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[Guide] Beating Inferno with Bad Gear

Discussion in 'Monk' started by Odegar, Jun 4, 2012.

  1. Odegar

    Odegar Diabloii.Net Member

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    Video of me killing Inferno Diablo (1080p). http://www.youtube.com/watch?v=nS847bK4n3w

    Hello all. I just beat Inferno and now I'd like to share my setup/process. I solo'd every quest except for Rakinoth, whom I beat with a random demon hunter who was also stuck on the quest.

    This Guide is divided into 3 sections. A) Build, B) Gear, C) Tips.

    I used 7.5 million gold worth of gear. Here are my stats:

    --------------------------------------
    15,165 Damage
    1.95 Attacks per Second (extremely important)
    5% Crit
    111.4 Life per Spirit (extremely important)
    27,540 Life
    4,847 Armor
    914 All Resists
    30.9% Dodge
    1,360 Life Regen
    1,680 Thorns (Not Important)
    0 Life per Hit
    10% Movement Speed


    --------------------------------------


    A) Build


    Obviously, you want to switch out abilities based on the situation, which I will cover.

    The bread and butter, high survivability setup is
    :

    1. [DB=http://diablonut.incgamers.com/skill/monk/deadly-reach]Deadly Reach[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/deadly-reach#keen-eye]Keen Eye[/DB] rune
    This is a ranged ability, which is nice, but with the rune it increases your armor by 50% for 4 seconds. There is absolutely no way I could have survived without this. The 3rd strike has a much longer range than the first two.

    2. [DB=http://diablonut.incgamers.com/skill/monk/crippling-wave]Crippling Wave[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/crippling-wave#concussion]Concussion[/DB] rune

    When using my survivability setup, these are my only damaging moves. Yes, two spirit builders. This works as short ranged AoE, it slows enemy attack speed by 20% AND it decreases the damage they deal by another 20%, all for 3 seconds. Again, no way I could have survived without this.

    NOTE: I alternate between these two moves so that I constantly have both effects active. Using only spirit builders for damage allows me to use all spirit on defensive abilities (with my survivability setup). If a mob isn't in melee range I simply take Crippling Wave out of the rotation.

    3. [DB=http://diablonut.incgamers.com/skill/monk/mantra-of-healing]Mantra of Healing[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/mantra-of-healing#time-of-need]Time of Need[/DB] rune
    Life regeneration is an absolutely essential part of the build. I purposefully kept my HPs low, focusing on mitigation so that my healing abilities and potions would remain effective. More important is Time of Need. It increases all of my resistances by 20%, increasing mine to 1,096. If you're just starting out and your resistances are lower than 300 or so (rough estimate), I recommend using the Sustenance rune instead since 20% of 300 is only 60, and you will likely be low on health regeneration. I pop this move all the time as it is my only heal that has no cooldown. I try to preserve Serenity and Breath of Heaven for when I need it. Don't use if low on spirit.

    4. [DB=http://diablonut.incgamers.com/skill/monk/blinding-flash]Blinding Flash [/DB]+ [DB=http://diablonut.incgamers.com/skill/monk/blinding-flash#faith-in-the-light]Faith in the Light[/DB] rune

    When a pack of 15 mobs that 2 shot you is coming after you and you have no space to kite, you have to roll cooldowns to avoid all damage. Faith in the Light increases your damage by 30% for 3 seconds (the duration of blind). If you are facing a pack of mobs as previously described, you have to kill them while your cooldowns are up. This 30% damage increase is essential. Also, if you're trying to kill a succubus or other ranged mob that likes to run, if you pop this it will give you the chance to burn it down without difficulty.

    5. [DB=http://diablonut.incgamers.com/skill/monk/serenity]Serenity[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/serenity#peaceful-repose]Peaceful Repose[/DB] rune

    A cheap, 3 second invulnerability with a massive heal. This is basically your best ability. I hardly need to explain it, as it is so blatantly awesome. Use it as part of your cooldown rotation for hard hitting mobs, pop it when a vortex mob sucks you into an arcane enchantment, etc. When kiting difficult elite packs, this, blind, and fear are the only times where you can get any damage in. Kite, wait on cooldowns, get in 5-6 seconds of damage, kite, repeat.

    6. [DB=http://diablonut.incgamers.com/skill/monk/breath-of-heaven]Breath of Heaven[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/breath-of-heaven#penitent-flame]Penitent Flame[/DB] rune
    A massive heal + a 1.5 second fear. This is such a great ability because of how versatile it is. The fear is worthless against bosses, so you can either use the Circle of Life rune for more healing or Blazing Wrath for 15% more damage (I used this to kill Diablo, as the shadow clone had too much health when Diablo reappeared - still a 20 minute fight). If you keep your max HPs low, it will still be a very strong heal with the fear or damage rune. Again, if a large pack of hard hitting mobs is up in your grill, pop blind, fear when it ends, then serenity (situational order).

    This is the only move that can save you from getting Roxbury'd

    http://www.youtube.com/watch?v=dSdzZ5frhqc&feature=youtu.be

    Passive Skills



    1. [DB=http://diablonut.incgamers.com/skill/monk/transcendence]Transcendence[/DB]

    Your most consistant and reliable heal. Must be augmented with life per spirit gear.

    2. [DB=http://diablonut.incgamers.com/skill/monk/seize-the-initiative]Seize the Initiative[/DB]

    Armor good. This is better than resolve for numerous reasons, party because resolve only works on targets that you have damaged within the last 2.5 seconds. I'm not sure how mitigation is calculated (I've looked around), but I will explain below.

    3. [DB=http://diablonut.incgamers.com/skill/monk/one-with-everything]One With Everything[/DB]

    Makes it so one type of resist is counted towards all your resists. This means you choose one type of resist (lightning, physical, etc) and you look for gear with that resist and resist all. This way you can pretty much get 100+ all resists on every item but your weapon.


    Situational Abilities/Runes



    1. [DB=http://diablonut.incgamers.com/skill/monk/fists-of-thunder]Fists of Thunder[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/fists-of-thunder#thunderclap]Thunderclap
    [/DB]
    Once you have good enough gear to survive without additional mitigation, this is your go to move. When coupled with 'life per hit' this does amazing damage and healing.

    2. [DB=http://diablonut.incgamers.com/skill/monk/mantra-of-conviction]Mantra of Conviction[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/mantra-of-conviction#overawe]Overawe[/DB] rune

    This is amazing for increasing your damage. Throw up Sweeping Winds and pop this whenever you have the spirit and you will blow stuff up (relative to your normal pathetic damage, lol). I use this when I farm A1 or A2. I also had to use it for The Butcher my first time through. With a lot of Life per Spirit, this move will heal you for quite a bit, as it is expensive to use. I use it as a heal as well as damage increase.

    3. [DB=http://diablonut.incgamers.com/skill/monk/way-of-the-hundred-fists]Way of the Hundred Fists[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/way-of-the-hundred-fists#hands-of-lightning]Hands of Lightning[/DB] rune
    Great for single target damage. One annoyance is that it knocks back enemies, so it's actually a damage loss on enemies that can be knocked back. This knockback can be EXTREMELY useful, particularly in A1 Inferno on slower mobs. You can prevent 100% of all damage if you hold down shift and use this ability. Mobs will walk towards you and will be knocked back every time they approach you. It's slow damage but will, again, make you immune to damage from small packs of mobs with no ranged and horrible AI (act 1).
    Almost forgot. The way to get the most damage out of this move, without knocking back enemies, is to do the first two attacks of this then finish with Crippling Wave or another spirit builder. I will explain what I mean in Tips (2. Using Abilities).

    4. [DB=http://diablonut.incgamers.com/skill/monk/sweeping-wind]Sweeping Wind[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/sweeping-wind#blade-storm]Blade Storm[/DB] rune
    This is just a great source of damage. If you kill mobs too quickly it's of no use. I recommend it against bosses like Belial or The Butcher, or on large packs of mobs that die slowly but don't deal too much damage. You'll want to swap out Blinding Flash for this move.

    5. [DB=http://diablonut.incgamers.com/skill/monk/breath-of-heaven]Breath of Heaven[/DB] + [DB=http://diablonut.incgamers.com/skill/monk/breath-of-heaven#circle-of-life]Circle of Life [/DB]or [DB=http://diablonut.incgamers.com/skill/monk/breath-of-heaven#blazing-wrath]Blazing Wrath[/DB] rune

    You should definitely use these along with the fear rune. If you're fighting a boss who's damage output is too high, use Circle of Life. If you want to do extra damage, use Blazing Wrath. This is why Breath of Heaven should always be on your ability list.

    --------------------------------------------

    B) Gear


    I'll simply be covering the stats here. I will say, WEAR A SHIELD! Preferably one with a high block % and amount. You won't survive Inferno without a shield unless you have amaaaaazing gear (we'll see).

    1. Weapon Damage

    This is one of your top priorities. A weapon with 1,100 dps is far better than a weapon with 800 dps and 100 dexterity.

    2. Attack Speed

    Never buy a weapon fewer than 1.4 attacks per second. Attack speed is so important because 1. It will increase your spirit generation and therefore your healing through life per spirit and 2. Your damaging moves also act as mitigation moves, and if you attack too slowly you won't be able to keep up your 50% armor and 20% damage reduction/attack speed reduction. I have attack speed on both rings and my helm. 1.95 attacks per second, which I have, is as low as you should go.

    3. Life per Spirit Spent
    Used in conjunction with attack speed, this is what keeps you alive. You cannot do inferno without tons of healing power. You can get over 60 life per spirit on a weapon alone (that would make you a god). Your helm MUST have this stat (at the very least, 20 life per spirit) as well as your weapon, unless you find an extraordinary weapon without it.

    4. Vitality/Health
    I can't give you a set number, but you should have just enough vitality so that you don't die too quickly in conjunction with your mitigation. I gem dexterity. Damage is more important after a point because ideally, you want to be able to kill packs of mobs within your cooldown rotation.

    5. Resists and Armor

    This is the base on which all of your other stats rest. You can't do damage if you can't survive. These FAR outweigh vitality. Diminishing returns is a myth. Going from 98% damage reduction to 99% damage reduction, while only a 1% reduction, will reduce all damage intake by 50%. Your heals/potions do not scale with vitality, but they DO scale with resists and armor.

    1 resist = 10 armor. If you have 5,000 armor and 500 resists, they will both give you the exact same damage reduction. Since monks can double up on resists, they are the clear choice. Every body piece already has armor, so if you can find a piece with 130 total resists and 440 base armor, that's like 1,740 armor on one item. Another factor is that we have a 20% buff to resists, but a 65% buff to armor with the enchantress and keen eye. This alters values somewhat. After buffs, every 1 point of resists is worth 7.2 points of armor.


    6. Life Regeneration
    Another essential stat. I rarely use potions. Because of my regen, armor and resists, I can stand in anything in A1. Desecration, pools of poison, reflect damage, etc. When fighting The Butcher, even with Mantra of Conviction, I can easily stand in the fire and take any move he sends my way.

    The reason this is so much better than 'life per hit' is that you have to kite so f'ing much. I can't count how many times I barely escaped a vortex while screaming, 'oh sh*t, oh sh*t!' with 5% of my health and no spirit, as I run away and watch my health regen to full (ROUND 2 B*TCHES!). The most notable case for this would be Iskatu, or any other boss you have to kite.

    EDIT - I downplayed the importance of life per hit, but if I recommend life regen for starters, as you will be able to maintain high mitigation/attack speed/damage without spending 50 million gold.

    7. Life per Hit
    This was previously excluded from my guide, as it is about doing Inferno cheaply, but with optimal gear it is an amazing stat; the strongest heals per second you can get from the 4 items you can have it on. It is best used with 'Fist of Thunder,' which is your fastest move and has the best modifier/aoe modifier.

    8. Dodge

    Yet another reason why dexterity is so good. At first dodge wasn't impressive, but as I got more dexterity it became an essential stat. I absolutely could not survive without a lot of dodge. All of your dodge comes from dexterity, so just focus on that. If you have enough vitality to survive and enough life regen to survive, go dexterity (resists need to be on every item, but not any of the other stats).

    9. Movement Speed

    With a few exceptions, this only comes from your boots. You need this. Unless you can tank everything in the face, you need this. Did I mention you need this? You have to sacrifice 1 measly stat, and if you find a good pair of boots, you can get everything you need.

    10. Crit
    Worry about this later. It is the one source of damage, besides weapon DPS, that doesn't have any other benefit besides damage. I have 70% crit damage. An item with 5% crit will increase my damage by 5% of 70%, or 3.5%. That's nothing.

    --------------------------------------------


    C) Tips


    1. Mercenary
    Use the Enchantress. 15% armor is amazing. 3% attack speed is awesome as well. The nicest thing about her is that you still keep her buffs even if she's dead! I recommend retraining her and not learning her stun or charm, as these are extremely annoying and rarely useful.

    2. Using Abilities
    As earlier stated, I use Deadly reach, Crippling Wave, Deadly Reach, Crippling Wave, etc. The idea is to have 50% armor, 20% damage reduction and 20% attack speed reduction at all times. One thing to note is that the buff/debuff is applied on the 3rd strike. All the Monk spirit builders are 3 strike moves. The interesting thing is that you can swap between moves within these 3 strikes. That is, you can do two swings of Crippling Wave and then a final swing with Deadly Reach and you will get the 50% armor benefit from Deadly Reach. A nice way to do damage is to do the first two strikes in Way of the Hundred Fists then finish with Crippling Wave, so it doesn't knock back enemies.
    Another thing to note is that a certain amount of time is allowed for you to finish your combo. That is, you can use the first two strikes of Deadly Reach, wait 1-2 seconds while you reposition yourself, then finish the combo (thus gaining 50% armor).

    3. Mitigation Calculations and Resolve vs. Sieze the Initiative (complicated and speculative)

    The reason Resolve isn't that great is this. Again, I'm not sure how mitigation is calculated (and I've looked around), but if it's how I think it is, it is best to get your mitigation from as few sources as possible. That is, having 85% mitigation from resists (1 source) is much better than having 70% mitigation from resists and 15% from armor (2 sources). 70+15 is 85, but consider this. 85% mitigation means you will take 15% of all damage. 70% from resists and 15% from armor means you will take 25.5% of incoming damage. You will take 30% of all damage from resists, and the armor will reduce THAT amount of damage by 15% (4.5% damage reduction). 30-4.5 = 25.5%.
    If you have (theoretically) 85% mitigation from resists, 85% mitigation from armor, 20% mitigation from crippling wave's rune, and 20% damage reduction from Crippling wave's attack speed reduction, you will only take 1.44% of damage (0.15 x 0.15 x 0.8 x 0.8 = 0.0144). You can throw dodge in there too, but it's not 100% reliable. The secret to trivializing Inferno will be getting as close to 0% as possible. Diminishing returns? Try exponentially better.

    4. How to Kill

    Let's say you're facing mobs that do insane amounts of damage (as in all of inferno). The only time you should be in range to do damage is when you have cooldowns (if the monsters are slow enough, you can use Deadly Reach while inching away from them). Suppose a swarm of enemies is coming towards you. Use Deadly Reach and let them come to you. Use Crippling Wave as soon as you can. If you're going to die, use Serenity. If possible, it is better to open with Blinding Flash, wait for it to end, use Breath of Heaven with the fear rune, then use Serenity right before you're about to get owned (use Mantra of Healing as needed). The reason for this is that the cooldown on Blinding Flash and Breath of Heaven is shorter than Serenity. This means that Blinding Flash and Breath of Heaven will be up shortly after you use Serenity, so you can kite for a couple seconds and start the process over again.
    Blind can also be used to interrupt mechanics. When facing Diablo, I used blind as soon as he started raising the bone cages out of the ground so he only got two out of the ground, which I would avoid. I would also used it if I had no spirit/healing cooldowns and he was about to lay down his circle of fire. Cooldown management, keeping up your 50% armor and 20% damage reduction, and keeping distance/avoiding damage when necessary is basically how to play a monk well.

    5. Get Creative and Take things Slow
    If you want to tank everything in the face, have fun spending 200 million+ on gear. If you're impatient you'll have to rely entirely on outgearing every act. Every act had several bosses that took creative solutions to defeat, not to mention the dozens of elite packs. If you can get to a boss, you can beat that boss (the only exclusion for me was Rakanoth, though I could have beaten him with the proper RNG). It just takes some ingenuity.

    6. Kiting Away Elite Packs
    Always clear areas away from the path so that if you are unable to defeat an elite pack, you can kite them there and die. Rez up and continue along the path, problem solved. Even in fairly narrow zones there are ways to do this. If you enter a zone and there's an elite pack right away, just make a new game.

    7. Movement Key (incredibly useful)
    If you look at keybindings in options, there is a 'Move' key. It is in the 'Gameplay' category. It is unbound. Set it to something comfortable (for me it was D). Instead of clicking to move, this will move you wherever your cursor is without clicking. This will absolutely increase your ability to move how you want. Take Belial. He is huge and takes up half the screen. You have to dodge his attacks and you have no time to delay. If you go to click, you will get hung up on him and not be able to move in time. If you bind movement, you will never get hung up. If you want to tightly run a circle around an enemy, like when The Butcher slams his cleaver into the ground, you can easily do so with the movement key. This will help with kiting as well. It does take some getting used to, but use it for a day or two and you will be pleasantly surprised.

    Anyways, I hope this was helpful. Good luck and have fun!
     
    Last edited: Jun 14, 2012
  2. Eryendil

    Eryendil Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Thanks for sharing. This again shows that there isn't a single monk build everyone has to go for in order to be able to defeat Inferno. It is completely different from the other builds I've seen so far from people who finished the game. Definitely an interesting approach!
     
  3. Odegar

    Odegar Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Glad you think so :D
     
  4. redrach

    redrach Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    No life on hit? You're relying on life on spirit spent instead of it?
    Interesting, it's different from what most monks are doing right now.
     
  5. Hadrial

    Hadrial Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Life on spirit spent and over 1k+ regen per second.
     
  6. Such Violent Storms

    Such Violent Storms Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    I find Life/Spirit gear hard to find. Stacking it isn't a bad idea though, because spamming your Mantra at 50 spirit with your 110 life/spirit yields a 5500 heal, which is great.

    Personally, I'd forgo life/spirit and instead get life/hit, maintain the large damage and increase it even further with the Resolve passive. Then you just keep attacking and mitigate everything.
     
  7. redrach

    redrach Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    I think life per hit prices are going to keep rising significantly in the coming days, as more and more monks realize how necessary it is (and provided it doesn't get nerfed).
    Life per spirit might the better alternative, especially since you can still get moderate LoH from sockets in weapons and non-weapon gear.
     
  8. Odegar

    Odegar Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Don't forget life regen. I have 1300 without mantra of healing. The problem with life on hit (it's still a good stat) is that it won't help you if you're kiting away from an elite pack. Also, you have complete control over 'life per spirit.' If you're kiting with full spirit and a mob vortexes you into desecration, you can immediately heal yourself to full with it.
     
  9. Coriolis

    Coriolis Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    But the problem with it is how low it is. Say you're attacking at 2 aps, that means 12 spirit gained per sec, so on average that means 12*100=1200 life per second, while you're attacking. Not bad, of course, but 1k life on hit with FoF+thunder will give you 1.5k life per attack (1.5 modifier), so at 2 aps, 3k life per sec (higher in reality since FoF hits faster than normal aps).

    And of course, if you're actually attacking multiple mobs, that scales up to much higher numbers. On the other hand you don't have control over the timing of it - you have to be attacking, hence repositioning for desecration and similar crap is quite bad. It also doesn't scale as well with other builders - if you use deadly reach (for keen eye) the modifier for life on hit is 0.8 per mob, so 1000 life on hit would only get you 800 per attack. This is actually the bigger problem with LoH.

    I guess my question would be, how easily do you farm champ packs in a2, a3 and a4? You can slog through quests with a very defensive build and bypass champ mobs and get through the game, but that doesn't mean you can easily farm an act. If you farm, what do you farm and how long does it take you? I used to play with a build similar to yours and while I could kill things, the amount of time it took made it inefficient compared to a more balanced offensive/defensive build with LoH.
     
  10. kestegs

    kestegs D3 Monk Moderator

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Nice guide and some interesting things to think about. I do agree that LoH seems better for the most part though.

    Can someone confirm that you get the full amount of your LoH for every monster you hit? I had heard that you basically only get the LoH amount once for each click of the mouse, so that it doesn't actually help to use it with an AoE spell.
     
  11. Coriolis

    Coriolis Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Yes, you get healed for every mob you hit with LOH. But, how much you get per mob depends on the skill (and rune) you are using and your LoH. Someone worked out the numbers for all the generators but I don't have the link handy, but the basic idea is that the bigger the aoe of the spell, the less it heals for each individual mob you hit (to balance out the fact that you will hit more enemies).

    The "problem" is that certain skills are seriously unbalanced right now, most notable FoF+thunderclap rune which counts both the normal attack and the aoe as separate "attacks" for the purpose of LoH, each with a coefficient of 75% (changes a bit for 3rd strike but that doesn't really matter). Meaning that if you have 1000 LoH and hit one mob with FoF+thunderclapyou heal for 1500 hp, and every additional mob for another 750. WotHF+ fists of fury has a similar "problem" with an even higher coefficient (1.75 total I think), but since it's naturally slower then FoF it's not actually better over time.



     
  12. kestegs

    kestegs D3 Monk Moderator

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Okay, that makes sense then. I was thinking it was divided in a different far less effective way.
     
  13. Such Violent Storms

    Such Violent Storms Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Is Crippling Wave worth it then? You get a little less LoH, I guess, but Concussion -20% and -20%ias surely makes up for it... right? I do enjoy Thnderclap though.
     
  14. Odegar

    Odegar Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    I updated my guide with info on life per hit. It's an amazing stat, just outrageously expensive.
     
    Last edited: Jun 6, 2012
  15. Warrior of Light

    Warrior of Light Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Nice guide! I am so impressed and going to try “zero LOH” approach!
    Where did you found that gear for 7.5 millions?
    Please show screenshots of your gear. At the moment I have to use deduction to find what you use.
    Your key points of the guide are: life per spirit, life per second, cheap price.
    15k DPS with 2 hits per second means you have 1k dps weapon and attack speed rings and amulet. Cheap rings don’t have all resist. So you should be using 15% AS + one resist + dex + vit.
    That means 9 armor slots must have: 130+ life per second, 90-100% resists (all+one), dexterity.
    30% dodge, 15k dps, and you say you stack dexterity. So it is about 1 – 1.3k total dexterity. More than 100 dex per item.
    It means you use 9 armor items with those stats each:
    100 dexterity
    100 resists (all+one)
    135+ life per second.
    Some vita.
    Helm also has 20 life per spirit.
    Gloves probably have attack speed.
    Boots has 10% run speed.
    Demon hunters and monks are crowding EU servers at the moment. Items with such stat list going for 1-3 millions.



     
  16. Odegar

    Odegar Diabloii.Net Member

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    On my way through I killed probably 40% of packs in A3 and A4, but I wasn't entirely interested in spending tons of time on them. The #1 thing that held me back from killing packs was damage output. I would end up getting that debuff. The thing is, if I went to a LoH, fist of thunder build I wouldn't have survived a single hit.

    150 life per spirit is equal to 900 life per hit (single target), but you have complete control. I just put up a vid of me killing diablo in the gear I first beat him with. You can easily see that my healing power is off the charts (and on the move!). And I have 1/3 the life regen I could have. Imagine 150 life per spirit, 1,200 life per hit and 3k life regen. Immortality. As far as packs of mobs and life on hit, large groups of enemies aren't a problem at all. Yea, if you're able to attack 4 elite mobs at once it'll help, but elite packs are messier than that and have spiky damage/things you must avoid.

    To get gear to beat inferno, I would just run through A1 when it was actually profitable, or do belial runs w/ 5 stacks if i got bored of that.

    Now I do Inferno Whimsyshire. I upped my dmg to 22k by sacrificing survivability. If a pack is going to take me more than 5 minutes, I kite them away off the bat. I have a designated corner. I use blind/serenity to kill mobs super fast and clear out the place and put on MF gear to loot chests.

    I get 5 neph stacks by going to the festering woods, entering the 2 caves, kill the 1-2 named packs in teh zone, then doing the quest on the hill for the last pack. If that only gives me 4 stacks, I go somewhere else for final pack. I don't care about principle when I farm. I just do what's fast and convenient.
     
    Last edited: Jun 11, 2012
  17. Odegar

    Odegar Diabloii.Net Member

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    Re: Monk Guide: Beating Inferno with Bad Gear

    Sorry for the late reply. I posted a video of me killing Diablo in which I mouse over all of my gear. Very nice deductive skills, lol. You hit the nail on the head. I actually had haste on my helm instead of gloves though.

    The reason my gear was so cheap was that I had very low haste, and the items which did have haste had poor stats. From what I've heard, the American market is much different, but if things cost more, you can make more selling them. Things have a way of working out. Unless you're a barb, then items cost 1/4 the amount. Way to make strength gear just as common as int and dex...

    Here's the vid: http://www.youtube.com/watch?v=nS847bK4n3w&feature=plcp
     
  18. Enso

    Enso Diabloii.Net Member

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    Hey Odegar, I just wanted to let you know that I've been trying this build out and am having massive success with it so far. I had already been using these skills, but never considered purposefully lowering my health pool to increase the potency of heals, potions, LpSS, and life regen. This has made a huge difference, and I have gone from being stuck at the beginning of act 2 to progressing smoothly through act 3. My health recovery has become insanely fast and I can survive almost anything if I'm quick to react and heal properly. Thanks for the advice, it's made Inferno manageable and fun!
     
  19. Kinmaul

    Kinmaul Diabloii.Net Member

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    A 7k heal is a 7k heal, doesn't matter if you have 20k life or 40k life and lowering your health does not change that. Vitality is a buffer, but as long as you are not dying and can react to the damage with the appropriate skills then you can get by with less. It also takes up some of the item budget, so if you can get by with less vit then you can stack more of other stats which is what the the OP is suggesting with his guide. I'm sure if Odegar was offered 50k bonus life he would not turn it down because "it would make my heals look smaller on my health globe."


     
    Last edited: Jun 12, 2012
  20. Yggdrasil

    Yggdrasil Diabloii.Net Member

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    I can understand what they say : Lower life = higher resistances (at same budget).
    Let's compare a 40klife/50%damage reduce with a 20klife/75%damage reduce build (I know it seems basic but it is just to illustrate what they are saying). Both loose exactly the same life% from a 10k hit (12.5%life less). Now lets say that with some +Life on Spirit spent, you have an exactly 5k heal spell... It will be more effective in the second case, getting life from 2hits back, than in the first build, recovering only 1hit life.

    I know it seems to be to caricatured, but it is just to illustrate that in some sense, if you reduce you life but increase your damage mitigations, heals become more powerfull... You just need to find the right equilibrium in this.


     

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