Diablo 3 Monk Basic Guide to Creating Builds
Diablo 3 Monk Basic Guide to Creating Builds by Tripwire
Hey fellow Monks,
Recently I have been seeing some builds come up on the forums some being very solid builds or some needing alot of work. With this loose guide i am looking to guide people with some of there choices to pick out what is better than others or what just does not belong for there builds. I do not intend on making clear cookie builds in this post but just explaning the moves and how they can help your charicter.
All general balanced builds should have at least this:
1-2 Spirit generators
1 Survival move
Below i am going to talk about the runes and how they can help what area you wish to look to for choosing your spells
Spirit Generators
Fist of Thunder
Tank Role – As a tank this is great way to help stay alive, you can use this every so often to just keep it up while spamming another move in between.
Damage Role – with runestones you can get elemental damage to help with physical resistant mobs.
Spirit generation help – with high Critical this spell can help you with a yellow rune stone.
Deadly Reach
Tank role – 80% armor buff with 10s duration, good to have if you are not using armor rune with mantra of evasion.
Damage role – great AOE spam move, good for physical resistant packs, +30% damage increase modifier for a secondary move to keep debuff up.
Spirit generation help – with high critical this spell can help you with a yellow rune stone.
Crippling Wave
Tank role – only good modifier is 50% less damage on monster damage for 9 seconds + slow.
Damage role – nice 80% damage modifier debuff for mobs for AOE packs.
Spirit generation help – with a high critical this spell can help you with a yellow rune stone.
Exploding palm
Tank role – Nothing for a tank to gain here.
Damage role – This spell is very strong for AOE or high burst or elemental damage VS. physical immunity, good for single target.
Spirit generation help – potentally can help get a lot of spirit back if you are able to finish off a few mobs with AOE.
Sweeping Wind
Tank role – nothing for a tank gain here.
Damage role – moderate elemental AOE damage for physical immunes.
Spirit generation help – this can help a spirit focused build due to the fact you can keep the buff up out of combat.
Way of a Hundred Fists
Tank role – Nothing for a tank to gain here.
Damage role – very high sustained damage with great rune modifiers for spam.
Spirit generation help – 15% chance on use to give you 7 spirit. * may work out of combat have to test*
Mantras
Mantra of evasion
Tank role – Group support, + armor modifier, moderate AOE damage.
damage role – Moderate AOE damage, Or can help lower imparing effects by half on you.
Support role – Group support, armor modifier, imparing effect by half on party.
Mantra of retribution
Tank role – Nothing too outstanding for a tank.
damage role – +40% IAS(increase attack speed), damage reflected, light AOE damage.
spirit generation help – 1-8 spirit if you are getting hit and successfully reflecting.
Mantra of Healing
Tank role – 40% shield based on life when activated, +50% reistances, +45% Vitality (self only i think).
damage role – low damage aura nothing too good for damage.
support role – 2 spirit regened per second great for casters, 40% shield based on life when activated, +50% reistances,
Mantra of Conviction
Tank role – 45% monster damage aura modifier, slow aura on mobs.
damage role – 55% damage increase on damage to mobs, low damage aura
support role – 75% chance to have party heal with yellow rune stone for 958-1064, 45% damage reduction on monster damage
Passives
Resolve
Great in combination with other spells to cap the -%damage mobs will be dealing should you choose this.
The Guardian’s Path
Tank role – +10% dodge makes this a great choice
Damage role – Spirit hounds using staves might like this or fist users for midigation they might be lacking.
Support role- the + spirit can be invaliuble if you generate enough. Its effectiveness is better with the more spirit you gain.
Fleet Footed
All – +10% speed increase, basic but helpfull.
Chant of Resonance
All – Increased duration and +1 spirit could help any build less mantras = more other spells.
Seize the Inititave
All – A little early to tell much about how well this will effect us.
Exalted Soul
Tank role – More spirit is more use on opener but after you are alow if your build has trouble getting topped back up it may not be worth it.
Damage role – More spirit is more use on opener but after you are alow if your build has trouble getting topped back up it may not be worth it.
Support role – Very usefull to having more spirit to work with, not usefull when you are out of spirit.
Sixth sense
Tank role – with offensive gear you can still balance out your dodge.
damage role – as a full out damage or hybrid you may be a high crit build the more crit you have the more midigation you will get to help you stay in.
Support – Nothing really worth while for a support caster build unless you plan on being in melee alot
Pacifism
All – Especially in PvP or Vs some mobs this may come in all to handy for any build
Near death experience
Tank role – may not need this being so defensive as it is mainly a save ability but if you skip others it may come in handy.
Damage/support role – The more you plan on being in melee and are not using defensive abilities this may help more.
Guiding light
Need testing on some spells before i talk about this
One with everything
All – Depending on how hard it might be to get resistances this spell looks better and better, the major part of end game will include high elemental damage this may come into play with good gear setups
Beacon of Ytar
All – This spell needs you to have a good spirit build with good regen or you will be suffering with using generators alot more than finishing moves.
Spirit spender ( Fun time!!!)
Blinding Flash
Tank role – Two rune stones help here with +65% miss rate on enemies or the ability to confuse enemies to buy you time
Damage role – Additional damage per strike
Support role – Confusion on enemys or long control to help party or + 65% miss rate on enemies
Lashing Tail Kick
Tank role – Nothing too amazing. 3.0s stun could potentially be usefull.
Damage role – Moderate to high AOE fire damage or a physical increased damage. Very powerfull potentially.
Support role – *Super knockback*, 3.0 Stun, slow.
Breath of Heaven
Tank role – self healing, increased self healing, or a fear move. depends on build to use this at all.
Damage role – +20% damage for 33s increase when used, moderate AOE damage.
Support role – alot stronger heal, when comboing with yellow runestone for 33s you gain 1 spirit per combo, fear.
Dashing Strike
Tank role – 30% dodge for 12s you could maintain this with thundering fists in melee for high dodge, gap closer, 3.5s stun.
Damage role – not high damage but a gap closer and stun.
Support role – could slow/stun enemys to help party if desired not too increbily usefull.
Lethal decoy (Many monks! Handle it!)
Tank role – Simulacrum could potentially keep you alive or allow you to keep holding attention should you fall.
Damage role – High explosion damage, can help you if surrounded,
Support role – so much can come from this with using it while you get spirit back in melee to not get hit or rez yourself or distract and save allies.
Inner sanctuary
Tank role – 55% less damage from all sources for everyone could help, healing yourself or getting enemies away from party members.
Damage role – Moderate AOE damage for a short duration.
Support role – so much can come for this true support spell. +55% damage midigation for party or AOE healing, or saving allies, Slowing enemies.
Tempest Rush
Tank role – low duration (3 seconds) 60%/65% enemy damage reduction or your damage taken not super usefull but helps.
Damage role – Very fast travel spell to get around, not much in the damage department.
Support role – Low duration -Damage modifiers and slows for enemies semi usefull.
Serenity
Tank role – Can stop CC, long immunity, can extend this to party members, Reflection that can help you greatly.
Damage role – the potential damage of Reflection is amazing, Moderate AOE damage when leaving Serenity.
Support role – with rune stones can extend this to party members to help them survive or break CC.
Seven Sided Strike
Tank role – High spirit cost but could stun/confuse enemies.
Damage role – Incredibly high damage modifiers allowing you to let your presence be known the right way (*Wink*).
Support role – Mostly a damage ability with high spirit cost could use it for stunning or damage if a hybrid build.
Mystic Ally
Tank role – With the proper Rune stones Mystic ally can Taunt with you and take hits, Can be rune stoned to Slow enemies.
Damage role – Can fight with you and dish out damage as well as take hits with you allowing you to stay in more.
Support role – With Golden runestone Mystic ally can do a 10% chance to generate 17 spirit for you or taunt for your groups tank.
Wave of Light
Tank role – 5.0s Stun is helpfull but expensive.
Damage role – KA-BOOM!??!?!, This 800% nuke after 2 seconds with Obsidian runestone can make someone feel bad. can be spammable as well as AOE.
Support role – 5.0s Stun with a critical build could help but it is expensive to use alot.
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