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    Default My class layout with information on why it's amazing

    I changed up my layout a bit and am very very happy with it. I can clear all of act 3 inferno in a respectable time and my dps is Insane.
    With the upcoming patch 1.0.4 grouping is going to be even better with the reduction of monster hp scaling in a party and overall damage buffs, with the current method if it's smooth sailing - the patch will make it something on an entirely new level. So let's get to the breakdown shall we?!

    1x Barbarian / 3x Monks - now I've thought about this long and hard thinking maybe 2 of each would be better but ultimately this is the bread and butter right here. There is so much synergy that we will get into.

    GEAR:
    My gear isn't ridiculously amazing, but it also isn't terrible. I'd say middle of the road for all intents and purposes.

    Barbarian -Unbuffed sitting there dps is 55k - with group buffs running my DPS is 92k not including the additional DPS increases on the monsters (will get into that in a bit. Additionally I'd like to point out my gear has a lot of areas it can be improved in. Void's Barbarian sits at 100k dps unbuffed.
    Monk 1 35k dps unbuffed - fully buffed around 50k
    Monk 2 41.6k dps unbuffed - fully buffed around 55k
    Monk 3 30k dps unbuffed - fully buffed around 40k

    Now I like my damage but adding a barbarian into the mix adding so much survivability in the form of resists so let's get into what each character offers the group!

    Synergy buffs for group!
    Barbarian
    • Warcry - Impunity +50% to all resists and +20% to armor.
    • Ignore Pain - Mob Rule : 65% damage reduction for entire group for 5 seconds, I round robin this with 2 of the monks that use Serenity to use in bad situations.


    Monk1
    • Resolve: -25% damage reduction from monster
    • Mantra of Conviction: 24% increased damager to monsters within 20 yards. When you activate it, it increases it to 48% for 3 seconds. Pretty much spam it over and over. ( this is huge, you take whatever your paperdoll says and add 48% more damage.
    • Serenity: 1 sec group invulnerability. Breaks CC and helps me dodge bad things happening - I.E I sit and tank through the frozen crystals and activate it right when they are about to explode.


    Monk2
    • Crippling Wave - Concussion: causes enemies to do 20% less damage
    • Mantra of Evasion: Currently using Divine Protection, on top of the 15% base dodge when you spam it every 3 seconds it bumps your dodge to +30%. Divine Protection is similar to Pain Suppression from a Priest in WoW so it helps save lives, if you drop below 25% hp it puts a bubble on you for 3 seconds that reduces all damage by 80%.
    • Cyclone Strike - Implosion: Not really a group buff but it pulls any monster in a 34 yard radius to you. Basically a large chunk of the screen and you just blow all the monsters up at once since I am aoe'ing with 4 characters. It's nice


    Monk3
    • Crippling Wave - Breaking Wave : Increases damage to affected target by 10% ( does not show on paperdoll, so add 10%
    • Mantra of Healing - Time of Need : Besides the heal per second buff, gives +20% to all resists.
    • Guiding Light : This skill was initially confusing but it works with many skills that you wouldn't ordinarily think work. Basically Mantra of Healing procs this, Since during battle I am somewhat spamming my mantra ability this is always up, so +16% damage for the entire group ( this one shows up on the paperdoll so you know it works)
    • Serenity : just like monk1, 1 second group invuln.


    On top of that all Monks have Breath of Heaven which is round robin for on demand heals when I need it, each time it is used it gives a 15% damage buff to that single character for 45 seconds. So without thinking about it - healing the group gives a damage bonus on top of it.


    To break it all down now. This is what it looks like for group synergy

    24%(48%) Damage + 16% Damage + 10% Damage (this does not include self buffs)
    50% resists + 20% resists
    20% Armor can add another 20% if you want to
    -25% damage reduction on monsters + -20%
    -20% Attack speed on monsters
    300 Heal per second (1100 HPS for 3 seconds)
    15% Dodge (30% for 3 seconds)


    I am able to tank just about anything. The main heals from the Barbarian come from lifesteal, and the Monks use the passive Transcendence which heals 62 hp per spirit spent. It works out nicely if you have good spirit regen and spamming Mantra's actually heals you in the process. The only trouble is some bad affix combo's but they can be downed with practice. Adding the barbarian added a lot of DPS and resists needed to burn them down in a short amount of time.


    If my math is correct my base DPS on the Barbarian unbuffed is 55k, when adding everything together beyond what the paperdoll shows it is 145k. I use Frenzy which gives 75% attack speed at full stacks bumping the DPS now up to 254k DPS sustained! and when I really want to burn something down like an elite every 2 minutes I pop Wrath of the Berserker, which I'm not even sure what the DPS is at that point. It's just spamtastic on the screen and I see quite a few crits get to the 200k range, and it's close to 3 attacks per second.
    Mind you the monks are pumping out roughly 80k DPS a piece and it's all AoE.

    The most recent modification I have made is slightly droppping my DPS so I can pick up stun gloves and freeze belts, even though my attacks per second are somewhat slower than a ranged casters methods and also up close. It's a very noticeable improvement and gives me extra time to burn down monsters and prevent them from using their special affix's so often.

    And that ladies and gents, is my mind dump. Maximize the multiboxing possibilities. A random group will never have a perfect layout like this, enjoy it.
    Last edited by Ellay : 08-17-2012 at 10:55 AM
    FFXIV - Aether - Sargatanas
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