2 pieces: [When reaching maximum Spirit, all damage is increased by 300%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit.]
This is build is meant to make your generators your main source of damage and grant you very high toughness.
Gear
Head - Inna's Radiance (or Leoric's if you decide not to use inna's)
Shoulders - Upside-down Sinners
Chest - Inna's Vast expanse (or aughild's if you decide not to use inna's)
Gloves - Fists of Thunder
Bracers - Spirit Guards
Pants - Inna's Temperence (or Depth Diggers if you decide not to use inna's)
Boots - Crudests (or any boots if you decide not to use inna's) (Crudests so you can get 40% from MA)
Waist - Inna's / Sash of Knives
Ring 1 - Broken Promises / RoRG
Ring 2 - Unity / SoJ
Amulet - Hellfire / Immunity
Weapongs: ShenLongs
Legendary Gems:
Gogok -- Bane of the Trapped -- any third gem
Skills
Dashing Strike(dodge)
Epiphany Desert Shroud
Mystic Ally (fire)/Inner sanc(FP) if you dont use innas
Mantra of Salvation (Dodge)
Inner Sanc(FP)/ Sweeping winds (cold)
Fists of Thunder (Quickening)
Passives
Harmony(mandatory)
Sixth Sense (mandatory)
Pick Two:
Alacrity/ Seize the Initiative/Unity/Guardians Path
Cubed Passives
Weapon :Flying Dragon
Armor : Any or Depth Diggers if you use pants slot
Jewelry : Immunity/ RoRG/ Band of Rue chambers (if not equipped this is mandatory)
Offense Stat Priority W/O Broken promises IAS(unitl you can keep shenlongs up perma) >CHD>CC>Main>Avg Dmg=IAS=CDR (Avoid RCR)
Offense Stat Priority W/ Broken promises IAS(unitl you can keep shenlongs up perma) >CHD > Main >avg dmg > CDR > IAS (Avoid all CC and RCR)
Defense Priority AR (1200)>Main> Armor>damage reduction>Vit>=life%
Gear choice question: Why Broken Promises?
Broken promises allows you to completely forgo CC allowing you to get max CHD IAS and CDR/ AVG DMG from your gear pieces.
Why avoid RCR?
Until stated otherwise or tested on the PTR, Shenlongs effect will not be reduced by RCR and since you only use generators RCR is worthless
The Concept
The Basis of the build is to abuse the passives of the two piece storm set, depth diggers, Shenlongs, and Band of Rue Chambers
Using FoT (Quick) you can generate 30 spirit per attack with Band which means you need ~2.13 Attacks per second to keep your spirit full.
Shenlong's fists have a base AS of 1.4 so you need around ~53% IAS to maintain the bonus.
You gain 25% just from the 2 piece bonus of the storms set
15% from gogok
10% from paragon
15% from alacrity
and also much more IAS avaible from gear
So maintaining the bonus, assuming you can still generate spirit actively will be easy as long as you keep attacking. Less talky more Punchy Game play! Dash in throw up epiphany and SW and punch your little heart out!!!
The Numbers
Offensive: Fists of thunder 200% WD and 400% wep damage every third hit
(200% *2 (Depth diggers @100%)) * 300% (2set storms) = 1200% or 1600%
average Damage per cycle
300% shenlongs bonus 4800% weapon damage on average per cycle. If meeting just the basic criteria of maintenance around 3408% WD per second
Just from FoT. This is not including any extra passives, and is look on itself as a bubble.
Shelongs affects all your damage however.
If you use mystic Ally you deal 780% weapon damage per second from the two of them.
With SW, you deal more than 945% weapon damage (Alot of calculations on this move)
Item triggers likes the sash of knives adds to this as their damage is also tripled by shenlongs!
Just looking at this you're at ~4000% WDPS (note it is higher than this due to sweepign winds being an oddity) Defenses:
35% passive dodge
35% mantra dodge
40% dashing strike dodge
~ 74.6% dodge
Assuming 80% DR from both ARM and AR and 500,000 health (~13000 ArM 1175 AR)
50% DR from DS and 50% from unity
40% DR from spirit gaurds
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4) = ~83.3M actual toughness (excluding dodge) or
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4)*(1-.746) = ~333.3M toughness with dodge included.
Overall, I feel the build is sturdy at the least. It could use a tiny bit of work. IF you like the Build idea let me know. If you feel that there could be better changes made to it let me know! Thanks for reading
@ Osirisxxl, you're right, also apparently is was off last night in my "bubble calculations" I will up date the numbers to show the proper interaction whith DD being addtive and 2 set being multiplicative and shenlongs also being multiplicative. However, i think your calculations are off as well. It should be
(200%* 1+100%)Depth diggers effect * 300%(2set) *300%(shenlongs) = 3600% WD to an average of 4800%WD (Apparently i was off alot....)
Additive vs multiplicative are how that stats DR with each other. IE: two 100% more damage that are additive are a sum total of 300% damage (1+1+1)
Multiplictive of two 100% are (1* (1+1) *(1+1)) or 1*2*2 = 400%
Though i did misses the new passive that makes your generators deal more damage per spirit. Hopefully they don't throw this on a weapon or ring.
Current damage looks good. I would lower your CHD to 500% its much more obtainable. and it looks like bane of the powerful is stronger than simplicities, and miranaes should be as well. overall though 240M dps is very solid damage and that's without including the extra dps from flying dragon or any of your other damage attacks such as MA and SW. or armor procs.
Easily beat fire-dash monk and even ranged WoL:Pillar of Ancients no generator monk by a large large large margin. And would have done that even if I switch from Fire Mystical Ally to Air one.
I'm hardcore HARDcore player, so I also need to keep high toughness to live at least long enough to react to whatever is trying to kill me.
Back to my embarrassment of the year.... I have Depth Diggers as a real item equipped... Dunno about cube'ing them and going 4pc Inna without allies... Need to try it out and see, how it will go.
If I were to replace RoRG with something, it'd either be an immunity amulet (real item is hellfire with NDE), Ess (not to run after every single mob) or maybe even Wyrdward for crowd-control.
sounds promising, we could also do the following set up but is more glass cannon: 2 piece rainment, 2 piece inna's, 2 piece uliana's, gundo, cube convention, depth diggers and flying dragon
I would like to see a change however for the 2 piece shenlong's spirits
The damage of your Spirit Generators, Cyclone strike is increased by 1% for each point of Spirit you have
When reaching maximum Spirit all your damage and cyclone strike damage is increased by 300%, but
you no longer passively regenerate Spirit and 65 Spirit is drained every
second until you run out of Spirit
We use cyclone strike again for damage, old school punching build, what do you think?
This way devs can create a future monk set base on cyclone strike, spirit generators and maybe lashing tale kick again
I was thinking of running something very similar, but with the new SSS set coming in season 4.
Shenlong fist weapons.
2pc Raiment.
4pc Uliana's.
Bastion of WiIl.
Spirit Guards.
Depth Diggers. (cube)
Tiger's Claw, the new SSS fist (cube)
Frost Immune neck (cube)
This way you get super strong generators, great spirit gen and a LOLWTF nuke button in SSS (I ran some rough calcs and it's looking like 200k%weapon damage for SSS... WTF)
Will try that after my attempt to 2p uliana, 4p SWK, 2p raiment, shenlong, f&R (OMG sets everywhere!)
I was struggling with toughness on a slightly different version and maybe huge life pool is the way to go..
Do you know why he was using band of the rue chambers? Since his damage does not come from spenders, as long as you're keeping full spirit, there's not much need for more spirit..
he tried CoE first of all, but it only works 20% time.
shenlongs eat you spirit very fast, you need to recover it faster to refresh +300% dmg bonus, that why band of the rue
he also did +50 max spirit from paragons, +13+15 from each shenlong and inna's spirit stone
and tester Exalted soul for more 50spirit = 50% dmg from first bonus of the shenlongs and additional 1 second for second bonus
Out of curiosity, why frost immunity neck? it doesn't prevent you from getting frozen; you just take no damage from ice bombs.
That aside, it is an interesting idea. Might try it when I get a game (should be soon) and tell how it works - without the Claw that is.
Not sure... I thought to myself "The best combo will probably be Arcane and Lightning, I already have a well rolled Lightning one so I'll get an Arcane one and nom it...
This is build is meant to make your generators your main source of damage and grant you very high toughness.
Gear
Head - Inna's Radiance (or Leoric's if you decide not to use inna's)
Shoulders - Upside-down Sinners
Chest - Inna's Vast expanse (or aughild's if you decide not to use inna's)
Gloves - Fists of Thunder
Bracers - Spirit Guards
Pants - Inna's Temperence (or Depth Diggers if you decide not to use inna's)
Boots - Crudests (or any boots if you decide not to use inna's) (Crudests so you can get 40% from MA)
Waist - Inna's / Sash of Knives
Ring 1 - Broken Promises / RoRG
Ring 2 - Unity / SoJ
Amulet - Hellfire / Immunity
Weapongs: ShenLongs
Legendary Gems:
Gogok -- Bane of the Trapped -- any third gem
Skills
Dashing Strike(dodge)
Epiphany Desert Shroud
Mystic Ally (fire)/Inner sanc(FP) if you dont use innas
Mantra of Salvation (Dodge)
Inner Sanc(FP)/ Sweeping winds (cold)
Fists of Thunder (Quickening)
Passives
Harmony(mandatory)
Sixth Sense (mandatory)
Pick Two:
Alacrity/ Seize the Initiative/Unity/Guardians Path
Cubed Passives
Weapon :Flying Dragon
Armor : Any or Depth Diggers if you use pants slot
Jewelry : Immunity/ RoRG/ Band of Rue chambers (if not equipped this is mandatory)
Offense Stat Priority W/O Broken promises IAS(unitl you can keep shenlongs up perma) >CHD>CC>Main>Avg Dmg=IAS=CDR (Avoid RCR)
Offense Stat Priority W/ Broken promises IAS(unitl you can keep shenlongs up perma) >CHD > Main >avg dmg > CDR > IAS (Avoid all CC and RCR)
Defense Priority AR (1200)>Main> Armor>damage reduction>Vit>=life%
Gear choice question: Why Broken Promises?
Broken promises allows you to completely forgo CC allowing you to get max CHD IAS and CDR/ AVG DMG from your gear pieces.
Why avoid RCR?
Until stated otherwise or tested on the PTR, Shenlongs effect will not be reduced by RCR and since you only use generators RCR is worthless
The Concept
The Basis of the build is to abuse the passives of the two piece storm set, depth diggers, Shenlongs, and Band of Rue Chambers
Using FoT (Quick) you can generate 30 spirit per attack with Band which means you need ~2.13 Attacks per second to keep your spirit full.
Shenlong's fists have a base AS of 1.4 so you need around ~53% IAS to maintain the bonus.
You gain 25% just from the 2 piece bonus of the storms set
15% from gogok
10% from paragon
15% from alacrity
and also much more IAS avaible from gear
So maintaining the bonus, assuming you can still generate spirit actively will be easy as long as you keep attacking. Less talky more Punchy
Game play!
Dash in throw up epiphany and SW and punch your little heart out!!!
The Numbers
Offensive: Fists of thunder 200% WD and 400% wep damage every third hit
(200% *2 (Depth diggers @100%)) * 300% (2set storms) = 1200% or 1600%
average Damage per cycle
300% shenlongs bonus 4800% weapon damage on average per cycle. If meeting just the basic criteria of maintenance around 3408% WD per second
Just from FoT. This is not including any extra passives, and is look on itself as a bubble.
Shelongs affects all your damage however.
If you use mystic Ally you deal 780% weapon damage per second from the two of them.
With SW, you deal more than 945% weapon damage (Alot of calculations on this move)
Item triggers likes the sash of knives adds to this as their damage is also tripled by shenlongs!
Just looking at this you're at ~4000% WDPS (note it is higher than this due to sweepign winds being an oddity)
Defenses:
35% passive dodge
35% mantra dodge
40% dashing strike dodge
~ 74.6% dodge
Assuming 80% DR from both ARM and AR and 500,000 health (~13000 ArM 1175 AR)
50% DR from DS and 50% from unity
40% DR from spirit gaurds
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4) = ~83.3M actual toughness (excluding dodge) or
500,000/ ((1-.8)*(1-.8)*(1-.5)*(1-.5)*(1-.4)*(1-.746) = ~333.3M toughness with dodge included.
Overall, I feel the build is sturdy at the least. It could use a tiny bit of work. IF you like the Build idea let me know. If you feel that there could be better changes made to it let me know! Thanks for reading
@ Osirisxxl, you're right, also apparently is was off last night in my "bubble calculations" I will up date the numbers to show the proper interaction whith DD being addtive and 2 set being multiplicative and shenlongs also being multiplicative. However, i think your calculations are off as well. It should be
(200%* 1+100%)Depth diggers effect * 300%(2set) *300%(shenlongs) = 3600% WD to an average of 4800%WD (Apparently i was off alot....)
Additive vs multiplicative are how that stats DR with each other. IE: two 100% more damage that are additive are a sum total of 300% damage (1+1+1)
Multiplictive of two 100% are (1* (1+1) *(1+1)) or 1*2*2 = 400%
Though i did misses the new passive that makes your generators deal more damage per spirit. Hopefully they don't throw this on a weapon or ring.
there is that ring that can roll 50% spirit generation, could be a passive
@nickle the ring is the band of rue chamber, its one of the items used in the build
Current damage looks good. I would lower your CHD to 500% its much more obtainable. and it looks like bane of the powerful is stronger than simplicities, and miranaes should be as well. overall though 240M dps is very solid damage and that's without including the extra dps from flying dragon or any of your other damage attacks such as MA and SW. or armor procs.
So.... this build just went from viable to potentially end game
quin did 2kk HP with all gear and perfectly used simplicity str with generator build
criticals with shenlongs were 3-9kkk
seems shenlongs will be nerfed a bit)
he used 4p inna + 2p raiment + crudest boots
with cubed FD, depth diggers and band of the rue
yeah simplicity doesn't provide too much healing, but he also has 20k+ LpH on every weapon
and with 2kk HP you can tank nearly anything
is it possible to mantain the spirit up without band of the rue chambers? to be able to use convention in the cube
Granted I have kinda crappy gear when it comes to offense on live (comes from being a hardcore player, I guess), but for me this:
In a build like this http://us.battle.net/d3/en/calculator/monk#adPVXj!hgbf!YbaaYZ
Easily beat fire-dash monk and even ranged WoL:Pillar of Ancients no generator monk by a large large large margin. And would have done that even if I switch from Fire Mystical Ally to Air one.
Yes. It is possible. Oftentimes even without relying on BoH:Infused with Light.
@osirisxxl
As I said, my gear isn't really tuned towards damage output, so the numbers are laughably small:
fire dash: grift 32, ~350kk crits
pillar: grift 36, no idea, too many pillars
Shenlong: grift 41, between 1kkk and 1.8kkk
Mystic is on 2pc bonus, I need mantras for extra toughness, hence 4pc.
@osirisxxl
I'm hardcore HARDcore player, so I also need to keep high toughness to live at least long enough to react to whatever is trying to kill me.
Back to my embarrassment of the year.... I have Depth Diggers as a real item equipped... Dunno about cube'ing them and going 4pc Inna without allies... Need to try it out and see, how it will go.
If I were to replace RoRG with something, it'd either be an immunity amulet (real item is hellfire with NDE), Ess (not to run after every single mob) or maybe even Wyrdward for crowd-control.
sounds promising, we could also do the following set up but is more glass cannon: 2 piece rainment, 2 piece inna's, 2 piece uliana's, gundo, cube convention, depth diggers and flying dragon
I would like to see a change however for the 2 piece shenlong's spirits
second until you run out of Spirit
We use cyclone strike again for damage, old school punching build, what do you think?
This way devs can create a future monk set base on cyclone strike, spirit generators and maybe lashing tale kick again
I was thinking of running something very similar, but with the new SSS set coming in season 4.
Shenlong fist weapons.
2pc Raiment.
4pc Uliana's.
Bastion of WiIl.
Spirit Guards.
Depth Diggers. (cube)
Tiger's Claw, the new SSS fist (cube)
Frost Immune neck (cube)
This way you get super strong generators, great spirit gen and a LOLWTF nuke button in SSS (I ran some rough calcs and it's looking like 200k%weapon damage for SSS... WTF)
I mean sweeping wind not only cyclone strike lol
@Talyn_Rahl
Out of curiosity, why frost immunity neck? it doesn't prevent you from getting frozen; you just take no damage from ice bombs.
That aside, it is an interesting idea. Might try it when I get a game (should be soon) and tell how it works - without the Claw that is.
he tried CoE first of all, but it only works 20% time.
shenlongs eat you spirit very fast, you need to recover it faster to refresh +300% dmg bonus, that why band of the rue
he also did +50 max spirit from paragons, +13+15 from each shenlong and inna's spirit stone
and tester Exalted soul for more 50spirit = 50% dmg from first bonus of the shenlongs and additional 1 second for second bonus
Not sure... I thought to myself "The best combo will probably be Arcane and Lightning, I already have a well rolled Lightning one so I'll get an Arcane one and nom it...
Then I wrote frost neck...
double element immunity is good only on paper
hellfire + cubed ring is much better
5th passive works always, and you can get unity as well, 50% dmg reduction is better than absorb
what's your paragon?
try pain enhancer instead of mirinae
s4 new legendary gem will be the best I think)
Quin recentry did 65 with generator build
only had 2p raimend and f+r
others were legendaries
leoric crown
cindercoat
magefist
depth diggers
about 75% fire elem dmg