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Jun 15 2012 03:59pm
Quote (irimi @ Jun 15 2012 05:44pm)
The Tower of the Damned is kind of the brick wall of A3.  (As is Tower of the Cursed and Core of Arreat.)  I remember my first run through, I just ran the hell out of most of those zones whenever I encountered an elite pack that was too tough to handle (like elite Phasebeasts or Soul Rippers).

The area is meant to be a huge gear check before you can progress to A4.  The thing is that if you can't farm the Tower/Core, you won't have the gear to even walk past the gates in A4.


); it makes me so sad

pestilences are so op
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Jun 15 2012 04:38pm
I was wondering if I could get some insight and or suggestions on what to do next. Where would YOU guys start to improve. I just came into a little bit of gold (8.5 mil) from selling an amulet.



Thank You,
dinnook
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Jun 15 2012 04:44pm
shoulders, bracers, drop the inna's, get some dual resist pieces rather than just cold resist (cold + all resists). your neck is also not too great, the LOH isnt worth sacrificing so many other stats
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Jun 15 2012 04:46pm
you have no ias bonuses... at 1.4 aps, all that LoH you have isn't really doing much for you.

if i were you i'd invest some serious money into a better weapon. it doesn't have to have high LoH, but it should have decent attack speed (ias on weapon is a plus) and a socket.

25k is on the low side for HP too. definitely try to bump that up to around 30k, and for Act 4 you'll want to have closer to 35-40k hp to not get oneshot by stuff. but before you increase your HP any further, you'll definitely want to make your existing HP work better for you by stacking more dual-res.

This post was edited by irimi on Jun 15 2012 04:48pm
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Jun 15 2012 04:49pm
Are Stormshields useful on monks? Let my LOH drop to about 600 try and boost my resists to ~600?

Should I drop both pieces of Inna's?

This post was edited by dinnook on Jun 15 2012 04:56pm
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Jun 15 2012 04:53pm
the block and resists are nice but a good SS is too expensive to be worth it for a monk.

just my opinion but all monks should be aiming to eventually dual wield with dex/dodge stacking. buying a ss is a waste because there are more cost effective ways to boost your defense in the meantime.

This post was edited by irimi on Jun 15 2012 04:56pm
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Jun 15 2012 05:09pm
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.
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Jun 15 2012 05:12pm
is 1.96 aps close enough to 2?
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Jun 15 2012 05:13pm
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
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Jun 15 2012 05:25pm
Quote (irimi @ Jun 15 2012 07:13pm)
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.



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.


agree with all of it ;)
well i have a lev 20 ring im using at lev 60 lmao
need to upgrade it and it has 9ias on it if i take that off im down to 1.96 aps so if i can swap it out and buy a more affordable ring since ias stuff is extremely expensive than i will be much more obliged to spend it lol
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