Don't forget: You can log in with your Play.net account

Leafiara (prime)/Mechanical Musings/The Autumnwinds' Magical Monk Guide: Difference between revisions

The official GemStone IV encyclopedia.
< Leafiara (prime)
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
<div class="mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-oddsandends mw-customtoggle-cookiecutter" style="color:#0000FF">'''(click here to open all collapsed sections on this page)'''</div>

By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)|Saraphenia]]''' Autumnwind.
By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)|Saraphenia]]''' Autumnwind.


Last updated June 20, 2024.
Last updated June 20, 2024.


'''Please note: if you're reading this sentence, you've found this guide in a first draft form not fully fit for public eyes (which is why it's not linked from my main character page yet).'''
'''Please note: if you're reading this sentence, you've found this guide in a third draft form not fully fit for public eyes (which is why it's not linked from my main character page yet).'''


I know of a few things I still need to add and change, including a conclusion section, the interaction between Kai's Strike and 1-4 ranks of Sanctify, a little more on the topic of Iron Skin, the MEDITATE verb, and maybe further elaboration about held unarmed combat weapons. It could also use a little restructuring: I'll make a "basics of unarmed combat" section and move the sidebars on mstrikes vs. weapon techniques and mstrike formatting into that section instead of having them act as, well, ''sidebars'' in unrelated sections.
I know of a few things I still need to add and change, including a conclusion section, the interaction between Kai's Strike and 1-4 ranks of Sanctify, a little more on the topic of Iron Skin, and maybe further elaboration about held unarmed combat weapons.


Feel free to send me feedback on anything you think is working, not working, clear, unclear, helpful, distracting, etc. within the guide.
That said, feel free to send me feedback on anything you think is working, not working, clear, unclear, helpful, distracting, etc. within the guide.




Line 32: Line 30:


No further ado. Let's get on with it!
No further ado. Let's get on with it!



<div class="mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-oddsandends mw-customtoggle-cookiecutter" style="color:#0000FF">'''(Want to read the entire guide? Click here to uncollapse all sections at once!)'''</div>




Line 42: Line 44:
===Unarmed Combat===
===Unarmed Combat===


Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), which is the most unique form of combat GemStone IV has to offer! If you're already deeply familiar with other types of combat, you almost need to throw out that knowledge before you can understand UC. Instead of having an ATTACK command, you can JAB, GRAPPLE, KICK, and PUNCH. Making the most of them revolves primarily around two things:
Monks specialize at [[Unarmed_combat_system|unarmed combat]] (UC), which is the most unique form of combat GemStone IV has to offer! It features four primary commands: JAB, GRAPPLE, KICK, and PUNCH. Making the most of these revolves primarily around two things:


# "Tiering up," AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.
# "Tiering up," AKA improving positioning from decent to good, then from good to excellent, by sequencing your attacks correctly based on your training and following the combat messaging prompts.
# Improving your [[multiplier modifier]] primarily through things like forcing a creature's stance down or inflicting status conditions.
# Improving your [[multiplier modifier]] primarily through things like forcing a creature's stance down or inflicting status conditions.

Unlike the other traditional physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC's equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) take a backseat to a third number, the [[multiplier modifier]] (MM).

I'll elaborate further on UAF, UDF, and MM during the Unarmed Combat Primer section. For now, I'll mention that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to run into situations where they have no chance of hitting their foe.


<blockquote>
<blockquote>
<font color="red">'''Bonus Tip!'''</font>
<font color="red">'''Bonus Tip!'''</font>


Another major difference between unarmed combat and AS-based combat is that creatures can never outright evade, block, or parry a UC attack. Unarmed combat can still ''miss'' by getting a low endroll, but if you've played other physical characters and just can't stand it when a creature's shield or dodging ability comes into play, give a monk a try!
Setting highlights can help! Here's the text prompt that guide your combat steps:

<font color="blue">Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!</font>

You can either create four highlights for each individual message or create one highlight for <font color="blue">Strike leaves foe vulnerable to a followup</font> and then four more highlights for <font color="blue">jab attack!</font> and the others.
</blockquote>
</blockquote>

Principles like buffing sheer [[attack strength]] (AS) and debuffing sheer [[defensive strength]] (DS) still apply to unarmed combat somewhat. UC's equivalent AS and DS are [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF). However, UAF and UDF are literally dozens of times less important because UC uses multiplicative formulas instead of additive. The best way to explain is probably through illustration, so here's an extremely simplified example:

* A 500 AS attack will never connect with a 700 DS creature.
* A 500 UAF attack can absolutely connect with a 700 UDF creature, potentially with ease depending on the situation.
* A 500 UAF attack could also connect with a 1000 UDF creature.
* A 300 UAF attack could ''also'' land against a 700 or 1000 UDF creature.

On the flip side, a 700 AS attack with any decent weapon will always annihilate a 50 DS creature while a 700 UAF attack might do very little, especially if your monk is only at default decent positioning and hasn't tiered up yet. One-shotting isn't nearly as much of a thing for monks, but neither is finding foes they can't hit at all.

In short, unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks invert the "higher highs and lower lows" concept.




Line 98: Line 89:


Even on the roleplaying side of things, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance for up to three saved illusionary projections of yourself and is as close as you can get to playing multiple characters in one!
Even on the roleplaying side of things, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance for up to three saved illusionary projections of yourself and is as close as you can get to playing multiple characters in one!

<blockquote>
<font color="red">'''Bonus Tip!'''</font>

<font color="blue">You could use this opportunity to Spin Kick!</font> is another message you might consider highlighting from level 37 on!
</blockquote>




Line 156: Line 141:
===Placing Your Stats===
===Placing Your Stats===


Before level 20, you can change your stats up to five times by checking in at your local inn. You should only need to do this once, though. Power through the early levels by setting Strength, Dexterity, and Agility high so you're at your best in combat and setting Logic high so you level faster.
Before level 20, you can change your stats up to five times by checking in at your local inn. Power through the early levels by setting Strength, Dexterity, and Agility high so you're at your best in combat and setting Logic high so you level faster.


At level 19.5 or so, check in to finalize your "real" stat placement. (Since you finalize stats (and skills) at level 20, the game will stop your exp growth around level 19.9 and force you to confirm that your character is configured the way you want. If you've forgotten to adjust your stats, this will be your cue!)
At level 19.5 or so, check in to finalize your "real" stat placement. (Since you finalize stats (and skills) at level 20, the game will stop your exp growth around level 19.9 and force you to confirm that your character is configured the way you want. If you've forgotten to adjust your stats, this will be your cue!)
Line 221: Line 206:
For all those drawbacks, Saria still only has a 12% chance to be hit by a maneuver in offensive and a -2% chance in defensive. Bumping those numbers to 11% and -3% is, again, not compelling to me compared to the benefits I get from Influence.
For all those drawbacks, Saria still only has a 12% chance to be hit by a maneuver in offensive and a -2% chance in defensive. Bumping those numbers to 11% and -3% is, again, not compelling to me compared to the benefits I get from Influence.
</blockquote>
</blockquote>

If you're wondering what relevant things each stat does, I'll go over them quickly:

* [[Strength]]: Reduced encumbrance (more carrying capacity). +1 UAF for every 2 bonus.
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding for every 5 bonus against AS-based attacks only.
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased defense against enemy maneuvers. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.
* [[Agility]]: Reduced RT. Twice as much defense against enemy maneuvers as Dexterity. +0.75 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Discipline]]: +1 exp pool size per every 1 base stat (not bonus). Increased resistance to some attacks like warcries. Improves tattooing ability.
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.
* [[Logic]]: +1 exp absorbed per minute per 5 bonus (on a node, e.g a safe place) or per 7 bonus (off a note, e.g. while hunting). +1 exp pool size per every 1 base stat (not bonus). +1 CS for Minor Mental spells. Potentially +1 [[starting mana]] for every 4 bonus.
* [[Intuition]]: Slightly increased defense against enemy maneuvers. +0.1875 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus.
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.




Line 262: Line 260:
Overall, Voln offers the greatest diversity of useful abilities for monks from a mechanical perspective.
Overall, Voln offers the greatest diversity of useful abilities for monks from a mechanical perspective.
</div></div>
</div></div>



==Unarmed Combat Primer==

<div class="mw-customtoggle-unarmedcombat" style="overflow:auto;color:#0000FF">Still figuring out how unarmed combat works? Click here!</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-unarmedcombat">

Let's go over the unarmed combat system in more detail! If you're familiar with more conventional melee combat, put that knowledge aside because a great deal of it won't apply.


===Beginner Basics===

JAB, GRAPPLE, KICK, and PUNCH are your primary tools of the trade. What's the difference? Have a look at this table (from the unarmed combat system page) and then I'll break it down.

{|{{prettytable}}
|-style = "background:#DDD; color: blue"
!Attack Type
![[Armor|AG]]
!Cloth
!Leather
!Scale
!Chain
!Plate
!Base [[Roundtime|RT]]
!Min [[Roundtime|RT]]
![[Critical table|Damage Type]]
|-align=center
|'''[[Jab]]'''
|'''[[DF]]'''
|.100
|.075
|.060
|.050
|.040
|2
|2
|[[Jab critical table (UCS)|Jab]]
|-align=center
|'''[[Punch]]'''
|'''[[DF]]'''
|.275
|.250
|.200
|.170
|.140
|3
|3
|[[Punch critical table (UCS)|Punch]]
|-align=center
|'''[[GRAPPLE (verb)|Grapple]]'''
|'''[[DF]]'''
|.250
|.200
|.160
|.120
|.100
|3
|3
|[[Grapple critical table (UCS)|Grapple]]
|-align=center
|'''[[Kick]]'''
|'''[[DF]]'''
|.400
|.350
|.300
|.250
|.200
|4
|4
|[[Kick critical table (UCS)|Kick]]
|}

In short, the higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. So we can summarize:

* '''<font color="green">Jabs</font>''': Weak, but fast.
* '''<font color="blue">Punches</font>''': Moderate speed and moderate power.
* '''<font color="red">Grapples</font>''': Moderate speed and moderate power, but less of the latter than punches.
* '''<font color="purple">Kicks</font>''': Powerful, but slow (at least by UC standards).

The use case for punches and kicks seems clear, but why jab if jabbing is so weak and why grapple if punches are the same speed with more strength?

Here we get into the other major component of unarmed combat: '''positioning'''. There are three positions: Decent, Good, and Excellent. As you improve them, it drastically increases the power of your attacks--all four types.

To improve your monk's position, pay attention to the combat prompts and follow them. Here's an example:

You attempt to jab a mezic!
As you strike, a deep golden light surrounds your hands!
You have '''decent positioning''' against a mezic.
UAF: 244 vs UDF: 210 = 1.161 * MM: 85 + d100: 39 = 137
... and hit for 4 points of damage!
Fast slap only reddens the cheek.
'''Strike leaves foe vulnerable to a followup grapple attack!'''
Roundtime: 2 sec.

This is my cue to grapple, so let's do that:

You attempt to '''grapple''' a mezic!
You have '''good positioning''' against a mezic.
UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150
... and hit for 41 points of damage!
Repeated blows to both sides of the head dizzies foe!
The mezic is stunned!
The mezic's movements slow to a crawl!
A mezic appears dazed and unsure.

As you can see, the followup was over ten times more powerful. That's partly because the endroll is higher, partly because grapples are stronger than jabs, and partly because good positioning is much better than decent positioning. Here's one more example, this time going from good to excellent:

You attempt to '''jab''' a mezic!
You exploit the momentum of your previous strike to make a stronger attack against a mezic!
You have '''good positioning''' against a mezic.
UAF: 244 vs UDF: 223 = 1.094 * MM: 87 + d100: 51 = 146
... and hit for 15 points of damage!
Blow to kidney!
The mezic is stunned!
'''Strike leaves foe vulnerable to a followup grapple attack!'''
Roundtime: 2 sec.
[2 seconds later...]

You attempt to '''grapple''' a mezic!
You have '''excellent positioning''' against a mezic.
UAF: 244 vs UDF: 223 = 1.094 * MM: 106 + d100: 43 = 158
... and hit for 48 points of damage!
Powerful tug pulls right hip, and leg, free of the socket!
A mezic falls to the ground grasping her mangled right leg!
Roundtime: 3 sec.

This time the jab already started at good positioning because of Rolling Krynch Stance (more on that in the Combat Maneuvers section), but the followup grapple was still more than three times as powerful. Tiering up is crucial!

<blockquote>
<font color="red">'''Bonus Tip!'''</font>

Setting highlights can help! Since the text prompt is...

<font color="blue">Strike leaves foe vulnerable to a followup [jab/grapple/kick/punch] attack!</font>

...you can either create four highlights for each individual message or create a highlight for <font color="blue">Strike leaves foe vulnerable to a followup</font>, then four more highlights for <font color="blue">jab attack!</font> and the others.
</blockquote>

So, in unarmed combat's most basic form at the lowest levels, before things like mstrikes and weapon techniques throw all kinds of rules out the window, the use cases for each attack type are as follows:

* '''<font color="green">Jabs</font>''': Excel at digging for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.
* '''<font color="blue">Punches</font>''': Excel at offering a half-and-half option during good positioning, in which they have some potential to kill but are also reasonably fast at digging for tier up opportunities toward excellent positioning.
* '''<font color="red">Grapples</font>''': Only used when needed to tier up.
* '''<font color="purple">Kicks</font>''': Excel at delivering the finishing blow during excellent positioning.

Grapple will have its day, by the way--just wait until the Combat Maneuvers section. For now, though, let's keep exploring the basics.



===UAF, UDF, and MM===

If you're used to AS-based attacks in GemStone, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature that had higher UDF than her UAF with relative ease:

You attempt to grapple a mezic!
You have good positioning against a mezic.
UAF: 244 vs UDF: 269 = 0.907 * MM: 100 + d100: 60 = 150
... and hit for 41 points of damage!
Repeated blows to both sides of the head dizzies foe!
The mezic is stunned!
The mezic's movements slow to a crawl!
A mezic appears dazed and unsure.

Let's look at an even more extreme example that doesn't go as well:

You attempt to grapple a spectral shade!
You have good positioning against a spectral shade.
UAF: 244 vs UDF: 357 = 0.683 * MM: 85 + d100: 44 = 102
... and hit for 1 point of damage!
The spectral shade shakes off a weak arm grab.

This is why you almost have to unlearn what you know about AS-based combat to understand unarmed combat. UAF and UDF aren't irrelevant, but the most important number here is the '''multiplier modifier''', or MM. While melee weapons, ranged weapons, and bolts calculate outcomes by subtraction (DS - AS) and addition (+ CvA and + d100), unarmed combat calculates outcomes by division (UAF / UDF), multiplication (* MM), and addition (+ d100).

In short, unarmed combat is primarily multiplicative instead of additive!

What does that mean in practice? The short answer is higher lows and lower highs.

It's rare to find a scenario where a monk outright ''couldn't possibly'' land a blow against an enemy creature. Even in my spectral shade example, where my monk only has 68.3% as much UAF and its UDF, either improving my MM or getting a higher d100 roll could have easily turned that into a very powerful hit. On the flip side, division is a powerful mathematical operation. Improving UAF means comparatively much less than improving AS would since the latter only has to deal with a subtraction operation.

The primary means to increase your MM are to reduce your foe's stance or decrease their ability to evade, block, and parry ("EBP") by reducing stats or inflicting conditions such as stunning them, blinding them, knocking them prone, and so on. Even though foes can't outright evade, block, or parry UC attacks, their skill at EBPing AS-based attacks gets reflected in their UDF, so it does still defend against unarmed combat--but only a little bit.

<blockquote>
<font color="green">'''Fun Sidebar!'''</font>

Monks and unarmed combat have been around for almost twelve years, yet only a single hunting ground (the Atoll) has dared to release ''enemy creatures'' capable of using UC attacks. Why? Probably because no attainable amount of UDF--not 200, 300, 400, or even 500 more UDF than their UAF--can take you out of the range of being attacked and killed anyway since MM is what really matters.
</blockquote>



===Mstrikes===

As you train Multi-Opponent Combat and Brawling (more on that in the Skills section), you'll eventually be able to use mstrikes or weapon techniques. (I'll refer to these as just "techniques" from here on out because, despite the name, the brawling-oriented weapon techniques don't require held weapons. You could think of your monk's hands and feet as weapons, though!) Mstrikes, assault techniques, and Area of Effect (AoE) techniques are basically a means to fit more attacks into less time. Covering mstrikes first!

Mstrikes with no target specified, AKA '''unfocused mstrikes''', can attack two opponents in one command at 5 Multi-Opponent combat ranks, then adds more opponents at 15, 35, 60, 100, and 155. Mstrikes with a target specified, AKA '''focused mstrikes''', can attack a single opponent twice in one command at 30 MOC ranks, then adds more attacks at 55, 90, 135, and 190.

In the specific context of unarmed combat, mstrikes also throw a bonus jab at enemies when the monk is only at decent positioning against them. Once you're into good positioning, mstrikes are smart commands and will either use the attack type that you specify in the command (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will know that and automatically switch to the appropriate type.

Mstrikes enter a cooldown of 15-20 seconds (depending on training) after use. When not on cooldown, mstrikes cost no stamina at all! When on cooldown, you ''can'' still mstrike, but they'll consume a great deal of stamina if used on cooldown. I can't give an exact number because it depends on how many hits are in your mstrike and which attack types are used. Focused and unfocused mstrikes share the same cooldown timer.

Mstrike RT is frontloaded into a single burst, as all attacks fire off at once. It can reach times of 8 seconds or more early on in life, especially if you're a low Agidex race, so be aware! Exactly how much RT depends on the number of attacks and which attack types are used, but regardless of what RT outcome you get, it'll be more attacks than throwing single strikes would have been for that same amount of time. As an odd quirk of mechanics, mstrike RT doesn't increase no matter how encumbered you get.



===Fury and Clash===

The unarmed combat assault technique is '''[[Fury]]''', which you learn with 25 ranks of Brawling. It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There's no bonus jab, however, so this time the numbers are as stated this time. Like with mstrikes, Fury is smart: you can specify an attack type via your command (e.g. WEAPON FURY KICK) and, once at good positioning or better, Fury will do what you said or switch as needed for a tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it's not a major selling point.

The AoE unarmed combat technique is '''[[Clash]]''', which you learn with 50 ranks of Brawling. It has the same thresholds as unfocused mstrikes, so it attacks two foes at 5 ranks, then adds more at 15, 35, 60, 100, and 155. However, like Fury, Clash doesn't include a bonus jab. It does still use your specified UC attack type or switch to the appropriate tier type. However, since Clash only throws one attack per creature, the tier up opportunity would have needed to exist ''before'' Clash was used. (Fury and mstrikes, on the other hand, can find tier ups and then seize the opportunity within their own string of attacks.)

Techniques always cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15 seconds. Unlike mstrikes, Fury and Clash can't be used while they're on cooldown. They do have separate cooldown timers, though, so you can alternate if you want.

What you can't alternate, however, is mstrikes with Fury and Clash. Using an mstrike will lock you out of Fury and Clash for 60 seconds. That's because former GM Naijin, the creator of techniques, didn't intend for players to insert mstrikes--with their zero stamina cost while off cooldown--into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I'm not one of these people, though, and will explain in the Training Plan section!)

RT-wise, like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, while Fury uses at least similar RT logic to a focused mstrike, it divides that RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks and enough MOC to use three strikes, it'll execute them as 2 RT, 2 RT, 1 RT. This has its upsides and downsides. On one hand, if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, target a different foe, etc. On the other hand, enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc. They wouldn't have that window of opportunity against a focused mstrike.



===Twin Hammerfists and Spin Kick===

The other two UC techniques are '';[[Twin Hammerfists]]'' and '''[[Spin Kick]]''', respectively learned at 10 and 75 ranks of Brawling. Unlike Fury and Clash, using mstrikes won't lock you out of them.

Twin Hammerfists is a [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! It's a staple in monks' arsenal that can serve them well from level 4 onward and potentially even for the rest of their lives.

Spin Kick is a retaliation maneuver that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it has the potential to save you in a tough situation. Like Twin Hammerfists, it's an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn't a setup, but has real killing power if it rolls high. Spin Kick is at its best against enemies with poor maneuver defense, like lumbering tanky creatures or magic-wielding creatures. Spin Kick is at its worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.

<blockquote>
<font color="red">'''Bonus Tip!'''</font>

If highlighting tier up opportunities goes well for you, then <font color="blue">You could use this opportunity to Spin Kick!</font> is another message you might consider highlighting from level 37 on!
</blockquote>





Line 297: Line 527:
* '''[[Two Weapon Combat]]''': One rank gives 5 extra DS to barehanded monks, which is most of them, so it can be worth picking up early. Other than that, getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until later.
* '''[[Two Weapon Combat]]''': One rank gives 5 extra DS to barehanded monks, which is most of them, so it can be worth picking up early. Other than that, getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until later.
* '''[[Combat Maneuvers]]''': Train at least 1x, but be very intentional and reach benchmarks where you have enough Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later in this guide!) Like I explained in the unarmed combat section, the UAF bonus from CM ranks isn't especially important on its own, so learning new maneuvers is the focus. You can push CM all the way to 2x if you want, but 2x that's expensive enough that it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner.
* '''[[Combat Maneuvers]]''': Train at least 1x, but be very intentional and reach benchmarks where you have enough Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later in this guide!) Like I explained in the unarmed combat section, the UAF bonus from CM ranks isn't especially important on its own, so learning new maneuvers is the focus. You can push CM all the way to 2x if you want, but 2x that's expensive enough that it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner.
* '''[[Multi-Opponent Combat]]''': These numbers are for pre-cap. If you're mstriking, the thresholds are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100 (before cap). If you're using weapon techniques, the thresholds are 10, 24, 50, and ''possibly'' 100. If you're switching between mstrikes and weapon techniques contextually, then use both sets of thresholds. (See the sidebars at the end of this section!)
* '''[[Multi-Opponent Combat]]''': These numbers are for pre-cap. If you're mstriking, the thresholds are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100 (before cap). If you're using techniques, the thresholds are 10, 24, 50, and ''possibly'' 100. If you're switching between mstrikes and techniques contextually, then use both sets of thresholds. (See the sidebars at the end of this section!)
* '''[[Harness Power]]''': Ten ranks or twenty ranks fairly early on will be extremely helpful, giving +50 or +90 mana, respectively, and that should suffice for a while. Just sink spare points in as needed afterward.
* '''[[Harness Power]]''': Ten ranks or twenty ranks fairly early on will be extremely helpful, giving +50 or +90 mana, respectively, and that should suffice for a while. Just sink spare points in as needed afterward.
* '''[[Minor Mental]] up to 13 or 16 ranks''': [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks are all major benchmarks. Beyond that point, the [[Focus Barrier (1216)|Focus Barrier]] focus spell is a reasonable stopping point if you prefer more DS over stamina cost reduction from Mind Over Body, since they're mutually exclusive. You can slack off with Minor Mental training past whichever of the two focus spells you prefer.
* '''[[Minor Mental]] up to 13 or 16 ranks''': [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks are all major benchmarks. Beyond that point, the [[Focus Barrier (1216)|Focus Barrier]] focus spell is a reasonable stopping point if you prefer more DS over stamina cost reduction from Mind Over Body, since they're mutually exclusive. You can slack off with Minor Mental training past whichever of the two focus spells you prefer.
Line 304: Line 534:


<blockquote>
<blockquote>
<font color="green">'''Skill Training Sidebar #2: Mstrikes, Weapon Techniques, and Contextual Preference!'''</font>
<font color="green">'''Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!'''</font>

"What are mstrikes and weapon techniques?" is a good question that a beginner might ask. "Who would use both of them?" is a good question that someone with moderate mechanical knowledge might ask. Let's briefly cover both! Mstrikes and weapon techniques--at least assault and Area of Affect (AoE) weapon techniques--are means to fit more attacks into less time.

Mstrikes with no target specified, AKA '''unfocused mstrikes''', can attack two opponents in one command at 5 Multi-Opponent combat ranks, three opponents at 15, four at 35, five at 60, six at 100, and seven at 155. Mstrikes with a target specified, AKA '''focused mstrikes''', can attack a single opponent twice in one command at 30 MOC ranks, three times at 55, four times at 90, five times at 135, and six times at 190. Mstrikes can cost no stamina, but after using one, they enter a cooldown period of around 15-20 seconds (depending on training) during which they ''will'' consume a great deal of stamina if used again.

In the specific context of unarmed combat, mstrikes also throw a bonus jab at enemies when the monk is only at decent positioning against them. So, for example, even though an unfocused mstrike with 15 MOC attacks three opponents, it can attack each of them twice--one jab, then the followup attack type, which will be either the attack type you specified in your command (e.g. MSTRIKE KICK) or, if applicable, the attack type necessary to tier up against the foe--for a total of six attacks. Meanwhile, a focused mstrike with 30 MOC attacks one opponent three times: the free jab, then twice with either your specified attack type or the necessary tier up attack type.

For unarmed combat, the assault technique is '''Fury''', which becomes available with 25 ranks of Brawling. It attacks a single foe twice at 10 ranks of MOC, three times at 24 ranks, four times at 50 ranks, five times at 100 ranks, six times at 150 ranks, and seven times at 200 ranks. There's no bonus jab, however, so the numbers are as stated this time. Like with mstrikes, you can specify an attack type via your command (e.g. WEAPON FURY KICK) and the attack will default to that type unless some other attack type would tier up.

The AoE unarmed combat technique is '''Clash''', which becomes available with 50 ranks of Brawling. It has the same thresholds as unfocused mstrikes, attacking two foes at 5 ranks, three at 15, four at 35, five at 60, six at 100, and seven at 155. However, again, Clash doesn't include a bonus jab. You specify the attack type and get either that or the appropriate tier up attack. Unarmed combat techniques always cost a small amount of stamina, then enter a cooldown period of 15 seconds during which they can't be used again.


Why would anyone train to account for the mstrike MOC thresholds ''and'' the technique MOC thresholds is a good question since mstrikes lock out usage of Fury and Clash for 60 seconds. However, I find value in both mstrikes and Fury depending on the situation.
As a note, focused mstrikes and unfocused mstrikes share the same cooldown timer, but Fury and Clash have separate cooldown timers from each other. Using an mstrike will lock you out of Fury and Clash for 60 seconds, as the creator of the weapon technique system didn't intend mstrikes and techniques to be used interchangeably. (Oddly enough, the opposite isn't true; Fury and Clash won't lock you out of mstrikes.) For this reason, many people just pick which they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other.


So why did I raise the possibility of training for both types of MOC thresholds as if you'd use mstrikes and weapon techniques? Simple: I find value in using both and do exactly that with my own monk, Sariara! She prefers Fury in most hunts, which revolve heavily around one-on-one combat. Fury scales up more quickly than focused mstrikes in the very early game, as it's firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don't even get started until 30 MOC. Even when they do get started, one of an mstrike's attacks is a bonus jab, so Fury has a higher power ceiling.
My monk, Sariara, prefers Fury in most hunts, which revolve heavily around one-on-one combat. Fury scales up more quickly than focused mstrikes in the very early game, as it's firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don't even get started until 30 MOC.


However, in hunts that are likely to feature a lot of swarms, unfocused mstrikes are significantly stronger than Clash because the free jab component basically allows double the number of attacks. During those hunts, my monk can forego Fury and use the weaker-than-Fury focused mstrikes for single targets while leaving the much-stronger-than-Clash unfocused mstrike option open to battle the hordes.
However, in hunts that are likely to feature a lot of swarms, unfocused mstrikes are significantly stronger than Clash because the free jab component basically allows double the number of attacks--and, of course, that also means more tier up opportunities. During those hunts, Saria can forego Fury and use the weaker-than-Fury focused mstrikes for single targets while leaving the much-stronger-than-Clash unfocused mstrike option open to battle the hordes.
I'll elaborate further on mstrikes vs. techniques during the Offensive Specialization section, but know that it doesn't have to be an either/or situation!
I'll elaborate even further on mstrikes vs. techniques during the Offensive Specialization section, but know that it doesn't have to be an either/or situation!
</blockquote>
</blockquote>



Revision as of 20:51, 20 June 2024

By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated June 20, 2024.

Please note: if you're reading this sentence, you've found this guide in a third draft form not fully fit for public eyes (which is why it's not linked from my main character page yet).

I know of a few things I still need to add and change, including a conclusion section, the interaction between Kai's Strike and 1-4 ranks of Sanctify, a little more on the topic of Iron Skin, and maybe further elaboration about held unarmed combat weapons.

That said, feel free to send me feedback on anything you think is working, not working, clear, unclear, helpful, distracting, etc. within the guide.


Introduction: How to Use This Guide

This guide is for all magical monks from 0 exp to 39,000,000! (What do I mean by a magical monk? One not using Kroderine Soul. Somebody else will have to write that guide!) I'll go over monks' strengths, weaknesses, other unique qualities, things to consider, others' perspectives that I hear about, training plans, and so on.

This guide is exhaustive within its scope, or at least it can be.

  • If you want an exhaustive guide, read through it in order.
  • If you want the opposite of an exhaustive guide, jump to the "Cookie Cutter" section at the end.
  • If you're not sure whether you want an exhaustive guide, read the "Why Play a Monk" section to see if monks sound cool, then jump to the "Cookie Cutter Monk" section at the end. That final section provides an overview of what to do and acts like a small window into what the rest of the guide covers, which is why to do it.

I've made each section collapsible so you can easily navigate to the portions you're most interested in. However, I do try to include nuggets of wisdom for all experience levels in each section!

Speaking of experience, what's mine? I capped my monk Tarine before the various combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and am now working on my monk Sariara to fill in my knowledge gap before level 43; she just reached level 30 early on June 17, 2024.

And speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn't have had the passion or interest--at least on my own.

When I say I've written this guide in loving memory, I truly mean that. If even a few more players find monks even half as exciting as Phenia did because of this guide, I'll call it a job well done!

No further ado. Let's get on with it!


(Want to read the entire guide? Click here to uncollapse all sections at once!)


Why Play a Monk or Why Not Play a Monk?

Pondering the appeal of why to play a monk at all? Click here!


Character Creation

Need to walk through the creation of your monk? Click here!


Unarmed Combat Primer

Still figuring out how unarmed combat works? Click here!


Training Plan: Exclusive Choices

Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!


Further Character Progression

Curious about feats, meditating, or upgrading your monk's gear later? Click here!


Odds and Ends

Can I interest you in the weirdest inner workings of my mind re: monks? If so, click here!


TL;DR: Making Cookie Cutter Monks

Low on time or thought processing power and just want a cookie cutter build you don't need to put much thought into? Click here!