Quote (daniel1988 @ Jun 13 2012 12:28pm)
What I am currently using and is imo the safest way at lvl 60:
(will put this in d3 skillcalc soon)
Spirit generator: Fists of Thunder with increased dodge. --> knockback is very helpful with the +dodge chance. also prefer this over deadly reach with 50% armor because it is a much faster spirit generator. almost feel like this is mandatory on HC.
Spirit spender: Tempest rush with either the 25% +speed or the 25% damage reduction. sometimes i feel like this skill is a bit bugged. you start running and even though you are not in reach anymore you will just get set back to the original position very quickly. any other ppl experiencing this? also not sure which rune i should stick to. speed is nice for evasion but usually you will use serenity and tempest rush to get out of shit with some imunity anyways.
Serenity with the heal: the more effective health points you can reach through armor and allres + dodge the more valuable 7k health get. 3 seconds is enough for me and 1 second for allies is just a joke. so i actually got 2 heals.
mystic ally: earth dude. not much to say here: you lose 1 spell but you gain a scout/tank who does significant damage and increases your maximum health. hell yea.
breath of heaven: either the fear rune or the 15% damage rune. sometimes you need the cc, sometimes you can just bash them
mantra of evasion (?) - 20% inc. armor.use this if you want to make progress in new areas. use the damage mantra with the inc. damage rune if you are just feeling save/revisiting areas.
give me some advice and tell me how your monks do the job.
oh yeah and ofc take the enchantress with charm + the armor buff. and dont forget to give her INT+ nice dps 2 hand. girl will actually own
That happens a lot to me but not with that skill, been playing with v-sync on and off, different graphics settings. I do 1-3 combo strike and start running away, my char teleports back to original position and sometimes if even happens twice.