's MoC). My philosophy is basically, "how much damage can I get away with and still survive?"

I am making progress in Inferno, sometimes solo, sometimes with my Wizard buddy(I find it easier to actually solo). I just want to put an argument out there that dual wield DPS-focused monk is still viable in Inferno.

Yes, it's fine to go dual wield. I did until a while back when my DPS went up when I used a shield because I didn't have two good weapons. Now it makes more sense, at least until later, to use 1h + shield. Even in the end I think I'll be using a shield because there are shields out there with attack speed.

But if you're playing more defense oriented, vit is the wrong way to go. Every single skill but like 3 point you in that direction. Heals that don't scale, one with everything...

If you think about it having 15000 HP and 50% DR > 30000 HP. You both have the same "effective HP" but one of them gains a larger % of HP per point healed. I'm sitting at nearly 13k hp now and Act 1 is too easy. Plague doesn't even hurt me now, molten still ticks for a ton though. My friend did the math and I'm at about 96% DR with dodge, resists, and armor added up. He may have been bad at math. My resist gear is all a joke, too and I don't even have a neck with resists.

Shadaez
Dec 19, 2011


neom posted:

Have we got any conclusive results on DR concerning resists/armour/reduced enemy damage? I'm trying to work out what mantra/rune is optimal. Due to the mediocrity of MoH I'm thinking the 12% constant damage boost of conviction is enough to outweight any benefit 20% armour/resist has over a flat 10% damage. Not to mention the value of 10% damage in a group. Support/tank monk is quite fun, although the fact that my farm spec doesn't have the DPS to solo butcher is a little depressing.
You have to think that when you're at 60% DR, 5% more is actually a 12.5% reduction in damage.

AKA:
A mob hits for 10000 damage. With 60% DR you'd get hit for 4000.

With the mob hitting for 10% less he would hit you for 9000. With 60% DR you'd get hit for 3600.

Now you put on the aura that increases your resists 20% and say you get 5% extra DR through that. Mob hits for 10000 still. 65% DR and you get hit for 3500.

edit: everyone should start thinking about using seven-sided strike. You can't really get hit when you're doing it, so it's free damage while you wait for a cool down basically. Also Breath of Healing rune for 15% damage. I like to look for offensive skills that can be used defensively and defensive skills that can be used offensively. It makes it not as bad feeling when you're running around with 3 defensive skills.

icehewk posted:

I'm dying awfully to the Dark Berserkers in Hell A1. Here are my stats. Do I just need to do some armor upgrades?



Whenever I died pre-inferno it was my build. Changing my build fixed a lot of things, I never even worried about my gear except that when I saw something that said it increased my damage. But you could try throwing in an amethyst into your weapon, the damage on hit really helps if you do AoEs.

Shadaez fucked around with this message at May 25, 2012 around 22:30

Shadaez
Dec 19, 2011


CodfishCartographer posted:

I would definitely like to know this too, because a constant 25% damage reduction to nearby enemies sounds fantastic.

If they're going to hit you they're going to be near you anyways, for the most part. I just use Sweeping Winds with resolve, so any melee are being hit and do 25% less damage. Having 20% resistances or armor is far better than making a few ranged enemies hit for 25% less damage.

Shadaez
Dec 19, 2011


NextTime000 posted:

wait. wouldn't reducing the raw incoming damage from all nearby enemies by 25% give you a LOT more mitigation than boosting your raw resistances/armor by 20%?

someone get the maths in here

EDIT: but yeah sweeping wind with it is also cool

You don't choose one or the other, if they're in melee range they've likely been hit and have resolve on them, you just don't need the aura damaging them from that far away is what I'm saying. Using the aura so that everyone's constantly under the effect just doesn't seem that big of an advantage to me. So I'd choose a different aura for the resist or armor.

Shadaez fucked around with this message at May 28, 2012 around 02:37

Shadaez
Dec 19, 2011


Butcher's pretty easy. You just need serenity, one of the single target spirit generators, seven-sided strike (with cooldown rune), heal, and whatever else you want. I'd take sweeping winds because it's free DPS. Whenever he does his hard hitting attack just use seven-sided strike to dodge it so you don't have to stop attacking. Keep serenity for unlucky fire if possible. I think most people die from the fire because their DPS isn't high enough. 10k DPS should be just right just never stop hitting him if possible. He's cake for me now, with 13k HP, 1000 resist, 12k DPS and ~7000 armor.

Shadaez
Dec 19, 2011


Virtue posted:

How are you doing in inferno with those stats? I was thinking about building in a similar way with extreme low vit and high mitigation but I wasn't sure how viable it was in later acts.

Act 1 is a joke, if I die it's because I'm careless or stuck behind something with arcane beams everywhere. Or I'm standing in fire.
I've just got into Act 2, feels exactly like when I began Act 1, which is really cool. I'm planning on doubling my life which will double my effective HP. Lower health and high damage reduction is the way to go, and people will figure it out eventually. You can get the same effective HP with less real HP - so each health point healed is doing more work.

I've been trying to get more amethyst for a better life on hit gem, but that part of the AH is down so I have to trade people. I have like 40 squares that I'm considering just turning into flawless squares, at this point.

Shadaez
Dec 19, 2011


^^^
can't kill stuff if you're dead! I have 13k HP, 1010 resist and 7000 armor and can almost stay in constant melee with A2 mobs. One I have 24k HP I'll definitely be able to. I think you'd be doing more damage if you can maintain it than if you're going in and hitting them for 5 seconds and running out.

Node posted:

I've been doing some rudimentary comparisons between stacking dodge and stacking armor. Stacking dodge can be visually satisfying, especially when you dodge really powerful attacks, but I've found that it leaves you too weak to things like fire chains and molten.

Is it better to prioritize protection over dodge?

Dodge will come with stacking dex. But if you have 10k HP and a mob hits for 10k having 30% DR would be better than 30% dodge so you're not just getting one-shot. That's how I see it. It's nice after you have plenty of resists and armor.

Shadaez fucked around with this message at May 28, 2012 around 19:59

Shadaez
Dec 19, 2011


Mindblast posted:

Does the little protection change notifier in the item comparison window take all defensive resources(dodge, resist) into account or does it just check your armor level?

Are you talking about "damage reduction"? That's just armor's damage reduction.

Shadaez
Dec 19, 2011


Deception posted:

http://us.battle.net/d3/en/calculat...YXjh!UXZ!cacbca My build


unbuffed



buffed




I also realized the 604 resist to all came from using a different mantra, sorry for confusion, but still, I'm struggling hard, and I had my magic find belt on wow, I may need to redo those screens but current res without the mantra is 534.

You spent 750k on that? Might want to do a little more searching for better deals next time. I have 1010 resists, 13k dps, 14k HP and still am uncomfortable in Act 2, so you're definitely undergeared.

Shadaez
Dec 19, 2011


dag01 posted:

14k hp is incredibly low for a melee class in inferno.


I have 50k hp and 750 to all resists in act 3 and I still get pushed around. If 200 resists is all it takes, then I'll retract my statement.

You don't have enough resist. I know that 14k is low, I'm up to 17.3k now which is a huge difference. Just trying to stick around 1000 resists since it seems like a nice number while I raise my vitality a little. 500 life per second is quite a bit with that low of HP, as is 500 life on hit. I choose DR over HP so heals do more, aiming for 24k-30k HP max currently. I can basically stay in any melee in act 2 without losing any HP except for whatever hits really hard, but it will go back up eventually. I just need a bit bigger HP buffer.

Sometimes I feel like I'm one of few people actually playing 'correctly'. You shouldn't have to kite every other mob around, you should be sitting there hitting it and maintaining your health through heals, life steal, or life on hit. I think most players are just cheesing it with gimmicks or 10000000 hp.

Shadaez fucked around with this message at May 29, 2012 around 05:46

Shadaez
Dec 19, 2011


Virtue posted:

Anyone else find it odd that % life steal in inferno is nerfed but life on hit is perfectly fine? It seems weird that one is practically useless which leaves the other as the only viable option.

Maybe I'm just bitter that I can't replace my lv54 neck piece because anything on the AH with life on hit and reasonable stats costs millions.

Well, life steal scales with damage and works on ALL damage. Life on hit doesn't always work and is a set amount. It does seem underpowered, but maybe I'm missing something.

Shadaez
Dec 19, 2011


Honey Badger posted:

For a dodge build, have people found it better to use two fists or the daibo? Do attack speed bonuses from both fists stack? DPS seems to be higher with the daibo now (just starting Nightmare) but if attack speed stacks I could see it going the other way later.


Also, how high exactly can I get my dodge percentage? Is there any gear later on that boosts dodge %? Aside from the base value, that passive that gives +15%, and that other passive that gives 30% of your crit chance (seriously if that even usable, or am I just too early gear-wise for it to be good?) There is that achievement for dodging 15 attacks in a row and I have no idea how you are supposed to do that.
Dual wielding is best for dodge since you get +15% with that passive. There's no gear (besides dex) that boosts dodge. It's mostly a stat / skill thing. There's quite a few skills that will raise it.

You'll get the achievement eventually. You get hit so often that it will just happen if you've played enough.

Shadaez
Dec 19, 2011


Trustfund. posted:

So I need some advice folks. I finished nightmare last night and have three more levels to go until Hell. From what I can gather, Monks don't sound like they're cut out for Inferno and I've been told are "a liability to the group." Is it worth continuing this character or should I scratch it for something else more suited? Has anyone had any success in acts 3-4 of inferno?

People who think that are the ones who stack only +damage and explode immediately if they're whiffed by a leaf.

Shadaez
Dec 19, 2011


Biazt posted:

Only 186 life on hit? That's really disappointing and nowhere near enough for any act of inferno. When is that ever worth it over MoH's resist rune? Or MoE with hard target? 1,000 LoH is barely enough for act 2/3.

186 LoH is a ton. I have 190 on my weapon and it's enough for Act 1 and Act 2 so far. Doubling that is going to be amazing for me, but I don't think I'm going to drop my 20% resist buff for it.

Shadaez
Dec 19, 2011


Disargeria posted:

Here's an easier to use damage reduction calculator:

http://messor.fi/D3/

Thank you... I looked for a very long time for something this simple to use. I've been using spreadsheets which are pretty unfun.

Shadaez
Dec 19, 2011


Honey Badger posted:

So is it better to dual wield fists or use a daibo? Both get the 15% dodge bonus but the daibo DPSs all seem much higher. Do attack speed % increases from both fists stack? Cause that's the only way I could see two fists being better than a daibo at this point.

How do daibo get the dodge bonus? Did they change the passive? I think that dual wielding is better because you can always switch to a shield with minimal dps loss. The extra 100 or so res, block, and armour really help.

Kevlar Beard posted:

Is there a good baseline for what my build should look like in act 1 inferno?

Theres a lot of builds that work great. Just need a mantra, serenity and healing breeze from what I've seen. Then most people have a gen with a defensive rune.

Shadaez fucked around with this message at May 30, 2012 around 04:38

Shadaez
Dec 19, 2011


hobocrunch posted:

I feel like you don't even play this game. All damage in the game is termed as "weapon damage". It's directly related to your damage stat in your character screen.

This is so irrelevant anyhow, your argument is based on things like cooldowns and damage over time. What about all the other skills monk have. None of them are changed. Seven Sided Strike has a cooldown- why isn't it affected. How about Exploding Palm's dot?

The fact remains is that it's "odd". That's it.

Also the reason it's not before IAS is because of Pets. Solely. They wanted pets to scale with everything the player had for damage and not just the main stat.

IAS doesn't increase weapon damage. It increases how fast you attack.
Say you hit for 100 every second, 10% IAS will increase your damage to 110(which is your DPS - it says so if you hover over it), your weapon damage will still be 100, and you'll hit 1.1 times a second. Every skill will still be hitting for whatever percent of 100. So to make IAS actually make a difference on some skills they're raising the % weapon damage it's doing so that it's actually benefiting the skill other than just making it hit faster.

This is why slower weapons are better for attacks that have a high cost / cooldown. They attack much slower but hit much harder so the damage per cost goes way up. For a monk, this doesn't matter much unless you're using one with a cooldown since attacking faster = more spirit for costs.

Shadaez
Dec 19, 2011


Sisgmund posted:

I've only just finished act 1 myself, but the way I would approach it is -
Are you getting one-shot? If so, maybe try more vit to see if you can get it to a point where you're getting two shot.
If the damage you're taking is spiky it's possible you have "enough" vit and just need to smooth the incoming damage, which means resists and armour. Flat decreases to damage rather than chance based ones like dodge.
These are backwards. Getting one shot? Get more resistance. You don't want to end up with 37k HP and 428 resistance when you could have 1000 resistance and 20k HP and have the same (probably higher) effective HP with a lower HP.

Shadaez
Dec 19, 2011


Joink posted:

Fire chains plus molten is bs. Melee packs with this buff have different behaviour to try and surround the player making it impossible to tank toetotoe and you must kite. Its the only melee champ type i may skip in act 2 even with 900 resists. Add in teleport or fast and i want to ragequit.
Wouldn't be suprized if chains and molten become mutually exclusive at some point.

But 900 resists isn't a lot, 1000 is enough for me to stand in any thing act 1, I assume it'll be 1200 resists and at least 10k armour for act 2

Shadaez
Dec 19, 2011



Rocking 95.69% DR before resolve, block, and dodge.
"But Shadaez! Your HP is too low!"
A little, but it doesn't matter much when you never lose any and can heal my entire 290,000 effective HP with a single potion. I could double it with like 5 vitality, and I plan on it sometime soon.

don't even mention my gold amount

edit: Also, something keeps doing a big AoE on the entire screen like every 3 seconds, doing 10k damage. No idea what it is. It's a nice DPS increase but I have absolutely no clue what it's from. Anyone else have this? Maybe my enchantress is bugged, she should be able to do her attack only every 10 seconds.

Shadaez fucked around with this message at Jun 1, 2012 around 00:27

Shadaez
Dec 19, 2011


Above Our Own posted:

50% extra armor isn't going to be anywhere close to 20% reduced damage, but it may even out due to the fact that you can keep a 100% uptime on Keen Eye a lot easier than you can keep up a 3 second debuff on enemies.

I have 6813 without keen eye, 9336 with. 69.43% without, 75.68% with. That's 20.47% less damage taken than before, from armor (it comes out to a little less after multiplying the resist and armor together, but that's different).

Monsters doing 20% less damage comes out to less than taking 20% less damage as well since it's applied first, If I'm remembering right.

Also, you can't hit arcane sentries or invuln minions to make them to less damage. Molten and plagued are tied to the casters DPS, though, I think.

Above Our Own posted:

Which is higher damage for single target DPS, Ret aura with 8% attack speed or Conviction with the doubled effect rune?

Already answered, I know, but it's pretty obvious that Conviction would give you higher DPS since 8% attack speed could give you AT MOST an 8% increase in DPS (excluding extra attacks from more spirit), generally less because you've already got some attack speed. But it also lets you gain spirit faster, and hit faster for life on hit. Just something to think about.

edit: tip: Don't use serenity to avoid those freezing things, use seven sided strike. If seven sided strike is on cooldown, still don't use serenity until after you're frozen because there's a good chance you could dodge it.

Shadaez fucked around with this message at Jun 1, 2012 around 21:26

Shadaez
Dec 19, 2011


Disargeria posted:

Damage and all of the reductions are multiplied together.

Damage done to you is? How does that work? Doesn't make sense to me.
I thought it was like if a monster normally hits for 1000 they'd hit for 800, and then 800 damage would go through your damage reduction and all that.

vvv now i feel dumb

Shadaez fucked around with this message at Jun 2, 2012 around 00:19

Shadaez
Dec 19, 2011


I don't get why everyone's all over LoH weapons when all you need is one with a socket. I know you can get much more with it as a property on the weapon, but it's also much cheaper to just gem it in. I spend a little to combine some gems up to radiant square and 300 LoH is a lot if you have enough DR.

edit: star amethyst, not radiant square

I have 12k HP again and I'm progressing through Act 2 pretty well, HP is overrated.
And did they change something? Swear I had 9.8k armor buffed before, now I'm at 9k. Maybe I changed my armor...

Shadaez fucked around with this message at Jun 2, 2012 around 23:18

Shadaez
Dec 19, 2011


wei posted:

He isn't looking for purely defensive gear, he already 5-stack soloed Diablo. He can afford to start losing defensive stats for damage, and Tal's is a good cheap item for that. It's amazing if you're running LOH, while giving you a nice damage boost. Dex is a weak defensive stat compared to resists and armor. Seize the Initiative is overrated (1k armor) and I don't use it because I get way better mileage out of Guardian's Path (15% dodge) and Resolve (20% DR).

How much armor and dex do you have?

Shadaez
Dec 19, 2011


^^^I used hundred fists for a while, but gaining 50% armor is huge. I can't turn that down.

I have about the same stats as that guy (more resists, DPS, and armor, less life) and I'm doing Act 2 feeling like I need to gear up more. I was thinking I'd need about 1200 res / 10k armor for starting Act 3 and to get Act 2 on easy farm mode (skipping only 1/20 or so packs).

Shadaez
Dec 19, 2011


sliderule posted:

Is there an attack speed boost along with dual wielding?
Yeah, 15%
I'm considering a shield, but I like lots of fast attacks for the +life on hit.

sliderule posted:

Also it's funny that I can tolerate a really low block percentage on a shield due to high dex. If my math is correct, at 1200 dex, an 8% shield will exceed the block threshold.
What? How does that work?

Shadaez
Dec 19, 2011


^^^ err, I don't think that's correct, maybe it's from the beta / Diablo 2. I see nothing in game saying my block percent is increased with dexterity, and I rarely block anything so the 17% chance to block on my character sheet seems more accurate.

Shadaez
Dec 19, 2011


tewt posted:

I'm stuck on izzy on a4 hell. What should I focus on upgrading?

edit: i realize i probably have to upgrade pretty much everything but what should i start with? thanks
Stats look fine to me, you probably should just tweak your build (what is your build?)

Shadaez
Dec 19, 2011


-Spiffy- posted:

I chose cold and got gear dirt cheap.

Keep in mind OWE is almost certainly going to get nerfed, so I would advise against breaking the bank.

Uh, why do you think that?

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Shadaez
Dec 19, 2011


Jastiger posted:

Hmm. I'm level like 14 or so now on Normal, no way am I some kind of hardcore. I'm still trying to fill all my equip slots! However, when it comes to damage I have not found a decent 2 hander that was worth replacing my dual weild. I saw there was a 2H Monk only weapon so I wanted to know if that was actually a viable route to take. HOw about on Normal, what is the best way to do things? 2H? DW? Sword and Board seems right out unless its for specifically tanking a boss.

For lower levels almost always dual wielding is better, mostly because it's faster and +damage does a lot more for them. When you're 60 it's possible to use a 2h effectively but for most builds dual or 1h + shield is better.

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