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Monk Max Rare Item Properties Guide

Monk Max Rare Item Properties Guide submitted by Unleashed.

This compilation of item properties is made just for the monk. We seem to be the skill class that relies on our knowledge and skills to succeed, therefore i provide you with a tool to assist your theory-crafting needs, in order to further the monk community.

I have compiled what i believe to be all the relevant attributes on all item slots, as well as their maximum value. Initially i just wanted the stats for myself, but i figured why not share it with everyone, so here it is.

This is an ongoing work in progress, and i therefore encourage anyone to comment if you notice incorrect values etc. I expect there to be things to even out, especially in the days to come, so your feedback is much appreciated. Some properties have been omitted because i felt they were subpar, however, if you notice something missing and you can convince me that it is an desireable end-game stat for any monk specc, then i will add it.

This is just the first version of this post, since after having compiled all these stats i really need a break from them. Soon i will update things, for now just the raw stats are here for all to see.

Also, if anyone know if 6 properties is the maximum on a rare item, please let me know.

2-Handed Weapon


- 959 Life on Hit
- 1 Socket
- 150 Dexterity and Vitality
- 63.9 Life per Spirit Spent*
- 200 Vitality
- 5% Chance to Freeze / Stun

- 286-667 Damage (Any type, except; Cold 171-399)
- 25% Increased Attack Speed
- 100% Increased Critical Hit Damage
- 50% Enhanced Weapon Damage
- 200 Dexterity
- 6% Bonus vs. Elites
- 5 Reduced Spirit cost of Lashing Tail kick
- 8% Increased Critical Hit Chance with Tempest Rush/Wave of Light

1-Handed Weapon (Sword and Fist)


- 959 Life on Hit
- 1 Socket
- 150 Dexterity and Vitality
- 63.9 Life per Spirit Spent* (Fist only)
- 200 Vitality
- 2.59% Chance to freeze / Stun on Hit

- 286-667 Damage (Any type, except; Cold 171-399)
- 25% Increased Attack Speed
- 100% Increased Critical Hit Damage
- 50% Enhanced Weapon Damage
- 200 Dexterity
- 6% Bonus vs. Elites 

Shield


- 80 All Resistance
- 60 Single Resistance
- 9% Chance to Block 
- 100 Dexterity and Vitality
- 100 Vitality
- 16% Life
- 6% Reduced Elite Damage
- 397 Armor
- 2.59% Chance to Freeze/Stun
- 6% Reduced Melee Damage
- 14% Crowd Control Reduction

- 10% Critical Hit Chance
- 100 Dexterity 
- 6% Bonus vs. Elites


Amulet


- 70 All Resistance
- 50 Single Resistance 
- 657 Life on Hit*
- 133 Dexterity and Vitality
- 14% Life 
- 169 Vitality
- 360 Armor
- 14% Crowd Control Reduction*
- 4% Reduced Melee Damage

- 17% Increased Attack Speed
- 8.5% Critical Hit Chance*
- 65% Increased Critical Hit Damage
- 27 Maximum Damage**
- 27 Minimum and maximum Damage**
- 169 Dexterity

Ring


- 70 All Resistance
- 50 Single Resistance 
- 328 Life on Hit 
- 89 Dexterity and Vitality 
- 9% Life
- 240 Armor
- 14% Crowd Control Reduction*
- 89 Vitality

- 17% Increased Attack Speed
- 4.5% Critical Hit Chance
- 34% Increased Critical Hit Damage
- 27 Minimum and maximum Damage**
- 27 Maximum Damage**
- 89 Dexterity

Helm


- 80 All Resistance (Only 70 Spirit Stone)
- 60 Single Resistance
- 100 Dexterity and Vitality
- 1 Socket
- 12% Life
- 29.8 Life per Spirit Spent* (Spirit stone)
- 100 Vitality
- 397 Armor
- 14% Crowd Control Reduction 

- 14% damage (All spirit regenerators + Exploding palm and Sweeping Wind)
- 6% Critical Hit Chance 
- 100 Dexterity*
- 5 Reduced spirit cost of Cyclone Strike

Chest Armor


- 80 All Resistance
- 60 Single Resistance
- 12% Life 
- 200 Vitality 
- 100 Dexterity and Vitality 
- 6% Reduced Damage from Elites (maybe 7%)***
- 3 Sockets 
- 397 Armor
- 6% Reduced Damage from Melee

- 100 Dexterity 

Legs


- 80 All resistance
- 60 Single Resistance 
- 200 Vitality
- 100 Dexterity and Vitality
- 397 Armor
- 2 Sockets


- 100 Dexterity

Gloves


- 80 All Resistance
- 60 Single Resistance
- 100 Dexterity and Vitality
- 5% Chance to Stun on hit 
- 100 Vitality
- 265 Armor

- 200 Dexterity
- 17% Increased Attack Speed
- 34% Increased Critical Hit Damage 
- 10% Critical Hit Chance

Boots


- 80 All Resistance
- 60 Single Resistance
- 12% Movement Speed
- 100 Dexterity and Vitality
- 265 Armor
- 100 Vitality
- Chance to Immobilize

- 200 Dexterity

Shoulder


- 80 All Resistance
- 60 Single Resistance
- 100 Dexterity and Vitality
- 12% Life 
- 100 Vitality
- 265 Armor

- 100 Dexterity

Belt


- 80 All Resistance
- 60 Single Resistance 
- 5% Chance to Freeze
- 100 Dexterity and Vitality 
- 12% Life 
- 100 Vitality
- 265 Armor

- 100 Dexterity

Bracers


- 80 All Resistance
- 60 Single Resistance
- 100 Dexterity and Vitality
- 100 Vitality
- 265 Armor
- 6% Reduced Damage from melee

- 6% Critical Hit Chance 
- 100 Dexterity

Legend: 

*I suspect it may be different.


**There is something incorrect about this. Get both maximum and maximum + minimum of 27 damage, and you will get 27-54. I have seen a ring with 22-69 damage however.


***Looking at a 7% Reduced Damage from Elites at AH as I type this, does not show up if I search for 7%.
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Bosses that increase the amount of loot based on neph buff.


Here is a list of of bosses that increase the amount of loot based on neph buff.

This list was submitted by scotsman4321.


Act 1: SK, Spider, Warden, Butcher

Act 2: Mag, Kulle, Belial

Act 3: Gorm(?), Siege Breaker, Cydeaeaeaeaspiderthing, Azmodan

Act 4: Shiablo, rakanoth probably would but you can't get 5 stacks before him and izzy is bugged (supposedly, could be by design) and currently does not.
Read More... Bosses that increase the amount of loot based on neph buff.

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Magic Find and Nephalem Valor Guide

Magic Find and Nephalem Valor Guide submitted by PhobosDiablo.

 
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Wizard Balanced lvl39 Build [Hardcore]

Wizard Balanced lvl39 Build [Hardcore] submitted by Unknown.


Build: http://us.battle.net/d3/en/calculator/wizard#UilRdm!ZcX!bbabYa

Use a shield and a one handed sword.

Buff vitality and intelligence.

Gaming Style:

When Kiting Act passive and spam Hydra around corners and walls. This will allow you to spot mods before they spot you.

Use blizzard to slow large packs of enemies. When surrounded blast Wave of Force with Teleport Rune in order to get out and if in a really bad situation use Archon.

This build is good for balanced HP/DPS game play. You can either buff your health for defense or increase DPS with Intel and Vitality.

When solo use Enchantress with a good two handed weapon, She will buff you and do loads of group damage.

Mouse skills are all DPS oriented for a midrange tactics and the rest of the abilities are meant for pushing and distance mob-group kiting. At lvl 20-39 This will get you through all the acts on Normal Diff.

Have Fun!
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Demon Hunter Inferno Farming Guide

Demon Hunter Inferno Farming Guide submitted by Lettuce.

I am currently in Act 4 inferno, and can handily kill almost any champion/elite pack I come across.

This build is extremely easy to use and effortlessly deals with practically all champions, elites, and even bosses.

http://us.battle.net/d3/en/calculator/demon-hunter#bRlTXV!YTe!aabZZc

This build relies on our most powerful ability, Ball Lightning (Previously Nether Tentacles) This ability is absolutely ridiculous, it melts every enemy in its path and also deals massive damage to bosses. Ball Lightning can also hit some mobs twice, dealing even more damage(especially to large bosses, such as Azmodan, Belial, etc). Because of this, it is really easy to build up the nephalem valor buff and then destroy a boss for maximum loot.

Entangling Shot is very helpful for snaring those champion/elite packs. Since these packs usually come in 3s or 4s, the chain gang rune becomes very useful.

Ball Lightning, is great for both single target and AoE. There are other alternatives though. Since the NT nerf, other options have opened up, and so far I have been most effective with either Ball Lightning or Frost Arrow.

The first ability, rain of vengeance with stampede, forces packs of champions/elites to be constantly knocked back, allowing maximum damage with nether tentacles. I should note that the elite mob itself will not be knocked back, only his minions.

The companion bat is very useful for generating that extra hatred to allow nether tentacles to be constantly spammed. You can literally burn down champions/elites before your hatred gauge reaches 0.

Smoke Screen is essential. Smoke screen allows us to break those pesky snares and roots, deflect damage, and evade mob attacks. I prefer the lingering fog rune, which gives you more time to deal maximum damage. Every second is crucial.

And finally, preparation. This ability allows us to reset our discipline and continue to smoke screen to pump out damage. With a 30% chance to not trigger the cooldown, you may find yourself able to constantly smoke screen and evade all sorts of precarious situations.

As for my gear, I went with the "glass cannon" route. I basically just use any item that increases my overall damage. I stack dexterity, crit, whatever I can get my hands on. I am currently running with around 12k hp and 77k dps (with SS), which obviously means I am very fragile. However, with proper use of kiting and maneuvering I never really get hit.

Guide Continued after the page break..

Faming Locations

Act I
Select the Quest "The Imprisoned Angel", and choose the part where you must kill the Warden. Now I like to first go to the cemetery of the forsaken and build up my nephalem valor buff to around 3-4 stacks, and then head to the cursed hold.

There will be around 2-4 packs of champions/elite to finish up the 5 stack, and then killing the warden yields tons of loot. After the Warden head straight to the butcher, which again drops massive loot. I was able to farm up enough loot myself to get me through Act II easily, without visiting the auction house once.

Act II
Select the Quest "The Black Soulstone", and choose the part where you must confront Zoltan Kulle. Now I like to head to the desolate sands, specifically the Vault of the Assassin zone. All of the mobs in this zone are very easy to deal with (very few invisible snakes and no jumping huntresses).

Now you can simply port directly to Zoltan Kulle. There is a strategy I use, call it what you will, but I like to say its "clever use of ingame mechanics". First off, nether tentacles will kill his two stone giants in seconds, so its just you and Kulle. Now run around the circle in the center, and Zolten Kulle will be "stuck" on the other side. You can now stand in one spot and burn him down with only having to avoid the tornadoes if they get close.

Act III
I like to start out on the quest "Machines of War". Nether tentacles decimate the catapults and it is fairly easy to build up a 5 stack of nephalem valor. Continue across the bridge and you will fight the boss the Siegebreaker. This boss is really easy, just run around in circles and let nether tentacles do the rest!

Alternatively, you may start out on the quest "The Siegebreaker". This gives you the waypoint pretty much directly in front of the Siegebreaker's room. You can then build up the 5 stack nephalem valor buff elsewhere, and simply use the waypoint to reach his room quickly.

Act IV
I have some trouble on the early bosses in this act, probably because I am not quite geared enough for them, so I just start on the quest "Beneath the Spire" and build up a 5 stack of nephalem valor and farm champions/elites.

A few tips:

-Movement speed on boots really helps kiting. The faster you are able to put distance on enemies, the quicker they will die.

-More maximum Discipline. I have a quiver with +8 discipline, and because of this I can use smoke screen 3 times in a row, preparation, and then smoke screen 3 more times. If the preparation cooldown reset, you can do it another 3 more times... and laugh as enemies die before you even break a sweat.

I think this build is extremely easy to use and since the demon hunter has very unique kiting abilities and defensive skills, inferno really is no trouble at all.

Happy Hunting!
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Inferno Izual Video Guide

Inferno Izual Video Guide (Post SS Nerf) submitted by Rumiah.

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Wizard Nightmare Build (lvls 30-50)


Wizard Nightmare Build (lvls 30-50) submitted by Lok.

Skills

Disintegrate on the left - I tried all of the arcane power builders available in this level range, and they all leave something to be desired. Disintegrate pierces everything, and is a nice barrel buster as well as a way to rapidly pile on more damage to your target.

Both runes Chaos Nexus (40% dmg to nearby enemies) and Volatility (enemies killed have 35% chance to explode for 395% weapon in 8yd radius) work well.

Blizzard on the right - This spell is a massive killer...by the time it has expired you have likely regained the arcane power to do another.

Grassping Chill (3s slow after it expires) and Frozen Solid (20% chance for freeze for 3s) are good. I like the freezing because it can force them to stay in it for just a little longer.

Venom Hydra - This thing is a real sleeper. If it stands still, your Hydra will rack up a lot of damage. When combined with Blizzard (and freezing) or if you face a boss that remains stationary, you can add up damage fast.

Energy Armor - gives you the armor to live. Tried a bunch of runes. Absorption is good early prior to Blizzard because you are getting hit more and the Arcane Power return is good then. Pinpoint Barrier (5% crit) is just more damage, and Energy Tap (can go to 140 AP with Astral Presence) is good for quicker AP return and a larger pool to lay down more Blizzards. Your AP flow is going to determine your preference here.

Magic Weapon - Its just more damage. You can replace this with something else if you like. I prefer the force weapon for the straight 15% damage, but Venom is good later on.

Familiar - Sparkflint (12% more damage) or Ancient Guardian (takes one blow for you every 6s when you are below 35%) are good runes here. If you want even more AP return, go Arcanot.

Blur is good for more survival (20% less damage)
Astral Presence ups your AP pool with Energy Armor, and improves AP regeneration, permitting you to get away with no energy builder.

Galvanizing Ward is nice with the life per second return, since it lets you kite and heal on the run...helps you stay full.

Build continued after the page break..

Techniques

1. Dumping Blizzards beyond those walls. If you can target the floor, you can drop a Venom Hydra and a Blizzard and grind stuff up into snowflakes. When the Hydra stops firing it is safe to open the door.

2. Blizzard in the choke point, Hydra beyond it- Hydra activates stuff beyond the choke point, and it moves towards the door and gets stuck in the door Blizzard. Using Disintegrate with Volatility equals big booms here. You can often open by using blizzard to open the door and then dump the Hydra beyond.

3. Kite in circles - Drop a Hydra and run around it in circles, dumping blizzards in the middle. Stuff chasing tends to spiral into the middle and stand in stacked poison/Blizzard and die fast. This works great for leapers and things that just will not slow, or things that like to stand and fire stuff at you like mortar shots.

4. The long kite - Lead them with Blizzard and drop Hydra and fall back out of range. This works great for lightning enchants, arcane enchants, wallers, and the guys who yank you to their position. If you stay far enough off, you are out of range of that stuff, and the Blizzards do their work. If you are clearing a map try to find  a loop. A loop is a hard object that can not be walked through that provides cover from effects and they must go around. With a good loop you can infinately path them until they die.

5. Rezzers - Facing Shamen with Goblins getting rezzed over and over can be annoying. If you drop the Hydra on the Shaman it will fire at the Shaman who likes to remain stationary in the poison and die fast. You then work Blizzard and Disintegrate to deal with the minions.

6. Bosses - In NM usually Blizzard on the Boss with Hydra is enough to kill it. You do not really need to train disintegrate on the boss. THis frees you up to move around obstacles. For instance you can use a pillar to hide behind as you dump blizzard and hydra on the boss on the other side...boss can't fire on you and moves slowly towards you, but never gets there since you run around the other side.

I like the Enchantress with this build. She gives you a few defensives, and your hand-me-downs work well to equip with her.

I prefer 2h weapons for bigger punch on spells.

At these levels I gear for vit, int, experience. The rest is gravy. I like sockets on the weapon, and I like speed on the boots.
Read More... Wizard Nightmare Build (lvls 30-50)

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