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Damien

Speedfarming Monk Wave of Light

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This thread is for comments about our Speedfarming Wave of Light build for Monks.

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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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      New Feature: Challenge Rifts Explore new builds created by fellow players in a weekly static dungeon. You can access these through the main screen, similar to Adventure Mode and Campaign Mode. Note: New Challenge Rifts may be available more frequently during the beta. Classes
      New Class: Necromancer As a master of the dark arts, you wield the powers of life and death necessary to restore the Balance! Necromancers are powerful spell casters who lay waste to their enemies using curses and reanimation—along with an obedient cadre of pets. This new class employs a controlled gameplay style using the raw materials of life: blood and bone. Necromancer Skills Army of the Dead Base Rune Raise a massive skeletal army to pummel the targeted location dealing 3,000% 12,000% weapon damage in a 15 yard radius Frozen Army 3,600% 12,000% and they attack all enemies in a line Dead Storm Raise a storm of the dead that surround you damaging enemies for 2,000% 15,500% weapon damage over 5 seconds Unconventional Warfare Damage increased to 50,000% total weapon damage Catatonic Grasp Has been renamed to Blighted Grasp Has been redesigned Skeletal hands raise from the ground damaging enemies within 15 yards for 14,000% total weapon damage as Poison over 5 seconds Bone Armor Harvest of Anguish Now deals Cold damage instead of Physical Dislocation Now deals Poison damage instead of Physical Limited Immunity Now begins its cooldown once the immunity effect ends Command Skeletons The active ability for this skill now lasts until the target dies or you change the target of your command   Corpse Explosion Base Rune Target an area exploding all corpses within 11 yards dealing 150% 250% weapon damage to enemies within 20 yards Close Quarters Explodes corpses close to you, dealing 200% 325% weapon damage to enemies within 20 yards Corpse Lance Base Rune Target an enemy to summon projectiles from nearby corpses that cause 750% 900% weapon damage to the target Land of the Dead Base Rune All corpse skills can be used at will for 5 10 seconds Necromancer Passives Blood Is Power Has been redesigned After cumulatively losing 100% of your maximum Life, all ability cooldowns are reduced by 20%. This effect cannot reduce an ability’s cooldown more than once for each time that ability is used. Final Service When this passive successfully prevents death, the Necromancer is immune to incoming damage for 4 seconds This passive does not require active pets to prevent death and grant immunity Instead of immediately consuming all pets, this passive will grant 10% health per pet until the Necromancer is at 100% health Wizard Skills Mirror Image Simulacrum This rune has been renamed to "Hard Light" Bug Fixes Decay Golem Fixed an issue where Decay golem was not benefiting from the unlimited corpses granted by Land of the Dead Fixed a bug where the visuals for Army of the Dead: Unconventional Warfare were not being played Items
      General Scythes and Phylacteries are now sold by some of the vendors throughout the world Legendary Items Funeral Pick Siphon Blood drains blood from 2 additional targets Trag’oul’s Corroded Fang The Cursed Scythe rune for Grim Scythe now has a 100% chance to apply a curse Scythe of the Cycle Your Secondary skills deal 250-300% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 3 seconds Dreadgolem Spike Bone Spear now costs 40 Essence and deals 125-150% additional damage Bloodtide Blade Death Nova deals 125-150% increased damage for every enemy within 10 yards Reilena’s Shadowhook Bone Spikes generates an additional 2-4 Essence for each enemy hit Death’s Scythe Each different Poison skill you use increases the damage of your Poison skills by 75-100% for 15 seconds Spear of Jesseth Your Thorns is increased by 10-15% for every enemy afflicted by one of your curses Lost Time Your Cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4-5% for 5 seconds. Maximum 5 stacks. Bone Ringer The damage bonus of Command Skeletons is increased by 25-30% each second while active Leger’s Disdain Grim Scythe deals an additional 7-10% damage for each point of essence it restores Iron Rose Attacking with Siphon Blood while at full life has a 15-25% chance to cast a free Blood Nova The Johnstone Each corpse consumed in Land of the Dead increases your damage by 10% for 8-10 seconds after it ends Haunted Visions Simulacrum now drains 10-15% of your maximum life every second and lasts twice as long Wisdom of Kalan Increases the maximum number of Bone Armor stacks by 5 Bloodsong Mail While in Land of the Dead, Command Skeletons gains the effect of all runes and deals 100-125% increased damage Requiem Cereplate When Devour restores Essence or Life above your maximum, the excess is granted over 3 seconds Mask of Scarlet Death Revive consumes all corpses to raise a single minion that does an additional 125 – 150% damage per corpse Fate’s Vow After consuming 15-20 corpses you unleash a free Death Nova Moribund Gauntlets Your Golem has a 10-15% chance to shed a corpse when it is hit by an enemy Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 75-100% increased damage for 6 seconds, stacking up to 5 times Golemskin Breaches Your Golem’s damage is increased by 100-125% and you take 25% less damage while you are within 18 yards of it Defiler Cuisses Your Bone Spirit’s damage is increased by 75-100% for every second it is active Steuart’s Greaves You gain 40-50% increased movement speed for 2 seconds after using Blood Rush Bryner’s Journey Bone Spikes has a 10-15% chance to cast a Bone Nova at the target location Dayntee’s Binding Decrepify gains an additional 20-30% damage reduction for attacks against you Razeth’s Volition Skeletal Mage gains the effect of the Gift of Death rune Circle of Nailuj You now raise an additional Skeletal Mage with each cast and they last an additional 2-4 seconds Prayer of Briggs Uncursed enemies are pulled to the target location when a curse is applied to them Krysbin’s Sentence Bone Spikes, Bone Spear and Bone Spirit deal 125-150% increased damage against enemies that are stunned, frozen, charmed, feared or blinded Lornelle’s Sunstone Your damage reduction is increased by 0.75-0.95% for every 1% Life you are missing Corpsewhisper Pauldrons Corpse Lance damage is increased by 15-20% for 3 seconds each time you consume a corpse. Max 15 80 stacks Hellfire Amulet Necromancer passives have been added for this item Halcyon’s Ascent Added skills to this item for the Necromancer Class Sets Bones of Rathma (2) Set Bonus Your pets have a chance to reduce the cooldown of Army of the Dead by 1 second each time they deal damage (4) Set Bonus You gain 1% damage reduction for 5 seconds each time your pets deal damage. Max 50 stacks. (6) Set Bonus Each active Skeleton Mage increases the damage of your minions and Army of the Dead by 200% Trag’Oul’s Avatar (2) Set Bonus Blood Rush gains the effect of every rune (4) Set Bonus While at full life, your healing from skills is added to your maximum life for 45 seconds. Up to 100% more. (6) Set Bonus Spending 10% life grants you a stack of Blood Cascade up to 50 times. Each stack of Blood Cascade increases the damage of life-spending attacks by 200% and also increases the life you lose by 10%. Using a skill to heal will consume a stack and heal for an additional 300%. Healing from skills consumes one stack regardless of how many targets are hit Command Skeletons: Dark Mending and Land of the Dead: Land of Plenty no longer consume stacks or receive increased healing Grace of Inarius (2) Set Bonus Bone Armor’s damage is increased by 1000% (4) Set Bonus Bone Armor stacks are now refreshed. In addition, Bone Armor grants an additional 2% damage reduction per enemy hit (6) Set Bonus Bone Armor also activates a Bone Tornado damaging nearby enemies by 375% weapon damage per second as Physical. Enemies hit by the tornado take 850% additional damage from the Necromancer’s abilities and minions Pestilence Master’s Shroud (2) Set Bonus Each corpse you consume fires a Corpse Lance corpse fragment at a nearby enemy, dealing 800% weapon damage (4) Set Bonus Each enemy hit by Bone Spear reduces your damage taken by 2% up to a maximum of 50%. Lasts 15 seconds. (6) Set Bonus Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 1000% Jairoan Arms (2) Set Bonus Army of the Dead gains the effect of the Unconventional Warfare rune Bug Fixes Fixed an issue causing phylacteries to roll only the lowest possible damage value Fixed an issue which allowed non-Necromancer characters to equip Necromancer gear Adventure Mode
      New Zones: The Moors & The Temple of the Firstborn The fog-enshrouded Moors and the darkened Temple of the Firstborn can be explored in Adventure Mode through a new waypoint on the Act 2 map. General (Beta Only) Made changes to reduce the occurrence of dead ends when floors in Rifts and Greater Rifts use the Temple of the Firstborn map. Set Dungeons The user interface has been updated to better explain tier completion requirements. With this, the basic completion tier must be finished within the given time limit. The time limit to complete a Set Dungeon has been increased to 5 minutes Necromancer Set Dungeons have been added to Adventure Mode Set dungeon monsters are now tracked on the mini-map when the dungeon begins All Basic Tier monster kill requirements have been lowered Bounties Four new Waypoints have appeared in Act IV. Each one has bounties to complete. These Realms of Fate are the unintended consequences of the battle between the nephalem and Diablo in the High Heavens. Greater Rifts Players who die in solo Greater Rifts can now choose to immediately resurrect. When choosing this option, the time remaining on your death timer will be removed from the remaining Greater Rift time and your cooldowns will be advanced by the same amount. Bug Fixes Fixed an issue which sometimes prevented players from completing the “Clear the Forgotten Well” bounty PTR Only
      D'jank Miem Players can exchange Blood Shards with this vendor for bags containing gear The cost per bag has been set to 500 200. Players will now be able to purchase bags containing new Legendary items in addition to the previous bags containing Set items
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