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Generator Monk (Patch 2.6.4)

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Guest Wolfikygmr

Question: if you swap WotHF for cyclone strike with lefevre shoulders and bindings of the lesser gods will this build still do as much if not more dmg? Plus more defense?

I ask because I have both of those pieces of gear in ancient and primal.

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The defense is great with the Spirit guards, I wouldn't switch those, and the Bindings of lesser gods is only for the Mystic Ally dmg. It doesn't provide much damage for the build. MA does nothing for dmg at medium levels in this build. Unless you mean the Inna's combo build, but that needs the shoulders from this set. 
The WotHF adds 5% extra dmg per enemy hit by the third strike. I don't want two generators, and do like Mytic Ally for that (Can switch between health or dmg depending on what I need more at the time in my build), and something else to replace Breath of heaven. Blind or another mantra if I'm allowed to have 2 at once passively. Am I? Maybe stick with Epiphany for toughness. But their idea is to hit as many enemies as you can with 3 strikes of WotHF to get a possibly massive dmg boost for 5 seconds, and then switch mostly to the other generator for 5 seconds. With a dashing strike every 4 seconds or so. I bet their extra dmg% buff generator in combo with the actual solid dmg generator is very important if used well.

For my generator I just use Fists of thunder - bounding light, it's 200% dmg for 2 strikes and 400% for the 3rd strike, the 3rd strike releases arcs of holy power which seem to be working very well. It's a very solid dmg generator with teleportation if need be. But I am early in my build, somehow got all ancients already but no dmg % for elements. So that could change what you want to use when you have better options that include the elemental dmg. 

But end game I think they have it right, once I'm maxed out I might try their 2 generator idea. 

For now, if you want cyclone strike it will add toughness with those shoulders for sure, and pull enemies closer for easier beatings (a good idea for me if I ever change my teleporting ways), but the spirit guards are much needed so the bindings of the lesser gods don't help, that's not enough offence. And the set has shoulders, so I don't know where you'd fit it in without the RoRG unless you are playing for this season. In which case they suggest the magefist for fire damage. Goes with their dmg generator. 

 

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So I had a question before I got distracted. I was looking for the primary helpers from other classes, the awesome barbarian one, which I could not find, and the demon hunter one, which my xbox 1 version was telling me I could use.

 Hunter's Wrath Hunter's Wrath

So that's what I'll use in my cube when I get my ancient spirit guards to wear.  I know it says demon hunter only on the site, but I always check for the ones that say primary skill instead of the name of the resource ( or any lingo that is for all classes) when I'm doing a primary skill ( or any applicable skill) build for another class. I will use the RoRG over the convention of elements anyways until I get perfect gear and want to progress further, but I imagine for your season of G notes, you should be using that in the cube, and wearing the Depth Digger pants instead of magefist! 

Also, wow that Inna's build makes a tonne of sense. get the 2 set Raiments bonus for 25% attack speed and 400% dmg for the generators. And instead of the useless 4 set bonus and the 6000% 6 set bonus to multiply that, you get the 10 Mystic Ally's X 750% for a 7500% bonus to ALL dmg, and all mantra's and ally's for way more dmg and toughness. Ok found my new goal then.... That's such a big difference that even the hunter's wrath which can no longer be used wouldn't make up for it. 

When I play this monday I should confirm if you guys haven't, and even check if the Thorns Crusader can use the Barbarian one, since maybe only the monk can use the demon hunter one ( I know I've looked for it before with the crusader before I had ever seen the barb one ) . Oathkeeper Oathkeeper  

Or is it possible there is a monk one I can't find. Would have to be similar, increased attack and dmg for primaries. I looked it up now, but could only find the Hunter's wrath for that.  I absolutely had the option in my cube for the monk in the armour slot. Didn't take in the name, just knew I could do that, or the toughness of spirit guards, which I took for now, or Depth diggers. I had ancient Depth Diggers, and wanted toughness, but check it out, it should be there for you guys and be much better than 20% fire dmg.  I'm convinced it is hunter's wrath, was similar if not exact in value.

Edited by Knutsanity

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On 1/31/2019 at 12:13 PM, Guest Wolfikygmr said:

Question: if you swap WotHF for cyclone strike with lefevre shoulders and bindings of the lesser gods will this build still do as much if not more dmg? Plus more defense?

I ask because I have both of those pieces of gear in ancient and primal.

To answer your question without 30 pages of text. The dmg increases yes, if you use a mystic ally, but very negligible. Nothing really with this build on higher levels. Considering the WotHF is used for a dmg buff, if well used, your dmg would go down. The dmg reduction does not get better. 45-60% for spirit guards (plus it is a primary skill build, so it will always be triggered)  / 40-50% for Lefebvre's soliloquy (could probably do cyclone strike every 5 seconds fairly easily to always trigger it). You could do both dmg reductions for even better reduction, but you would need the RoRG and to give up the depth diggers/ convention of elements. 

 

Edited by Knutsanity

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Also, and yes I am somewhat sorry to spam your entire forum. I like it here. Again, my buddy has the game not me, so I come here between gaming sessions to tinker my thoughts. 

The flying dragon in the weapon cube. Sounds great. I went with the furnace, and will wait until I hit a lull in progression to test the difference. But that depends on the "chance" to double your attack speed when attacking, and maybe for how long even. Unless someone can confirm for me that it's just way better, then I will switch it first things first. Obviously doubling your attack speed is double damage to everything, which trumps 1.5 times damage to only elites and higher. If it's all the time or most of the time then it's clearly better. 

EdiT** Checked it out, on google, imagine that, so the thread I found states that it's a 7 second duration and a measly 5% chance. But since my primaries will be around 2+ per second. Once it procs, that's 4-5 attacks per second. so 28-35 attacks per duration. It is said that it can take a bit to proc, especially with bad luck, but once it procs it can last for a long time, because it has so many hits before it has to re proc. SO it can go on for minutes at a time, you need almost bad luck to lose the proc once you get it, however it is somewhat inevitable it will end, the luck wouldn't need to be that bad. One guy suggested he can get lucky and have it most of a rift, or usually around half the rift. So yeah, it's better, I'll change it Asap. Sorry doesn't let me delete posts. Hopefully someone enjoys those specifics on here. 

Edited by Knutsanity

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Sorry again, I was imagining things, thought for sure there was another generator bonus in the cube under the armour category. There is not. I was either remembering what I wanted to see, or just got confused by the Depth diggers, either way, my bad. I should've known you guys wouldn't miss that and already knew I can mistakenly remember things. And yeah Flying Dragon is a perfect choice in the weapon cube slot. It's almost always there for me so far and a world of difference (wish I could use it for my Thorns crusader). 

So I found my spirit guards, and put lefebvre's soliloquy in the cube. My toughness is great. I got fire dmg on my spirit guards so I switched to the Crippling wave Mangle rune for my generator. Without teleport on my generator, which was unreliable it seemed anyway, adding cyclone strike to pull them towards me was great. Every 4 or 5 seconds or so it is ideal dmg wise to Dashing strike, cyclone strike and then go ham on the generator for 4 seconds. So the dmg reduction bonuses take care of themselves. 

Super fun and monk like build. I died with my WoL monk, and will plug away with this for a bit, get really well rolled ancient WoL items back in storage before I switch back. 

Right now I'm doing Crippling wave, cyclone strike, dashing strike, Mantra of salvation, Mystic Ally, and epiphany. I think I'll keep the not that great Mystic ally and switch the rune between 20% life bonus, and dmg bonus depending on where I am in my build and GR Lvls and what's needed more at the moment. Think I'll maybe get rid of epiphany since teleporting and dmg reduction are becoming less necessary. Although since dashing strike goes right through your target, sometimes well past, it is real nice for ease of play. I can just get better at dashing strike and I won't miss it. 
So now it's a matter of what to replace that with, I might try your hundred fists 5 second dmg boost idea.

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