Monk Passives

Monks have more flexibility in their passive choices than most classes because a lot of them give similar benefits. Often times you can switch them out based upon your gear, paragon level or familiarity with the game. You also have the choice to select tons of defense or straight offensive with most of the build choices. Let's analyze each passive and see what they're all about.

Alacrity

Mechanics
Increase the attack speed of Spirit Generators by 15% multiplicatively.

Best use
This passive is amazing for Raiment Gen Monk, providing a straight 15% DPS and recovery boost. But for all other builds it's very underwhelming. For zMonk in particular it's no good at all, because healing from Soothing Mist has an ICD based on your general APS rather than skill APS and this passive can actually reduce your healing in some cases.

Beacon of Ytar

Mechanics
Reduce all cooldowns by 20% multiplicatively.

Best use
This is one of the best passives a Monk has and is taken in most builds to keep up Epiphany and to synergize with Captain Crimson's Trimmings set.

Chant of Resonance

Mechanics
The Spirit costs of Mantra activation effects are reduced by 50% and you gain 4 Spirit every second when you have a Mantra equipped.

Best use
This is a popular passive to take with the support zMonk as it lets you spam Mantra of Healing to shield and heal your teammates.

Combination Strike

Mechanics

  • When you hit an enemy with a Spirit Generator you get a 3 second buff giving you 10% additive damage
  • Hitting an enemy with a different Sprit Generator will add another stack to the buff up to a maximum of 4 stacks
  • Hitting an enemy with any Spirit Generator at any time will reset the timer on the buff

Best use
This is not a popular passive because multiple spirit generators are rarely used, the only exception to that is the RGK version or Raiment Gen Monk, which uses 3 different Generators!

Determination

Mechanics
Each enemy within 12 yards increases your damage by 4% , up to a maximum of 20% additively.

Best use
This is a nice offensive passive as we only need 5 enemies to be near us to get the full 20% value. But it's usually outclassed by other Monk Passives, due to it being very weak vs Rift Guardians.

Exalted Soul

Mechanics
Increase Maximum Spirit by 50 and increase Spirit Regeneration by 4 per second.

Best use
This passive is only used while leveling or in Generator-based builds with Shenlong's Spirit set, where it provides approximately 13% DPS.

Fleet Footed

Mechanics
Increase movement speed by 10%.

Best use
This is a decent passive to take in speed content. This can go beyond the normal 25% cap for a player, meaning you can take the full paragon points for 25% and this passive for a combined total of 35% increased movement. Movement Speed is not so great on Monks because most of the movement is done via Dashing Strike spam.

Harmony

Mechanics
Your secondary single elemental Resistance secondary rolls on gear also increase Resistance to all other elements by 40% of its value. One item can provide up to 210 Resistance to a single element, with this passive it will also give 84 Resistance to all other elements.

Note that All Resistance primary roll and Single Resistance secondary roll are mutually exclusive. For that reason builds using Harmony usually place less value on All Resistance rolls if a similarly powerful alternative is available (e.g. Elite Damage Reduction on Chest)

Best use
This is a fantastic defensive passive if your gear has a lot of secondary resistances. If you're missing those rolls, there are better defensive options like Sixth Sense or The Guardian's Path. With secondary resist rolls on everything this passive provides about 35% extra toughness.

Momentum

Mechanics
Moving 25 yards gives you 20% additive damage for 6 seconds.

Best use
This is a great offensive passive especially for speed content, where you don't have to do anything special to proc the bonus as you are constantly running forward. In push it's usually not used because you need to waste your Dashing Strike charges to activate it and because there are better option available.

Mythic Rhythm

Mechanics
After hitting an enemy with the 3rd strike of a Generator combo you get a buff that increases the damage of your next Spirit Spender by 40% multiplicatively. This buff lasts forever. If you use Tempest Rush its damage will stay increased for as long as you keep channeling.

Best use
This passive can be used with the Uliana's Stratagem Exploding Palm Monk to in order to get +40% damage throughout the rift. Precise play and understanding are needed with how this interacts with that set which is explained in that build guide.

It can also be used by Tempest Rush monks but it costs those builds a lot of toughness so it's only done at high Paragon.

Near Death Experience

Mechanics
When receiving fatal damage, you instead restore 35% Life and 35% Spirit and are immune to damage and control impairing effects for 2 seconds. This effect may occur once every 60 seconds. When this effect procs you also knockback all surrounding enemies.

Best use
This is the standard cheat death passive and is extremely popular for the Monk, although knockback effect can be very annoying especially on zMonk in 4-man group, who tends to sit right in the middle of all enemies.

Relentless Assault

Mechanics
You deal 20% more damage to enemies that are Blind, Frozen or Stunned. The damage bonus is multiplicative.

Best use
This is one of the best offensive Monk passives, but the CC requirement makes it more suited to builds using burst damage skills such as Tempest Rush Flurry or Exploding Palm.

Resolve

Mechanics
Damage you deal reduces enemy damage by 20% for 4 seconds. The debuff from different Monks doesn't stack.

Best use
This is an excellent passive to take in groups because it will help keep everyone alive.

Seize the Initiative

Mechanics
Dealing damage to enemies above 75% Life increases your attack speed by 30% for 4 seconds.

Best use
This is a very popular offensive passive for any build not starved for spirit as 30% attack speed is very hard to come by.

Sixth Sense

Mechanics
Reduce all non-Physical damage taken by 25%.

Best use
This is a popular defensive passive to boost your elemental toughness. Usually outclassed by The Guardian's Path and Harmony.

The Guardian's Path

Mechanics
While dual-wielding, you gain a 35% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 15%.

Best use
This is a popular passive for dual-wielding specs as 35% chance to dodge is a tremendous toughness boost. This passive is very strong on paper, providing about 50% extra toughness, but it comes from dodge and that makes it unstable. Monks can easily have very high dodge chance from skills like Mantra of Salvation Agility and Dashing Strike Blinding Speed. While adding The Guardian's Path on top of that will still give you 50% more toughness, it's not good to have too much of your toughness coming from dodge. When that happens you can get randomly oneshot when dodge doesn't proc.

Transcendence

Mechanics
Every point of Spirit spent heals you for 429 Life. Heal amount is increased by 0.4% of your Health Globe Healing Bonus.

Best use
This passive is usually pretty weak but if you happen to have a couple of Health Globe rolls on your pushing gear and are playing a Spirit-heavy build like PoJ Tempest Rush Monk, then it can be a decent defensive passive.

Unity

Mechanics
You get 5% additive damage for each ally affected by your mantra. Allies include your Follower, your Mystic Ally, other players and their pet. When using Inna's Mantra (4) Bonus you get 3 stacks for each affected ally, one stack per mantra (Mantra of Conviction doesn't affect allies). This bonus is can stack up to 4 times for a 20% damage increase.

Additionally all allies affected by one of your mantras get their damage increased by 5% additively.

Best use
This passive is mainly used in groups to boost our teammates damage by 5%. The increased damage bonus we get can be better attained through other passives like Momentum. Note that if you're playing in the 4 Player party, you will only get +15% increased damage (3 allys x 5) out of the maximum 20% increase. In order to get the full 20% someone in the party will need a pet or minion that's impacted by our mantra.

Post by Raxxanterax