Any good dual wield builds for monk now? Have 2H weapons surpassed 1H weapons in most scenarios? Quite the change from when 2H weapons were insta-trash.
Flying dragon is the first choice, but two 5-primary weapons are also good for this setup: http://www.diablofans.com/builds/53770-quin69-gr55-dashing-strike-monk
I'm still surprised that they made the focus+restraint set bonuses two separate 1.5x multipliers, giving you 2.25x damage. Guess they really wanted to make sure they had a good competitor for RoRG.
WD is in such a fucked up spot still. I cleared 46 tonight after an earlier failed 46 by 2 seconds due to a really shitty first floor setup, and I wound up like rank ~890. It was still a terrible 46 run, too. Like probably every other WD I'm still waiting on an ancient Dagger of Darts at which point I will probably immediately shoot up around the top ~100.
If the rates on that Kadala simulator are anywhere near accurate it should only take around ~450,000 blood shards to gamble one on average. Any second now.
I'm asking because I found two pretty decent sunkeeprs. Both the "buffer" legendary yellow highlighted ones. Seems like a trade for more spirit gen and hits VS. more power and less hits.
Time for some 48-52's!Home this weekend. Gr45's!
The speed clear builds use In-geom + whatever. Probably not nearly as good for pushing GR though.
edit: you could probably use dw for a zdps build too.
I thought the elite damage from dual sunkeepers might make up for the power loss moving to dual wield.
Can you dual wield 2 sun keepers? I thought all legendary rings and weapons were unique to equip.
I don't believe the elite damage is a unique orange highlighted attribute ute but I could be misremembering. I would get 130 more CHD too.
I miss dual wield lol
Oh, maybe you have a legacy sun keeper. It would have to be in order to be able to equip both.
So I need a legacy and a non legacy to dual wield sunkeepers?
RNG is starting to annoy me for the first time in a while. It's funny because it usually doesn't. Couldn't find a unity at all last season (didn't gamble but still) that was on my Monk. Stopped the season early at paragon 425 or something.
THIS season however I have found a total of 6 unity's. (paragon 466) and I have only found one gift. Last season I had 6 gifts. I can't progress on grifts until I get a gift. There's always something holding you back huh?
Yup, the old ones are treated as separate types of legendary items. If this is on your seasonal monk there's no way you have a legacy one though - those are the old level 60 non-account-bound ones left over from the auction house days, so they only exist in non-season. If you're talking about non-season and you actually do have one of those, its other stats are so low that it's probably not worth using.
I wonder if anyone out there is still using an old +0.25 APS echoing fury as their offhand in non-season. Since so many builds use mainhand-only attacks these days it might actually be worth it.
Awww ... got ya. Ok so no dual wield Sunkeepers. I'll have to see if I have any other good 1H weapons.
I've been out of the loop long enough that I'm forgetting terms like "legacy" lol. I haven't been out that long.
I remember postulating WAY back before the expansion that the Echoing fury could be a good off hand since damage is calculated from the main hand. I remember applying this logic to LS as well. But they nerfed how LS proc'ed so that was that. I never had a decent echoing fury. I just lusted after Opiate's.
My dad has that hammer by the way, Fender. It's useless now, of course.
I see your pops on often. You jumping on your old character every so often again? I see verse on and I think that was you IIRC.
Time for some 48-52's!
I actually googled and found MeatheadMikhail's build which I think is a little easier to play and doesn't count on crazy tricks. It's just Dark Cloud ROV + grenade tossing Strafe and Vengeance. After a few T6 rifts it finally made sense and I can sorta speed clear T6 rifts at a pretty decent pace.I managed to get it to work. It's mandatory to keybind correctly and use the numpad/locknum trick (it's not a glitch, it's an intended mechanic).
I followed the tactical hints given in this build
To stop strafe you can bind the Force Move, action, will run instead of doing whatever you were doing even keeping the button pressed.I know people used it for repeated spamming of short cooldown skills like sweeping wind...but since Strafe is a channeling skill, you can just hold the key down and it will resume channeling between EF/RoV casts anyway. It's actually better to do that because there are times when you want to interrupt Strafe, and Numlocking it down makes you forget that. I guess you could do it for casting Prep...but that is on a long cooldown anyway, and I'd rather save that skill for when I need it.
Oh, maybe you have a legacy sun keeper. It would have to be in order to be able to equip both.
Even with an INT roll, the WH is more deeps for the monk.
It should show me in hearthstone, which I do play.
My friend and I were just discussing legacy items last night. It's hilarious how OP some of them were, like the Skorn and the Witching Hour. I think I still have mine on my monk.
Yep, they're still there.
Even with an INT roll, the WH is more deeps for the monk.
I don't think so, I got like 10 strings while trying to gamble for a witching hour in a week.
Hell 2 of them were even ancient.
If all else fails just throw blood shards at the problem...unless the problem is getting a witching hour...which is impossible to get.
I feel a bit silly for asking*, but I regularly see people spamming the chat with ads for d3sky and so on. I report them as spam, but does anything come of this? Am I wasting my time?
*I feel silly because y'all are playing and discussing this game on a level I am nowhere near
What's turbohud? Tell me more.
So what's the general consensus on people using turbohud?
Dirty cheaters?
Features that should have been included in the base game?
Harmless?
Turbohud definitely gives an edge however this is the type of stuff that should be in the base game.So what's the general consensus on people using turbohud?
Dirty cheaters?
Features that should have been included in the base game?
Harmless?
The AOE markers should be included in the game. If not explicitly, the game should do a better job of implicitly defining the boundaries of AOE effects. Built into the AOE portion of the HUD is convenient tracking of environmental queues/mob queues that would otherwise be invisible, however. Overall definitely also a leg up, but insofar as the AOE markers for affixes go, the game should similarly define them.
The minimap mob tracking is easily the most contentious portion of the whole mod. It tracks mob movement well beyond your visual contact range
...
It's toeing a dangerous line, but I think on the whole it improves the gameplay experience by providing information to the user. It certainly doesn't remove challenge, but rather empowers players to make better choices in situ, which I'm okay with.
I say turbohud is straight up cheating. Its an unfair advantage and i dont think you will have a feeling of accomplishment after completing the rift, knowing that you cheated. Also, top streamers on twitch are clearing higher levels without t-hud, and also streaming and succeeding in their rank 1 attempts without t-hud, so thats also kind of a slap in the face to t-hud users.
Went and made a seasonal DH (thanks JoeMartin and Fularu for hoisting me on your backs) and so far I've managed to get 4 pieces of the multi shot set with a pretty good looking DML. Missed out on the kadala change, so it seems like the rarity of the gear is higher now but the nice thing before was you could easily outfit yourself with some rares upon hitting 70. What's the best build to use until I finish a set these days? Still cluster bomb?
I was on board until the mini map stuff. Sounds risky!