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Trinity - Monk Class

Seriously guys, roll a Barb. Been playing a Monk only since release, 3 days ago I rolled a Barb, leveled in 23 hrs, spent 15mil on gear and I am almost 1.5 times more powerful than my monk was after buying straight from the AH. Would need to spend 200mil to get my Monk up with as much DPS as my Barb. If you are just farming roll a Barb, I don't think my Monk will get much of a run now.

G

My experience is the exact opposite.
My barb's gear is worth about 200m+, yet the monk i built for 50m is running on par with him now. Stable 500 items per hour and 12-15m exp without bonuses is hard to achieve on a barb with 50m, but easy as pie on a monk.

The dps in the char window is significantly lower than my barbs, but you gotta add the 24-48% for overaw. And if ur using Sweeping Wind Cyclone with fast attack speed and high crit chance, your aoe dmg is crazy. 3-10 Cyclones on screen at all times.
 
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My experience is the exact opposite.
My barb's gear is worth about 200m+, yet the monk i built for 50m is running on par with him now. Stable 500 items per hour and 12-15m exp without bonuses is hard to achieve on a barb with 50m, but easy as pie on a monk.

The dps in the char window is significantly lower than my barbs, but you gotta add the 24-48% for overaw. And if ur using Sweeping Wind Cyclone with fast attack speed and high crit chance, your aoe dmg is crazy. 3-10 Cyclones on screen at all times.


Can you give us an idea of your stats, no buff, dex/res/highest res/armor/crit ch/crit cmg/attacks per sec

Would be greatly appreciated
 
~2k Dex
908 AR
~8400 Armor (with Dex=Armor passive)
29% crit
~140% critdmg
~1.8 aps
14% block
~1k LoH
~43k dps

my crit is pretty low atm, switched out some crit on rings/bracers for more mf. still enough to get a lot of cyclones though :)
 
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did anybody test this yet with gilestrinity ? does it work ?
Not with optimal gear, but ye... ye... seems to work actually eaven with crappy gear... id imagine if u get the gear stated, you will be flying...
 
18m exp per hour in act2 without enough spirit regen :P id say its working flawlessly... need 15 tps tho:/ but ye im gonna get more spirit then do act 3 :D
 
Just dumped 100mil on a fresh monk at 60... this build seems to be working a3mp0... not that great... but it's working. i'm using 2 pretty good one handers. 1150 echoing fury w/ 250dex, 150vit, 2.6ls and a 1050dps 200dex, OS off hand. Issue is definitely spirit regen... i only have 2.33 w/ chant of resonance. If I had the spirit regen, I think he'd run it faster then my uber equipped barb is.

What will happen is he will entire fights w/o enough energy for Sweeping wind which keeps his LS or LOH going good... When that happens hes much more likely to die. So I turned off the use out of combat movement speed thing and it seems slightly better since he will generally have enough spirit for sweeping wind. If the plugin had a way to prioritize sweeping wind before it starts using tempest rush it would be awesome.

I have about a 45% CC and it's just fantastic.

Just bought a 1405dmg skorn 190cd, 325dex, OS and put it on him... MUCH better MUCH MUCH better.
 
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So i pumped 100m into this build and im pleased with the stats, just not how the bot uses tempest rush. Its not maximizing the potential by any stretch.

NerD you happen to have skype or aim? Just got a ocuple questions on this and what you're doing/item stats -etc-. Maybe compare. I've tried duel weilding and now skorn, curious on your results.
 
NerD you happen to have skype or aim? Just got a ocuple questions on this and what you're doing/item stats -etc-. Maybe compare. I've tried duel weilding and now skorn, curious on your results.

yeah, add me.

aim : Demonbuddy_NerD

Id be happy to answer any other monk questions.
 
@ anyone using the new TR builds:

Its safe to say that items per hour (iph) has gone up using the build yeah? Just wondering if you could show us some numbers as I am debating changing over to it but just dumped some gold to re-dps my bots for mp0, but this build looks too fun to pass up if it works well. From what I gather the whole 50m thing is strictly mainly also due to the route they are using (alkaizer's route) so I was also wondering how the changes are both xp wise and item per hr wise (I know some of you posted 15m~ xp/hr but some additional input would b e great) using the regular act 3 ciggarc-ish routes.
 
hi how do we use dashing strike more effictively ?

Example,

if i have > 20 spirit, not in combat, and at least 1 mob within 60feet, use it on the closers guy,
current dashing strike is not being used often :(
 
hi how do we use dashing strike more effictively ?

Example,

if i have > 20 spirit, not in combat, and at least 1 mob within 60feet, use it on the closers guy,
current dashing strike is not being used often :(

Hmmm, little experiment, try this - the green is the new code - paste it in where you see below.
Code:
                    // Breath of heaven when needing healing or the buff
                    if (!bOOCBuff && (playerStatus.dCurrentHealthPct <= 0.6 || !GilesHasBuff(SNOPower.Monk_BreathOfHeaven)) && hashPowerHotbarAbilities.Contains(SNOPower.Monk_BreathOfHeaven) &&
                        (playerStatus.dCurrentEnergy >= 35 || (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_Serenity) && playerStatus.dCurrentEnergy >= 25)) &&
                        GilesUseTimer(SNOPower.Monk_BreathOfHeaven) && PowerManager.CanCast(SNOPower.Monk_BreathOfHeaven))
                    {
                        return new GilesPower(SNOPower.Monk_BreathOfHeaven, 0f, vNullLocation, iCurrentWorldID, -1, 1, 1, USE_SLOWLY);
                    }
[B][COLOR="#006400"]                    // Dashing Strike as a teleport
                    if (!bOOCBuff && !bCurrentlyAvoiding && !playerStatus.bIsIncapacitated && hashPowerHotbarAbilities.Contains(SNOPower.Monk_DashingStrike) &&
                        iAnythingWithinRange[RANGE_25] == 0 && iAnythingWithinRange[RANGE_50] >= 1 && 
                        ((playerStatus.dCurrentEnergy >= 30 && !playerStatus.bWaitingForReserveEnergy) || playerStatus.dCurrentEnergy >= iWaitingReservedAmount))
                    {
                        return new GilesPower(SNOPower.Monk_DashingStrike, 50f, vNullLocation, -1, targetCurrent.iThisACDGUID, 0, 1, USE_SLOWLY);
                    }[/COLOR][/B]
                    // Blinding Flash
                    if (!bOOCBuff && playerStatus.dCurrentEnergy >= 20 && hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) &&

Let me know if that works, or breaks totally :P
 
hi giles,

i tried the green cold out, replacing with existing // dashing strike stuff.

well he teleported in and after the mob is dead, it teleported to another guy in the same group.
Can we make it teleport into the group and not do it anymore until they are dead ?

To teleport far i need to increase my attack range too ?
 
Hello Giles:-)

Just a little one for your next release regarding Inna's set:
Original code:
Code:
                    // Blinding Flash
                    if (!bOOCBuff && playerStatus.dCurrentEnergy >= 20 && hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) &&
                            (iElitesWithinRange[RANGE_15] > 0 || playerStatus.dCurrentHealthPct <= 0.4 || iAnythingWithinRange[RANGE_15] >= 5 || (iAnythingWithinRange[RANGE_15] >= 1 && playerStatus.dCurrentEnergyPct >= 0.7) || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 15f)) &&
                        // Check if either we don't have sweeping winds, or we do and it's ready to cast in a moment
                            (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) ||
                             (hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && [COLOR="#FF0000"]playerStatus.dCurrentEnergy >= 85[/COLOR] && GilesUseTimer(SNOPower.Monk_SweepingWind)) ||
                             playerStatus.dCurrentHealthPct <= 0.6) &&
                            GilesUseTimer(SNOPower.Monk_BlindingFlash) && PowerManager.CanCast(SNOPower.Monk_BlindingFlash))
                    {
                        return new GilesPower(SNOPower.Monk_BlindingFlash, 11f, vNullLocation, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
                    }
Should be:
Code:
                    // Blinding Flash
                    if (!bOOCBuff && playerStatus.dCurrentEnergy >= 20 && hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) &&
                            (iElitesWithinRange[RANGE_15] > 0 || playerStatus.dCurrentHealthPct <= 0.4 || iAnythingWithinRange[RANGE_15] >= 5 || (iAnythingWithinRange[RANGE_15] >= 1 && playerStatus.dCurrentEnergyPct >= 0.7) || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 15f)) &&
                        // Check if either we don't have sweeping winds, or we do and it's ready to cast in a moment
                            (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) ||
                             (hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && [COLOR="#008000"](playerStatus.dCurrentEnergy >= 85 || (settings.bMonkInnaSet && playerStatus.dCurrentEnergy >= 15))[/COLOR] && GilesUseTimer(SNOPower.Monk_SweepingWind)) ||
                             playerStatus.dCurrentHealthPct <= 0.6) &&
                            GilesUseTimer(SNOPower.Monk_BlindingFlash) && PowerManager.CanCast(SNOPower.Monk_BlindingFlash))
                    {
                        return new GilesPower(SNOPower.Monk_BlindingFlash, 11f, vNullLocation, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
                    }

Sweeping Wind:
Original:
Code:
                    // Sweeping wind
                    if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && !GilesHasBuff(SNOPower.Monk_SweepingWind) &&
                        (iElitesWithinRange[RANGE_25] > 0 || iAnythingWithinRange[RANGE_20] >= 2 || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 25f)) &&
                        // Check if either we don't have blinding flash, or we do and it's been cast in the last 6000ms
                        [COLOR="#FF0000"](!hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_BlindingFlash]).TotalMilliseconds <= 6000)) &&[/COLOR]
                        // Check our mantras, if we have them, are up first
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfEvasion) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfEvasion) && GilesHasBuff(SNOPower.Monk_MantraOfEvasion))) &&
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfConviction) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfConviction) && GilesHasBuff(SNOPower.Monk_MantraOfConviction))) &&
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfRetribution) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfRetribution) && GilesHasBuff(SNOPower.Monk_MantraOfRetribution))) &&
                        // Check the re-use timer and energy costs
                        (playerStatus.dCurrentEnergy >= 75 || (settings.bMonkInnaSet && playerStatus.dCurrentEnergy >= 5)) && [COLOR="#FF0000"]GilesUseTimer[/COLOR](SNOPower.Monk_SweepingWind))
                    {
                        return new GilesPower(SNOPower.Monk_SweepingWind, 0f, vNullLocation, iCurrentWorldID, -1, 2, 2, USE_SLOWLY);
                    }

Should be:
Code:
                    // Sweeping wind
                    if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && !GilesHasBuff(SNOPower.Monk_SweepingWind) &&
                        (iElitesWithinRange[RANGE_25] > 0 || iAnythingWithinRange[RANGE_20] >= 1 || ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisBoss) && targetCurrent.fRadiusDistance <= 25f)) &&
                        // Check if either we don't have blinding flash, or we do and it's been cast in the last 6000ms
[COLOR="#008000"]                        //(!hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_BlindingFlash) && DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_BlindingFlash]).TotalMilliseconds <= 6000)) &&[/COLOR]
                        // Check our mantras, if we have them, are up first
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfEvasion) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfEvasion) && GilesHasBuff(SNOPower.Monk_MantraOfEvasion))) &&
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfConviction) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfConviction) && GilesHasBuff(SNOPower.Monk_MantraOfConviction))) &&
                        (!hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfRetribution) || (hashPowerHotbarAbilities.Contains(SNOPower.Monk_MantraOfRetribution) && GilesHasBuff(SNOPower.Monk_MantraOfRetribution))) &&
                        // Check the re-use timer and energy costs
                        (playerStatus.dCurrentEnergy >= 75 || (settings.bMonkInnaSet && playerStatus.dCurrentEnergy >= 5)) && [COLOR="#008000"]PowerManager.CanCast[/COLOR](SNOPower.Monk_SweepingWind))
                    {
                        return new GilesPower(SNOPower.Monk_SweepingWind, 0f, vNullLocation, iCurrentWorldID, -1, 2, 2, USE_SLOWLY);
                    }

When I do all this changes and Inna's set is ticked it will spam Sweeping Wind on every encounter if there is at least one mob around:-)
On binding flash it will recast Sweeping Wind anyway for extra demage.

Thank You!
 
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