Note: All stats listed here now use Rank 4 runestones as per the skill calculator, and not Rank 7 as some of you may still be used to!
SKILL/RUNE DETAILS:
Deadly Reach - Piercing Trident: As seen in the B-roll footage, projects a piercing AOE strike for 175% weapon damage.
Fists of Thunder - Thunderclap: Every strike is now an AOE for 75% weapon damage in lightning and every first strike is a blinkstrike!
Breath of Heaven - Infused with Light: Apart from that beautiful heal, adds 1 spirit per subsequent combo attack for the next 24 seconds.
Dashing Strike - Way of the Falling Star: Increases movespeed by a whole 40% for 3 seconds if you dashed to an enemy.
Seven Sided Strike - Sudden Assault: Teleport to target location; each strike now does 195% damage.
Mantra of Evasion - Wind Through the Reeds: 30% dodge chance - doubled to 60% for the first 3 seconds of using this skill. Also grants a 7% movespeed increase.
The Guardian's Path - 10% to dodge for increased survivability, or additional spirit generation to fuel your SSS. Which to pick? Your choice! (I prefer the dodge)
Beacon of Ytar - Ups the cost of SSS to 75 spirit, and removes the 30s cooldown.
Fleet Footed - Another 10% movespeed!
FEATURING:
-Perpetual 17% increased movespeed, with a 3-second additional boost of 40% whenever you dash to an enemy (If I remember right, Rank 7 runestones make this 20%, plus 55% for 3s with Way of the Falling Star; that's a whopping 75% boost!)
-Three sources of teleportation - one which delivers AOE lightning damage, one which stops an enemy on the spot, one which involves totally flipping out for a few seconds
-Two awesome panic buttons - one which heals, one which grants a brief, insane dodge%
-Two major spirit dumps - one which helps, just a bit, to pay for itself
-Two sources of damage - lightning and physical (plus whatever elemental affixes you have on your weapons, since they will take effect on Deadly Reach)
-Three types of AOE delivery - Radial (from your target), midrange-pretending-to-be-melee, and Seven Random Targets.
EQUIPMENT PRIORITIES:
I'd prioritize Attack over everything else. This is not a build with any reliance on critical hits, and as a matter of fact, with no "big ticket" skills like Pillar of the Ancients' 900%, and with every skill (except Dashing Strike) an AOE, you'll want to keep your weapon damage up. Fists or Bostaves - this build doesn't restrict you to it; it'll all depend on your priorities as a fighter, or the circumstances you find yourself in. I prefer dual fists with different elemental affixes; preferably neither of them lightning. That's just how I roll!
On the armour side, more dodge is always welcome, followed by more run/walk. Gear that gives effects that proc upon dodge would also be cool, if it comes. Effects that proc upon enemy hitting you or upon critical - not so much, since you've not got good synergy with them. Increase in spirit generation (that will not commit your weaponslot) is good; more SSS!
PLAYSTYLE:
Envision this: You approach a mob of charging ghouls. Your spirit orb is empty, but that's okay. They think they're bearing down on you but before they know it you're already among them in a thunderclap - perhaps they were all charging forward but suddenly you're behind them. As they turn around to face you two powerful jets of force run through them and send their newly re-dead bodies flying. A single Grotesque turns to face you, but in a flash of falling leaves (what IS it about Dashing Strike and falling leaves, anyway?) you stop him in his tracks. Your Fists of Thunder make short work of him and conveniently also dispatches of all the zombies around him, and when he explodes there is still plenty of time to speed yourself out of the way. More zombies head your way, and this time you stand your ground: A full cycle of Deadly Reach and the entire mob falls apart.
It's the next area and it's a maze. Skeletal archers are standing three to four behind every pillar, arrows are coming from everywhere. You flash from pillar to pillar and wipe them out piece-by-piece with your Fists of Thunder. By now you're building up a pretty respectable spirit orb, but the arrows are not stopping! It will take too long to keep up your methodical clearance. You whip out your Seven-Sided Strike and are briefly everywhere at once, kicking, punching, crunching the skeletons into powder. And then you do it again right away, because you can.
In the next chamber a horrible surprise awaits you. There's an enormous and enormously ugly Unburied in the centre, surrounded by minions. He's an Illusionist, and he's Lightning Enchanted. His minions are Lightning Enchanted too. And guess what: So are his illusions! You Thunderclap in, because you're a great sport. But a few strikes are enough to tell you that Fists of Thunder is not doing as much damage as you'd like it to do. And you don't want to be too near to his minions when you strike them! You settle on using Deadly Reach for most of the battle. Occasionally you throw in a Dashing Strike to keep your speed up. The lightning bolts you can't dodge (by running from), you dodge (with your Mantra of Evasion). Every now and then you drop a Breath of Heaven to keep your spirits up, and the increased spirit regeneration helps you to keep your spirit up.
But you knew it couldn't last. Even with your dodge chance at 30%, even running faster than any sprinting Barbarian, you know the lightning bolts are wearing your life down faster than your spirit is regenerating. Soon you'll be out of health orbs, out of spirit, and stuck in potion cooldown. You decide to fill your spirit orb elsewhere and deal properly with this menace later. You flip on your Mantra of Evasion - giving yourself a 3s window of nigh-untouchability - then run free of the place, vowing to be back with a vengeance.
ALTERNATE ENDING: You kite and run your way to success. The minions go down one by one, and the illusions you make short work of. When it's just the boss left, you pull out a triumphant Seven-Sided Strike. And then you do it again, again! He's almost down - you finish him off with a humble Dashing Strike and scoop up his loot. As the lightning in his body coalesces and gets ready to blanket the chamber in blue bolts of death, you refresh your Mantra of Evasion - giving yourself a brief 3s of 60% dodge - and use the speed from your Dashing Strike to high-tail it out of there.
I never really thought of looking into a maximum movement speed build for the monk and now I don't have to :). Good idea. Although personally not a build I plan on using unless I come across a situation specifically requiring high movement speed. If I was going to use this build, I would most likely replace guardians path with transcendence and mantra of evasion with manta of conviction. I would replace guardians path as I view it as a nothing skill for this build and transcendence is to sweet to not have in my opinion. I also wouldn't bother with mantra of evasion because you will be moving around to fast for the mobs to hit you
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Presenting: The Quickmonk
Note: All stats listed here now use Rank 4 runestones as per the skill calculator, and not Rank 7 as some of you may still be used to!
SKILL/RUNE DETAILS:
Deadly Reach - Piercing Trident: As seen in the B-roll footage, projects a piercing AOE strike for 175% weapon damage.
Fists of Thunder - Thunderclap: Every strike is now an AOE for 75% weapon damage in lightning and every first strike is a blinkstrike!
Breath of Heaven - Infused with Light: Apart from that beautiful heal, adds 1 spirit per subsequent combo attack for the next 24 seconds.
Dashing Strike - Way of the Falling Star: Increases movespeed by a whole 40% for 3 seconds if you dashed to an enemy.
Seven Sided Strike - Sudden Assault: Teleport to target location; each strike now does 195% damage.
Mantra of Evasion - Wind Through the Reeds: 30% dodge chance - doubled to 60% for the first 3 seconds of using this skill. Also grants a 7% movespeed increase.
The Guardian's Path - 10% to dodge for increased survivability, or additional spirit generation to fuel your SSS. Which to pick? Your choice! (I prefer the dodge)
Beacon of Ytar - Ups the cost of SSS to 75 spirit, and removes the 30s cooldown.
Fleet Footed - Another 10% movespeed!
FEATURING:
-Perpetual 17% increased movespeed, with a 3-second additional boost of 40% whenever you dash to an enemy (If I remember right, Rank 7 runestones make this 20%, plus 55% for 3s with Way of the Falling Star; that's a whopping 75% boost!)
-Three sources of teleportation - one which delivers AOE lightning damage, one which stops an enemy on the spot, one which involves totally flipping out for a few seconds
-Two awesome panic buttons - one which heals, one which grants a brief, insane dodge%
-Two major spirit dumps - one which helps, just a bit, to pay for itself
-Two sources of damage - lightning and physical (plus whatever elemental affixes you have on your weapons, since they will take effect on Deadly Reach)
-Three types of AOE delivery - Radial (from your target), midrange-pretending-to-be-melee, and Seven Random Targets.
EQUIPMENT PRIORITIES:
I'd prioritize Attack over everything else. This is not a build with any reliance on critical hits, and as a matter of fact, with no "big ticket" skills like Pillar of the Ancients' 900%, and with every skill (except Dashing Strike) an AOE, you'll want to keep your weapon damage up. Fists or Bostaves - this build doesn't restrict you to it; it'll all depend on your priorities as a fighter, or the circumstances you find yourself in. I prefer dual fists with different elemental affixes; preferably neither of them lightning. That's just how I roll!
On the armour side, more dodge is always welcome, followed by more run/walk. Gear that gives effects that proc upon dodge would also be cool, if it comes. Effects that proc upon enemy hitting you or upon critical - not so much, since you've not got good synergy with them. Increase in spirit generation (that will not commit your weaponslot) is good; more SSS!
PLAYSTYLE:
Envision this: You approach a mob of charging ghouls. Your spirit orb is empty, but that's okay. They think they're bearing down on you but before they know it you're already among them in a thunderclap - perhaps they were all charging forward but suddenly you're behind them. As they turn around to face you two powerful jets of force run through them and send their newly re-dead bodies flying. A single Grotesque turns to face you, but in a flash of falling leaves (what IS it about Dashing Strike and falling leaves, anyway?) you stop him in his tracks. Your Fists of Thunder make short work of him and conveniently also dispatches of all the zombies around him, and when he explodes there is still plenty of time to speed yourself out of the way. More zombies head your way, and this time you stand your ground: A full cycle of Deadly Reach and the entire mob falls apart.
It's the next area and it's a maze. Skeletal archers are standing three to four behind every pillar, arrows are coming from everywhere. You flash from pillar to pillar and wipe them out piece-by-piece with your Fists of Thunder. By now you're building up a pretty respectable spirit orb, but the arrows are not stopping! It will take too long to keep up your methodical clearance. You whip out your Seven-Sided Strike and are briefly everywhere at once, kicking, punching, crunching the skeletons into powder. And then you do it again right away, because you can.
In the next chamber a horrible surprise awaits you. There's an enormous and enormously ugly Unburied in the centre, surrounded by minions. He's an Illusionist, and he's Lightning Enchanted. His minions are Lightning Enchanted too. And guess what: So are his illusions! You Thunderclap in, because you're a great sport. But a few strikes are enough to tell you that Fists of Thunder is not doing as much damage as you'd like it to do. And you don't want to be too near to his minions when you strike them! You settle on using Deadly Reach for most of the battle. Occasionally you throw in a Dashing Strike to keep your speed up. The lightning bolts you can't dodge (by running from), you dodge (with your Mantra of Evasion). Every now and then you drop a Breath of Heaven to keep your spirits up, and the increased spirit regeneration helps you to keep your spirit up.
But you knew it couldn't last. Even with your dodge chance at 30%, even running faster than any sprinting Barbarian, you know the lightning bolts are wearing your life down faster than your spirit is regenerating. Soon you'll be out of health orbs, out of spirit, and stuck in potion cooldown. You decide to fill your spirit orb elsewhere and deal properly with this menace later. You flip on your Mantra of Evasion - giving yourself a 3s window of nigh-untouchability - then run free of the place, vowing to be back with a vengeance.
ALTERNATE ENDING: You kite and run your way to success. The minions go down one by one, and the illusions you make short work of. When it's just the boss left, you pull out a triumphant Seven-Sided Strike. And then you do it again, again! He's almost down - you finish him off with a humble Dashing Strike and scoop up his loot. As the lightning in his body coalesces and gets ready to blanket the chamber in blue bolts of death, you refresh your Mantra of Evasion - giving yourself a brief 3s of 60% dodge - and use the speed from your Dashing Strike to high-tail it out of there.
Comments please (: