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Damien

Speedfarming Monk Wave of Light

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In your itemization chart, you have lightning damage as the focus, whereas the build appears to be fire damage? am i missing something?

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In your itemization chart, you have lightning damage as the focus, whereas the build appears to be fire damage? am i missing something?

 

Thanks for pointing the typo out! You are correct, it is a Fire spec.

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Why are you using Incense Torch as your primary weapon? Wouldn't it be more useful to cube the Torch, then use Kyoshiro's Blade and Vengeful Wind so that Sweeping Wind can stack higher? 

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A really fun variation of this build is to cube Torch (for DPS) or cube Vengeful Wind (for extremely lazy Sweeping Wind stack management if you don't need the DPS from Torch) and equip Kyoshiro's Blade and Ingeom. Ingeom gives you pretty much unlimited Dashing Strike after your first Elite kill. This also allows you to toss Gold Wrap in the cube for tons of armor with it's Boon of the Hoarder synergy because Warzechian Armguards won't be necessary when you have so much Dashing Strike available from Ingeom.

 

Both builds are great for farming, and my variation might suffer a little in the DPS, but offers more mobility and tons of armor.

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Why are you using Incense Torch as your primary weapon? Wouldn't it be more useful to cube the Torch, then use Kyoshiro's Blade and Vengeful Wind so that Sweeping Wind can stack higher? 

Excellent question!  I tried IT as the primary and to me, it wasn't nearly as effective (to me) as using the Combo Kyo Blade (granted, it's Ancient) and VW for the stacks.  Of course, that was back when I thought the build was lightning and not fire and didn't have Cindercoat in the Cube.  So I am curious as to this as well -- which really is the better combo .. ?? (Of course I have IT in the cube!) .. 

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more sweeping winds stacks wont grant you anything for this build as you are a dedicated ranged fighter. SW stacks are consumed when using WoL. If enemies get hit by your sweeping wind the belt won't refresh the stacks. So your number one priority is to avoid monsters getting hit by SW (it doesn't matter that much when you one shot everything of course, also crits can refresh a stack).

If you want to use 2x 1hand go for Kyoshiros and In-Geom. With an In-Geom you can freely dash over the map a whole 15seconds long, which surely speeds up your pack farm in t10 rifts. For that purpose you can also use a different dash rune, like the dodge one (40% dodge) or the attackspeed one (15% ias) as you don't need the movementspeed buff anymore.

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I have tried the build and found I die very easily even after changing to Mantra of Salvation Agility rune, Epiphany Desert Shroud rune and diamonds in torso and pants.  The build looses 50% HP with elemental or mêlée damage and I am kiting mobs as required but I lack survivability.

 

The build is squishy and similar to the Wizard before season 5 buffed defenses with Aquila Cuirass, Ashnagarr's Blood bracer and Mantle of Channeling.

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more sweeping winds stacks wont grant you anything for this build as you are a dedicated ranged fighter. SW stacks are consumed when using WoL. If enemies get hit by your sweeping wind the belt won't refresh the stacks. So your number one priority is to avoid monsters getting hit by SW (it doesn't matter that much when you one shot everything of course, also crits can refresh a stack).

If you want to use 2x 1hand go for Kyoshiros and In-Geom. With an In-Geom you can freely dash over the map a whole 15seconds long, which surely speeds up your pack farm in t10 rifts. For that purpose you can also use a different dash rune, like the dodge one (40% dodge) or the attackspeed one (15% ias) as you don't need the movementspeed buff anymore.

I am running with kyoshiros and in geom and it works great. You don't need any of the other speed skills or gear if you do this, freeing you to select more dmg or survivability gear. I use a variation of this build that clears grift 60 in 3 minutes. My orange critical hits do 18B each, and my toughness is 140M, over 200 after dashing strike dodge bonus.

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My experience with speedrunning TX Rift (<2min, <1k paragon) in 2.4.1:

Incense Torch of the Grand Temple is terrible, for a 2-Hand weapon 30% damage increase and 50% resource cost reduction is abysmal. No idea why the guide suggests this.

Vengeful Wind is useless once your gear allows you to really one hit kill.

Kyoshiro's Blade is great, 150% or higher increase from a 1-Hand weapon.

Envious Blade gives 100% crit chance is really perfect fit for this build and truly allows consistent one hit kills.

In-geom allows lucky <1min runs and consistent <2min runs, even with non-ancient/augment gear.

There might be more weapons to consider, but I dont know any else. Judging from these its clear that Kyoshiro, Envious, and In-geom are the winners, leaving Torch and Vengeful biting dust. This is just my observations, so I might be wrong, feel free to comment.

 

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So you guys that say <2 minute T10 runs or whatever... are you actually timing these?  I'm timing mine, and I've never on any character with any build done a T10 run in under 3:30.  This week I reworked my WoL monk as detailed above, to dual-wield Kyoshiro and In-geom with Envious Blade in the cube.  Even when I have the In-geom buff and I dash around the map like a madman, I'm lucky to get times under 4 minutes.  I'm sure I'll get faster with practice, but it seems like there is a looong ways to go before consistent <2 minute runs.

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On 5/29/2016 at 9:49 PM, Warden said:

So you guys that say <2 minute T10 runs or whatever... are you actually timing these?  I'm timing mine, and I've never on any character with any build done a T10 run in under 3:30.  This week I reworked my WoL monk as detailed above, to dual-wield Kyoshiro and In-geom with Envious Blade in the cube.  Even when I have the In-geom buff and I dash around the map like a madman, I'm lucky to get times under 4 minutes.  I'm sure I'll get faster with practice, but it seems like there is a looong ways to go before consistent <2 minute runs.

The layout of the rifts you're getting is an unspoken factor in the timing of these runs. If you get a bad streak of winding, twisty, sparsely populated rifts, the clear times will be a far cry from the potential in an open, densely populated field-type rift.

Of course, overall gear, gem and Paragon perfection make up the other part of the equation. Two- or three-shotting an elite vs. instant oneshots is a difference that builds up over the course of the run.

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How about Hexing Pants in the cube instead of Goldwrap or Cindercoat? The armor from Wrap is nice, but Pants would give an additional 25% damage, as well as 25% faster Spirit gain that also applies when using Mystic Ally.

Plus, it gives you a very good reminder to keep moving, which is a habit one should be in anyhow. :D

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On 6/3/2016 at 9:07 PM, Guest Mallear said:

How about Hexing Pants in the cube instead of Goldwrap or Cindercoat? The armor from Wrap is nice, but Pants would give an additional 25% damage, as well as 25% faster Spirit gain that also applies when using Mystic Ally.

Plus, it gives you a very good reminder to keep moving, which is a habit one should be in anyhow. :D

Doesn't sound like a bad modification. Goldwrap makes you practically immortal in Rifts and allows you to fully tank affixes when moving ahead or looting, but as long as you're not overly concerned with dying, you can go Hexing.

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11 hours ago, Deadset said:

Doesn't sound like a bad modification. Goldwrap makes you practically immortal in Rifts and allows you to fully tank affixes when moving ahead or looting, but as long as you're not overly concerned with dying, you can go Hexing.

Do the Hexing Pants work in this situation?  What I mean is, your character has to stop, even though briefly, each time you cast Wave of Light.  Since it's technically cast while not moving, wouldn't its damage be lowered by the Hexing Pants?

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On 6/8/2016 at 8:31 PM, Warden said:

Do the Hexing Pants work in this situation?  What I mean is, your character has to stop, even though briefly, each time you cast Wave of Light.  Since it's technically cast while not moving, wouldn't its damage be lowered by the Hexing Pants?

It's a bit of grey ground, to be honest, needs to be tried. I know for sure Hexing give a very brief window of opportunity to stop and cast, since it was tested and worked with Cluster Arrow. I'll wager on WoL working like that too, as long as the player is nimble enough to move-cast-move again. Doable with the force move keybind, but sounds annoying to play with.

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2 hours ago, Deadset said:

It's a bit of grey ground, to be honest, needs to be tried. I know for sure Hexing give a very brief window of opportunity to stop and cast, since it was tested and worked with Cluster Arrow. I'll wager on WoL working like that too, as long as the player is nimble enough to move-cast-move again. Doable with the force move keybind, but sounds annoying to play with.

Interesting, thanks!  I'll try it out and see what I can learn.  I already use the force stop key a lot on that character, if that's what it's called.  The one where you stand still and attack even if you click on open ground.  I have it remapped to ~ where it's handy.  Something I've noticed is that if you're already moving and you press that key, you stop and cast, but only for as long as you hold it down.  So if you just tap it, you stop just long enough to cast.

While that sounds better than holding down force move, I still don't think I'd like to play that way all the time, though.  Running in circles while hiding outside of doorways and shooting in, or fighting the rift guardian....meh.

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