Edit - I can't seem to get the build link to work correctly. You'll have to copy and paste. Sorry. When I click my profile link all it seems to do is open this page again. Again, sorry. Don't know what I did wrong.
This build is a work in progress. I obtained the legendary helm Gyana Na Kashu when 2.0 hit, which made me start thinking about how I could use the fireball and Lashing Tail Kick: Hand of Ytar for ranged damage as a monk. My gear is mediocre at best, but so far it seems to work fairly well. I've been able to kill on Torment 4 without too many issues, but my damage is low at the moment, so I stick with 3 and smash that instead.
This is the staple for the build. This is the item that made me decide to try this out. The damage from the fireball is nothing to sneeze at, and the fact that it pierces enemies and hits multiple guys makes it that much better. Line them up, and the fireball spamming alone will wreak havoc.
If you looked at my profile, you'll see I'm using Inna's Reach as my weapon. I went with a two hand weapon for several reasons, the spirit generation from The Guardian's Path and the slower attack speed keep me from instantly running out of spirit. With my current gear, the critical hits from Hand of Ytar go up to about 1.5 million, with the fireball being close to 800-900k. (Rough estimates)
I've got a Stone of Jordan also, which I'm using for the spirit regeneration. Spirit regeneration ends up being pretty key, as I'm trying to play this like a ranged class. I'll use my spirit generator if I'm completely out of options, but otherwise I'm trying not to jump in the fray unless absolutely necessary.
If I had cold damage gear I'd try wearing that for the Hand of Ytar damage, or possibly fire for the fireball, but right now I'm using what I've got.
The Build Breakdown - Way of the Hundred Fists: Fists of Fury -So far I've been bouncing back and forth between this and Spirited Salvo. The damage on the DoT from Fists of Fury is pretty decent, and people who are way better at math than me have determined that it's something like the best damaging spirit generator at the moment. I use it only when I'm completely out of spirit and Mystic Ally is on cooldown. More on that below.
Dashing Strike: Quicksilver -Maneuverability, get out of bad stuff, move away from packs of guys chasing you, and so on. I've found myself unable to drop this skill since the patch, it's been so useful. Except when I try and dash across gaps that I SHOULD TOTALLY BE ABLE TO CROSS BUT CAN'T FOR SOME REASON. Argh.
Lashing Tail Kick: Hand of Ytar -This is the main damage skill. The snare effect is what will keep the monsters from getting to you. I had one person ask why I used Hand of Ytar over Spinning Flame Kick, and my answer is that Hand of Ytar has a longer range, a snare, and isn't stopped by walls from elites and championpacks. The fireball hits the wall, but at least I can still zap the bad guys down. Seven Sided Strike: Pandemonium -More than anything, this is a filler spot. I haven't quite figured out exactly what I want to use, so if you have a preference you'd rather have, by all means. I like the stun against champions and elites, and the damage isn't bad to boot. With the amount of spirit regeneration I'm rocking, that time spent during the animation helps regenerate spirit.
Mystic Ally: Air Ally -Spirit Regeneration. We're spamming Lashing Tail Kick, we want as much spirit regeneration as we can get. Pop the cooldown when you're low, combined with The Guardian's Path should be almost a full refill.
Mantra of Healing: Circular Breathing -Spirit regeneration. If I had enough spirit regeneration to use something else, it would probably be Matra of Conviction: Dishearten for the snare effect.
The Guardian's Path / Chant of Resonance / Exalted Soul -Spirit regeneration pretty much sums it up. The extra spirit from Exalted Soul will allow you more casts of Lashing Tail Kick.
Paragon -
For the first 200 levels, my point distribution looks a bit like this:
Core -I'm currently capping movement speed, since I have none on my gear. Keeps me away from the monsters, and allows faster map movement. If I had it on the gear, I'd go with Maximum Spirit instead so I could spam Lashing Tail Kick more.
Offense -Critical Hit Chance. My Critical hit chance is pathetic at the moment, so I need every bit I can get. It also helps make those Lashing Tail Kick strikes hit for 1.5 million more often, which I'm all about.
Defense -All Resist. Because resists are never bad.
Utility -I went with Area Damage on this one. A bit oddball given the current state of my gear and the build, but I was thinking that having a Area Damage proc on a Lashing Tail Kick hit of 1.5 million would be pretty awesome if I could get the Area Damage up to 50% and higher. Imagine a 100% Area Damage proc on a hit that already does 1.5 million. That's a huge chunk of damage to your target and those around it. I didn't take Life on Hit because I'm trying to avoid being hit in the first place.
Again, this is a work in progress, something I was trying just for fun to see if I could get it to work, and it has been doing okay so far! Questions? Comments? Pointing out of obvious flaws in my idea? Let me know!
This build is a work in progress. I obtained the legendary helm Gyana Na Kashu when 2.0 hit, which made me start thinking about how I could use the fireball and Lashing Tail Kick: Hand of Ytar for ranged damage as a monk. My gear is mediocre at best, but so far it seems to work fairly well. I've been able to kill on Torment 4 without too many issues, but my damage is low at the moment, so I stick with 3 and smash that instead.
My profile:
http://us.battle.net/d3/en/profile/Malmström-1389/hero/193320
The gear:
http://us.battle.net/d3/en/item/gyana-na-kashu
This is the staple for the build. This is the item that made me decide to try this out. The damage from the fireball is nothing to sneeze at, and the fact that it pierces enemies and hits multiple guys makes it that much better. Line them up, and the fireball spamming alone will wreak havoc.
If you looked at my profile, you'll see I'm using Inna's Reach as my weapon. I went with a two hand weapon for several reasons, the spirit generation from The Guardian's Path and the slower attack speed keep me from instantly running out of spirit. With my current gear, the critical hits from Hand of Ytar go up to about 1.5 million, with the fireball being close to 800-900k. (Rough estimates)
I've got a Stone of Jordan also, which I'm using for the spirit regeneration. Spirit regeneration ends up being pretty key, as I'm trying to play this like a ranged class. I'll use my spirit generator if I'm completely out of options, but otherwise I'm trying not to jump in the fray unless absolutely necessary.
If I had cold damage gear I'd try wearing that for the Hand of Ytar damage, or possibly fire for the fireball, but right now I'm using what I've got.
The build I'm currently using:
http://us.battle.net/d3/en/calculator/monk#UdZTjQ!bcd!bbcbbZ
The Build Breakdown -
Way of the Hundred Fists: Fists of Fury -So far I've been bouncing back and forth between this and Spirited Salvo. The damage on the DoT from Fists of Fury is pretty decent, and people who are way better at math than me have determined that it's something like the best damaging spirit generator at the moment. I use it only when I'm completely out of spirit and Mystic Ally is on cooldown. More on that below.
Dashing Strike: Quicksilver -Maneuverability, get out of bad stuff, move away from packs of guys chasing you, and so on. I've found myself unable to drop this skill since the patch, it's been so useful. Except when I try and dash across gaps that I SHOULD TOTALLY BE ABLE TO CROSS BUT CAN'T FOR SOME REASON. Argh.
Lashing Tail Kick: Hand of Ytar -This is the main damage skill. The snare effect is what will keep the monsters from getting to you. I had one person ask why I used Hand of Ytar over Spinning Flame Kick, and my answer is that Hand of Ytar has a longer range, a snare, and isn't stopped by walls from elites and championpacks. The fireball hits the wall, but at least I can still zap the bad guys down.
Seven Sided Strike: Pandemonium -More than anything, this is a filler spot. I haven't quite figured out exactly what I want to use, so if you have a preference you'd rather have, by all means. I like the stun against champions and elites, and the damage isn't bad to boot. With the amount of spirit regeneration I'm rocking, that time spent during the animation helps regenerate spirit.
Mystic Ally: Air Ally -Spirit Regeneration. We're spamming Lashing Tail Kick, we want as much spirit regeneration as we can get. Pop the cooldown when you're low, combined with The Guardian's Path should be almost a full refill.
Mantra of Healing: Circular Breathing -Spirit regeneration. If I had enough spirit regeneration to use something else, it would probably be Matra of Conviction: Dishearten for the snare effect.
The Guardian's Path / Chant of Resonance / Exalted Soul -Spirit regeneration pretty much sums it up. The extra spirit from Exalted Soul will allow you more casts of Lashing Tail Kick.
Paragon -
For the first 200 levels, my point distribution looks a bit like this:
Core -I'm currently capping movement speed, since I have none on my gear. Keeps me away from the monsters, and allows faster map movement. If I had it on the gear, I'd go with Maximum Spirit instead so I could spam Lashing Tail Kick more.
Offense -Critical Hit Chance. My Critical hit chance is pathetic at the moment, so I need every bit I can get. It also helps make those Lashing Tail Kick strikes hit for 1.5 million more often, which I'm all about.
Defense -All Resist. Because resists are never bad.
Utility -I went with Area Damage on this one. A bit oddball given the current state of my gear and the build, but I was thinking that having a Area Damage proc on a Lashing Tail Kick hit of 1.5 million would be pretty awesome if I could get the Area Damage up to 50% and higher. Imagine a 100% Area Damage proc on a hit that already does 1.5 million. That's a huge chunk of damage to your target and those around it. I didn't take Life on Hit because I'm trying to avoid being hit in the first place.
Again, this is a work in progress, something I was trying just for fun to see if I could get it to work, and it has been doing okay so far! Questions? Comments? Pointing out of obvious flaws in my idea? Let me know!
-Malmström