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Game版 - Affix Based Itemization for the End Game[monk guide]
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D*****r
发帖数: 6791
1
http://www.diablofans.com/topic/76945-guide-affix-based-itemiza
by Grimy_Bunyip 2012-11-03
==========Affix Based Armor Itemization Guide==========
What I'm about to post is common knowledge to seasoned monks.
The idea is that when you reach the end game, it becomes less a matter of
cost effectiveness and more a matter of which specific combination of
affixes is ideal, and knowing when to use what legendary, or what rares.
Hopefully end gamers will find the following list a nice database of max
affixes and mid tier gamers will find some useful information in here
anyways.
Only doing armor for now.
==========Table of Contents==========
1) List of Affixes, and when they are good or better.
2) List of Maximum Affixes by slot.
3) Legendaries & Rares, When To Use What
1) List of Affixes, and when they are good or better.
Spoiler
Resist All, Resist Element, Bonus Armor
Up to 397 bonus armor is available on shields, chests, pants, and helmets.
Up to 265 bonus armor is available on every other remaining armor slot.
Up to 80 Resist All is available on all armor slots.
Up to 60 Resist Element is available on all armor slots.
Fire resistance is notable for giving players access to cindercoat and fire
walkers.
Both are nice items for mid tier monks
End game monks may regret picking fire resist due to the cost.
Both physical and fire resistance are nice if you share gear with a Demon
Hunter.
Poison resistance is nice for Andariel's Visage.
If you don't intend to ever use any of those legendaries listed above, I
recommend getting lightning, arcane, or cold resistance.
Critical Hit Chance
Up to 10% Crit Chance is available on Amulets and Gloves
Up to 6% Crit Chance is available on Helmets, Rings, and Bracers
For thunderclap/cyclone builds, crit chance is slightly better than your
paper doll indicates.
Because it both increases the damage per cyclone as well as the number of
cyclones.
Maxed crit chance is generally essential to any end game monk build.
Crit Damage
Up to 100% Crit Damage is available on Weapons and Amulets
Up to 50% Crit Damage is available on Gloves and Rings
The value of crit damage varies greatly depending on your setup.
Sword and board monks tend to have exceptionally low crit damage so crit
damage becomes essential on gloves and jewelry.
If you're a dual wield or skorn monk, you'll generally value 5-6% crit
damage at 1% DPS.
I would only recommend getting crit damage on jewelry or gloves if it's cost
effective.
Increased Attack Speed (Armor)
Up to 9% IAS is available on Gloves, Rings and Amulets
IAS has linear scaling.
IE if I have 36% IAS already, an additional 9% ias will only give me 6.6%
DPS
Always remember that IAS also boosts spirit generation.
Weigh whether or not you think you have enough spirit generation when
looking into more IAS.
Increased Attack Speed (Weapon)
Up to 11% IAS is available on weapons
Up to 20% IAS is available on balanced white weapons.
Weapon IAS works differently from Armor IAS.
It does not suffer from the linear scaling of Armor IAS.
But it only affects one weapon when dual wielding.
Additionally, weapon IAS is already factored into a weapon's DPS number.
But there are many more valuable enchantments on weapons than IAS.
So Weapon IAS is generally considered a waste of an affix slot.
Added Elemental Damage
Only Available on Legendaries
You can think of added elemental damage as a buff to your overall DPS.
This damage is factored into you inventory DPS number.
Added cold damage can slow/chill enemies you attack.
However, elemental skills such as Thunderclap and Sweeping Wind/Cyclone
override the element of added elemental damage enchantments.
Added Cold Damage armor and jewelry will still boost your DPS, but will not
apply cold debuff when using Thunderclap or Sweeping Wind/Cyclone.
But cold damage will apply cold debuff if you use a non-elemental skill such
as deadly reach.
Elemental Skill Bonus
The most notable elemental skill bonus is added lightning damage on Won Khim
Lau.
With the thunderclap/cyclone build, it can be thought of as a boost to your
overall DPS.
Bonus to Skills
Up to 14% Fist of Thunder and Sweeping Wind available on helmets.
For the typical thunderclap/cyclone build, FoT and SW are both about half of
your DPS.
Naturally FoT is slightly better for single targets, and sweeping wind for
AoE.
I generally prefer sweeping wind because I feel thunderclap/cyclone lacks
AoE DPS.
But you can value both 14% FoT and 14% SW bonus at about 7% bonus damage.
Added Physical Damage (Jewelry)
Up to 36-108 Physical Damage is available on Rings and Amulets
Up to 36 Minimum Physical Damage is available on Rings and Amulets
Up to 35 Maximum Physical Damage is available on Rings and Amulets
The 3 affixes listed above are independent, and each consume a random
enchantment.
If a ring rolls both combined physical damage along with min/max physical
damage, the min/max physical damage affixes will not be displayed.
36-108 physical damage is 72 average damage. Double Physical is what you
want to look for.
36 min physical damage is 18 average damage. (AH is wrong on this one, so be
careful)
35 max physical damage is 17.5 average damage
Dual wield monks will find that 1 average damage is about equal to 1% crit
damage.
2H monks will not find average physical damage enchantments worthwhile
Sword & board monks will generally value crit damage over average damage,
but it's still good.
Dexterity & Vitality
Up to 150 Dex & Vit roll in an enchantment on Amulets, Weapons, and Shields
Up to 100 Dex & Vit roll in an enchantment on all other items
Up to 200 Dex roll in an enchantment on Amulets, Weapons, Gloves, Boots, and
Shields
Up to 100 Dex can roll in an enchantment on all other items
Up to 200 Vit can roll in an enchantment on Amulets, Weapons, Chests, Pants,
and Shields
Up to 100 Vit can roll in an enchantment on all other items
Any time you can get 200 total dex/vit for only 1 enchantment slot, it's
very good.
This is one of the best and must have enchantments on armor.
It's also very good on weapons and jewelry, but not a must have.
Rolling only 100 total dex/vit for a single enchantment slot is not a great
deal, and should only be considered if there are no other significant
enchantments available.
Resistances and Armor
Up to 80 Resist All rolls in an enchantment on any armor
Up to 60 Resist All rolls in an enchantment on any armor
Up to 397 Bonus Armor rolls in an enchantment on Helms, Chests, Pants, and
Shields
Up to 265 Bonus Armor rolls in an enchantment on all other armor and jewelry
Resistances and armor scale linearly with EHP.
Resistance scales with an offset of 315, armor scales with an offset of 3150
on MP1+
So if you have 700 resistance, your EHP is proportional to 700+315 = 1015.
If you have 200 resistance, your EHP is proportional to 200+315 = 515.
So 700 resistance is about double the EHP of 200 resistance.
Same idea goes for 7000 armor and 2000 armor.
Life per Spirit Spent, Health from Globe, Life Regen
Up to 63.9 Life per Spirit Spent rolls in an enchantment on Weapons and
Helmets
Up to 599 Life Regen rolls in an enchantment on Chests and Amulets
Up to 342 Life Regen rolls in an enchantment on any other armor slot
Up to 12794 Life from Globes/Potions rolls in an enchantment on any armor
slot
Life per Spirit Spent is by far the most powerful passive healing
enchantment.
It's typical for a dual wield monk to generate 15-20 spirit per second.
That's equivalent to 1000-1250 life per second.
Unfortunately, since it's only available on helmets and weapons, it's not
commonly used.
12794 Life from Globes/Potions is worth over 425 life per second, just from
potions alone.
You can generally assume a 10k+ life from globe enchantment is better than
life regen.
There are 2 types of health globes, small ones heal 15% of your life, big
ones heal 35%.
Life regen is not an enchantment I would recommend considering except on
chest armor.
Lifesteal, Life on Hit, Life on Kill
Up to 3.00% Lifesteal rolls in an enchantment on Weapons
Up to 959 Life on Hit rolls in an enchantment on Weapons and Amulets
Up to 479 Life on Hit rolls in an enchantment on Rings
Up to 2878 Life on Kill rolls in an enchantment on Weapons and Amulets
Up to 1439 Life on Kill rolls in an enchantment on Rings
A lot of monks ask questions like "at what DPS is lifesteal better than LoH"
And the answer just isn't simple. It depends on your attack speed, crit
chance, & other stuff.
I recommend you build your own calculator, or use this one:
https://docs.google....FJS2Y0Z3c#gid=0
I will always prefer lifesteal because it scales better with the end game
and because it continues to heals me when I'm CC'd by effects like knockback
, fear, freeze, etc. thanks to stray cyclones.
Life on kill is very underrated, and is the best option for tempest rush
farming builds.
Spirit Regeneration
Up to 2.50 rolls on Weapons and Spirit Stones.
I personally think this is a must have enchantment for farming.
It is the best way to feed utility skills such as cyclone strike and tempest
rush.
The alternative to spirit regen would be to get more DPS, but that doesn't
have great returns.
You can get a lot of DPS, and crank up the MP, but you don't really farm
that much faster because enemies just gain so much health.
Spirit regen on the other hand, allows you to farm lower MP's much much more
efficiently.
Even with ridiculous DPS, you will be hard pressed to farm over 50m paragon
xp/hr.
But a good tempest rush setup on Act 3 MP0 will net you over 80m paragon xp/
hr.
Reduction vs Elites, Ranged, and Melee
Up to 7% Reduction vs Elites rolls in an enchantment on Chests
Up to 6% Reduction vs Ranged rolls in an enchantment on Chests, Amulets, and
Bracers.
Up to 6% Reduction vs Melee rolls in an enchantment on Chests, Amulets, and
Bracers.
Keep in mind that for a typical monk with 700 total resistance, 60
resistance is worth about 6% reduction from all damage.
So you can value 6-7% reduction at 30-40 resistance.
Life %
Up to 16% Life rolls in an enchantment on Amulets and Shields
Up to 12% Life rolls in an enchantment on Shoulders, Belts, Helms and Chests
Life % has linear scaling, so its usefulness changes a lot depending on how
much you have.
It's a nice enchantment to round out item slots without many other useful
enchantments.
Namely if you're going after rare shoulders or belts
Magic Find & Gold Find
Up to 45% Magic Find rolls on Amulets
Up to 20% Magic Find rolls on any other armor slot
Up to 50% Gold Find rolls on Amulets
Up to 25% Gold Find rolls on any other armor slot
I personally don't consider these enchantments.
But you can generally assume that magic find boosts your income rate almost
linearly.
So if you already have 450% MF, I would value an extra 45% MF at slightly
less than a 10% boost to your farming income rate.
2) List of Maximum Affixes by slot.
Spoiler
Rare Helmets/Spirit Stones
- 6% Crit Chance
- 14% Sweeping Wind/Fist of Thunder
- 5 Cyclone Strike Cost Reduction
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 1 Helmet Socket
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 63.9 Life Per Spirit Spent
- 2.50 Spirit Regeneration
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Fear on Hit
- 14% Crowd Control Reduction
The socket is mandatory for paragon leveling.
IMO it's optional once you reach 100 paragon.
6% Crit Chance is critical to your DPS.
IMO, 2.50 Spirit Regeneration is critical to farming efficiently.
the double attribute enchantment is solid, but the single attribute
enchantments are not.
So I would not want a rare spirit stone with more than 100 dexterity or 100
vitality.
The following enchantments are must haves for an end game rare spirit stone:
6% Crit Chance
2.50 Spirit Regeneration for farming
1 Socket if not 100 Paragon
The following enchantments are very good for an end game rare spirit stone:
14% Sweeping Wind/Fist of Thunder
80 Resist All
1 Socket even if 100 Paragon
The remaining slots should be filled with the following enchantments:
100 Dexterity
100 Vitality
60 Resist Element
397 Bonus Armor
63.9 Life per Spirit Spent
12% Life
Rare Shoulders/Belts
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Chill/Freeze on Hit
Rare shoulders and belts lack any notable enchantments for Monks.
As such they are nice ways to boost your EHP.
The following enchantments are must haves for an end game rare shoulder:
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality
100 Dexterity
The remaining slots should be filled with the following enchantments:
100 Vitality
265 Bonus Armor
12% Life
12794 Health from Globes and Potions
Rare Bracers
- 6% Crit Chance
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 6% Ranged Reduction
- 6% Melee Reduction
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Knockback on Hit
Aside from 6% crit chance, rare bracers lack notable enchantments.
So after you get 6% crit chance, they are a nice slot to boost your
survivability.
The following enchantments are must haves for an end game rare Bracer:
6% Crit Chance
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality
The remaining slots should be filled with the following enchantments:
100 Dexterity
100 Vitality
265 Bonus Armor
6% Ranged Reduction
6% Melee Reduction
12794 Health from Globes and Potions
Rare Gloves
- 10% Crit Chance
- 9% Increased Attack Speed
- 50% Crit Damage
- 100 Dexterity & 100 Vitality
- 200 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Stun on Hit
Since gloves have so many useful enchantments, it can be very expensive to
get trifectas, let alone gloves with 5-6 good enchantments.
10% Crit Chance is by far the most useful enchantment for monks, and is a
must have.
9% IAS and 50% Crit damage are next, but you'll often be forced to pick one
or the other.
Unless you're a shield monk, IAS is generally the superior option, by a
small margin.
200 Dexterity, 100 Dex & 100 vit, Resistances are what I recommend looking
for next.
I'd say the perfect rare gloves would roll:
10% Crit Chance
9% IAS
50% Crit Damage
300 Dexterity
100 Vitality
80 Resist All
Rare Chest Armor
- 3 Armor Sockets
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 20% Magic Find
- 25% Gold Find
- 7% Reduction from Elites
- 6% Reduction from Ranged
- 6% Reduction from Melee
Chest armor is notable for its 3 armor sockets and 200 vitality enchantment.
You'll want to aim for the following affixes on an end game rare chest:
3 Armor Sockets
200 Vitality
100 Dexterity & Vitality
80 Resist All
60 Resist Element
The following enchantments are nice for rounding out a rare chest:
396 Bonus Armor
100 Dexterity
12% Life
12794 Health from Globes and Potions
599 Life Regen
7% Reduction from Elites
6% Reduction from Ranged
6% Reduction from Melee
Rare Pants
- 2 Armor Sockets
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Slow Enemies
Pants are notable for their 2 armor sockets and 200 vitality enchantment.
I don't think sockets are essential on pants since you only get 2.
Sockets are only great if you want extra dex for DPS, but at that innas
temperance is better.
You'll want to aim for the following affixes on an end game rare pants:
100 Dexterity & Vitality
200 Vitality
80 Resist All
60 Resist Element
The following enchantments are a nice way to round out a nice pair of rare
pants:
2 Armor Sockets
100 Dexterity
12% Life
12794 Health from Globe and Potions
397 Bonus Armor
Rare Boots
- 12% Movement Speed
- 100 Dexterity & 100 Vitality
- 200 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12794 Health from Globes and Potions
- 392 Life Regen
- 20% Magic Find
- 25% Gold Find
- 5.1% Chance to Immobilize on Hit
Rare boots are notable, obviously for having 12% movement speed.
The following enchantments are must haves for an end game rare boots:
12% Movement Speed
200 Dexterity
100 Dexterity & 100 Vitality
80 Resist All
60 Resist Element
The following enchantments are nice ways to round out a pair of rare boots:
265 Bonus Armor
12794 Health from Globes and Potions
100 Vitality
Rare Shields
- 1 Armor Socket
- 10% Crit Chance
- 150 Dexterity & 150 Vitality
- 200 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 16% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 20% Magic Find
- 25% Gold Find
- 7% Reduction from Elites
- 6% Reduction from Ranged
- 6% Reduction from Melee
- 8% Lashing Tail Kick, Tempest Rush, Wave of Light Crit Chance
- 9% Chance to Block
Shields have some of the best enchantments in the game.
Unfortunately it's usually outweighed by LS and crit damage from an
offhander.
Regardless, shields can roll some pretty beastly stats
The following enchantments are must haves for an end game rare shield:
10% Crit Chance
150 Dexterity & 150 Vitality
200 Dexterity
200 Vitality
80 Resist All
The last slot should ideally go to 60 resist element, 16% life, or a monk
skill bonus.
But there are plenty of other solid enchantments available as well.
Rare Amulets
- 1 Armor Socket
- 10% Crit Chance
- 100% Crit Damage
- 9% Increased Attack Speed
- 2878 Life on Kill
- 959 Life on Hit
- 36-106 Physical Damage
- 36 Minimum Physical Damage
- 35 Maximum Physical Damage
- 150 Dexterity & 150 Vitality
- 200 Dexterity
- 200 Vitality
- 80 Resist All
- 60 Resist Element
- 397 Bonus Armor
- 16% Life
- 12794 Health from Globes and Potions
- 599 Life Regen
- 45% Magic Find
- 50% Gold Find
- 14% Crowd Control Reduction
- 5.1% Chance to Blind on Hit
With rare amulets, there's almost no way you'll get all the enchantments you
want.
But I'll do my best to rank them from best to worst.
10% Crit Chance and 100% Crit Damage are the best by a large margin.
959 Life on Hit is amazing but skippable since you can get healing from
other slots.
9% IAS following that.
36-106 Physical damage and 150 Dex & 150 Vit are amazing, but rarely roll
near maxed.
200 Dex, 200 Vit, Resistances, and even bonus armor are worth considering
after that.
IMO the perfect rare amulet would roll the following:
10% Crit Chance
100% Crit Damage
9% IAS
959 Life on Hit
36-106 Physical Damage
150 Dexterity
150 Vitality
Rare Rings
- 1 Armor Socket
- 6% Crit Chance
- 50% Crit Damage
- 9% Increased Attack Speed
- 1439 Life on Kill
- 479 Life on Hit
- 36-106 Physical Damage
- 36 Minimum Physical Damage
- 35 Maximum Physical Damage
- 100 Dexterity & 100 Vitality
- 100 Dexterity
- 100 Vitality
- 80 Resist All
- 60 Resist Element
- 265 Bonus Armor
- 12% Life
- 12794 Health from Globes and Potions
- 392 Life Regen
- 25% Magic Find
- 20% Gold Find
- 14% Crowd Control Reduction
Many enchantments on rings are roughly half their counterpart on Amulets
A few aren't, and these are particularly potent.
36-106 Physical Damage, 6% Crit Chance, and 9% IAS are the best enchantments.
It will be fairly hard to get all 3 of them.
IMO the perfect rare ring would roll the following:
6% Crit Chance
9% IAS
36-106 Physical Damage
50% Crit Damage
479 Life on Hit
100 Dexterity
100 Vitality
Rare Weapons
- 316-725 Elemental Damage
- 201-457 Cold Damage
- 50% Damage
- ??? Min/Max Damage (Varies between weapon types)
- 100% Critical Hit Damage (200% 2H)
- 959 Life on Hit (1918 2H)
- 2878 Life on Kill (5756 2H)
- 3.00% Lifesteal (6.00% 2H)
- 1 Weapon Socket
- 63.9 Life per Spirit Spent
- 11% IAS
- 8% Wave of Light/Tempest Rush Crit Chance
- 5 Lashing Tail Kick Cost Reduction
- 8% Bonus vs Elites
- 2.50 Spirit Regeneration
Everybody wants lifesteal, crit damage, socket, and high base damage on
weapons.
But that alone already costs 6 enchantment slots.
These are the 5 highly must have enchantments for an end game rare weapon:
Min/Max Damage (or Elemental Damage, but min/max can roll higher)
50% Damage
100% Critical Hit Damage
3.00% Lifesteal
1 Weapon Socket
Chances are, you're not going to find a weapon with 6 good affixes.
And if you do, it's going to be extremely expensive.
Personally, I would like a rare weapon with 2.50 Spirit regen in the 6th
slot for farming.
959 Life on Hit is obviously the best option for tanking.
150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
But personally I don't search for attributes on weapons.
3) Legendaries & Rares, When To Use What
Spoiler
===== Helmets =====
Mempo of Twilight
Only Mempo's of Twilight with Crit Chance are worth considering.
I would even go further to say that only 6% CC Mempos are worth considering.
Remember that 1% CC is a lot more valuable than 1% IAS afterall.
a 3% CC mempo probably isn't better than a 6% CC helmet with high dex.
Inna's Radiance
Inna's Radiance has 2 random enchantment slots that can roll very good
affixes.
The best ones are:
80 Resist All
2.50 Spirit Regeneration
14% Sweeping Wind/Fist of Thunder Skill Bonus
The following enchantments are also worth considering:
60 Resist Element
397 Bonus Armor
63.9 Life Per Spirit Spent
An Inna's radiance with high rolls, all resist, and 14% skill bonus is
effectively just as good as a 6% CC Mempo of Twilight in terms of both
Defense and Offense.
The difference is 14% skill bonus does not provide you extra IAS.
On the other hand, Inna's Radiance helps contribute a set bonus, whereas
Mempo does not.
That combined with the fact that Inna's Radiance is cheaper and has more
flexibility with enchantments (IE Access to Spirit Regeneration), I would
say that Inna's Radiance is the better option for monks.
Madstone
Only Madstones with Crit Chance are worth considering.
Like with mempos, I would only recommend madstones with 6% CC.
You can't roll a socket with the Crit Chance, so Madstone is not viable for
paragon leveling.
So when would you want to use a Madstone over an Inna's Radiance?
Madstone is capable of rolling All Resist, Spirit Regen, and Skill Bonus at
the same time.
Inna's Radiance cannot do this.
But it loses out on up to 100 dex & vit, a socket, and a set bonus in
exchange for this.
So the only time you will want a bonus is when you need spirit regen, skill
bonus, and wouldn't mind some extra defense over an inna's radiance.
Natalya's Sight
The only reason you'd want to use a Natalya's Sight is for the set bonus.
But keep in mind that natalya's sight will generally have much less dex than
a mempo or Inna's Radiance.
This combined with the fact that a Natalya's Sight won't have skill Bonus or
IAS means this is not a helmet monks will need to consider.
Andariel's Visage
Andariel's Visage is like a poor man's Mempo of Twilight.
Overall a weaker helmet than a well rolled Inna's Radiance.
But a solid option for mid game poison resist monks
Archon Crowns and Star Crowns
In theory, a star crown can roll the same stats as an Inna's Radiance, but
with less armor.
But the number of good enchantments that need to roll simultaneously for
this to happen is extremely high, and you'll essentially never see a rare
helmet ever roll good enough to be end game material.
And even if it did, it's still missing out on the set bonus
But I suppose keeping an open mind doesn't hurt.
===== Shoulders =====
Vile Ward
As the only legendary shoulder to roll i63 affixes, it's the only one worth
noting.
Since vile ward rolls 170-200 dex with its single stat enchantment instead
of up to 100, it can get up to 300 dex whereas rare shoulders cap at 200 max
total dex.
This combined with its all resistance affix makes this the best shoulders in
the game.
Since good enchantments are much more expensive on legendaries, you may
consider picking up pickup radius or health from globe on your shoulders
instead of on your rares to save yourself some money.
Archon Spaulders
So when would you actually want to use Archon Shoulders over Vile Wards in
the end game?
The only reason I can think of is for stacking lots and lots of defensive
enchantments.
===== Chest Armor =====
Tyrael's Might
Think of Tyrael's Might as a Glass Cannon chest piece with movement speed
bonus.
Rare chests can only roll up to 200 dex. Tyrael's might comes with 170-200
by default.
And it has bonus vs demons and elites ontop of that.
However, you lose out on a lot of vitality.
Remember that rare chests can roll up to 300 total vitality.
If you are bent on getting a tyrael's might, remember that chest armor rolls
with numerous useful enchantments that are not limited to 3 sockets.
a 200 vit enchantment, or a 100 Dex and 100 Vit enchantment is potentially
better than 3 sockets.
Cindercoat
Cindercoat is notable for being able to roll up to 229 dex and 120 fire
resistance.
Remember that rare chests only roll up to 200 dex.
While 120 fire resistance is nice, it's not actually an ideal use of an
enchantment.
The cindercoat rolls 51-60 fire resist by default. Rolling over 60 costs an
enchantment slot.
Instead the perfect cindercoat for a fire monk would have these stats:
60 Fire Resist
50 Resist All
5% Life
2908 Thorns
229 Dexterity
300 Vitality
3 Sockets
However, keep in mind that the cindercoat will still have less base armor
than archon armor.
My point is that for fire monks, the cindercoat can rarely roll on par with
BIS chest pieces.
Inna's Vast Expanse
Do you remember the list of most desirable enchantments for chest armor?
Inna's Vast Expanse doesn't actually roll many of them.
It has the 100 dex & vit enchantment as well as the 3 sockets enchantment.
But it uses 3 more affixes on life %, reduced damage from melee, and 100
Dexterity.
While none of these are horrible enchantments, rare chests can in fact roll
better.
On the other hand, this limitation is offset by the set bonus.
The Vast Expanse is worth considering if you want high dexterity or the set
bonus.
If not, get a BIS rare chest or a surcoat.
Blackthorne's Surcoat
Unlike Inna's Vast Expanse which wastes 3 affixes on sub par enchantments,
the surcoat only wastes 1 on reduction from ranged damage.
So you're much less likely to see a rare chest with a better roll than a BIS
surcoat, than you are with a rare chest and a BIS Vast Expanse.
So unlike Vast Expanse, the Surcoat is a solid standalone end game chest
piece.
In the worst case scenario, it's not worse than a perfect rare chest by more
than 1 affix.
And in that case, you can argue the set bonus compensates for that
discrepancy.
Tal Rasha's Relentless Pursuit
I've seen a few monks use this for the IAS.
So it's decent if you want to exchange lots of defense for a tiny bit of DPS.
Tyrael's is better for that purpose, but I suppose tal rasha's is cheaper.
Archon Armor
So when do you want to use Archon Armor over other Legendaries?
Well you want Tyrael's or Tal Rasha's for glass Cannon Builds.
You'll want Inna's Expanse for the inna's set bonus.
And BIS Surcoat will end up rolling very similarly to BIS Archon Armor.
Which makes Archon Armor viable in the end game as a well rounded chest
piece.
===== Bracers =====
Lacuni Prowlers
Lacuni's are glass cannon bracers.
Their unique combination of enchantments and the fact they have 3 random
enchantment rolls means that getting one that actually boosts your DPS
substantially will cost you a fortune.
In theory, lacuni's could roll 6% crit chance, 80 Resist All, 100 Dex, and
100 Vit.
Compared to a perfectly rolled razorspike, you're essentially exchanging
something along the lines of 60 resistance, 100 dexterity, and 100 vitality
for 9% IAS, 12% MS, and thorns.
But I've never seen lacuni prowlers that perfect, so it's not a realistic
situation.
The only time I'd recommend lacunis is if you intend to capitalize on the
extra movement speed somehow by getting blackthorne's jousting pants instead
of Inna's Temperance or Ice Climbers without movement speed.
Strongarm Bracers
Notable for being the only bracers in the game that can roll 269 Dex.
Otherwise these bracers are not end game material.
Razorspikes
Lacunis are glass cannon bracers, Strongarm Bracers suck, so Razorspikes
fill all the other remaining niches.
There are many ways a Razorspike can roll BIS.
But everybody will agree that you will always want the 4 following
enchantments:
6% Crit Chance
80 Resist All
60 Resist Element
100 Dexterity & 100 Vitality
Most monks will want their remaining 2 enchantment slots to roll 100 Dex &
100 Vit.
I'm personally not a fan of wasting a slot on 100 vitality.
I'd personally prefer the last 2 slots roll 100 Dex and 12794 Bonus to
Globes.
But to each their own.
===== Gloves =====
Tasker And Theo
It's worth noting that Tasker and Theo can roll up to 350 Dex + a Socket.
But you won't be able to get any crit damage or crit chance if you do roll
that much dex.
These gloves really aren't worth noting.
Sage's Gesture
These gloves are craftable, so they only roll i62 affixes.
They can roll decently, but rare gloves have better potential.
Archon Gauntlets
Rare Gauntlets are basically the only way to go for gloves.
I don't think anybody needed me to tell them that.
===== Belts =====
Witching Hour
A popular choice for glass cannon monks.
But in reality, only 1 affix slot is wasted (90-100 Dexterity)
And it's easily argued that this is an extremely small price to pay for IAS
and Crit Damage.
If rolled perfectly, a witching hour is by far the best belt in the game, no
contest at all.
Even if it doesn't roll perfectly, sword and board monks will want it for
the crit damage.
And 2H monks will want it for the IAS.
But since the witching hour has 3 random slots and is in high demand,
getting a perfectly rolled witching hour is almost completely out of reach,
even for the richest players.
Hellcat Waistguard
Worth noting that the hellcat is able to roll up to 249 Dex.
It's not a horrible belt, not great either.
It's designed for bonus vs elites and high dex, but blackthorne's notched
belt fills that roll more adequately than the Hellcat Waistguard.
Inna's Favor
You can think of Inna's Favor as a Poor Man's Witching Hour.
It can compete with a poorly rolled witching hour, but not a BIS one.
Other than that it's useful for completing the Inna's Set Bonus.
Otherwise, it's just another glass cannon legendary that sacrifices tons of
defense.
And not a particularly good one at that.
Blackthorne's Notched Belt
It's worth noting that Blackthorne's Notched Belt is able to roll up to 300
Dex.
The belt has 3 sub optimal affixes, but it gains access to the 170-200 dex
affix which is usually reserved for gloves and boots.
The 100 vit and bonus vs elites from the set bonus are actually extremely
good for ubers.
In the case of ubers, 3-4 set Blackthornes is BIS, even over witching hour
IMO.
Overall Blackthorne's is straddling a Fence.
It's slightly better DPS than rare belts, but not much better.
It's also slightly worse defense than rare belts, but not much worse.
High Scabbard
Of the 4 legendaries listed above, all of them are offensively oriented.
Meaning that if you intend to use a rare belt in the end game, it's going to
be because you want either a well rounded belt or a defensively oriented
one.
===== Pants =====
Depth Diggers
2 affixes are wasted on magic and gold find.
In exchange however, you gain access to the 170-200 Dex affix that is
usually reserved for gloves and boots.
Thus these pants are able to roll up to 300 Dexterity.
While they aren't horrible compared to rare pants, Inna's Temperance and
Blackthorne's Jousting Pants are simply so much better than rare pants that
Depth Diggers aren't worth considering as a result.
Inna's Temperance
Glass Cannon pants, and damn good ones at that.
I think the community understands the roll of Inna's Temperance, so i won't
elaborate.
There are many ways good ways for Inna's Temperance to roll it's only random
enchantment.
The best option for sustain is obviously 80 resistance.
397 Bonus armor is also good for sustain if you are running a no STI high
resist build.
200 Vitality is another option for defense, but it won't improve your
sustain.
Finally, 100 Dex & 100 Vit is best for offense, but is also well rounded.
Blackthorne's Jousting Pants
Since Blackthorne's comes with a quadruple attribute roll, it can actually
roll up to 400 vitality and 200 dexterity at the same time OR 300 dexterity
and 200 Vitality at the same time.
These pants are by far the best tank pants in the game, and there are many
good ways for it to roll.
Here are the best enchantments to look out for:
80 Resist All
100 Dexterity & 100 Vitality
200 Vitality
If there aren't available or are too expensive, you may consider the
following:
60 Resist Element
2 Sockets
397 Bonus Armor
Notice how I put 2 sockets as an alternative option.
The best Blackthorne's Jousting Pants will never roll sockets.
Archon Faulds
Completely outclassed by Blackthorne's and Inna's Temperance
Only consider them for early to early mid game monks, and only if it's cost
effective.
===== Boots =====
Ice Climbers
Ice Climbers roll 8 Affixes.
eight
EIGHT
Did that sink in yet?
6 Affix rare boots have got nothing on that.
Ice Climbers are BIS if you want a well rounded boot or a tanky one.
The only reason they have any competition is the 7% CC bonus on Natalya's
Set.
Firewalkers
These actually cap at 269 Dex instead of 300 like most boots
Even the best firewalkers will only be as good as mediocre rare boots.
Nevermind ice climbers or natalya's.
PS: The molten enchantment lets you break wooden doors by walking through
them. Cool? :P
Zunimassa's Trail
Notable for the added elemental damage.
Legacy Zunimassa's come with IAS and slightly lower elemental damage.
They are notable for being glass cannon boots for monks.
But ultimately they are outclassed by the Natalya's Set when it comes to
offense.
Natalya's Bloody Footprints
The base enchantments on Natalya's are fairly good, but not godly.
You would only use these boots for the 7% crit chance from the 2 piece set
bonus.
The DPS from 7% crit chance is so huge, most people consider these boots to
be BIS over ice climbers, with their whopping 8 affixes.
===== Amulets =====
Xephirian Amulet
This amulet comes with spirit regen, that alone makes it a must have amulet
for tempest rush builds.
Ouroboros
This used to be a fairly good amulet, but now that rare amulets all roll i63
affixes, it's outdated.
Traveler's Pledge
Actually a pretty good amulet for followers because of the magic find and
Life %
That's all there is to it though.
Blackthorne's Duncraig Cross
The amulet itself has decent rolls. Not great, but decent.
The LoH is less than optimal, life % is not a great affix, and an affix slot
is wasted on bleed.
But since amulets with more than 3 good enchantments are hard to find and
expensive anyways, and because of the set bonus, you can make the argument
that the duncraig cross is BIS.
Rare Amulets
There aren't any truly amazing rare amulets in the game.
Duncraig cross is good, but in theory a perfect 6 affix amulet is much
better.
So rare amulets are essentially the only end game amulets.
===== Rings =====
Hellfire Ring
The hellfire ball spawns behind your fist, so it usually passes through the
target you punch.
And the bonus experience is useless at 100 paragon.
Ignoring those 2 enchantments, Hellfire ring only has 5 affixes.
One of them happens to be a 170-200 dex affix that usually isn't available
on rare rings.
But at the end of the day, a rare ring can roll better in theory, than a
hellfire ring.
The only reason you would want a hellfire ring is for the bonus xp.
Unity
The crit chance, LoH, and physical damage rolls are not as high as they
could be.
Bonus vs elites is not optimal.
And the dex roll is slightly higher than what you'd see on a normal ring.
But the combination of these enchantments make unity popular.
Even though technically a rare ring could roll substantially higher, with
the exception of the dexterity affix.
Stone of Jordan
IMO this is the best ring for farming.
Spirit regen is priceless for mobility and killing quickly.
Bonus vs elites is BIS for ubers.
added elemental damage and the ability to roll skill bonuses is good too.
You will want FoT or Sweeping wind for your general purpose ring.
Critical Hit Chance for Tempest Rush is must have for tempest rush farming
builds.
Keep in mind that elemental skills such as thunderclap and sweeping wind/
cyclone override the element of the added elemental damage.
Even if you get a cold damage SoJ, you will not cold debuff enemies with
thunderclap.
But if you use deadly reach instead, you will since it's a non-elemental
skill.
Oculus Ring
High dexterity roll, magic find, and resist all make this a great follower
ring.
Skull Grasp
Legacy Skull Grasps are inferior versions of unity
Modern skull grasps aren't very good, but can be used to in weird builds
like ones where you try to reduce the cost of lashing tail kick as much as
possible.
Wailing Host
Basically a Unity Ring without average damage or LoH, and an extra random
affix and set bonus.
All in all, worse than Unity.
Litany of the Undaunted
A more defensive version of Unity/Wailing Host, but still not as good as
unity.
The set bonus isn't terribly useful either.
Natalya's Reflection
Solid base enchantments and more importantly the 7% crit chance set bonus
makes this BIS.
But you will want one with crit chance on it already, otherwise a rare ring
will be comparable.
Rare Ring
IMO the best setup for farming and elites is Natalya's Reflection and a SoJ.
Either way a reflection is generally essential to an end game build.
The SoJ is much more optional.
In which case, if you're not going for a SoJ, rare rings are end game
===== Weapons =====
Most Legendary Weapons have 7 affixes.
But since few legendary weapons have 7 perfect affixes, rare weapons still
compete.
Won Khim Lau
Its base damage affixes are all i62, which is suboptimal, especially for
shield monks
25% lightning skills damage is worth ~137% Crit Damage for a typical DW monk.
Due to the low base damage, this is a poor weapon for sword and board.
Since it can roll crit damage and a socket ontop of lightning skills, it
lets you get higher DPS than any rare weapon could. But only if you're
willing to sacrifice lifesteal.
A perfectly rolled rare weapon can compete with a WKL in the end game. But
end game WKL's are easier to find on the auction house.
Low base damage means it synergizes particularly well with average damage
jewelry.
Echoing Fury
Its base damage affixes are all i62, which is suboptimal
Fear is very suboptimal for farming on higher MP's
This is a BIS weapon for hunting ubers.
Since it can roll crit damage and a socket ontop of +APS, it lets you get
higher DPS than any rare weapon could, but only if you're willing to
sacrifice lifesteal.
A perfectly rolled rare weapon can compete with EF in the end game, but end
game EF's are easier to find on the auction house.
Skorn
Technically a rare 2H axe can roll just like a skorn except for the bleed
chance.
But since nobody loots 2h weapons, you'll pretty much never see a rare
weapon that good.
This makes skorn the only viable option for 2H Builds.
Lifesteal is by far the best roll for the only random enchantment slot.
But IAS and more dexterity are also an option if you want marginally better
DPS.
Butcher's Sickle
The ancient spear effect has a cooldown, so the chance of proc isn't an
important roll.
The base enchantments and damage are i60, which is really bad.
Rare axes can roll better at a nontrivial rate.
But it's still an okay option for mid game monks.
Fist of Az'Turrasq
High base damage makes this an okay sword and board weapon.
But you're forced to pick between LS, socket, or crit damage.
Which is a fatal flaw, and prevents this weapon from being end game material
IMO.
Crystal Fist
Ignore durability loss is a useless affix.
And 200 dex/vit is a suboptimal roll on a weapon.
Shenlong's Set
Unlike other legendary weapons, shenlongs only have 6 enchantments.
And the ones on the shenlongs while decent lack what I'm going to call the
weapon trifecta:
which is crit damage, socket, and lifesteal.
The set bonus simply doesn't compensate for that loss.
So not end game.
Rare Weapons
Skorn dominates the 2H early, mid, AND end game, so I'm not going to talk
about 2h's.
Echoing Fury and WKL can roll higher DPS than rare weapons.
But in theory, a perfectly rolled rare weapon can be on par with an LS/
Socket EF/WKL.
The chance of seeing such a perfectly rolled rare weapon on the AH however,
is small.
1 (共1页)
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