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Monk Inna's Mantra Set Dungeon

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This appears to have only 5 of the Inna's set pieces, but no Ring of Royal Grandeur.  This would make it not viable for the set dungeon.  Perhaps the unity should be replaced with the RoRG?  Or replace the Shenlong's weapons with Inna's weapon.

Edited by Moriwar

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On 05/03/2018 at 8:37 PM, Moriwar said:

This appears to have only 5 of the Inna's set pieces, but no Ring of Royal Grandeur.  This would make it not viable for the set dungeon.  Perhaps the unity should be replaced with the RoRG?  Or replace the Shenlong's weapons with Inna's weapon.

As already pointed out, this build was not viable as stated in the guide. I replaced Unity with Band of the Rue Chambers and changed the cubed jewelry slot to Ring of Royal Grandeur to resolve the set issue. I also found the weapon choice to make this set dungeon more difficult than necessary since Shenlong's Spirit drains your spirit and forces am unnecessary cadence of building and dropping spirit. I am sure any other weapons would work but I used Istvan's Paired Blades and finished the mastery easy the first try.

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I am sure I have great gear Inna (overall)
but to get mastery 
ha ha ha ha...yeh right

no matter what I tried, no matter how many I kite to me even when "Seems" a group of 10 by me (at least)
stupid games says only 1 or 3 or 8 (most I seen)
fail after fail after fail

managed get the minimum complete..that is it ?

what a horrible set dungeon..I even tried swapping worse stuff, damage is sit 259k no buffed 313k buff
but the air ally destorys everything it touches anyways...bloody hell

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Forget the Fists and use Inna's Reach, while swapping out Inna's Sandals for Ice Climbers. That way you'll achieve the 6-piece set bonus required and eliminate the chance of being frozen.

This should really be updated.

Ring of Royal Grandeur for the cube and Rue for equip. No unity.

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Guest Elekid239
On 12/7/2019 at 4:25 PM, ArCImpulse said:

Forget the Fists and use Inna's Reach, while swapping out Inna's Sandals for Ice Climbers. That way you'll achieve the 6-piece set bonus required and eliminate the chance of being frozen.

This should really be updated.

Ring of Royal Grandeur for the cube and Rue for equip. No unity.

Would you be kind enough to send me a list of what I need? 

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Guest Sonea

Didn't work at all for me so I made some adjustments that worked first try.

Here's my final setup:

  • Helm: Leoric's Crown (Diamond)
  • Shoulders: Lefebvre's Soliloquy
  • Wrists: Spirit Guards
  • Weapons: Jawbreaker & Crystal Fist
  • Amulet: Hellfire Amulet
  • Rings: Obsidian Ring of the Zodiac & Band of the Rue Chambers
  • 5 pieces Inna's Set (Hands, Torso, Waist, Legs, Boots)

Cube;

  • Ingeom
  • Ice Climbers
  • Ring of the Royal Grandeur

Dropped all offensive Paragon Stats and Gems.

 

Swapping the Shoulders for Inna's and equipping Illusory Boots for better positioning should also work fine as you don't really need all the extra toughness.

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21 hours ago, Guest Sonea said:

Didn't work at all for me so I made some adjustments that worked first try.

(...)

Heya - could you elaborate which parts of the build didn't work out for you? I assume since you drop the Raiment and Shenlong pieces, that you didn't like the suggested damage dealing options? Or you simply altered to full Inna + defensive/utility items? (I imagine it can totally work with the lower damage requirements of this set dungeon!)

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On 9/9/2020 at 12:11 PM, Deadset said:

Heya - could you elaborate which parts of the build didn't work out for you? I assume since you drop the Raiment and Shenlong pieces, that you didn't like the suggested damage dealing options? Or you simply altered to full Inna + defensive/utility items? (I imagine it can totally work with the lower damage requirements of this set dungeon!)

Heya. I was just popping in to look around at my choices for S22.

First and most basic problem with this particular guide is that there's only 5 pieces of Inna's in the build and no RoRG. 

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On 9/9/2020 at 12:11 PM, Deadset said:

Heya - could you elaborate which parts of the build didn't work out for you? I assume since you drop the Raiment and Shenlong pieces, that you didn't like the suggested damage dealing options? Or you simply altered to full Inna + defensive/utility items? (I imagine it can totally work with the lower damage requirements of this set dungeon!)

Hey man, just pinging you again to take a look at this one considering the Conquests this season. It lacks the Inna's 6-pc bonus to start the dungeon.

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On 12/3/2020 at 4:34 PM, solitha said:

Hey man, just pinging you again to take a look at this one considering the Conquests this season. It lacks the Inna's 6-pc bonus to start the dungeon.

Hey, thanks for bringing it up! It was actually correctly listed in our internal table, which threw me off - but the text was indeed referencing the Band of Rue Chambers. The Cube recommendations should be fixed very soon to properly display RoRG as the jewelry slot.

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Guest Sei

I had to unequip several items and switch to a single rare 1handed weapon just to prevent my allies from melting everything (even using this guide). The dungeon really needs to be updated so that it's even remotely possible with a "proper" build. I mastered it because I wanted the monk pylon, and now I am relieved to never need to lay eyes on this dreadful dungeon again. 

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Guest Jay

One critical thing missing from this guide is why we'd bother doing this dungeon. Does it drop something special? It doesn't sound uniquely interesting.

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If you complete the objectives for each of a class's four dungeons, you will receive a special class pennant reflecting your achievement, and another pennant for completing them all with Mastery rating. If all 24 dungeons for the 6 classes (except Necromancers) are completed, special wings will be received: Wings of the Dedicated. If the 24 dungeons are completed with Mastery rating, another set of wings will be received: Wings of Mastery. Also, a Banner Sigil is granted for each of the 28 dungeons regardless of rating.

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On 3/31/2021 at 4:12 PM, Guest Sei said:

I had to unequip several items and switch to a single rare 1handed weapon just to prevent my allies from melting everything (even using this guide). The dungeon really needs to be updated so that it's even remotely possible with a "proper" build. I mastered it because I wanted the monk pylon, and now I am relieved to never need to lay eyes on this dreadful dungeon again. 

Yes, this dungeon is at the same time laughably easy and frustratingly hard. 

First time I'm playing a monk this season, and...Well, I ended up doing this dungeon with no rings, no amulet, a level 68 in-geom I had lying around, my cube slots and paragons all configured to definitely NOT boost any damage, and even so, the enemies STILL die to one hit if you have 10 allies out. 

Because the map is fairly small and you've got plenty of time (compared to some other set dungeons because there are some where it gets really tricky), I actually found a "better" way is  to wait 'till all the allies die, zoom around with Dashing Strike, pull everyone in, activat the allies, then RETREAT and WAIT for all the allies to die, before continuing, then only after achieving 5x10, to actually deliberately start killing everything. 

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This atrocity of a set dungeon has me raging. It is absurdly hard to get just enough damage to be able to kill the minions and elites fast enough, while not getting too much so your “helpers” don't wipe out too many before you can properly “unleash” them. Even trying the “kill a pack then sit and wait until the extra helpers vanish” approach is painfully hard to pull off (and, as of this writing, I still haven’t managed).

The closest I got was running with no follower, no offensive paragon skill points, no chest armor on, no necklace, a rare (not legendary) weapon with the dexterity enchanted away, and a couple of the other pieces with no dexterity on them. I got it down to under 200,000 damage, and the Mystic Allies are still too quick to kill things, even with just one active!

I’ve completed most of the other set dungeons across the classes, and monk seems to get the worst. (The Raiment set dungeon is almost as bad, but for very different reasons.)

I realize that Blizz has zero interest or intention to fix this ever, but they really should adjust the health of the minions we need to group up & “unleash” our allies on so that they don’t die before we can even get to them.

Edited by Trest
minor grammar

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