Rating +47 2.4.2 Updated Heal Monk GR100+ Regular Group BBCode Link Edit Delete

Skills Crippling Wave Tsunami Crippling Wave Generate: 12 Spirit per attack



Unleash a series of large sweeping attacks that deal 155% weapon damage as Physical to all enemies in front of you.



Every third hit also dazes enemies within 11 yards, slowing their movement speed by 30% and attack speed by 20% for 3 seconds. Tsunami Crippling Wave's third attack has its range increased to 17 yards and Freezes enemies for 1 second.



Crippling Wave's damage turns into Cold.

Epiphany Soothing Mist Epiphany Cooldown: 60 seconds



Have an Epiphany, increasing your Spirit Regeneration per Second by 20 and enabling your melee attacks to instantly dash to your target for 15 seconds. Soothing Mist Imbue yourself with water, causing your abilities to heal yourself and allies within 30 yards for 16093 Life.



Heal amount is increased by 4% of your Health Globe Healing Bonus.

Inner Sanctuary Intervene Inner Sanctuary Cooldown: 20 seconds



Create a runic circle of protection on the ground for 6 seconds that reduces all damage taken by 55% for all allies inside. Intervene Dash to the target location, granting a shield that absorbs up to 107284 damage for 3 seconds to allies within 11 yards and then creating Inner Sanctuary.



Absorb amount is increased by 28% of your Health Globe Healing Bonus.

Cyclone Strike Soothing Breeze Cyclone Strike Cost: 50 Spirit



Pull up to 16 enemies within 24 yards towards you, followed by a furious blast of energy that deals 261% weapon damage as Holy. Soothing Breeze Cyclone Strike heals you and all allies within 24 yards for 31036 Life.



Heal amount is increased by 17% of your Health Globe Healing Bonus.

Blinding Flash Crippling Light Blinding Flash Cooldown: 15 seconds



Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks. Crippling Light Enemies that are Blinded deal 25% reduced damage for 5 seconds after the Blind wears off.

Mantra of Salvation Agility Mantra of Salvation Cost: 50 Spirit



Active: You and nearby allies gain an additional 20% increased resistance to all elements for 3 seconds.



Passive: You and your allies within 60 yards gain 20% increased resistance to all elements.



Only one Mantra may be active at a time. Agility Passive: Mantra of Salvation also increases Dodge Chance by 35%.

Near Death Experience Near Death Experience When receiving fatal damage, you instead restore 35% Life and 35% Spirit and are immune to damage and control impairing effects for 2 seconds.



This effect may occur once every 60 seconds.

Resolve Resolve Damage you deal reduces enemy damage by 20% for 4 seconds.

Beacon of Ytar Beacon of Ytar Reduce all cooldowns by 20%.

Seize the Initiative Seize the Initiative Dealing damage to enemies above 75% Life increases your attack speed by 30% for 4 seconds.



Kanai's Cube

Flying Dragon Legendary Daibo Primary Stats +495–787 Dexterity +3 Random Magic Properties Secondary Stats Chance to double your attack speed when attacking. One of 7 Magic Properties (varies) +(732–894)–(877–1111) Arcane Damage +(732–894)–(877–1111) Poison Damage +(732–894)–(877–1111) Lightning Damage +(732–894)–(877–1111) Holy Damage +(732–894)–(877–1111) Cold Damage +(732–894)–(877–1111) Fire Damage +(732–894)–(877–1111) Damage Flying Dragon

Strongarm Bracers Legendary Bracers Primary Stats +220–349 Vitality Critical Hit Chance Increased by 4.5–6.0 % +2 Random Magic Properties Secondary Stats Enemies hit by knockbacks suffer 20–30 % increased damage for 6 seconds. One of 3 Magic Properties (varies) +220–349 Dexterity +220–349 Strength +220–349 Intelligence Strongarm Bracers

Band of the Rue Chambers Legendary Ring Primary Stats Attack Speed Increased by 3.0–4.0 % +3 Random Magic Properties Secondary Stats Your Spirit Generators generate 40–50 % more Spirit. One of 3 Magic Properties (varies) +85–108 Dexterity +85–108 Strength +85–108 Intelligence Band of the Rue Chambers



I AM IN NEED OF NON SEASON DPS CAPABLE OF PUSHING 100++ ON NON SEASON! ADD ME IF YOU ARE INTERESTED IN PUSHING AND HELPING ME TEST DIFFERENT VARIATIONS OF THIS BUILD! I'M ALWAYS GAME FOR 2, 3, OR 4 PLAYER PUSHES! CAUBERALLES#1697. I have pushed hard the last few seasons, but real life obligations have relegated me non-seasonal. Simply stated I do not have the time nor the will to start fresh, grind hard, and stay competitive in the new season. My friends list is completely full of some really good seasonal players, but I have had little luck getting in NS groups to further test limits and combinations of my build or push the NS group leaderboard. This build has been tested through GR100 and works absolutely great even with sub-optimal DPS. I am constantly testing and discussing my build with others, so this guide has changed multiple times and will continue to do so. I very much appreciate any constructive feedback.

The whole point of this build is to use your generator as your normal sustain heal as well as to proc flying dragon, and use cyclone strike: soothing breeze as your burst heal. Cyclone strike was not nerfed, therefore it should still be better than any other option for burst healing. THIS forum discussion has the math to show that cyclone strike healing is awesome. THANK YOU DAVLOK!! Other than that healing rotation, just keep all your buffs/debuffs up at all times.

You have options on mantras. Agility you don't have to activate as often, gives more resist, and gives dodge chance. I like this better than having to spam mantra of healing for the shield. Less mantra spam means more blind/cyclone spam, which means more healing. Mantra of healing:time of need is also good. Run whatever your DPS wants you to.

Testing concluded that 4 piece inna's is superior to 2inna/2raiment. With laws of seph and band of rue chambers equipped the extra speed from your spirit generators simply is not necessary, while the group life per second and additive damage from the extra mantra certainly can't hurt.

Laws of Seph vs. String of Ears totally depends on if SoE is needed to survive. Laws of seph allows for a very nice cyclone strike spam and is what I use right now.

Any of those rings can be equipped or cubed, just wear your best 2.

Pig sticker, stormshield, sledgefist, azurewrath, and burning axe are all acceptable alternative weapons until you have Istvans.

Fifth passive is Unity for the extra damage. You could also pick Harmony or Sixth Sense if you neeeeeed the tankiness. If you aren't using hellfire there are many serviceable options. Overwhelming desire, ess of johan, or any of the immunity amulets will work until you obtain a decent hellfire.

Good legendary gem combos are as follows. Obviously if you're using iceblink at all, use tsunami. If you're not using iceblink go either concussion or breaking wave:

Eso, Gogok or PE, and Toxin or Iceblink. This is the most tanky for sure, but only 1 damage buff gem. I find eso to be generally not needed.

PE, Gogok, and Toxin or Iceblink This is slightly less tanky, you get the most attack speed/cdr/dodge, but there is only 1 damage buff gem. You also need crit chance.

My favorite is: PE or Gogok, Toxin, and Iceblink. This is the least tanky, has slightly less attack speed/cdr/dodge, but has both damage buff gems which is super important in the 2-zdps reality that we live in. In lower pushes pain enhancer was fine, but it seems that Gogok may be the better way to go. The extra dodge adds quite a bit of survivability, and you don't have to worry about crit chance rolls.

Another variation for more added damage is running uliana2/inna3 with rorg. You would drop laws of seph and switch rue chambers to rorg. You would also need to change blinding flash to EP:flesh is weak. This variation is good if your dps does not need the extra healing.

You can also change the build up by equipping crystal fist paired with whatever(sledgefist or pig sticker?), and switching blinding flash to dashing strike for 2 man GR's. Also if running 2's, replace strongarms with nemesis bracers. This is very similar to the 2man push meta from last season as well.

For speeds you can just switch blinding flash to dashing strike, no need to swap anything else.

Paragon Priorities

Core Vitality Movement Speed Maximum Resource Primary Stat Offense Cooldown Reduction Attack Speed Critical Hit Chance Critical Hit Damage Defense Resist All Life Life Regeneration Armor Utility Resource Cost Reduction Life on Hit Gold Find Area Damage

In general stat priorities are: CDR>IAS>RCR=(CHC only if using PE). You need to balance Vit, secondary resists, and all res since you are not using Harmony. Even if you have all % rolls on jewelry and gloves, there should be plenty tankiness to go around.

You want to have as much health globe bonus and life per second as you can without sacrificing much CDR/IAS/RCR/CHC. Do not worry about using rogar's huge stone or anything silly like that, and remember that neither of these stats have a real breakpoint. It is hard to get perfect rolls, so just balance as best you can.