tempest rush vs dashing strike

Posted by Member Tautology on 8/26/12 10:27 PM #1
Posts: 13

I've heard many times that dashing strike is the preferred escape skill. I use tempest rush/tailwind. What's good about dashing strike I'm not seeing when I use it?

BTW rubberbanding was an issue, then it wasn't, then with 1.04 there's bad rubberbanding again. (GJ Bliz)
Posted by Admin DHAdmin on 8/26/12 10:57 PM #2
Posts: 938

Dashing strike is the far better skill in my mind. You can cover large distances in a second as long as you have a target (destructible objects or enemies). Plus with quicksilver rune dashing strike is very cheap.

It has a ton of small uses:
- Dash over an arcane enchanted beam to receive no damage
- Get out of jailer and around waller easily
- Dodge large enemy attacks by dashing behind them as they strike where you were

etc etc
Posted by Member Tautology on 8/27/12 03:18 PM #3
Posts: 13

"As long as you have a target" is where I dislike dashing strike. I've found too many times where I want to dash away but can't because there's no away to target. I also like charging through one or an entire group of enemies and giving them all a snare and a small knockback. Tempest interrupts attacks regardless of size and spreads out enemies a bit so they have some travel time before they can attack again.

Dashing strike is definitely better for jailer. I'm not convinced it's better for waller, again because of the away issue. Arcane does do dmg, but so little (sometimes zero) because you charge through it so fast.

For me tempest rush loses on jailer but is so much more versatile it wins everywhere else. However dashing is looking better now that the rubberbanding is back.
Posted by Admin DHAdmin on 8/27/12 03:27 PM #4
Posts: 938

Eh I never had an issue getting away I just dash the behind the monsters back and run away as normal and quickly find something else to dash onto. But generally I don't need to dash to anything else as I can dodge most strong enemy attacks by just dashing on the ground.

I find tempest rush to be the "bruteforce" approach where dashing strike is the better skill but is harder to use.

Tempest Rush has it place especially when you have enough spirit regeneration that you can literally use the skill forever, I just don't think it's the better mobility skill in everyday usage.
Posted by Member zerokewl on 8/27/12 08:19 PM #5
Posts: 816

Posted by DHAdmin at 08/27/2012 03:27 PM



I find tempest rush to be the "bruteforce" approach where dashing strike is the better skill but is harder to use.


QFT

Plus I just liked how it sounded in my head.
Posted by Member Tautology on 8/27/12 11:46 PM #6
Posts: 13

Ya I like that quote too. Bruteforce vs harder. Good summary.

I think I'd use dashing strike on softcore. My monk is hardcore. I like tempest rush for kiting, but mainly for the option of running away like a scared little girl and not coming back.

BTW something I haven't seen mentioned about tempest rush anywhere:

Tempest rush is super effective if you get a champ pack with "knockback" due to the slowing effect debuff after the knockback. Slowed + tempest rush means you don't run through the mob. They get pushed along in front of you and you hit them rapidly multiple times when really you should only hit them once. It also prevents them from attacking because of the rapid knockback.
Posted by Member Steeze on 9/13/12 11:20 AM #7
Posts: 3

has anyone come up with an effective build that uses tempest rush or dashing strike as a substitute for the Thunderclap rune of Fists of Thunder? I'm thinking you can retain that teleport-like speed using either of those 2 skills and it opens up your spirit generating attack for a different rune or maybe even a different spirit generating skill altogether, but haven't found the best combination yet...
Posted by Member Metta on 9/13/12 06:33 PM #8
Posts: 411

Dashing strike sounds interesting (for substituting with thunderclap). I feel like the way monks are set up right now, there are 5 mandatory skills and only 1 optional one. Mandatory ones are:

FoT (thunderclap)
MoE (overawe)
serenity (ascension)
blinding flash (faith in the light)
sweeping wind (cyclone)

Once you have adequate resist and pretty strong dps, those abilities are just way too good to modify. serenity and sweeping wind are too good to need an explanation. faith in the light is 30% buff to damage, overawe 24% (48% for 3 seconds!). It's all about having enough survivability for a few seconds and then just popping serenity and finishing the elites off before it runs out. I don't think there's a better way to kill elites/farm.

For the optional one, most people use breath of heaven (blazing wrath) for the 15% dmg boost. I've been using cyclone strike (implosion) for its ability to cluster the mobs right next to me so I can just rip them apart. It works wonders against ranged/runners. If you used dashing strike, you could swap out thunderclap for something like quickening.
Posted by Member mogra on 9/15/12 03:49 PM #9
Posts: 3

I don't find blinding flash to be currently mandatory, im using
fot
moe
tempest rush
seven sided
sweeping wind
serenity
I find that it works out well
Posted by Member imstyle on 9/15/12 04:14 PM #10
Posts: 2

blinding flash is mantatory because it gives you health back and increases your dps by 15percent for three minutes.

i find 7 sided strike to be more useful to get out of jailer, avoid getting hit by arcane and staying alive while doing 6 million dmg to surrounding mobs.
Posted by Member ForcesAlike on 9/15/12 04:56 PM #11
Posts: 2

I've used dashing strike and been able to keep a boss nearly permastunned if you can keep up your spirit

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8 users posted in this thread: DHAdmin, ForcesAlike, imstyle, Metta, mogra, Steeze, Tautology, zerokewl

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