I've given up on this thread (and posting in game-related forums in general) for the foreseeable future. Details in last post herein. After seeing what the new version of this set would/could look like in patch 2.2, I wondered how it could be made better, at least visually. You see, the problem with the version of the set currently live on 2.1.2 is (obviously) that it doesn't do nearly enough damage and that it’s a bit counter-intuitive in regards to how you use dashing strike to trigger the effect. In the description of dashing strike it says that you deal damage to enemies you dash through, but contrary to that the set bonus makes it so that you are forced to not actually dash through, but to a certain point and hope that the (not specified) radius of the damage effect hits everything you wanted it to hit. So, I’d much rather see the set buffing the damage of dashing strike directly (so that it does not do about 300 %, but like 4 or 5 thousand % weapon damage to enemies you dash through). Or, better yet, I’d like to see it made visually more interesting! As I've envisioned it, it would look something like this: (2) Your Spirit Generators now do 70% more weapon damage and gain 5% attack speed for every charge of dashing strike you have stored up. (4) Your Generators have a 33% chance to grant a charge of Dashing Strike. The amount of charges you can store with Dashing Strike is increased by 5. (6) Dashing Strike assaults(A) all enemies you dash through for 20% weapon damage(B) over 1 second(C) for every point of spirit you have stored up. Dashing strike now costs 75 spirit. Notes: (A) The phrasing “Assaults” in this context means that it will display the same effect as from dashing strike (barrage) and/or epiphany (inner fire). That code is already in the game, so minimal additional workload for the artists/devs. (B) The phrasing “over 1 second” would result in 3 to 4 visual hits (lil’ monks) - effectively a shorter animation than with dashing strike (barrage), so less game performance concerns. (C) The damage type is determined by your highest elemental bonus. This is something that all other sets aim to do now. Clarification: On the 2 set bonus: If you want to make generators viable, 100% is not nearly enough, period. Even with depth diggers and simplicity’s strength, it wouldn't cut it. And as the often mentioned fantasy of being a monk is “to be a blur of fists”, attack speed for the generators only would make a world of difference in making this fantasy clearer. Making the damage bonus scale with dashing strike charges makes for an interesting resource management dynamic. On the 4 set bonus: I like the developer’s original for this, but I’d like to add just a bit more randomness to it, so a proc chance would in my opinion be better here to generate charges. On the 6 set bonus: I know many of you would think 5000% damage bonus (at 250 spirit) is too much, but hear me out… If you compare this to what a fire bell monk does nowadays with the 2.1.2 Sunwuko set, you basically get this: 830% * 500% of the set bonus = roughly 4100% weapon damage per bell to every monster on the screen (with dashing strike, on the other hand, you actually need to aim). The here proposed assaulting variant of dashing strike actually would take crit chance and damage into account for every single of the individual hits (it already does so with dashing strike - barrage), so you’d basically get a more even damage output (a bit less “crit or miss”) with this dashing delight. Also, to compensate for this immense damage boost, dashing strike should once again cost spirit I think the managing of essentially two resources (spirit as well as dashing strike charges) creates far more interesting and (dare I say) strategic gameplay. The numbers can be tweaked, of course. And just to mention - I've intentionally left some more charges of dashing strike then how much one can use in quick succession at default 250 max spirit because of the exalted soul passive, as well as added spirit from items and paragon levels. And a special bonus for those who complained of motion sickness while playing the always-dashing-around variant of the set with Jawbreaker: Because of the fact that dashing strike would cost spirit and you would want to wait to have as much spirit as possible before you dash next time, you simply will not be inclined or forced to dash constantly! This was partially inspired by the new in-the-works DH multishot set briefly shown at Blizzcon. So that’s it. I hope you enjoyed reading this wall of text. I’d love to hear your opinions and suggestions! Edit: I've integrated the suggestion by official EU forum member Star into this initial post and made some further revisions/tweaks.