Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Friday, May 30, 2014

Clash of Clans - Week 3-6

I haven't done very well in posting my week to week progress, but here is screenshots over the last 4 weeks.

Town Hall 5 base and design 

 Start of Town Hall 6

Profile update 

First time I saw this.  When you are getting attacked, the lady says you can't enter your base. 

First time I maxed out my gold to 1M. 










"Barching" FTW.  This is a raid composition of Barbarians and Archers getting loot.  This is the easiest way to raid because of the gains vs the expense.  You can keep your trophies up and get 50% on most bases.

 I'm done at Town Hall 6 researching in the Laboratory.
Right before Town Hall 7, my final moments at Town Hall 6.

 I just barely hit Town Hall 7.

 Town Hall 7 after the first 2 hours of being done.

Saturday, May 10, 2014

Clash of Clans - Week 2 Progress

These are screenies from my week 2 in Clash of Clans.  I have a TownHall Level 5 and am working on upgrading my base.  I learned this week that "Obstacles" (trees, mushrooms, etc.) grow back like every 8 hours.  The stones, rocks and such are only removed once.

Attack strategy is pretty much Archers, Goblins, and Barbarians.  I wait til I need resources or a few hours earlier.  I attack easy bases that are stacked for 100-200k in resources.  Gold is easy to spend, walls and other defenses.  Elixir doesn't seem to have easy ways of spending it.  You can store it in the Barracks using Wall Breakers when your Army Camps are full.  With my 3 barracks this saves appx 100k Elixir in Troop Queuing.






Monday, April 28, 2014

Clash of Clans - 1 Week in Results

This is my Base Layout.  It is Townhall Level 4.  I have all buildings and walls built.  I keep on leveling them.  One thing that I notice is that you can get a lot of resources and have both of your builders stuck on long projects.  Seems to be a good game...but the day plus build times are a drag and we're not even half way there.



Here are a couple results of some good raids.  I have done good raids and bad raids.  These capture the low count of troops and a good pull of resources.


From those raids, here is my Achievements showing the amount of Gold and Elixir I've pulled in after the first week.  A little over 800k Gold and more than 700k Elixir.  Best strategy, that I've seen so far, is to just find another player that has been AFK and hope for a weak base.  I don't even have Air Ballons, yet, I'm upgrading by Barracks for that now.

Friday, April 4, 2014

Barbarian DPS Reaper of Souls (ROS) Gear Guide

Head - Strength, Attack Speed, Critical Hit Chance

Shoulders - Strength, Vitality, All Resist, +Life

Neck - Strength, Critical Hit Damage, Critical Hit Chance, Damage Modifier

Hands - Strength, Critical Hit Damage, Critical Hit Chance, Attack Speed

Chest - Strength, Vitality, All Resist, 3 Sockets

Wrists - Strength, Vitality, Critical Hit Chance, Elemental Damage Modifier

Rings - Strength, Critical Hit Damage, Critical Hit Chance, Attack Speed

Waist - Strength, Vitality, All Resist

Main Hand / Off Hand - Strength, Socket, Vitality, Attack Speed

Feet - Strength, Vitality, All Resist, Movement Speed

Legs - Strength, Vitality, All Resist, 2 Sockets

Tuesday, February 25, 2014

Diablo 3 Patch 2.0 Released

http://us.battle.net/d3/en/blog/12671560/

PATCH 2.0.1 NOW AVAILABLE

Patch 2.0.1 Now Available
Diablo III patch 2.0.1 is currently available for download in the Americas. Check out the full patch notes below to learn all about the latest changes.
Important: Please note that you will not be prompted to download patch 2.0.1 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.0.1 is live until those regions have also patched.

Diablo III Patch 2.0.1 - v.2.0.1.22044

The latest client patch notes can be found here.
Visit our Bug Report forum for a list of known issues.

Table of Contents

GENERAL

  • Pools of Reflection have been added to the game
    • Pools of Reflection provide a 25% bonus to experience
    • This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies
    • Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times
    • This experience bonus persists on logout
  • Nephalem Glory has been added to the game
    • Occasionally during battle, monsters will drop Power Globes when damaged or killed
    • Power Globes grant the Nephalem Glory buff, which causes players to deal additional damage in the form of golden lightning bolts and increases their movement speed for a short time
    • This buff can stack up to three times
  • New hero stats have been added to the game
    • These include Toughness, Healing, Splash Damage, Cooldown Reduction, and Resource Cost Reduction
    • Life Steal has been redesigned and is now less effective at higher character levels
      • At level 60, Life Steal is reduced to 10% effectiveness
  • Players now have the ability to resurrect in multiple places when they die in Normal (non-Hardcore) games
    • You may choose to either resurrect at your body, in town, or at the last checkpoint you encountered
    • Players may not resurrect at their body during a Boss encounter
    • Players may only resurrect at their body a maximum of three times in a row
  • Player hit boxes have been adjusted to more closely represent character models
    • Both male and female models of the same class share the same size hit box
  • Followers now automatically level with characters
  • Quests now occasionally grant item rewards when completed during the leveling process
  • Gold can no longer be traded
  • Graphics engine has been updated to support reflections
    • Reflections can be turned on in the Options > Video menu
    • Note: This setting is not recommended for players running minimum system specifications

BOSSES

  • Many bosses have had their mechanics revisted and retuned
    • The following bosses have received the largest changes to their encounters:
      • Maghda
      • Siegebreaker
      • Azmodan
      • Iskatu
    • In addition, the enrage timers for the following Bosses will only be enabled in Torment I and above:
      • The Butcher
      • Zoltun Kulle
      • Belial
      • Ghom
      • Siegebreaker
      • Rakanoth

CLASSES

  • All classes have undergone significant revision. Additional details and patch notes will be available in the near future. In the meantime, we encourage you to log in and explore the new changes for yourself!

CRAFTING AND ARTISANS

  • Crafting has received several quality of life changes
    • Crafting materials have been condensed into two item level tiers: 1-60 and 60-70
      • This change is to reduce the amount of stash space consumed by crafting materials and simply older crafting recipes
      • All crafting materials currently in character inventories and stash have been converted accordingly
    • All crafted items will now roll with stats appropriate to the character crafting them, using the Loot 2.0 Smart Drop system
      • Please note that items designed to roll specific stats, such as the Archon Armor patterns, are exempt from this system
    • Items purchased from vendors are now flagged as such, and cannot be salvaged

DIFFICULTY

  • The difficulty system has been completely revised
    • Nightmare, Hell, and Inferno modes have been removed
    • Difficulty is now dynamic and monsters will level up with your characters
    • There are now five difficulty settings to choose from: Normal, Hard, Expert, Master, and Torment (1-6)
      • Normal, Hard, and Expert are immediately available
      • Master unlocks upon completing Act IV
      • Torment unlocks upon reaching level 60
      • Torment level also includes a difficulty slider, offering an additional six adjustments with increasing rewards and more powerful monsters
      • Each level offers new bonuses and rewards, visible in the difficulty selection menu
    • You can now lower your difficulty setting in-game
      • However, increasing your difficulty still requires exiting your current game
      • This option is disabled in Hardcore mode
    • To account for these changes, monster density has been adjusted across all Acts

EVENTS

  • Cursed Objects
    • Chests and Shrines around Sanctuary now have a chance to be cursed, starting an event once they are inspected
    • Like other events, completing a Cursed Chest or Shrine provides a small gold and experience reward, as well as either a Radiant Chest or a random Shrine buff
    • These events offer a variety of challenges, including endless monster waves and timed events
  • Infernal Machines
    • Torment level difficulty is now required to use Infernal Machines

ITEMIZATION (LOOT 2.0)

  • Itemization has undergone a major overhaul:
    • Legendary and Set items are now Bind on Account
      • Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired
    • The Smart Drop system has been implemented
      • All items that drop have a chance to roll as "Smart Loot"
      • Smart Loot items roll intelligently based on the character being played (example: A Wizard is more likely to find items with Intelligence or bonuses to Wizard skills than a Barbarian)
      • Class specific items will no longer roll stats inappropriate to their class (example: Intelligence will no longer appear on Mighty Weapons or Belts)
    • New item affixes have been added to the game
      • This include Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, and specific Class Skill Bonuses
    • Item properties have been separated into two categories: Primary and Secondary
      • Primary Stats include: Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets, and all new affixes listed above
      • Secondary Stats include: Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
      • This is to prevent stats that directly and indirectly increase character power from competing with one another
    • Stat ranges on items have been narrowed significantly (example: instead of an item having a stat range of 1-200 Strength, its range might now be something like 140-200)
    • Legendary powers now roll in a range, instead of a static amount
      • Example: The Legendary Spirit Stone “The Laws of Seph” has the legendary affix “Using Blinding Flash restores [75-100] spirit”
    • Players can now view the stat ranges of items by pressing and holding CTRL while an item's tooltip is open
    • All Legendary items have been reworked with one or all of the above points in mind
    • Potions have been condensed to a single type; they now provide 60% of your total health when consumed
      • All Potions currently in character inventories or stashes will be converted to the new Potion type

MONSTERS

  • Monster affixes have been revisited and retuned
    • Arcane Enchanted
      • Spawn effect now shows which direction it will start rotating
    • Desecrator
      • Damage now begins low, but quickly ramps up to its maximum damage
    • Frozen
      • Increased the number of Frozen crystals spawned by monsters with this affix
      • Frozen no longer increases how many crystals are spawned based on the number of players in the game
      • Frozen crystals now deal area of effect damage over time to players as they build up to their explosion
    • Jailer
      • Now does a small amount of damage when applied to the player
    • Vortex
      • Now does a small amount of damage when applied to the player
    • Mortar
      • Now has an outer impact area that does less damage than the center of impact
      • Now detonates if they vertically hit a wall
    • Plagued
      • Monsters with this affix now sometimes drop a pool under players as well as under themselves
    • Reflects Damage
      • No longer reflects a portion of incoming damage
      • Now reflects a fixed amount of damage per attack
    • Elite and Champion monsters now have five new possible affixes
      • Frozen Pulse: A shard of ice follows targets around before freezing in place and pulsing cold damage in a small area
      • Orbiter: A nexus of electrical energy appears, surrounded by additional balls of lightning that orbit in a large area
      • Poison Enchanted: Summons globules of poison matter that spread in a cross pattern, dealing damage to those caught in their wake
      • Thunderstorm: A powerful bolt of lightning strikes the ground, emanating a small wave of electrical energy
      • Wormhole: A pair of portals appears, dealing damage as it tears unfortunate targets from their location and transports them elsewhere
  • Monster density has been revisited
    • Density has been retuned around the new difficulty system
    • Elite and Champion packs can now spawn in a larger variation of pack sizes
  • Wasp projectiles can now be dodged and blocked

PARAGON (PARAGON 2.0)

  • The Paragon leveling system has been completely revamped
    • There is no longer a cap on the number of Paragon levels a player can gain
    • Paragon levels are now account-wide and shared across all characters
      • Note that Paragon levels are tracked independently between Hardcore and Normal modes
    • Players no longer gain static bonuses upon achieving Paragon Levels and bonuses currently earned by players have been removed
    • Players now earn Paragon points each level to spend in one of four separate categories: Core, Offense, Defense, and Utility
      • Players with existing Paragon levels have been granted the appropriate number of points to distribute amongst these categories
    • With these changes in mind, the Paragon leveling curve has been updated
    • Note that all Paragon experience earned across all characters prior to this patch has been totaled and recalculated into your new account-wide Paragon level
      • Paragon points can be allocated by clicking the Paragon button in the Character Paper Doll and Inventory screen (Default Hotkey C)

SOCIAL FEATURES

  • Clans and Communities have been added to the game
    • Clans
      • Anyone may create a Clan, and doing so gives access to the Clan window (default hotkey N)
      • Joining or creating a clan displays your clan tag next to your name
      • Clan members can view the Members Roster, a private chat channel, and a News & Info tab for Clan affairs and information in the Clan window
      • Clans support up to 120 members and require an invitation to join
      • Players may only be a member of one Clan at a time
    • Communities
      • Anyone may create a Community, and can view their Community details in the Social tab (default hotkey SHIFT + O)
      • Community members have access to their Members Roster, a dedicated chat channel, and a News & Info tab for sharing stories and Community information
      • Players may join any number of Communities they wish
      • Communities do not have a membership limit; however, if the number of members exceeds 100, only Officers and above will be displayed in the Members Roster
      • Communities can be designated as Private or Public; Private Communities require invitation to join
      • Communities are organized by categories, including but not limited to Classes, Regional, and Game Type

USER INTERFACE

  • Several quality of life changes have been applied to the User Interface
    • The Difficulty and Game Creation menus have been completely redone
    • The in-game Menu has been revised
    • The waypoint list has been replaced with a waypoint map
    • Skill tooltips now show damage type if Advanced Tooltips are enabled
    • Several new social options have been added to support Clans and Communities
      • These can be accessed in the Options > Gameplay menu
    • New chat colors associated with Clans and Communities have been added
    • There is now an option to enable icons for dropped items instead of text
      • This can be enabled in the Options > Gameplay menu
    • There is now an option to automatically skip all cut scenes
      • This can be enabled in the Options > Gameplay menu
    • Item labels for Gold piles are no longer displayed
      • This is to reduce visual clutter; values are still displayed when gold is picked up

Saturday, October 6, 2012

Mists of Panderia - World of Warcraft Screensaver

mists-of-pandaria-1920x1080.jpg (1920×1080)

5.2 and 5.3 Frost DK macro
 /castsequence [mod] Raise Dead; reset=target Howling Blast,Plague Strike,null
/castsequence [combat] reset=0.3 0,0,0,0,0,Plague Leech
/castsequence reset=0.3 0,0,0,0,Frost Strike
/castsequence reset=0.3 0,0,0,Obliterate
/castsequence reset=0.3 0,0,Soul Reaper
/castsequence reset=0.3 0,Horn of Winter
/castsequence reset=5/target Howling Blast,Plague Strike
/cast [combat] Pillar of Frost
/cast [combat] Empower Rune Weapon
/startattack

Wednesday, August 8, 2012

Diablo 3 Monk Gear Guide by Modz

DatModz

F.A.Q


How do your Giveaways work? When do they occur?
I do my giveaways randomly and they will always follow this format, "I am going to pick a number between 1-99, you get to guess this number! You get only 1 guess, the closest guess to the number I wrote down wins the giveaway! In order to qualify you must be a follower of the stream and on US servers! Don't guess yet, I will tell you when I wrote down the number!", LET THE BEST MAN OR WOMAN WIN!

What website do you use to calculate your dps/upgrades 
I use TheAsianGamer Damage Calculator , I find it to be the most accurate and you can save your profiles.

What are your stat priorities on gear?
For each slot I focus on:
  • Weapons(Mainhand)- High DPS(Damage Range) so you want a slow weapon ie. Mace, Spear, Axe with a Socket, Critical Hit Damage, Dexterity, Vitality, (Offhand) - High DPS(with a fast weapon) 200+ Dexterity, as close to 100% critical hit damage, Socket and Vitality
  • Helm : Dexterity, Critical Hit Chance, Resistances, Socket , Life %, FoT Skill Modifier
  • Shoulders :Dexterity, Vitality, Resistances, Life %, +Armor
  • Chest : Dexterity, Vitality, 3 sockets, Resistances, +Armor
  • Pants : Dexterity, Vitality, 2 sockets, Resistances, + armor
  • Belt: Dexterity, Vitality, Resistances, Armor or Life %, Pick-up Radius
  • Gloves: Dexterity, Vitality, Resistances, Attack Speed, Critical Hit Chance, Critical Hit Damage
  • Boots: Dexterity, Vitality, Movement Speed, Resistances, +Armor
  • Bracers: Dexterity, Vitality, Critical Hit Chance, Resistances, Reduced Damage from Melee
  • Rings: Dexterity, Vitality, Resistances, Attack Speed, Critical Hit Chance, Critical Hit Damage
  • Amulet: Dexterity, Vitality, Life after kill, Resistances, Critical Hit Chance, Critical Hit Damage, Attack Speed

What are the max damage modifier values for each of these slots?

  • Criticial Hit Chance Values:
  • Gloves, up to 10%
  • Amulets, up to 8.5%
  • Bracers, up to 6%
  • Helms, up to 6%
  • Rings, up to 4.5%
  • Critical Hit Damage Values
  • Weapons, up to 100%, Emeralds add another 100% Max, if the weapon has a socket
  • Amulets, up to 65%
  • Gloves, up to 50%
  • Rings, up to 34%
  • Attack Speed Values: 
  • Weapons, up to 11%
  • Amulets, up to 9%
  • Gloves, up to 9%

Spec: http://us.battle.net/d3/en/calculator/monk#aSYXgk!aXU!accbYa

    Sunday, June 24, 2012

    Witch Doctor Inferno Guide

     Heleon
     I've recently been shown an incredibly overpowered witch doctor build that can be used to solo virtually everything in the game with minimal gear required.

     The set up is: Acid Cloud--->Acid Rain

    Grasp of the Dead--->Groping Eels
    Spirit Walk--->Jaunt
    Horrify--->Frightening Aspect
    Big Bad Voodoo--->Rain Dance
    Gargantuan--->Big Stinker
    Passives: Jungle Fortitude, Vision Quest, Spirit Vessel.

     Basic this build revolves around spamming Acid cloud while stacking life on hit, defense, and chance to freeze.

     Every time your acid cloud ticks it has a chance to proc the % chance to freeze effect, therefore, when you spam it, the freeze proc is constantly going off as long as you have a decent set which means mobs are permanently frozen in place if you set it up correctly, elite mobs can literally do nothing, same thing with bosses.

     And because each tick procs life on hit with a decent LoH amount you will be able to sit in any affix and basically tank it because you will be getting healed for something like 40-60k per second.

     If set up correctly you can stand next to inferno diablo and simply perma freeze him, preventing from using any ability or even transitioning phases.

     This build works even better if you have multiple which doctors in the party.

     Sorry I have no vid at the moment but try it for yourselves:) you won't do a ton of damage but you can literally clear any content in the game as all mobs including elite packs and bosses will be permanently stunned by your freeze on hit proc, so all you have to worry about is affixes which you simply tank with standard defense stats combined with life on hit constantly proccing from your acid cloud.

     Enjoy :D

    Friday, June 15, 2012

    Peli: How to solo inferno as a Monk from experience


    Hi all, I've seen a lot of complaining about monks in Inferno and people complaining that melee in general is not viable. I just wanted to inspire the community to believe that you don't need to be a full time player or real money spender to get through inferno. All you need is the ability to itemize, budget your income well, and pick the skills that fit your play style best.

    I wanted to write a guide describing how I got through Inferno (Diablo and all). The build I used, the game changing items I bought, and general gear selection strategies. I also wanted to toss in some general auction house strategies that you may find helpful.

    Key Concepts
    Getting the most out of your primary
    Sweeping wind = Free Dps
    More spirit than you can shake a stick at
    Mitigating damage through mobility and well timed invulnerability as well as resistance
    Maximizing dps time and countering burst through use of cc, mobility, and invulnerability.

    Skill Selection and explanation
    http://us.battle.net/d3/en/calculator/monk#aYgiTh!ZXU!acYZYa

    This is the build I used from Act I on. I'm convinced that it truly is the best build out there.

    My League of Legends partner and I came up with it and named it:
    "The build of answers" because it effectively counters every gimmicky fight in this game along with nearly every combination of affixes that elites can throw at you.

    The best part of it is that the build can be used to kite or to stick on to ranged targets.
    This makes it great if you are hunting down a treasure goblin or ranged elite or if you are kiting a pack of fire chainers.

    I'll now go through each skill and explain it's uses:

    Fists of Lightening: Thunderclap

    Who would of thought that the very first primary with the very first rune would be what I'd stick with all the way through? Well...I did. The primary is literally the most broken thing monks have going for them. The skill does more damage per second than any other primary, while providing great mobility, while damaging in AoE, while CCing everything in AoE, while generating more spirit than any other primary. And...it proc's life on hit twice in AoE per attack. You can also jump over projectiles and damaging magic affects with the teleport and not take damage.

    Blinding Flash: Faith in the Light

    This skill is exceptional at providing burst damage, while also opening up an opportunity to freely deal damage. The Faith in the Light rune will proc twice for each Fists of Lightning strike and works off the AoE component to clear a crowd in no time or provide exception burst damage against a single target.

    Blinding Flash also is great for interruption, especially against bosses. "Oh you wanted to do your signature move Diablo? NOT TODAY!" It makes Hammer Lords and other monsters with big swings very manageable.

    Serenity: Ascension

    I've always run ascension over PR. It's just plain better. The extra second of invulnerability will provide you the ability to make more attacks to gain more life and will out weigh the heal once you have a decent amount of life on hit while effectively dealing more damage. The cd also begins refreshing upon activation. Longer duration means a shorter CD.

    Sweeping Wind: Blade Storm

    This skill makes it possible for a monk with 20k dps to out damage a DH or Wizard with 4 times the damage on their paper doll. It's steady, reliable, free dps in AoE. While kiting mobs I constantly burn them with this skill. It's a necessary part of an inferno monk's kit IMO. It also will constantly apply and refresh resolve even while CC'd.

    Seven Sided Strike: Sustained Attack

    This skill is the most under-rated skill in the monk's kit. I've used it since I unlocked it and it's allowed me to win. It's a cleanse, heal, aggro shed, burst dps, ranged dps, invulnerability skill all wrapped into one.

    The most obvious benefit is the invulnerability. You can avoid an arcane sentry, molten explosion/frozen explosion, a big swing, or a projectile by timing the skill well. With some life on hit (or spirit spent) it also will give you a decent heal. The damage it deals is phenomenal against a single target or a target that is hovering over an area that can't be accessed (or on the other side of a wall). Monsters also forget you exist and go chasing after your Merc (or mystic ally if you run one) which is very handy if you get yourself surrounded.
    The ability is also great for keeping your 3 stack of sweeping wind and giving the enemy elites a poke at range.

    I enjoy sustained attack because it provides me with the tool more often. With a 7 second shorter cd I can alternate between this and serenity to enjoy cc immunity/burst damage immunity every 5 seconds over the course of an extended fight. That strategy counters almost every boss in this game and many elites!

    Mantra of Evasion: Hard Target

    This mantra is excellent to keep your armor on par with your resistance. Right now, self buffed, I'm enjoying 72.80% mitigation from armor and 72.84% from resistance. It closes that gap between your resistances and armor nicely and makes grabbing dex with seize the initiative more rewarding.

    The mantra itself is also really amazing. It gives me about 10% more dodge passively and an additional 9% or so when I activate it to give me a 54% chance to dodge in a pinch. That's huge against melee elites as you can use the active on this mantra to avoid damage spikes between cds. This is way way more useful than the pathetic life regen of MoH with time of need, especially since it has a broken active atm (Blizz plz fix).

    One with Everything: Mandatory! Stacking a single resistance is a cheap and effective way to get a lot of stats for not a lot of gold. Getting 40+ of the same resist on each piece is not expensive but is very very effective and even more cost effective.

    Seize the initiative: This skill scales with you. Upon entering inferno, chances are that its not going to be as good for you as Transcendence. Upon achieving 1000 dex you should consider switching Transcendence out for Seize as it will effectively decrease incoming damage by 25% at that point.

    Resolve: This ability is the tried and true passive that I've used since normal mode. At no point should it ever be replaced unless you are rolling a Dw/ 2-hander glass cannon spec. At low levels, it vastly out performs Seize and at high levels it vastly out performs transcendence. So it always has a spot in your build.

    Itemizing your Monk

    First off, every so often, go to the AH and don't buy anything. Instead go to the sell tab and look at each piece of gear. Honestly question each piece's strength and try and replace the weakest link.

    IT IS OF UTMOST IMPORTANCE:

    1) Keep your weapon up to date (dps / attack speed is all that matters)
    2) Keep your Amulet up to date (600 life on hit amulets out perform EVERYTHING! and they are vastly less expensive than IAS amulets. (It doesn't even need other stats tbh.))
    3) Keep your Shield up to date (It is huge to keep your armor value up to par, AND to have a shield with a good block percentage AND amount)
    4) If those 3 pieces are sitting nicely, then upgrade your weakest slot.

    What to look for in a weapon:

    First off, base attack speed. Monks should really only be using daggers and fist weapons unless they find something with 25% IAS on it. You don't want to use anything with an attack rate under 1.4. Ideally, you want something with an attack rate over 1.6.

    DON'T WASTE YOUR GOLD ON LoH WEAPONS! The reason these are so over priced is because the people buying them are guys that have Diablo on farm and have tons of gold for upgrades. It's a huge distraction for anyone progressing and a huge waste of gold.

    You can get plenty enough LoH using your ring and amulet slots. Again,
    DO NOT SACRIFICE DPS FOR LoH!

    Jewelry:

    Get a 600 LoH amulet. The is the most affordable slot to get lots of LoH. If you can find one with good other stats and your stacked resist, all the better. Don't waste 12 million on a poorly rolled Blackthorne's Medal!!!

    You can find very reasonably priced rings with other stats and 250+ LoH on AH. I'd recommend finding rings with your stacked resist + LoH (dex is expensive in this slot and IAS is way way expensive [but really good if you can find it]).

    Armor:

    Try to get stuff with 40+ resist of your stacked resist. It's cheap and effective!
    Also look for all resist, dex, and if possible vit or %life
    However! The amount of each is more important than having all of them. People will try to charge you 10 million for a piece with 100 dex and 100 vit on it. But will only charge you 3 million for a piece with the same stats but 200 vit or 200 dex on it. Keep an eye on these things!
    I have 4 dedicated "HP" slots with minimal dex and the rest of my gear has no HP on it at all but tons of dex.
    AND I SAVED TONS OF MONEY DOING IT THAT WAY!

    Some things to look for when building gear:

    A socket and % damage for your primary on your helm. The rest of the stats don't have to be anything special but these two are really powerful! I have 9% bonus damage to FoL and 15% extra hp on my helm, some resist and minimal dex and vit +armor for my helm. I spent 900k on it and I couldn't find an upgrade for 10 mill...

    Movement speed on boots: I run 12% MS on some sage's seekers that I picked up for under a million. Move speed is so so effective for kiting, dodging things manually, and keeping your dps in time high.

    Attack speed on gloves: This is a very easy way to get lots of dps for not a huge cost.

    Block and crit on shield: block is a given. Crit on gloves will cost you millions with a high amount of dex and IAS. But it goes for a fraction of the cost on shields since DH don't run shields. It's a great way to improve your dps!

    Here is the compendium done by Unleashed. Use it!
    http://us.battle.net/d3/en/forum/topic/5573705891

    When itemizing the following things are most important (in corresponding order):

    1) Life on Hit: Since your weapon won't have this, you have 3 slots to work with. Use all three of them to get your LoH above 1k.
    2) IAS: An expensive little stat, best picked up on your weapon and gloves. Rings with both LoH and IAS are over costed, avoid them unless you find a reasonably priced gem. Keep your attack's per second around or above 2.
    3) The resist you are stacking: Cheap and effective. It's the central focus across your armor slots!
    4) Dex: Armor, dodge chance, and Damage. What's not to love?
    5) Resist all: (int/9 counts) valuable in large doses in combination with 40+ of the resist you are stacking to get that resist all stat up there.
    6) Armor: (strength counts) Dex is the best source of armor but +armor and high base armor is beneficial.
    6) Vitality/%life: Use both in combination for max effect. Look for a few items with massive amounts of HP plus your stacked resist. Get your health pool over 28k and focus on your resistances. Anything that can 1 shot you with high resists and armor at this hp pool is slow enough or predictable enough to avoid. High resists and low hp means inflated value of LoH, healing (potions), and block values, which is exactly what we are going for.

    Another fun and useful stat to consider:

    Chance on hit to CC. These items make bosses a joke. The best one is freeze (on belt) as it works literally on every mob in the game (including treasure goblins). Stun, and blind are also good. "Hey Diablo, chill out!" Each auto attack with FoL has 2 chances to proc one of these if using a thunderclap rune and it works with the AoE. Don't sacrifice large amounts of other stats to get theses, but when given the option, get them (totally worth it!).

    So here's all my little secrets that I've been hoarding until I placed Diablo on his back.

    For reference here were the stats I had the first time I knocked out Diablo.

    1200 LoH
    2.04 Attack per second
    18,300 damage (on paper doll)
    29,000 hp
    730 resist all
    7,100 armor (buffed 20% hard target)
    43% chance to dodge (buffed)
    23% chance to block
    4.7% chance to stun
    2.1% chance to blind
    2.3% chance to freeze

    Feel free to ask any questions and comment. I'll keep an eye on this thread.