Here's my guide for my Falling Thunder/Flicker Invoker League Starter and Endgame Build for Patch 0.4 The Last of the Druids!
----------------------------------------------------------------------------------------------------------------------
🚨Work in Progress, be sure to come by the Twitch Stream for the Newest Skill Tree and Gems as I'm changing it to test new things!🚨
----------------------------------------------------------------------------------------------------------------------
🚨I've included a League Starter Leveling Guide, Early Mapping Guide, and Endgame Guide to cover your run on Monk from Start to Finish. Click the appropriate Tab for Gear and the Passive Tree🚨
----------------------------------------------------------------------------------------------------------------------
We use
Whirling Assault to clear packs and kick off our Power Charge Generation. We'll use
Cast on Critical with a Low Level
Profane Ritual to generate Power Charges when mapping to fuel either/both
Falling Thunder and/or
Flicker Strike for our main clearing skills.
Power Charges in Boss fights come from
Hand of Chayula, Culmination II, and Ailith's Chimes. You'll build up Combo by hitting the target with your Strike Skill, use
Hand of Chayula to expend that Combo and be granted Power Charges thanks to Ailith's Chimes.
Falling Thunder will use Nova Projectiles which no longer has the 40% Less Damage line on it. This means we'll be able to clear in a 360° circle without the damage reduction. This is HUGE for clear speed and allows us to clear giants packs of monsters very quickly.
Flicker Strike also becomes usable thanks to the INSANE amount of Power Charges we generate with
Cast on Critical,
Profane Ritual, and the newly buffed
The Soul Springs Eternal which now has "Meta Skills have 50% increased Spirit Reservation Efficiency." This reduces the cost of
Cast on Critical!
Our Single Target DPS is taken care of by
Falling Thunder or
Flicker Strike. We generate Power Charges in Boss Fights using Ailith's Chimes and Culmination II. We'll mix in
Mantra of Destruction for 71% Extra Damage as Chaos,
Elemental Conflux for 74% More Fire/Cold/Lightning Damage,
Sniper's Mark boosted by
Hand of Chayula for 133% Increased Critical Damage Bonus, and an optional
Powertread Boot Swap on Ubers to ONE SHOT UBER PINNACLE BOSSES!
We use
Wind Dancer and
Ghost Dance to stack tons of Evasion and Energy Shield Recovery on Hit. Currently we have 6.5K ES, 75% Evasion, and 70% Deflect. We also recover nearly 1K ES on hit thanks to
Ghost Dance. We'll use
Chaos Inoculation to be Immune to Chaos damage and use
Shavronne's Satchel +
Ultimate Life Flask with Instant Recovery to Heal our Energy Shield on demand!
Hollow Palm Technique has been NERFED pretty considerably along with Combo using Culmination II. This means no more Hands and now use Quarterstaff. It may be viable in the campaign but would swap off of it around Act 4/Endgame ESPECIALLY if you still want to One Shot Ubers!
You DO NOT need 2 Weapons since we use Weapon Sets! In 0.3 they made it so you can lock your Weapon's to BOTH Weapon Sets. Just hover your weapon and you'll notice a Lock icon. Click this to Lock your Weapon to BOTH Sets!
Permanent Buff's From Act Rewards Recommendations:
Valley of the Titans
- +30% increased Charm Charges
The Venom Crypts
- +25% increased Stun Threshold
Halls of the Dead
- +5% Lightning Resistance
- +5% Cold Resistance
- +5% Fire Resistance
Goddess Of Justice
- +30% Increased Mana recovery from flasks
The Seven Pillars
- +5% to all Elemental Resistances (Interchangeable)
- 15% Increased Global Defenses (Interchangeable)









































