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[MONK] Help me with my gear?

sweetnsour098

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[MONK] Act 3 farm stats?

trying to do act 3 and having some trouble. im starting to think its cuz the way combatreplacer handles avoidance. i figured defense>offense to start then slowly upgrade but im not sure how anymore.

iv tried 1h/sheild and dual wield. i cant seem to figure out which stats are capable of doing act 3 for either build.

if you've had success as a monk 0-2 deaths per hour PLEASE post your stats n build
 
Last edited:
I'd say you need to look at your crit/crit hit damage, the rest of your stats seem ok to me?
 
What adz said and also try swapping FoT's rune to the TClap one and using Gile's replacer use the FoT Fix to make it target units instead of locations you'll see a large improvement with just that. FoT with the Tclap rune will maximize the LOH you stacked

edit: also assume you are using One With everything (Your pic says you are so derp), Seize the Initiative, and I like 3rd The Anti death thingy the name escapes me now the 35% heal up on killing blow.
 
what FoT fix do you mean? i was trying with thunderclap but i figured the +16% dodge bonus rune for FoT would help me more but im not sure.

also yes ill put my passives in the first post but im using Seize the initiative, one with everything, and resolve. I figured resolve would be best because i guess technically it reduces 25% damage i take from elites which seems like it'd help more than transcendence or something.
 
In GilesCombatReplacer.cs (Backup before trying)

MONKS
Fist of Thunder - Thunder has posted it works
Code:
                    // Fists of thunder as the primary, repeatable attack
                    if (!bBuffsOnly && !bAvoidanceEmergency && !bMeIncapacitated && powerHotbarAbilities.Contains(SNOPower.Monk_FistsofThunder) && PowerManager.CanCast(SNOPower.Monk_FistsofThunder))
                    {
                        // Unsafe mode
                        if (fDistanceFromTarget > 11f && unitCurrentTarget.iThisHitPoints >= 0.6)
                        {
                            return new GilesPower(SNOPower.Monk_FistsofThunder, 30f, vNullLocation, -1, unitCurrentTarget.iThisActorACDGUID, USE_COMBAT_ONLY, FOR_INSTANT_USE);
                        }
                        // Safe mode
                        if (unitCurrentTarget.diaThisUnit != null && unitCurrentTarget.diaThisUnit.BaseAddress != IntPtr.Zero)
                            vCurrentTargetPosition = unitCurrentTarget.diaThisUnit.Position;
                        return new GilesPower(SNOPower.Monk_FistsofThunder, 11f, new Vector3(vCurrentTargetPosition.X, vCurrentTargetPosition.Y, vCurrentTargetPosition.Z + iThisHeight), iCurrentWorldID, -1, USE_COMBAT_ONLY, FOR_INSTANT_USE);
                    }
to
Code:
                    // Fists of thunder as the primary, repeatable attack
                    if (!bBuffsOnly && !bAvoidanceEmergency && !bMeIncapacitated && powerHotbarAbilities.Contains(SNOPower.Monk_FistsofThunder) && PowerManager.CanCast(SNOPower.Monk_FistsofThunder))
                    {
                        // Unsafe mode
                        if (fDistanceFromTarget > 11f && unitCurrentTarget.iThisHitPoints >= 0.6)
                        {
                            return new GilesPower(SNOPower.Monk_FistsofThunder, 30f, vNullLocation, -1, unitCurrentTarget.iThisActorACDGUID, USE_COMBAT_ONLY, FOR_INSTANT_USE);
                        }
                        // Safe mode
                        if (unitCurrentTarget.diaThisUnit != null && unitCurrentTarget.diaThisUnit.BaseAddress != IntPtr.Zero)
                            vCurrentTargetPosition = unitCurrentTarget.diaThisUnit.Position;
                        return new GilesPower(SNOPower.Monk_FistsofThunder, 11f, vNullLocation, -1, unitCurrentTarget.iThisActorACDGUID, USE_COMBAT_ONLY, FOR_INSTANT_USE);
                    }
 
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