Damien

Uliana Seven-Sided Strike Monk

156 posts in this topic

This thread is for comments about our Uliana Seven-Sided Strike Monk Build Guide.

Share this post


Link to post
Share on other sites

just a quick question, would it be viable to drop broken promises for a rorg, and run a madstone in the head slot? i can't for the life of me see why not, but then i could have missed something.

Share this post


Link to post
Share on other sites

just a quick question, would it be viable to drop broken promises for a rorg, and run a madstone in the head slot? i can't for the life of me see why not, but then i could have missed something.

You don't need it. The way the build works is to apply Exploding Palm (EP) with Way of the Hundred Fist (WotHF) and detonate them with Seven Sided Strike (7S). Madstone would apply EP but it wouldn't detonate from the same 7S that was used to apply it.

Share this post


Link to post
Share on other sites

Was this actually tested with broken promises? Because I've been trying to get it to work and it NEVER procs. Ever. I've lowered myself to 10% crit and it never activates.

Share this post


Link to post
Share on other sites

Was this actually tested with broken promises? Because I've been trying to get it to work and it NEVER procs. Ever. I've lowered myself to 10% crit and it never activates.

 

It definitely has, as this very build currently dominates the Seasonal charts :)

Share this post


Link to post
Share on other sites

This is the exact build I currently use, though instead of the broken promises, I roll with a Obsidian ring of the Zodiac in order to catch epiphany up on uptime. Sometimes, with the proper mob density, I can get it to 100% up-time with this combo. The sacrifice in damage from not having broken promise crits doesn't make much difference in solo play, but swapping between the 2 in your cube is easy enough when pushing greaters in a group.

Share this post


Link to post
Share on other sites

Okay, can anyone explain to me why i never see the 100% crit change proc? Does it not show up as a buff icon or as 100% crit on the character sheet when active? I'm assuming it should go off fairly reliably during a seven sided strike since it hits single targets 15 times. I realize its not likely to go off during spirit generator spam since thats hitting multiple enemies but seven sided strike should have it activated at least half the time I'd think.

 

I've tested it with 10% crit chance and broken promises set as the active in my cube and I just haven't see any sign of it actually giving me a crit bonus sad.png

Share this post


Link to post
Share on other sites

Just out of curiosity, in the guide you said that no other item is comparable to the buff from The flow of eternity, which reduces the cooldown by 8.4 seconds, but the In-geom would reduce it for 10 seconds, albeit only for 15 seconds after killing an elite pack, has it been tested?

Share this post


Link to post
Share on other sites

Just out of curiosity, in the guide you said that no other item is comparable to the buff from The flow of eternity, which reduces the cooldown by 8.4 seconds, but the In-geom would reduce it for 10 seconds, albeit only for 15 seconds after killing an elite pack, has it been tested?

Share this post


Link to post
Share on other sites

Okay, for anyone else who had the same issue I did with the 100% crit not activating...equip another item in the cube in the jewelry slot and then switch back to broken promises. After switching it back and forth it started working so all i can assume is it was an odd glitch, sort of like how gogok of swiftness' cooldown doesn't activate sometimes after leveling it to 25 unless you unequip and then re-equip it.

 

Looking on the official forums i found other posts of people where the ring wasn't working so i'm guessing something about it is glitchy but its been 100% working since i unequiped and re-equiped so hopefully once its working it stays working.

Share this post


Link to post
Share on other sites

How has no one brought up the fact that EP doesn't apply properly if you are playing with other cold EP monks? You need madstone when with other cold monks as EP doesn't stack properly or explode. Every other guide I've seen mentions this, as do the diablo.com forums. There seem to be a lot of gimped monks out there that cite this website, don't use madstone and then wonder why they aren't doing much damage in groups.

Share this post


Link to post
Share on other sites

How has no one brought up the fact that EP doesn't apply properly if you are playing with other Cold EP monks?  EP doesn't stack normally and the explosions don't work.  Madstone allows EP to function when multiple cold EP monks are trying to apply EP.  Every other guide I've seen mentions this in addition to many posts on the official diablo 3 forums.  There seems to be a lot of gimped monks out there that cite this website and build who don't use madstone and then wonder why they aren't doing much damage in groups.

Share this post


Link to post
Share on other sites

Just out of curiosity, in the guide you said that no other item is comparable to the buff from The flow of eternity, which reduces the cooldown by 8.4 seconds, but the In-geom would reduce it for 10 seconds, albeit only for 15 seconds after killing an elite pack, has it been tested?

I am using an Ancient In-geom right now and it is great when it procs. I haven't gotten to try flow of eternity.

Share this post


Link to post
Share on other sites

A second option for armor cubed passive may i recommend Madstone. Its passive of sss applying exploding palm adds a nice increase of dmg when u hit it. I switch between that and spirit guards depending on what lvl im doing.

Share this post


Link to post
Share on other sites

I have been running with my cube bonus for jewelry slot as Ring of Royal Grandeur for awhile now. This allows you to get the set bonuses with 1 less slot than required (but not for 2 slot sets). So I have been running with Uliana's Head, Shoulders, Hands, Feet and Torso (which gets me the full 6 set bonus) along with Inna's Waist and Legs which gets me 100% of my Mantra boosted (Salvation for a good boost to resistances).

However, I am thinking that using Blackthornes Legs and Neck and Binding of the Lost might be better which would net me +250 VIT, +10% dmg to elites, -10% dmg from elites plus the nice damage resistance from Binding of the Lost.

 

Any thoughts?

Share this post


Link to post
Share on other sites

I got the whole build 4 days ago and I am wondering if having Bane of the Trapped damage is worth losing the survivability of having Esoteric Alteration for the non-physical damage reduction in Hardcore. BotT seems like it would work wonders with progression and dealing damage to the increasingly tanky enemies, but is it truly worth it to have that risk? I have another complete set for the build in case I lose my current character, but I don't really want to try that and have to resort to that.

Share this post


Link to post
Share on other sites

Anyone else having problems with SSS not detonating EP per the 6 piece Uliana's bonus? Seems to work only half the time for me. I'm a PS4 player if it matters.

Share this post


Link to post
Share on other sites

When prioritizing stats on the Lion's Claw you suggest a socket without ramaldni's gift. It could likely be that there is a disadvantage I am unaware of but it seems like you would want to use the gift to get the socket since that would result in an additional stat being rolled on the fist.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Vlad
      This thread is for comments about our Halls of Valor Mythic+ dungeon guide.
    • By Stan

      Game Designer Don Vu posted a hotfix recently applied to 2.6.1 PTR that increases Impale's damage bonus on Karlei's Point and Impale's weapon damage bonus on the Shadow's Mantle 6-piece.
      Many sets received buffs in the latest Patch 2.6.1 PTR build. Full patch notes can be found here.
      Blizzard (Source)
      Hey everyone,

      We just applied a hotfix to the PTR servers that increased the Impale damage bonus on Karlei's Point to 375-500% and increased the Impale weapon damage bonus on the Shadow's Mantle 6-piece to 50,000%. You will have to remake game if you're currently in one to have these changes applied.

      Because we hotfixed these changes, the values on the tooltips will not be updated on your PTR client, but you should be receiving the correct amount of increased damage. Please remember that these numbers, like all numbers on the PTR, are not final and may change before we release this patch to the live servers.

      Thanks again for the discussion and have a great weekend!
    • By Stan

      In this week's 2.6.1 PTR build, many class sets were buffed and the amount of mats from the Challenge Rift Cache was increased.
      The most recent changes are in red and strikethrough text indicates old values (from the August 30 build). Read more about balance goals in Patch 2.6.1 here.
      Blizzard (Source)
      PTR PATCH 2.6.1 - v2.6.1.47251
      To provide feedback on patch 2.6.1, please visit the PTR Feedback forum.
      To report any issues you experience while playing, please visit the PTR Bug Report forum.
      Please note that support for Vista / Windows XP will be ending at some point during the PTR. For more info, please see our forum post.
      In order to test Necromancer changes, you will need to have purchased the Necromancer in the live game. The ability to purchase the class on the PTR has been disabled.
      TABLE OF CONTENTS:
      Classes Items Challenge Rifts Monsters CLASSES
      Barbarian Skills Jarring Slam Added a maximum threshold on the number of health globes that can spawn in a given time. Necromancer Passives Life from Death Added a maximum threshold on the number of health globes that can spawn in a given time. Witch Doctor Passives Creeping Death Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 14400 16800 seconds Wizard Skills Arcane Orb Frozen Orb Increased projectile travel distance from 30 to 45 40 Bug Fixes Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff ITEMS
      Legendary Items Crusader Blade of Prophecy Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450% 600-800%. Frydehr’s Wrath Condemn has no cooldown and has its damage increased by 450-600% 600-800%, but instead costs 40 Wrath. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500% 275-350%. Jekangbord Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400% 225-300%. Demon Hunter Dead Man’s Legacy Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 125-150% 150-200%. Yang’s Recurve Multishot attacks 50% faster and its damage is increased by 125-150% 150-200%. Wizard Deathwish While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%. Etched Sigil Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second. Halo of Karini You take 45–60% 60-80% less damage for 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away Nilfur's Boast Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900% The Grand Vizier Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% Set Items Barbarian Immortal King’s Call (6) Set While both Wrath of the Berserker and Call of the Ancients is active, you deal 750% 1500% increased damage. Might of the Earth (6) Set Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 3000% 5600%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 500% 1000% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Wrath of the Wastes (6) Set Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 1700% 3400%. Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 900% 1000% increased damage and take 50% less damage. Roland's Legacy (4) Set Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%. Thorns of the Invoker (2) Set Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 70% 140% for 2 seconds. (6) Set The attack speed of Punish and Slash are increased by 50% and deal 2700% 5400% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (4) Set Sentries deal 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 2400% 2500% increased damage for every active Sentry Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 70% 100% increased damage for every point of Discipline you have. Monk Inna’s Mantra (6) Set Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out. Raiment of a Thousand Storms (6) Set Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds. Uliana’s Stratagem (6) Set Increase the damage of your Exploding Palm by 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm Necromancer Bones of Rathma (6) Set Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%. Grace of Inarius (6) Set Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%. Pestilence Master’s Shroud (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 4000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000%. Witch Doctor Helltooth Harness (6) Set After casting Wall of Death, gain 1700% 5100% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Raiment of the Jade Harvester (2) Set When Haunt lands on an enemy already affected by Haunt, it instantly deals 480 560 seconds worth of Haunt damage. (6) Set Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 1200 1400 seconds worth of remaining damage. Spirit of Arachyr (6) Set The damage of your creature skills is increased by 2400% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.  Zunimassa's Haunt (6) Set Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds. Wizard Delsere’s Magnum Opus (6) Set Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities. Firebird’s Finery (6) Set Your damage is increased by 150% 250% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited. Bug Fixes (PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast. CHALLENGE RIFTS
      Increased the amount of materials that the Challenge Rift Cache drops The Challenge Rift Cache now always drops 10 Death’s Breath MONSTERS
      Bug Fixes Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs: Fallen Conjurer Fallen Peon Fallen Cur Fallen Grunt Fallen Overlord Fallen Slavelord Previous 2.6.1 Patch Notes
      Patch 2.6.1 PTR Patch Notes: August 30 Patch 2.6.1 PTR Patch Notes: August 22 Patch 2.6.1 PTR Patch Notes: August 15
    • By Stan

      In the latest installment of developer chronicles, Don Vu (Game Designer on Diablo III) talks about main goals of Patch 2.6.1 and changes that the team plans to incorporate on PTR.
      Blizzard released a new Patch 2.6.1 PTR build today (Patch Notes). Patch 2.6.1 marks the arrival of Season 12 and you can learn more about rewards or Haedrig's Gift sets here.
      Blizzard (Source)
      Hey everyone—Don Vu here, Game Designer on the Diablo III team. We’ve really appreciated your honest, detailed, and consistent feedback through the Patch 2.6.1 PTR. Many of you have been asking great questions, and one of the biggest and most frequent was, “What are the goals of this PTR/patch?” We felt this question deserved a detailed response, so let’s get into it!
      Main Goals
      There were two main goals for this patch. First, we wanted each class to have multiple builds with different styles that can play in similar difficulties. We agree it’s important that there is a lot of variety in the end-game experience and, because we have so many difficulties, we want as many players as possible to reach similar goals regardless of their preferred class set or play style. While we might not get every build, we’re making sure there is a lot of variation among competitive options.
      Secondly, we want to smooth out the overall endgame experience. This means making sure each build plays well in high density situations and group play. While this has always been an ongoing effort for our team, some of the changes we’ve made in this patch specifically targeted this goal.
      Steps to the Goal
      With those goals in mind, what have we done so far? Some changes should be more immediately apparent than others. A lot of older fan favorites, like Whirlwind, Frozen Orb, or Exploding Palm were ideal candidates for changes. These were  long-requested builds that felt like obvious targets for buffs.

      While we may not have raised every build in the game to the top bar, we think that’s okay; some builds can just be fun and own their place in lower difficulties as stepping stones or for farming. Those types of builds are important too, and not all builds can fulfill every role.
      We’ve also been keeping our ear close to the ground, visiting different class forums, watching videos and streams, analyzing our own internal data, and running playtests to identify places where further tweaks make sense. This is an ongoing process. Between our efforts and the feedback received from players or through our community team, there’s always something new for us to look at, discuss, and try out if we feel it’s a healthy direction for the game.
      Lastly, we iterate and repeat. Game development requires trial and error, experimentation, and reworks. Sometimes, these experiments don’t make it to the PTR because we’ve identified a problematic issue that makes a change non-viable.
      Incorporating Player Feedback
      There have been incredible contributions from players during this PTR, and we wanted to take a moment not only to thank you for them, but to call out just a fewways we’re reflecting the community’s feedback.
      Barbarians, we’ve been eying your class sets and the iconic Whirlwind build for a while. From previous changes to game performance to the defensive tweaks on the 4-piece Waste’s bonus and Band of Might, we heard your call for survivability loud and clear. We’ll be spinning to win beside you in the name of Bul-Kathos!

      Wizards, Halo of Karini is an effective piece of equipment, though awkward to use. We’ve added some leniency to its buff so there’s a bigger window and less downtime between applications. We’re also buffing up other gameplay styles available to the Wizard so that Archon doesn’t have to feel like the end-all, be-all class skill. Thank you for your dedication, honored Vizjerei!
      Necromancers, Dayntee’s Binding has been a hit, but its curse viability felt too narrow. Opening this item’s affix to all curses should allow a lot more gameplay variety, especially in multi-Necromancer groups. It’s been great to see so many of you enjoying our newest class; thank you for keeping the Balance in check!
      Witch Doctors, Jade Harvester is a DoT-filled fantasy we all dream to live. Its fragility has been a long-standing concern, and we’re excited to see more masters of poison with the added defense bonuses to the Jade set. Thanks for making your voodoo desires heard!

      Demon Hunters, Monks, and Crusaders have plenty of changes coming too! We expect to see a lot more Multishot, Exploding Palm, and Blessed Shield, for example, and we’re just as excited to return to these powerful gameplay fantasies as you are!
      Lastly, across most patch changes we’ve taken the broad approach of bringing other sets up to the latest height of progress rather than nerfing overperforming things back down. Many iconic playstyles were behind a few elite builds, and we want those memorable styles to continue feeling legendary. Boosting them up made the most sense, and we appreciate all our nephalem heroes for echoing that sentiment.
      What’s Next for the 2.6.1 PTR?
      We’re locking down on changes now to smooth out bugs and performance issues, as well as other fine-tuning steps before patch launch. That process can take a while, so there’s a point at which we must stop making new changes.
      We’ve now reached that point on the PTR, so don’t expect too many more sweeping changes for Patch 2.6.1 (barring anything game breaking we need to address post-patch or via a hotfix). We most need your help in stress testing, bug-crunching, and experimenting as much as possible to catch any crazy issues before we finalize our build.
      Once again, we can’t thank you enough for your patience and participation during the Patch 2.6.1 PTR. We’ve always been reading and incorporating your feedback, and we hope that’s evident now more than ever.
    • By Damien
      This thread is for comments about our HCT Americas Summer Playoffs coverage.