My Ideas On The Versatile Monk by izParagonzi
Due to the 1.20 update to ladder slasher, a few aspects of gameplay has changed, and to say that it has its' Pro's & Con's.
The "Versatile" aspect of this Monk build is based on purely putting all your points into "Intelligence" and you have to buy/find/loan
the gear to make this build effective in all areas: Melee / Casting and last but not least Healing.
Level 1 to Level 20:
You are going to be a caster at this stage of the game, your casting charm will be placed on your MAIN slot, and healing charm is
optional but placed in ACC slot. Your TierIII Weapon & Robe should have +2XX mana as a pre-requisite, and one of those items should
have +150(+) life also, as it is apparent that you want to stick around longer.
Note: You can upgrade for more +Mana using a higher level item, but it is not necessary.
Level 20 to Level 71:
This is going to be where it starts getting difficult to what your character wants to do with the group you are with, or, if you are solo'ing.
Weapons:
... Melee: You want best "Enhanced Effect"
... Casting: You want best "Intelligence"
... Healing: You want best "Heal Mastery" (note: maybe "Intelligence" if your main charm has Heal Mastery)
Robes:
To me, this is where the best robe to obtain, is dual stat: Dexterity + Intelligence, but, you can have a single stat as long as you compensate
for the other stat with your main charm, this is also optional to whether you are casting on your main / healing on Acc or vice versa.
Charms:
Both require the best "Enhanced Effect" available, as for the placement of Main/Acc is also dependent on your group or solo'ing.
Casting = Main Slot because you can just shrine a storm
Healing = Main Slot because you can just shrine (note: if you have great HM gear and purely healing, then place in Acc)
Now the above is not very descriptive, that is because it is harder to write out and make it understandable, so to give you a better idea of
the versatility, I will list my MQ setup and place little notes at the end.
Weapon (staff): 12% "enhanced effect" / 32% Heal Mastery (other mods)
... I am Rank18 in staff, so this equates to 30% ee effectiveness: This only cost me 19fg on MP, so keep a look out.
Robe: 21 Dexterity / 21 Intelligence
... This is what you should try to find/buy and hopefully better stats, I was fortunate to buy this cheap.
Main Charm: 32 intelligence / 132% enhanced effect Focus Heal
... Combine full int build and 32hm from staff etc, I get on average 600 heals per cast
... Note: if your casting charm has HM or Dexterity, maybe put casting on Main and Heal on Acc
Acc Charm: 131% enchanced effect
... I do not have better, but it does the trick.
My Gameplay:
While I am in a full group, I am the Healer / Caster, and I melee when I know a monster is strong vs my casting.
First thing is first, keep everyones Life basically full before you encounter the next wave, because you do not want the "Delay" to prevent you from healing members.
1. Ctrl+Click = Casting full wave
2. Heal up who needs it (remember you want to also have an understanding of your heal capacity)
3. If any monster is left, melee it... you may find that you do more damage with weapon than casting.
Note: #3 is only optional if all members are healed upto capacity and safe, or they are like 98/99% to next level