Focus a wave of light that crushes enemies for 835% weapon damage as Holy.
Pillar of the Ancients
Summon an ancient pillar that deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area.
Surround yourself in a vortex that continuously deals 105% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 3 stacks for a total of 315% weapon damage.
Cyclone
While your vortex is at 3 or more stacks, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 95% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.
Active: Your mystic ally has its damage increased by 50% for 10 seconds.
Passive: A mystic ally fights by your side. The ally deals 130% of your weapon damage as Physical per swing. When the ally dies, it is reborn after 5 seconds.
Air Ally
Active: You gain 100 Spirit.
Passive: A mystic ally fights by your side that increases your Spirit Regeneration by 4.
Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds.
Insight
Increases the bonus Spirit regeneration from Epiphany to 45.
Casting a Lightning skill charges you with Lightning, causing you to deal 650–850% weapon damage as Lightning every second for 5 seconds to nearby enemies.
Schaefer's Hammer
The Crudest Boots
Legendary Boots
Primary Stats
+8–9% Movement Speed
+3 Random Magic Properties
Secondary Stats
Mystic Ally summons two Mystic Allies that fight by your side.
One of 3 Magic Properties (varies)
+18–23 Dexterity
+18–23 Strength
+18–23 Intelligence
The Crudest Boots
Ring of Royal Grandeur
Legendary Ring
Primary Stats
Attack Speed Increased by 2.0–3.0%
+27–60 Life per Hit
+2 Random Magic Properties
Secondary Stats
Reduces the number of items needed for set bonuses by 1 (to a minimum of 2).
The reason of having a Runed Mantra on your skill bar is to give you the 35% extra chance to dodge which you wouldn't get otherwise with just 4 mantras running.
Also, there will be more then enough spirit generation in this build that I don't think you need the Inner Storm rune, but if you find spirit an issue by all means swap the runes as you see fit. Otherwise, there are thousands of lil tornadoes running around doing damage.
This is more of a fun build to use with a group. We run a 4 man monk group, a heal monk, a SWK/Inna's Exploding Palm Monk, I run a static charge monk, and my father-in-law runs this monk. He spams lightning pillars every where and has good survivability. It's also a pretty decent solo build, without all the pieces he's still done 40 GRIFT no problem without double unity. I'm assuming with double unity he could easily do 50s quickly.
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The reason of having a Runed Mantra on your skill bar is to give you the 35% extra chance to dodge which you wouldn't get otherwise with just 4 mantras running.
Also, there will be more then enough spirit generation in this build that I don't think you need the Inner Storm rune, but if you find spirit an issue by all means swap the runes as you see fit. Otherwise, there are thousands of lil tornadoes running around doing damage.
This is more of a fun build to use with a group. We run a 4 man monk group, a heal monk, a SWK/Inna's Exploding Palm Monk, I run a static charge monk, and my father-in-law runs this monk. He spams lightning pillars every where and has good survivability. It's also a pretty decent solo build, without all the pieces he's still done 40 GRIFT no problem without double unity. I'm assuming with double unity he could easily do 50s quickly.