[S16] [Season 16] Support Grouping / Healing Monk (Group Meta)
Crippling Wave Tsunami
Cyclone Strike Soothing Breeze
Blinding Flash Crippling Light
Inner Sanctuary Temple of Protection
Mantra of Salvation Agility
Epiphany Soothing Mist
SEASON 16 CHANGE: Because everyone will now have the ring of royal grandeur baseline, you can drop your Inna's belt to get Vigilante belt for more CDR.
Mantra of Salvation - Agility
This mantra gives 20% Resistance to All elements, and the active gives 35% and an additional 20% all resistance. This is a really powerful mantra and is probably the most used. With this mantra you need to make sure you always have it active, so you want to use it EVERY 3 SECONDS.
Mantra of Healing - Time of Need
This mantra gives life regeneration and the active grants a large shield (60k + 15% of healing globe bonus). This is a very powerful mantra that is especially useful when you get 100k+ Healing Globe Bonus. This mantra does not have a cooldown, and you want to spam this ability as much as you can, because it can and will save the lives of the people in your group countless times. FOR THIS MANTRA YOU NEED TO TAKE CHANT OF RESONANCE.
With a Hellfire Amulet you want 1/6 of these passives:
Chant of Resonance (only with Time of Need mantra)
Near Death Experience
Seize the Initiative
Beacon of Ytar
Without Hellfire Amulet use resist Amulet (listed in best to worst order)
The Star Of Azkaranth (fire)
Countess Julia's Cameo (arcane)
Mara's Kaleidoscope (poision)
Talisman of Aranoch (cold)
You want the same stats on these as a Hellfire; CDR and Health Globes
The more Health Globe bonus that you have, the more healing that you get out of Epiphany for you and your group. Any piece that you can get this bonus on, you want it, but it is not worth sacrificing CDR for.
In regards to the rune on Cyclone Strike, you can run either Soothing Breeze (healing) or Implosion (larger pull range). In 4 man groups, your Barbarian is throwing mobs at you with Ancient Spear, so you don't really need the extended range because of the density, and you need to keep your group alive with the healing. For 2/3 man groups you can run Implosion because you will have to do the grouping yourself.
Diamond gems in gear for resists
Diamond gem in helm for CDR
Purple gems in weapons for LoH
(Can also use Gem of Ease in weapon for speed running to get the most xp for your group)
For the armor slot in the cube, use either Strongarm Bracers or Spirit Guards depending on which ones you are wearing. You just want to get the effect from both of these because they are really good.
For the jewelry slot, you can use Band of Rue Chambers or a resistance amulet depending on if you feel like you need more spirit generation or not. Idealy if you were wearing The Star of Azkaranth you would cube a Countess Julia's Cameo because they are the two elements (fire and arcane) that are the most common and do the most damage.
|Critical Hit Chance|
|Critical Hit Damage|
|Life on Hit|
|Resource Cost Reduction|
Max sheet movement speed is 25%, so between your boots and paragon you need to hit that cap.
Extra spirit is amazing for more cyclone strikes,
Vitality gives HP.
You do not benefit from crit, so it's not worth taking until you have to.
Resist all is amazing because you aren't an Int class.
Life is second best here.
Monk is a dex class so you get diminishing returns from armor because dex = armor.
Life regen comes in last because you are healing yourself anyways.
Life on hit is amazing because of all the bonuses you get from Little Rogue and Slander + Flying Dragon in cube (this is why you get on your weapons).
Resource cost reduction makes your cyclone strike cheaper so you can heal your allies more.
Area damage does nothing for you.
You're playing this build in GR's so gold doesn't even drop until the RG so this is kinda useless.