phewcha wrote:in the most humble I am clueless way, tips?
It's a bit tricky to recommend items at this stage, because the changes coming in patch 1.03 later this month (making Act 2 easier, nerfing increased attack speed items, etc) things will be very different. However I can offer what I used to beat Act 2 Inferno.WARNING: WORDS
Your skill build is almost the same as mine, but differs in a few key areas. My build is built around kiting packs and using Deadly Reach to bring them down without having to stand amongst 4 champion mobs. A vital part of that kiting build is Lashing Tail Kick with the Hand of Ytar rune (slow by 80%). Kick, run backwards and shift+punch stuff. Repeat until dead. Use the geometry of the zone, mob summoned walls, pretty much anything you can find to keep the mobs away from you while you slowly DPS them down.
Rather than the dodge mantra+armour rune, I use the healing mantra with +20% resistances rune. I guess they're fairly similar, but I prefer the consistent mitigation of extra resistances rather than the surprise damage spikes that can come from missing a dodge at an inopportune time. It's far easier to deal with your health going down at a consistent speed than dodging 5 attacks in a row, but then suddenly losing half your health to a big hit and having to panic-mash the keyboard.
Earth Ally is a no brainer. 10% health is sweet, and the dude can put out some decent damage from time to time. Not to mention he'll tank for you and give you high fives when you beat packs of bad **** dudes.
I use Breath of Heaven and Serenity too, just with different runes.
The extra healing rune for BoH is a bit of a waste IMO - a mere 2k extra health when you'll often have 30k-40k max health isn't going to make much of a difference. However, dealing an extra 15% damage for 45 seconds is a huge bonus.
Serenity runes are kind of a personal choice thing. I could see how an extra second of invulnerability is pretty good, but personally I prefer having another big 7k heal. Since Serenity is a panic button anyway, coming out of the invulnerability with extra health is usually a good thing.
For Passives I use Trancendence, One With Everything and Seize the Initiative. I'd prefer to have an extra 1k of armour from Seize the Initiative, because a lot of stuff in Act 2 is going to be hitting you before you get a chance to hit them and get the 25% less damage from Resolve. Again, it's all about consistency.
The point I'm trying to make here is that you not only have to think about your raw stats from items and skills, but how you play in Act 2. There's a whole bunch of mobs or rare/elite packs that simply you cannot take on the chin - you have
to kite them or you will die. A lot. You might even have to avoid them entirely (lead them to a corner of the map, die, then respawn and don't re-engage them).
However if you manage your spirit/healing well, keep mobs slowed and DPS them down slowly, Act 2 is entirely beatable in it's current state.