Quote (Solamaroq @ Jun 15 2012 04:09pm)
I don't think Dual-wielding is a more effective idea than using a shield simply because of how powerful Resolve / One with Everything / Seize the Initiative are. You'd have to drop Seize to pick up the Dual wield passive so that you can have some extra dodge (which DR's, btw, pretty fast I might add) to deal with the loss of block, and that's not even considering the HUGE armor loss from shield + whatever your dex is (probably in the area of 3000+ armor)
On Stormshield, I don't feel it's ever worth it over a good rare shield with high block, high dex/vita and dual resists. It's simply not cost-effective considering the alternatives / possibly better shield, and I don't think it's possible to get a Dex/Vita SS with dual resists, not to mention % life is nice to have.
Dodge doesn't inherently have DR - only dodge from dex has DR. Given that everyone runs with >1k dex, and after 1k dexterity each point of dex gives the same amount of dodge without DRs (until you hit 8000 dex), it's really irrelevant here.
The idea is that if you DW you would want to use two fast weapons with LoH on them, so the regen from LoH outpaces the mitigation lost from having a shield and/or STI. That would ideally also free up other slots from having to have IAS on them so you can focus on, say, crit stacking or if you prefer, mitigation stacking elsewhere. That said, it could be argued that you don't really even need to use Guardian's Path to make Dual-Wielding an effective option.
Also worth mentioning: dodge from different sources stacks multiplicatively, which actually makes GP+Dex stacking+Mantra of Evasion that much more worthwhile.
Last but not least, I like the idea of dual-wielding just cause it's so much cooler.
Quote (ziggy_is2fun @ Jun 15 2012 04:12pm)
is 1.96 aps close enough to 2?
it's 0.04 away from 2.
there's no magic number where IAS becomes super useful or stops being useful for a monk; this game doesn't have breakpoints unlike in D2 with FCR. more is always better, but at some point it becomes a tradeoff when it comes to making gearing decisions. but i'm an advocate for taking advantage of affixes that are unique to gear slots -- boots should have run speed on them and gloves should have ASI on them.
IAS and Crit both scale linearly with your damage, so there's no point in which you wouldn't benefit from having more. The question becomes a matter of what you can afford, and what gives you the most mileage for your given gear level. As stated many times in this thread, an approach that reasonably balances out everything is oftentimes the most cost-effective one.
This post was edited by irimi on Jun 15 2012 05:23pm