Quote (Beacon @ Jun 25 2012 03:24pm)
Hello again. I've upgraded my Monk's gear for Act 1 Inferno, but I am now having some difficulties in Act 2 Inferno. Just about every Elite mob in Act 2 is giving me trouble, and some tips on how to mitigate my death rate would be really helpful.

Below I've posted an image of my gear/stats (stats are unbuffed), as well as a link to my skills setup.
Gear/Statshttp://i.imgur.com/SP89y.jpg
I have ~6k armor without Ereina, I forgot to dismiss her when I took the screenshot.Buffed Stats8.3k Armor
11.9k DPS
43.8k Life
Skillshttp://us.battle.net/d3/en/calculator/monk#WgXjYh!ZXU!ZabccaI've been using a more defensive build, and it has worked out for me all the way through Act 1 Inferno. However, Act 2 is a whole different story. Been thinking about going with an offensive build, but I am not sure that is the correct way to go about fixing my problems. I'd greatly appreciate insight.

Honestly, your stats are pretty good, save for one thing... Resistances. Allthough they arent horrible, 100-200 more all resist will make a HUGE difference. you can even do with 1k less armor, or less HP for more resistance gear and you will see a massive differences.
It's kinda silly, but my monk has only 30k life and 6k armor... and i ofc was getting slaughtered in Act2... then i spent a while to farm to afford better resist gear.. stacked from 450 resists to 600, and i can practically face tank most elites/champs in Act2 now... i suppose i met some sort of breakpoint.
Also, giving up a bit of armor/life for more DPS would help, otherwise you will have a tough time with enrage timers later on. More dex, crit chance/crit dmg, or attack speed are ways to boost dps without needing a new weap.
Those two tips are the best i can think of for your specific gear setup. Oh, but lastly, i would give up CripplingWave/Concussion for the typical Deadly Reach/Keen eye... a passive armor buff that can be achieved at range has much more chance of being active than Concusions short range. (not too mention the armor will stack nicely with your already high armor level)... and i would drop Resolve for Transcendence. Same shortcomings as Concussion, it has to hit a target to take effect, and your attack has such a short range, MIGHT still be usable once you change to deadly reach... but Transcendence is a very nice passive since it will give an extra 3k+ heal per cooldown, and since we use so many cooldowns... 3k heal per Mantra Spam, and per 4 cooldowns you have, including however many times you gotta respawn your ally.
Err sorry for the run-on, hope those ideas help.