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Diablo 3 Best Monk Builds For Inferno, Nightmare and Hell
If you asked me to identify one thing that made Diablo 2 so good, the first thing that would come to my mind would be the classes. All the classes were so unique, and so well balanced – you could just close your eyes, pick one, develop it and still find it to be powerful and fun to play with.
Diablo 3 Best Monk Builds
When I got my hands on Diablo 3, I was expecting something similar, but was initially disappointed. For some reason, the Monk really didn’t appeal to me. It was the oddest class of all of this, because it relied so much on Mantras.
Of course, that changed drastically when I started acquiring some awesome items, such as the Monk-exclusive Daibos. After that, this Holy homemade Paladin-wannabe became so much more fun to play with.
I’ve never really liked the shield and board combo with the Monk, even though it’s so commonly used. I mean dude, the Monk ain’t a Paladin, get that through your skull!
In fact, with such a setup, you’re doing nothing but reducing the Monk’s fast-paced DPS ability. So, drop that crap, get yourself a powerful Daibo, and start poking that stick in places where the demons would even feel ashamed.
Diablo 3 Monk Inferno Build
Holy Living Hell
Now, it’s time to trim your beard and get on with slaying some monsters. You’re a white shining become of hope, and to them elites that’s the equivalent of a flying cockroach in your room, except that unlike you they aren’t intimidated by your flying abilities. Let’s teach them a lesson with some holiness of ours, shall we?
So, some will yell Fists of Thunder, while others will saying Deadly Reach. I really can’t tell which is better for Inferno, but for the most Fist of Thunder has worked best because of its faster pace. Sadly, there’s nothing better than the Thunderclap rune, so you’ll just have rely on it more than the others.
Now, what to do with all that Spirit? Well, the first thing I can think of is blind all the enemies with your holiness! Faith in the Light will make Blinding Flash worthwhile, especially against elite enemies who will shamefully miss even after the effect has gone out. This is a much underrated skill that works unexpectedly well in Inferno.
Consider it as the primary Spirit spender, alongside:
Sweeping Wind is your go-to skill for constant harassment, and another underrated Monk skill. By itself it doesn’t do much damaging, but the fact that it resets every time you melee strike an enemy (which you will be doing a lot) gives it its charm.
Also, you can stack up this skill insanely to make it do even more powerful damage, and since you should be looking to get as much crit rate/damage as possible in solo games, you will greatly benefit from the Cyclone rune as well.
Next is Breath of Heaven, which is probably the best healing skill in the game. It’s hard to say anything else about it really, so we’ll just slap on the Infused with Light rune and head to the next skill.
Serenity is your main escape skill, and since it costs so less, you’ll find yourself using it more than Breath of Heaven when situations get tough. Remember, you won’t always find yourself in an ideal situation where you have plenty of Spirit to blind enemies and make a run for it.
In this case Serenity’s economical usage works very well. Plus, it’s giving you completely immunity for a duration, allowing you to recuperate in otherwise impossible situation. A Hardcore Monk without this skill doesn’t deserve to be in Inferno mode.
Finally, you have the Mantra of Healing. Every other Mantra becomes irrelevant and completely useless in Inferno, so you’ll naturally have to take this. Plus, who would mind a boost to their region? And let’s not forget you’re getting a 20% increase in resistance too, which is often an under-looked but vital trait.
Now that we’ve covered the Active Skills, it’s time to have a look at what passives we’ve chosen for our holy ninja.
The three-way combination of Resolve, Seize the Initiative, and One with Everything is nearly unavoidable for me.
In fact, I’ve seen most Inferno Monks with at least 2 of these three passives selected. Another good option is Near Death Experience, which is used a lot in higher Paragon levels, but I’ve never been a fan of passives with Cool-downs.