Don't forget: You can log in with your Play.net account
Leafiara (prime)/Mechanical Musings/The Autumnwinds' Magical Monk Guide: Difference between revisions
mNo edit summary |
mNo edit summary |
||
(57 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{player-guide |
|||
By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)|Saraphenia]]''' Autumnwind. |
|||
|title = The Autumnwinds' Magical Monk Guide |
|||
|topic = Combat, Monks, Training |
|||
|author = Leafiara |
|||
|author-displayed = Leafiara |
|||
|date = 2024-06-19 |
|||
|updated = 2025-03-02 |
|||
}} |
|||
Last updated June 23, 2024. |
|||
By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)/Memorial|Saraphenia]]''' Autumnwind. |
|||
Last updated March 2, 2025. |
|||
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me. |
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me. |
||
Line 9: | Line 20: | ||
==Introduction: How to Use This Guide== |
==Introduction: How to Use This Guide== |
||
This guide is for all magical monks from 0 exp to |
This guide is for all magical monks from 0 exp to 46,000,000! (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. |
'''This guide is exhaustive within its scope''', or at least it can be. |
||
Line 19: | Line 30: | ||
I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout! |
I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout! |
||
Speaking of experience, what's mine? I capped my monk Tarine before the 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 I'm now working on my monk Sariara |
Speaking of experience, what's mine? I capped my monk Tarine before the 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 I'm now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world. |
||
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 it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I'll call it a job well done! |
|||
No further ado. Let's get on with it! |
No further ado. Let's get on with it! |
||
Line 27: | Line 38: | ||
<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> |
<div class="mw-customtoggle-whyplay mw-customtoggle-creation mw-customtoggle-unarmedcombat mw-customtoggle-skillsplan mw-customtoggle-choicesplan mw-customtoggle-progression mw-customtoggle-superpostcap mw-customtoggle-oddsandends mw-customtoggle-faq mw-customtoggle-cookiecutter mw-customtoggle-denouement" style="color:#0000FF">'''(Want to read the entire guide? Click here to uncollapse all sections at once!)'''</div> |
||
Line 43: | Line 54: | ||
# 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 physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC's equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! |
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC's equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number worth keeping your eye on, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount! |
||
I'll elaborate further during the Unarmed Combat Primer section. For now, know 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 have no chance of hitting their foe. |
I'll elaborate further during the Unarmed Combat Primer section. For now, know 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 have no chance of hitting their foe. |
||
Line 50: | Line 61: | ||
<font color="red">'''Bonus Tip!'''</font> |
<font color="red">'''Bonus Tip!'''</font> |
||
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still ''miss'' via low endrolls, but |
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still ''miss'' via low endrolls and there are stray creatures who can still do things like disappear into the shadows to avoid damage, but the latter are rare. If you've played other physical characters and can't stand seeing a creature avoid an attack before it even gets to the roll, try a monk! |
||
</blockquote> |
</blockquote> |
||
Line 58: | Line 70: | ||
Monks have extremely low dependence on good gear. |
Monks have extremely low dependence on good gear. |
||
While GSIV is technically balanced around vanilla +20 gear, most people would agree there's a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. |
While GSIV is technically balanced around vanilla +20 gear, most people would agree there's a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. While I do agree, I'd put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s! |
||
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you're unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!) |
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you're unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!) |
||
<blockquote> |
<blockquote> |
||
<font color="green">'''Fun |
<font color="green">'''Fun time sidebar!'''</font> |
||
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game's most challenging area, on par with other professions even |
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game's most challenging area, on par with other professions even when monks have a third of the experience points and a tenth of the gear caliber. At that top end of difficult content, I'd say monks are ''the best'' at not depending on gear nor even exp! Much more on that in the Ascension section. |
||
</blockquote> |
</blockquote> |
||
Line 74: | Line 87: | ||
(If you want to do unusual things that don't involve UC, then read on in Odds and Ends!) |
(If you want to do unusual things that don't involve UC, then read on in Odds and Ends!) |
||
Line 81: | Line 95: | ||
Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one! |
Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one! |
||
Line 86: | Line 101: | ||
If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on! |
If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on! |
||
===Downsides or Lack Thereof=== |
===Downsides or Lack Thereof=== |
||
Some players feel that monks are pigeonholed into unarmed combat. I would have agreed |
Some players feel that monks are pigeonholed into unarmed combat. I would have agreed before creating this guide, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks ''can'', if they want, operate like warriors who have more DS but don't wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don't have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there's a very real case that a monk can be a better choice than a warrior. |
||
[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo's Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments. TD certainly is a weakness, but not nearly as much of one now. Monks' offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds. |
[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo's Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments since then. TD certainly is a weakness, but not nearly as much of one now. Monks' offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds. |
||
The best I can muster for |
The best I can muster for legitimate monk downsides are that they can't obliterate an entire swarm of creatures in six seconds or less (that's the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future). |
||
</div></div> |
</div></div> |
||
Line 105: | Line 121: | ||
If making a monk sounds intriguing, let's get started! |
If making a monk sounds intriguing, let's get started! |
||
Line 115: | Line 132: | ||
If verbs don't sound compelling either, then here's how I'd rank monk races mechanically if I really had to: |
If verbs don't sound compelling either, then here's how I'd rank monk races mechanically if I really had to: |
||
# '''[[Elf|Elves]]''': What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] ("Agidex"), which means faster mstrikes and |
# '''[[Elf|Elves]]''': What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] ("Agidex"), which means faster mstrikes and assault techniques--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they're slightly below average on encumbrance. |
||
# '''[[Halfling]]s''': Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells ''are'' sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings' primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat's Leap]] to target heads as a finisher. |
# '''[[Halfling]]s''': Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells ''are'' sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings' primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat's Leap]] to target heads as a finisher. |
||
# '''[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]''': All of these races tie for third place at Agidex. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline... |
# '''[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]''': All of these races tie for third place at Agidex and third place in my rankings. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline... |
||
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo. |
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo. |
||
#* Dark elves' [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells. |
#* Dark elves' [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells. |
||
Line 123: | Line 140: | ||
#* Sylvans' Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice. |
#* Sylvans' Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice. |
||
# '''[[Forest Gnome]]s and [[Burghal Gnome]]s''': These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don't think anyone should sweat it. |
# '''[[Forest Gnome]]s and [[Burghal Gnome]]s''': These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don't think anyone should sweat it. |
||
# '''[[Dwarf|Dwarves]]''': Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you're okay with slower attacks, then other selling points come into play |
# '''[[Dwarf|Dwarves]]''': Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you're okay with slower attacks, then other selling points come into play; elemental TD is a rare and valuable one. Unlike other short races that have major encumbrance issues, dwarves also hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. I rank dwarven monks the best of the slower races. |
||
# '''[[Half-krolvin]]''': The fourth best race for Agidex, though there's as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don't see much purely mechanical reason to choose a half-krolvin over the previous nine races. |
# '''[[Half-krolvin]]''': The fourth best race for Agidex, though there's as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don't see much purely mechanical reason to choose a half-krolvin over the previous nine races. |
||
# '''[[Giantmen]]''': Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but |
# '''[[Giantmen]]''': Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but encumbrance ''doesn't'' slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Giants are the worst at mstrikes. Agidex-boosting enhancives to fix that get more expensive than encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]], so I personally wouldn't take the trade. Even when lower carrying capacity races get encumbered, ''most'' hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so they can just do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there's a reason that some players choose giants near exclusively. If item upkeep or returning to town sounds aggravating or if you want to maximize the amount of time you can spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you. |
||
# '''[[Erithian]]s and [[Human]]s''': These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise! |
# '''[[Erithian]]s and [[Human]]s''': These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise! |
||
Races from dwarves up are close enough that I wouldn't quibble about any of them being seriously better than the others. I understand people's case for giants too, even though they're not my style. (I'm okay with returning to town every four boxes or so!) I find half-krolvin, erithians, and humans really dubious from a mechanical perspective, though. Perfect Self does bring up the low and you can't go wrong, exactly, but Perfect Self also makes the rich richer. |
|||
<blockquote> |
|||
<font color="red">'''Encumbrance Sidebar!'''</font> |
|||
If you're used to playing a halfling or gnome who wears full plate, don't expect your encumbrance life to be similar on a halfling or gnome in robes. For one thing, max rank [[Armor Support|armor support]] gives plate armor 35 pounds encumbrance reduction, but gives robes 15 pounds. For another, let's talk about GS' encumbrance paradox! |
|||
[[Encumbrance#Armor_Encumbrance_Formula|Base weight (unlightened) armor has no encumbrance while worn]]. Yes, really. 75 pound full plate weighs 75 in your hands and 0 on your body! However, if you lighten full plate down to its minimum 38 pounds, wearing it counts as -37 pounds multiplied by a number that depends on your race. That number is 0.5 for a halfling or burghal gnome and 0.6 for a forest gnome, so, after rounding, max light full plate gives -18 or -22 pounds encumbrance. Robes have a modest base weight of 8 and minimum weight of 4 pounds, so max light robes give -2 pounds encumbrance for halflings or gnomes. |
|||
Between armor encumbrance mechanics and armor support, a halfling or gnome in full plate has a 36-40 pound encumbrance advantage over a halfling or gnome monk in robes. Perfect Self will make up some pounds, but not nearly ''that'' much of the gap, so be warned! |
|||
</blockquote> |
|||
===Placing Your Stats=== |
===Placing Your Stats=== |
||
At level 0, set Strength, Dexterity, and Agility high so you're at your best in combat and setting Logic high so you level faster. This will help power through the early game! |
|||
Before level 20, you can change your stats up to five times by checking in at your local inn. At level 20, you're locked in! Because of this finalization, the game stops your exp growth right before level 20 and forces you to confirm that your character is configured the way you want. That's your cue to check in and decide your "real" stat placement! |
|||
Here are my recommendations for each race. |
Here are my recommendations for each race. If you've read Flimbo's older monk guide, a major difference between us is that he was on the side of tanking Influence while I'm on the side of tanking Intuition, which I'll explain. |
||
'''The Level 20 Stat Placement Table!''' |
|||
'''<font color="red">Please note: If you're adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.</font>''' The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you're someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you'd enter during character creation.) |
|||
:{| {{prettytable}} align="center" |
:{| {{prettytable}} align="center" |
||
Line 178: | Line 210: | ||
<font color="magenta">'''Deep Dive Stat Sidebar #1!'''</font> |
<font color="magenta">'''Deep Dive Stat Sidebar #1!'''</font> |
||
While there's endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks |
While there's endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don't require good Agidex like hard-hitting melee weapons. |
||
Once mstrikes and weapon techniques are a regular part of your monk's arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33 |
Once mstrikes and weapon techniques are a regular part of your monk's arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of commands in combat. |
||
Overall, in my example, there's a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50); she only really felt the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high. |
|||
</blockquote> |
</blockquote> |
||
Line 188: | Line 222: | ||
There's also endless debate across most professions on whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. Voln is the mechanically strongest society (a point that I ''do'' concur with the majority on) and Influence improves the success rate of Symbol of Sleep, arguably Voln's strongest ability, along with a couple of its others. (More on Voln in the next section!) |
There's also endless debate across most professions on whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. Voln is the mechanically strongest society (a point that I ''do'' concur with the majority on) and Influence improves the success rate of Symbol of Sleep, arguably Voln's strongest ability, along with a couple of its others. (More on Voln in the next section!) |
||
So I'm on the side of tanking Intuition unless you're not in Voln or you play a [[sorcerer]] or [[wizard]] (whose profession services care about Intuition). If |
So I'm on the side of tanking Intuition unless you're not in Voln or you play a [[sorcerer]] or [[wizard]] (whose profession services care about Intuition). If you ''are'' in Voln, the only argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it's much less compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]] (and low training costs for [[Perception]], for that matter). |
||
To put it into perspective, my capped monk Tarine, who tanked Intuition, has a -3% chance for a same-level maneuver |
To put it into perspective, my capped monk Tarine, who tanked Intuition, has a -3% chance for a same-level maneuver to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive! |
||
But you might think that a super-capped character is an unfair example, so how about Sariara |
But you might think that a super-capped character is an unfair example, so how about my other monk Sariara when she was level 30? She tanked Intuition, obviously hadn't maxed her stats yet, didn't have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn't sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn't appeal to me like improving the success of the absurdly powerful Symbol of Sleep. |
||
</blockquote> |
</blockquote> |
||
Line 207: | Line 241: | ||
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. |
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only. |
||
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 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. |
||
===Selecting a Society=== |
===Selecting a Society=== |
||
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn't part of character creation since you can't join a society until level 3, but it can be part of ''character concept'' creation |
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn't part of character creation since you can't join a society until level 3, but it can be part of ''character concept'' creation. Also, like I said in stats, Voln makes Influence very relevant, so it's worth considering right away. Which society is right for your monk? |
||
Line 228: | Line 263: | ||
This society has a bit more mechanical appeal for monks. |
This society has a bit more mechanical appeal for monks. |
||
Sunfist's sigils (abilities) consume small amounts of [[mana]] and [[stamina]], |
Sunfist's sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist's powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely. |
||
Sunfist also features the best [[Sigil of Focus| |
Sunfist also features the best [[Sigil of Focus|TD bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes. |
||
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It's more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing. |
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It's more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing. |
||
Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering. |
|||
Line 239: | Line 276: | ||
This is widely regarded as the mechanical best society for most or possibly all professions. |
This is widely regarded as the mechanical best society for most or possibly all professions. |
||
Like all professions, monks get extreme utility out of Voln's [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], [[Symbol of Recall|restoring spells]] after being resurrected, and [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat, along with an [[Symbol of Transcendence|emergency button to go noncorporeal]] |
Like all professions, monks get extreme utility out of Voln's [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], [[Symbol of Recall|restoring spells]] after being resurrected, and [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat, along with an [[Symbol of Transcendence|emergency button to go noncorporeal]]. Voln's attack boooster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels' worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher. |
||
Voln also features two UC-specific abilities in [[Kai's Strike]] and [[Kai's Smite]]. Kai's Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don't have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks. |
Voln also features two UC-specific abilities in [[Kai's Strike]] and [[Kai's Smite]]. Kai's Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don't have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks. |
||
Kai's Strike |
Kai's Strike can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn't. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren't those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear. |
||
The idea of Kai's Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you're not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don't benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I'd say it's a net loss for anyone with at least two flares. |
The idea of Kai's Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you're not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don't benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I'd say it's a net loss for anyone with at least two flares. |
||
The inability to turn off Kai's Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, monks |
The inability to turn off Kai's Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, Voln monks can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a [[Bless (304)|real blessing]] that lasts longer, has holy water flares, and stops fast-disappearing undead from vanishing as quickly. |
||
Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai's Strike. Sanctify takes off 5% resistance per tier, so you'd get 20% resistance while keeping your flares between blesses. While Kai's Strike is something to be aware of and can be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it's not a dealbreaker. |
|||
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks. |
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks. |
||
Line 260: | Line 299: | ||
Let's go over the unarmed combat system in more detail! If you're familiar with more conventional melee combat, put that knowledge aside--a great deal of it won't apply and might even interfere with understanding! |
Let's go over the unarmed combat system in more detail! If you're familiar with more conventional melee combat, put that knowledge aside--a great deal of it won't apply and might even interfere with understanding! |
||
Line 324: | Line 364: | ||
|} |
|} |
||
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing: |
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables: |
||
* '''<font color="green">Jabs</font>''': Weak, but fast. |
* '''<font color="green">Jabs</font>''': Weak, but fast. |
||
Line 333: | Line 373: | ||
The use case for punches and kicks seems clear, but why jab when it's so weak and why grapple if punches are the same speed with more strength? |
The use case for punches and kicks seems clear, but why jab when it's so weak and why grapple if punches are the same speed with more strength? |
||
One answer that applies to both jabs and grapples is the defining component of unarmed combat: '''positioning'''. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk's position, follow the combat prompts as they appear. Here's an example: |
|||
You attempt to jab a mezic! |
You attempt to jab a mezic! |
||
Line 389: | Line 429: | ||
</blockquote> |
</blockquote> |
||
So, in unarmed combat's most basic form at the lowest levels |
So, in unarmed combat's '''most basic form''' at the lowest levels, the use cases for each attack type are: |
||
* '''<font color="green">Jabs</font>''': Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible. |
* '''<font color="green">Jabs</font>''': Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible. |
||
Line 396: | Line 436: | ||
* '''<font color="purple">Kicks</font>''': Deliver a finishing blow during excellent positioning. |
* '''<font color="purple">Kicks</font>''': Deliver a finishing blow during excellent positioning. |
||
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples, which we'll get into later, but let's keep exploring the basics to lay the foundation. |
|||
Grapple will have its day in the Combat Maneuvers section. For now, let's keep exploring the basics. |
|||
Line 428: | Line 468: | ||
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes' stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them. |
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes' stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them. |
||
<blockquote> |
|||
<font color="red">'''Bonus Tip!'''</font> |
|||
Unlike AS-based melee attacks, UC attacks have the same UAF in offensive or defensive stance. Instead, MM is what drops so low in defensive that it can even become a negative number! This used to occasionally trip up Phenia's player, who was used to looking at the first number in a typical AS or CS combat equation. Even when you do know what to look for, MM is deep enough into the visible formula that it's often easier to figure out that you're in the wrong stance because everything's failing to hit; that was how I'd take notice and Leafi would tell her to fix up her stance. |
|||
Also unlike AS-based melee attacks, lying down not only doesn't reduce your UAF, but also doesn't even reduce your MM! Jabs, grapples, and punches can all be thrown at full power from the ground, so if you're not paying attention, you could be fighting from your back and not even know it! You'd find out once you tried to throw a kick or use an ability such as Twin Hammerfists or Fury, though. |
|||
</blockquote> |
|||
<blockquote> |
<blockquote> |
||
Line 447: | Line 495: | ||
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you're at decent positioning against them. Once you're into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up. |
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you're at decent positioning against them. Once you're into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up. |
||
Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds (depending on training). When on "cooldown," you ''can'' still mstrike, but they'll consume a good chunk of stamina. (I can't give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer. |
Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds or so (depending on training). When on "cooldown," you ''can'' still mstrike, but they'll consume a good chunk of stamina. (I can't give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer. |
||
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it'll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk's life, especially if you're a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn't increase mstrike RT. |
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it'll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk's life, especially if you're a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn't increase mstrike RT. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT. |
||
Line 455: | Line 503: | ||
===Fury and Clash=== |
===Fury and Clash=== |
||
The unarmed combat assault technique is '''[[Fury]]''', which you learn with 25 ranks of Brawling (level |
The unarmed combat assault technique is '''[[Fury]]''', which you learn with 25 ranks of Brawling (level 11). 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. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the 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 (level |
The AoE unarmed combat technique is '''[[Clash]]''', which you learn with 50 ranks of Brawling (level 23). It begins with three foes, then adds one more at the same thresholds as Fury: 10, 24, 50, 100, 150, and 200. Like Fury, Clash doesn't include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist ''before'' Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities ''and'' seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs. |
||
Techniques 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, so you can alternate between them. |
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15-20 seconds or so )(depending on training). Unlike mstrikes, Fury and Clash can't be used while they're on cooldown. They do have separate cooldown timers, so you can alternate between them. |
||
What you can't alternate is mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. |
What you can't alternate is mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. On the flip side, you ''can'' use an mstrike right after Fury or Clash if needed, but those techniques activate the mstrike cooldown, so it'll cost stamina. All of this is because former GM Naijin, the creator of techniques, didn't intend for players to insert mstrikes 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 use both, though, as I explain in the Training Plan section!) |
||
RT-wise, like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered |
RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it'll execute them as 2 RT, 2 RT, and 1 RT. |
||
Fury's structure has upsides and downsides. |
Compared to focused mstrikes, Fury's structure has upsides and downsides. One upside is that you'll have less RT overall if the early rounds kill the creature. Another is that if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It's also less likely that your target will be dead as soon your command gets sent to the server since attacks don't happen all at once. |
||
Line 471: | Line 519: | ||
===Twin Hammerfists and Spin Kick=== |
===Twin Hammerfists and Spin Kick=== |
||
The other two UC techniques are '' |
The other two UC techniques are '''[[Twin Hammerfists]]''' and '''[[Spin Kick]]''', respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won't lock you out of them. |
||
Twin Hammerfists is |
Twin Hammerfists is an [[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! At only 2 RT and 7 stamina, it's a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives. |
||
Spin Kick is a reaction technique--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 can save you in a tough situation. Like Twin Hammerfists, it's an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn't a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors. |
Spin Kick is a reaction technique--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 can save you in a tough situation. Like Twin Hammerfists, it's an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn't a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors. |
||
Line 480: | Line 528: | ||
<font color="red">'''Bonus Tip!'''</font> |
<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 to consider highlighting from level |
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 to consider highlighting from level 35-36 on! |
||
</blockquote> |
</blockquote> |
||
===Beyond Basics: Synchronizing Everything=== |
|||
So far, I've written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance. |
|||
===Macros or Aliases=== |
|||
However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let's put everything together into a cohesive whole. |
|||
Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot ("flare slot"), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively. |
|||
Here's an example of a Twin Hammerfists firing off three flares: |
|||
Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist |
|||
[SMR result: 316 (Open d100: 89, Bonus: 107)] |
|||
Perfectly executed strike to the crimson angargeist's back! It staggers! |
|||
The attack exposes a vulnerability in a roiling crimson angargeist's defenses! |
|||
** Sariara's owl-painted handwraps emit a searing bolt of lightning! ** |
|||
... 20 points of damage! |
|||
Hard shot to the crimson angargeist's back sends it drifting forward! |
|||
** Sariara's owl-painted handwraps spray forth a shower of pure water! ** |
|||
... 60 points of damage! |
|||
Incredible strike to the crimson angargeist's back smashes through the chest! |
|||
Too bad it melts back together. |
|||
Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl. |
|||
** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! ** |
|||
... 30 points of damage! |
|||
Strong strike splits the belly open, revealing ghostly organs. |
|||
Haggis anyone? |
|||
The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it's a great illustration because of the particulars. First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk's entire life. That's the least interesting thing to say here, though. |
|||
The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water. Angargeists are non-corporeal undead. Normally Kai's Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn't allow for one-shotting it; you have to take out its entire health pool. |
|||
2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you're fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures. |
|||
Speaking of uncrittable creatures or creatures you're otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions. |
|||
Here's a more nuanced look at the unarmed combat core attack types than before: |
|||
'''<font color="green">Jabs</font>''': |
|||
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can't hit a foe who's already downed, so it's not repeatable.) |
|||
* The fastest means of tiering up with single strikes. |
|||
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for. |
|||
* Poor as the specified command of a Fury or mstrike since they has little or no speed advantage over the other commands in that case. |
|||
'''<font color="blue">Punches</font>''': |
|||
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however. |
|||
* The best aimed attack at excellent positioning. I'm not particularly a fan of aimed UC attacks for reasons we'll delve into later, but it is there. |
|||
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist. |
|||
* Poor as the specified command of an unfocused mstrike or Clash since it's unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case. |
|||
'''<font color="red">Grapples</font>''': |
|||
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but don't involve themselves with tier ups.) |
|||
* Good against individual threatening creatures that need to be slowed down. |
|||
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength. |
|||
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case. |
|||
'''<font color="purple">Kicks</font>''': |
|||
* The best finishing blow at excellent positioning per hit. |
|||
* The highest damage output per hit. |
|||
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or literally as fast as the other commands.) |
|||
* Poor at tiering up with single strikes. (Same as above.) |
|||
In short, pick the right tool for the right job. They can all be the right tool at times! |
|||
===Macros and Aliases=== |
|||
If you're playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically: |
If you're playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically: |
||
Line 535: | Line 651: | ||
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I'd say ''roughly'' 1x minimum is mandatory and you'll almost certainly want far more than that early on. However, philosophically, I don't consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That's why it's in the Breakpoint Skills section below! |
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I'd say ''roughly'' 1x minimum is mandatory and you'll almost certainly want far more than that early on. However, philosophically, I don't consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That's why it's in the Breakpoint Skills section below! |
||
</blockquote> |
</blockquote> |
||
Line 544: | Line 661: | ||
* '''[[Combat Maneuvers]]''': Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn't that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you're going self-spelled. Up to you! |
* '''[[Combat Maneuvers]]''': Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn't that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you're going self-spelled. Up to you! |
||
* '''[[Multi-Opponent Combat]]''': Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100 while the good technique breakpoints are 10, 24, 50, and ''possibly'' 100. If you're using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!) |
* '''[[Multi-Opponent Combat]]''': Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100 while the good technique breakpoints are 10, 24, 50, and ''possibly'' 100. If you're using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!) |
||
* '''[[Harness Power]]''': Ten to twenty ranks early will be extremely helpful, giving + |
* '''[[Harness Power]]''': Ten to twenty ranks early will be extremely helpful, giving respectively +60 or +110 mana, but I like waiting until the midgame or late game to go past twenty. |
||
* '''[[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, [[Brace (1214)|Brace]] at 14 ranks is good, though I'm not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body's stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells. |
* '''[[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, [[Brace (1214)|Brace]] at 14 ranks is good, though I'm not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body's stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells. |
||
* '''[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore''': To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section. |
* '''[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore''': To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section. |
||
Line 560: | Line 677: | ||
Your MOC training plan doesn't need to assume that mstrikes or techniques are either/or! |
Your MOC training plan doesn't need to assume that mstrikes or techniques are either/or! |
||
</blockquote> |
</blockquote> |
||
Line 601: | Line 719: | ||
What ''isn't'' a double-edged sword is that the skinning ''bounty point'' payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins. |
What ''isn't'' a double-edged sword is that the skinning ''bounty point'' payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins. |
||
</blockquote> |
</blockquote> |
||
Line 614: | Line 733: | ||
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! ''Lowering'' your UAF in exchange for increasing your DS via Spirit Barrier isn't nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren't like (weapon-using) rangers who would find trading ''AS'' for DS completely untenable. This spell can be worth a second look! |
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! ''Lowering'' your UAF in exchange for increasing your DS via Spirit Barrier isn't nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren't like (weapon-using) rangers who would find trading ''AS'' for DS completely untenable. This spell can be worth a second look! |
||
</blockquote> |
</blockquote> |
||
Line 622: | Line 742: | ||
'''[[Edged Weapons]]''': |
'''[[Edged Weapons]]''': |
||
There's merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that's not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can't be crit killed while also having any combination out of very low DS, very high health, and high level, which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. |
There's merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that's not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can't be crit killed while also having any combination out of very low DS, very high health, and high level, the latter of which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]]. |
||
'''[[Ranged Weapons]]''': |
'''[[Ranged Weapons]]''': |
||
Line 646: | Line 766: | ||
</blockquote> |
</blockquote> |
||
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. |
For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide. [[Transcend Destiny]] in particular, which released a few months after the first iteration of this guide, can be a gamechanger for players who put in enough hours to potentially make use of it. I'll elaborate further there. |
||
Line 660: | Line 780: | ||
|} |
|} |
||
'''<font color="green">Green</font>''': The 30% and 35% marks are good stopping points for most monks! |
'''<font color="green">Green</font>''': The 30% and 35% marks are good stopping points for most monks! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina. |
||
Aside from Mind Over Body, a couple of Telepathy's more minor claims to fame for monks include: |
Aside from Mind Over Body, a couple of Telepathy's more minor claims to fame for monks include: |
||
Line 693: | Line 813: | ||
|} |
|} |
||
<font color="blue">'''Blue'''</font>: You'll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. |
<font color="blue">'''Blue'''</font>: You'll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore. (If you can do it, it ''is'' amazing and I recommend it highly for a magical monk--I'd consider it less important for a Kroderine Soul monk, who already has enormous redux--but that won't be the majority of my readers.) |
||
<font color="magenta">'''Pink'''</font>: My recommendations for which levels to meet which Iron Skin thresholds if you're undecided. You have more leeway at level 50 on to push lores higher, so I've highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost. |
<font color="magenta">'''Pink'''</font>: My recommendations for which levels to meet which Iron Skin thresholds if you're undecided. You have more leeway at level 50 on to push lores higher, so I've highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost. |
||
Line 752: | Line 872: | ||
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn't make a huge difference. Brace, on the other hand, can be impactful ''if'' you're getting hit by physical attacks. I wouldn't go out of my way to push Transformation for Brace alone, but if you're already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we'll look at in the Meditation Resistance section. |
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn't make a huge difference. Brace, on the other hand, can be impactful ''if'' you're getting hit by physical attacks. I wouldn't go out of my way to push Transformation for Brace alone, but if you're already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we'll look at in the Meditation Resistance section. |
||
===Illustrative Training Snapshots=== |
===Illustrative Training Snapshots=== |
||
For illustration and discussion purposes, here's what my most recent monk Sariara has looked like at various level thresholds--or, in the case of level 30, what she ''should'' have looked like since I was messing around experimenting and pushing beyond the boundaries of reasonability. |
|||
Here are early snapshots of my most recent monk, mostly for discussion purposes. I've worked on enough monk training plans that, by this point, I've intentionally made questionable decisions to experiment and push boundaries of reasonability just to see what happens, but I'll explain which things you (probably) shouldn't do! |
|||
:{| {{prettytable}} align="center" |
|||
Sariara (at level 20), your current skill bonuses and ranks (including all modifiers) are: |
|||
||||'''Level 20'''||'''Level 30'''||'''Level 40'''||'''Level 50'''||'''Level 60'''||'''Level 70'''||'''Level 80'''||'''Level 90'''||'''Level 100''' |
|||
Skill Name | Current Current |
|||
|- |
|||
| Bonus Ranks |
|||
||'''Two Weapon Combat'''||0||0||0||0||0||0||1||1||1 |
|||
Combat Maneuvers...................| 102 24 |
|||
|- |
|||
Brawling...........................| 144 44 |
|||
||'''Combat Maneuvers'''||24||48||74||100||114||134||134||144||144 |
|||
Multi Opponent Combat..............| 102 24 |
|||
|- |
|||
Physical Fitness...................| 144 44 |
|||
||'''Brawling'''||44||65||85||105||125||149||165||187||207 |
|||
Dodging............................| 144 44 |
|||
|- |
|||
Harness Power......................| 50 10 |
|||
||'''Multi-Opponent Combat'''||24||35||55||55||55||55||55||60||100 |
|||
Spirit Mana Control................| 25 5 |
|||
|- |
|||
Perception.........................| 90 20 |
|||
||'''Physical Fitness'''||44||64||84||156||186||216||246||276||303 |
|||
Climbing...........................| 50 10 |
|||
|- |
|||
Swimming...........................| 50 10 |
|||
||'''Dodging'''||44||64||125||156||186||216||246||276||303 |
|||
First Aid..........................| 90 20 |
|||
|- |
|||
Trading............................| 140 40 |
|||
||'''Harness Power'''||10||10||10||10||20||20||38||92||101 |
|||
|- |
|||
Spell Lists |
|||
||'''Spiritual Mana Control'''||5||5||5||5||5||5||5||5||5 |
|||
Minor Mental.......................| 12 |
|||
|- |
|||
||'''Mental Lore - Telepathy'''||0||15||15||15||15||15||15||15||15 |
|||
|- |
|||
||'''Perception'''||20||30||40||50||60||72||82||92||101 |
|||
|- |
|||
||'''Climbing'''||10||10||10||20||20||40||40||60||60 |
|||
|- |
|||
||'''Swimming'''||10||10||10||10||10||10||40||0||0 |
|||
|- |
|||
||'''First Aid'''||20||30||20||25||30||35||40||42||42 |
|||
|- |
|||
||'''Trading'''||40||43||42||48||60||72||83||95||167 |
|||
|- |
|||
||'''Minor Spiritual'''||0||0||0||0||3||3||20||20||20 |
|||
|- |
|||
||'''Minor Mental'''||12||13||14||16||20||20||20||20||20 |
|||
|- |
|||
||'''(spare TPs)'''||3/0||86/0||11/0||2/0||34/0||306/128||2/0||192/0||114/0 |
|||
|} |
|||
Let's break down some of the more unusual things you might notice! |
|||
Here's Saria fresh off her skill finalization as a level 20 monk. 24 MOC threshold because she uses Fury. 5 SMC threshold so she can share mana perfectly with my cleric Leafiara. She very heavily pushed Trading and spells early on for reasons that I explain in the Sneaky Monk Merchants section. 24 Combat Maneuvers ranks were enough for three ranks of Grapple Specialization and two ranks of Evade Specialization. |
|||
'''What would I change in hindsight and/or what should you do differently?''' |
|||
25 CM for two ranks of Rolling Krynch instead of Evade Specialization would have been much, much, much better. (But, hey, I had to try it.) 40 Trading is a bit high for so early on and I should have stopped at 20 or 30 to max Krynch sooner into the early 20s. Otherwise, I'm content with this. |
|||
I could have done the one rank of Two Weapon Combat much sooner, but didn't particularly feel the need for the quick DS. |
|||
Sariara (at level 30), your current skill bonuses and ranks (including all modifiers) are: |
|||
Skill Name | Current Current |
|||
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells. |
|||
| Bonus Ranks |
|||
Combat Maneuvers...................| 126 33 |
|||
By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she'd maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM ''is'' her second post-cap goal, finally; it's currently at 190 as she approaches 8.6m experience.) |
|||
Brawling...........................| 165 65 |
|||
Multi Opponent Combat..............| 130 35 |
|||
Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance. |
|||
Physical Fitness...................| 164 64 |
|||
Dodging............................| 164 64 |
|||
Harness Power......................| 50 10 |
|||
Spirit Mana Control................| 25 5 |
|||
Mental Lore - Telepathy............| 120 30 |
|||
Perception.........................| 120 30 |
|||
Climbing...........................| 50 10 |
|||
Swimming...........................| 50 10 |
|||
First Aid..........................| 120 30 |
|||
Trading............................| 143 43 |
|||
Spell Lists |
|||
Minor Mental.......................| 13 |
|||
Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks' training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn't hurt either. |
|||
Here's Saria ten levels later. Her early pushes for Trading and spells have frozen in time to focus elsewhere. MOC reaches the 35 breakpoint for mstrikes. Telepathy lore joins the fray and I went hard, partly for the stamina cost reduction on Mind Over Body and partly because I was curious how quickly I could have a monk capable of doing T2 tattoos with a 90% or higher success rate. (If I remember correctly, the answer was level 26.) |
|||
I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushng it in the late game as an efficient way to wear more spells in ''spellburst'' hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90). |
|||
By the mid-20s, you're well past the stage where creatures all have paper defenses and/or low enough amounts of health that they get killed via sheer damage, so tiering up becomes more important and Rolling Krynch Stance becomes a priority. Saria untrained Evade Specialization to pick it up, which I should have done in the first place since it's the best monk maneuver once you're past level 10 or so. |
|||
I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She'll pick it back up in time, though, to 50 if nothing else. |
|||
'''What would I change in hindsight and/or what should you do differently?''' |
|||
Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there. |
|||
I can now say with certainty that stopping at 15 Telepathy for a long while (like I did on my first monk) is a much, much more sensible breakpoint than pushing to 30, especially ''by'' level 30. I had to try it because I wanted to experiment with using mstrikes on cooldown every now and then super early on. However, the difference between Mind Over Body reducing stamina costs by 35% or 30% doesn't come close to justifying all those training points that could have pushed Combat Maneuvers or Dodging higher. |
|||
Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn't care about any of the in-between spells, so might as well preserve higher redux until then. |
|||
Thankfully, this will all work itself out by level 40 (probably by level 34-35), but I'll update the guide with Saria's level 40 and 50 snapshots when she gets there. |
|||
</div></div> |
</div></div> |
||
Line 867: | Line 993: | ||
<font color="red">'''Grapple Specialization'''</font>: |
<font color="red">'''Grapple Specialization'''</font>: |
||
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes. "Before" is the key word since |
* Deals bonus heavy grapple damage before each round of [[Fury]] against non-prone foes, which knocks them down and inflicts Vulnerable. "Before" is the key word since that means foes are already down as your UAF attack connects, which can improve MM and/or save you time of not needing to lead with Twin Hammerfists. |
||
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone. |
* Against creatures that are immune to being knocked down, every hit of Fury racks up additional damage since the foe is never prone. |
||
* If you love Fury or hate setups, this could be the specialization for you! |
* If you love Fury or hate setups, this could be the specialization for you! |
||
Line 879: | Line 1,005: | ||
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It's great fun and can save you in situations where the other two specializations couldn't. |
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It's great fun and can save you in situations where the other two specializations couldn't. |
||
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it's flat out the best mstrike option. |
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it's flat out the best mstrike option. |
||
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven't become as fast as they'll eventually be and Spin Kick might not even be an option yet (pre-level |
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven't become as fast as they'll eventually be and Spin Kick might not even be an option yet (pre-level 35-36). |
||
* While Spin Kick performs exceptionally well against like-level foes, it's not nearly as good against overleveled ones for two reasons: it's less likely to succeed and you're much more incentivized to disable those foes immediately. If they don't attack, you don't evade, so you don't Spin Kick. |
* While Spin Kick performs exceptionally well against like-level foes, it's not nearly as good against overleveled ones for two reasons: it's less likely to succeed and you're much more incentivized to disable those foes immediately. If they don't attack, you don't evade, so you don't Spin Kick. |
||
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based. |
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based. |
||
Line 899: | Line 1,025: | ||
'''Mstrike punch''' can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they're slower because your Agidex isn't up to par, punches can still win overall. |
'''Mstrike punch''' can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they're slower because your Agidex isn't up to par, punches can still win overall. |
||
'''Mstrike grapple''' is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. |
'''Mstrike grapple''' is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits. |
||
In short... |
In short... |
||
Line 905: | Line 1,031: | ||
Use mstrike kick if you're a high Agidex race who's at or close to the peak of your Agidex growth. |
Use mstrike kick if you're a high Agidex race who's at or close to the peak of your Agidex growth. |
||
Use mstrike grapple if all of the following apply: you're a moderate Agidex race or a high Agidex race not yet near your peak, you're against foes in armor lighter than chain, and you trained Grapple Specialization, but you're in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.) |
Use mstrike grapple if either A) you intend to slow down foes to keep your combat relatively safer or B) all of the following apply: you're a moderate Agidex race or a high Agidex race not yet near your peak, you're against foes in armor lighter than chain, and you trained Grapple Specialization, but you're in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.) |
||
Use mstrike punch if neither of the above applies. |
Use mstrike punch if neither of the above applies. |
||
Line 917: | Line 1,043: | ||
As for Punch Specialization, I wouldn't honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category. |
As for Punch Specialization, I wouldn't honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category. |
||
If you're training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level |
If you're training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 35-36, but training early isn't necessarily wrong either. |
||
Line 943: | Line 1,070: | ||
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say "Brawling" because I'm not even limiting this to unarmed combat. Even if you're using brawling ''weapons'' like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.) |
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say "Brawling" because I'm not even limiting this to unarmed combat. Even if you're using brawling ''weapons'' like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.) |
||
Line 958: | Line 1,086: | ||
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker's AS and weapon type have to be good enough compared to the defending creature's DS and armor type to do meaningful damage. |
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker's AS and weapon type have to be good enough compared to the defending creature's DS and armor type to do meaningful damage. |
||
<font color="red">'''The Leafi verdict'''</font>: |
<font color="red">'''The Leafi verdict'''</font>: |
||
Delightful, but bad. Not recommended. |
|||
Line 969: | Line 1,099: | ||
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren't good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn't say it comes close to being worthwhile. |
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren't good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn't say it comes close to being worthwhile. |
||
<font color="red">'''The Leafi verdict'''</font>: |
<font color="red">'''The Leafi verdict'''</font>: |
||
Again, great fun, but bad. Not recommended. |
|||
Line 978: | Line 1,110: | ||
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you'd most want to remove are exactly the ones you can't because you can't use Inner Harmony while bound or RT-locked. [[Troubadour's Rally (1040)|Troubadour's Rally]] this definitely isn't! |
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you'd most want to remove are exactly the ones you can't because you can't use Inner Harmony while bound or RT-locked. [[Troubadour's Rally (1040)|Troubadour's Rally]] this definitely isn't! |
||
<font color="red">'''The Leafi verdict'''</font>: |
<font color="red">'''The Leafi verdict'''</font>: |
||
I appreciate the idea behind this stance, but it has little to no appeal in practice. |
|||
Line 985: | Line 1,119: | ||
Almost surely the best martial stance for UC monks. |
Almost surely the best martial stance for UC monks. |
||
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won't kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least ''might'' kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even |
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won't kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least ''might'' kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even with a pretty light tap. |
||
When I wrote that monks rarely one-shot creatures, that's true in a vacuum, but Rolling Krynch can at least open that door for them. |
|||
Bottom line: the less time you spend in decent positioning, the better off you are, and that's what Rolling Krynch offers. |
Bottom line: the less time you spend in decent positioning, the better off you are, and that's what Rolling Krynch offers. |
||
<font color="red">'''The Leafi verdict'''</font>: |
<font color="red">'''The Leafi verdict'''</font>: |
||
Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver. |
|||
Line 998: | Line 1,136: | ||
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you're in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don't avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks. |
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you're in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don't avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks. |
||
<font color="red">'''The Leafi verdict'''</font>: |
|||
<font color="red">'''The Leafi verdict'''</font>: This stance is simple, but really good, offering two lines of defense against a monk's biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I'd say it's the very best for a weapon-wielding monk in robes! |
|||
This stance is simple, but really good, offering two lines of defense against a monk's biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I'd say it's the very best for a weapon-wielding monk in robes! |
|||
Line 1,011: | Line 1,151: | ||
That last bit might sound good--and, truthfully, it ''is'' good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it's not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it. |
That last bit might sound good--and, truthfully, it ''is'' good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it's not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it. |
||
<font color="red">'''The Leafi verdict'''</font>: |
|||
<font color="red">'''The Leafi verdict'''</font>: Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That's not necessarily saying much; I'd put it distantly behind Rolling Krynch Stance and Slippery Mind. If you're running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this. |
|||
Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That's not necessarily saying much; I'd put it distantly behind Rolling Krynch Stance and Slippery Mind. If you're running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this. |
|||
<blockquote> |
<blockquote> |
||
Line 1,036: | Line 1,178: | ||
Whoever this stance might be good for--if anyone, because I'm not convinced it's worthwhile in any context other than PvP duels--it's not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp's own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs' worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp's reduced stamina cost. |
Whoever this stance might be good for--if anyone, because I'm not convinced it's worthwhile in any context other than PvP duels--it's not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp's own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs' worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp's reduced stamina cost. |
||
<font color="red">'''The Leafi verdict'''</font>: |
<font color="red">'''The Leafi verdict'''</font>: |
||
No. |
|||
Line 1,042: | Line 1,187: | ||
I won't go over every combat maneuver, but here are quick takes on the more standout ones. |
I won't go over every combat maneuver, but here are quick takes on the more standout ones. |
||
<blockquote> |
|||
<font color="red">'''Quick Reminder!'''</font> |
|||
Like with skills, you can flip your trained combat maneuvers around as you wish before level 20. Experiment and find what suits you! |
|||
</blockquote> |
|||
Line 1,051: | Line 1,202: | ||
'''[[Bearhug]]''': |
'''[[Bearhug]]''': |
||
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that ''are'' so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don't necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. |
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that ''are'' so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don't necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll. It's also a bit worse for small races, but, since it's an SMR-based attack, even they can dish out tons of damage with the high endrolls achievable by inflicting status effects first. |
||
Bearhug has great synergy with |
Speaking of status effects, Bearhug has great synergy with [[Vulnerable]], which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable and so does the Grapple Specialization knockdown perk from Fury, so either of those make for a nice one-two if you're already using them! |
||
Line 1,094: | Line 1,245: | ||
'''[[Feint]]''': |
'''[[Feint]]''': |
||
Even though UAF attacks ''can'' power through turtled creatures, |
Even though UAF attacks ''can'' power through turtled creatures, turning that "can" into "most likely" is ideal. Feint is the premier combat maneuver for lowering enemies' stance, decreasing their UDF--often by triple digits even in the fairly early game--and increasing your multiplier modifier. |
||
Line 1,151: | Line 1,302: | ||
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer's choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.) |
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer's choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.) |
||
As profession services go--so I'm comparing Mystic Tattoos to |
As profession services go--so I'm comparing Mystic Tattoos to Battle Standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this ''can'' be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp. |
||
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don't create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it'll have to wait until empaths and rogues even have services at all. |
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don't create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it'll have to wait until empaths and rogues even have services at all. |
||
Line 1,239: | Line 1,390: | ||
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk! |
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk! |
||
* [[Valence Armor]]? Health, mana, and reactive flares. Skip. |
* [[Valence Armor]]? Health, mana, and reactive flares. Skip. |
||
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was |
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, that time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You'd have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor. |
||
So my actual answer to the armor question is: |
So my actual answer to the armor question is: |
||
Line 1,251: | Line 1,402: | ||
===Gear Upgrades: Weapons=== |
===Gear Upgrades: Weapons=== |
||
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I'll go over the few that I think are worth looking into depending on your budget |
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I'll go over the few that I think are worth looking into depending on your budget--plus flourishes and flares! |
||
'''No script or flourish, just basic elemental flares (especially lightning)''': |
|||
'''[[Animalistic Spirit Weapon|Animalistic Spirit]]''': |
|||
This is where I think you should begin if you're uncertain or just dipping your toe in the water. |
|||
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares ''on top'' of it, but that means even heavier investment. |
|||
Nothing wrong with starting small while you're getting your bearings and saving bigger decisions for later! |
|||
'''Dispel flares''': |
|||
Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage. |
|||
You might hear dispel flares commonly cited as better than lightning flares in a weapon's ability slot and the best in class (unless you're using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it's even more true that dispel is great for UC than for other weapon types due to three factors: |
|||
# High volume of attacks |
|||
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount |
|||
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature |
|||
There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don't affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong. |
|||
All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren't starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit or Knockout. (GEF can't use dispel flares.) |
|||
'''[[Animalistic Spirit Weapon|Animalistic Spirit]] script''': |
|||
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn't the best since it's mainly good for knockdowns and monks are very adept at that on their own. My monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that's an extra expense. |
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn't the best since it's mainly good for knockdowns and monks are very adept at that on their own. My monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that's an extra expense. |
||
Line 1,261: | Line 1,436: | ||
'''[[Energy_Weapon/saved_posts|Energy Weapon]]''': |
'''[[Energy_Weapon/saved_posts|Energy Weapon]] script''': |
||
For unarmed combat, Energy Weapons are only available in the form of ''held'' weapons like a [[cestus]], not handwear and footwear. That's immediately anathema to some people. I'd agree with them when talking about a -10 or -15 MM weapon, but I'm actually not down on the -5 MM held UC weapons like others. |
For unarmed combat, Energy Weapons are only available in the form of ''held'' weapons like a [[cestus]], not handwear and footwear. That's immediately anathema to some people. I'd agree with them when talking about a -10 or -15 MM weapon, but I'm actually not down on the -5 MM held UC weapons like others. |
||
Line 1,282: | Line 1,457: | ||
'''[[Greater elemental flare|Greater Elemental Flares]]''': |
'''[[Greater elemental flare|Greater Elemental Flares]] script''': |
||
These are a gold standard of midrange weapon scripts, at least if you'd consider 40k bloodscrip per item "midrange." Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip. |
These are a gold standard of midrange weapon scripts, at least if you'd consider 40k bloodscrip per item "midrange." Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip. |
||
Line 1,289: | Line 1,464: | ||
'''[[Knockout_flare|Knockout Flares]]''': |
'''[[Knockout_flare|Knockout Flares]] script''': |
||
Easily some of the game's best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I've used |
Easily some of the game's best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I've used Knockout UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the "You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!" messaging. |
||
That said, |
That said, Knockout's entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you ''are'' willing to spend to that degree or find somebody who has Knockout gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and Knockout for the other. |
||
'''[[Skullcrusher Flares]] flourish''': |
|||
See everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) ''and'' Animalistic Spirit if you were willing to pay for it! |
|||
'''No script, just basic elemental flares (especially lightning)''': |
|||
This is where I think you should begin if you're uncertain or just dipping your toe in the water. |
|||
'''[[Lore Flares]] flourish, specifically Telepathy or Transformation''': |
|||
You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares ''on top'' of it, but that means even heavier investment. |
|||
At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training ''and'' great enhancives, but hey, I did say this guide was for 0 exp to 46,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that's mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher. |
|||
Start small while you're getting your bearings and save the bigger decisions for later! |
|||
You probably aren't even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can't stack on a single creature, so it's more valuable to have a stronger initial hit since you'd be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that's a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, ''focused'' mstrikes still favor Transformation due to DoTs not stacking. |
|||
<blockquote> |
|||
<font color="green">'''Order of Operations Sidebar!'''</font> |
|||
If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order. |
|||
All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200. |
|||
(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that's another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you'll need to improve them and the more you'll be paying for their services.) |
|||
</blockquote> |
|||
Line 1,313: | Line 1,502: | ||
<font color="red">'''Battle Standards'''</font> (the [[Battle Standard (1620)|paladin service]]) |
<font color="red">'''Battle Standards'''</font> (the [[Battle Standard (1620)|paladin service]]) |
||
(Note: this service isn't released at the time of this writing, but it's on the test server, I've played with it for hours across several professions including monks, and its release to the live game is right around the corner.) |
|||
If there's only one service I'd recommend for a monk, it's Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) |
If there's only one service I'd recommend for a monk, it's Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.) |
||
As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. |
As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you're only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won't, but even a lighter hit might stun a creature--and stunning increases UC's most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want. |
||
Even while you're only throwing jabs and fishing for tier up opportunities, a battle standard flare can sneak in and potentially kill a creature. Usually not, but even a lighter hit might stun a creature--and stunning increases UC's most important number, MM, making every following attack better. |
|||
Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is ''guaranteed'' to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that's even moderately swarmy! There's a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively. |
Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is ''guaranteed'' to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that's even moderately swarmy! There's a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively. |
||
Line 1,326: | Line 1,511: | ||
Battle Standards have a few other perks, but these are the main ones making them so good for monks. |
Battle Standards have a few other perks, but these are the main ones making them so good for monks. |
||
Battle Standards have charges and periodically need recharging, which will cost you. I don't believe we have hard confirmation on how the charges drain, but ''if'' (if!) it's |
Battle Standards have charges and periodically need recharging, which will cost you. I don't believe we have hard confirmation on how the charges drain, but ''if'' (if!) it's identical to Lucky Items, charges drain depending on the amount of time you spend in combat. If so, that would be another factor making it even better for UC monks than most professions or builds due to sheer volume of attacks per minute. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
Get a Battle Standard and love it. Even in the worst case, if you end up not loving it, you can sell it to someone else since it unattunes from you 30 days after your first use. |
|||
<font color="red">'''Covert Arts'''</font> (the rogue service) |
|||
Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own. Like many of the most recent profession services, they run on a charge-based system and eventually need recharging. |
|||
Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger. |
|||
Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as reactive flares: [[Calmed]], [[Dazed]], [[Slowed]], [[Disoriented]], or [[Clumsy]]. Poison on offensive gear can flare to either deal any of the previously mentioned status effects, deal extra health damage, apply [[Crippled]], or apply [[Major Poison]]. |
|||
But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they're already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat. |
|||
Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. Unlike with Battle Standards, jabs don't flare with Poisoncraft. Poisons don't affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren't lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services. |
|||
<font color="green">'''The Leafi verdict'''</font>: |
|||
It's worth learning at least Poisoncraft even though the other Covert Arts don't do much for monks. Recharging Poisoncraft isn't much cheaper--if any cheaper--than learning more Arts, which ''also'' recharges, so once you're in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up. |
|||
<font color="green">'''The Leafi verdict'''</font>: Get a Battle Standard and love it. Even in the worst case, if you ended up not loving it, you could sell it to someone else since it unattunes from you 30 days after your first use. |
|||
Line 1,337: | Line 1,543: | ||
UAF offers minimal help. DS is more compelling, especially once you're hunting areas with the [[spell sever]] mechanic. Monks have the game's cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they ''are'' regularly in offensive stance. I don't go hard on improving monk DS, but it can't hurt either. |
UAF offers minimal help. DS is more compelling, especially once you're hunting areas with the [[spell sever]] mechanic. Monks have the game's cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they ''are'' regularly in offensive stance. I don't go hard on improving monk DS, but it can't hurt either. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
<font color="green">'''The Leafi verdict'''</font>: Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but otherwise it doesn't matter much. |
|||
Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but otherwise it doesn't matter much. |
|||
Line 1,348: | Line 1,557: | ||
I like the "get a T1 Ensorcell on your offensive gear and call it finished" philosophy. You already have 60% of T5's average stamina return, but only bought 10% as much of a sorcerer's resource points. |
I like the "get a T1 Ensorcell on your offensive gear and call it finished" philosophy. You already have 60% of T5's average stamina return, but only bought 10% as much of a sorcerer's resource points. |
||
<font color="green">'''The Leafi verdict'''</font>: |
<font color="green">'''The Leafi verdict'''</font>: |
||
T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul. |
|||
Line 1,359: | Line 1,571: | ||
...but monks aren't most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD. |
...but monks aren't most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD. |
||
Lucky Items |
Lucky Items act sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC throws out in droves, Lucky Items favor high-impact attacks that make every luck trigger proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you're probably firing off a lot of those. On the bright side, since Lucky Items' charges drain depending on the amount of time spent in combat, that aspect does pair well with monks' high volume of attacks. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
Like Battle Standards, Lucky Items use a charging system. In this case, we ''do'' know that charges have a chance to drain each time your item triggers, which isn't so good for monks' high volume of attacks. Lucky Items also trigger in an even wider variety of situations than Battle Standards, the most notable being whenever an enemy attacks you. (Standards' defensive flares need the enemy to actually connect.) |
|||
If this were any other profession, I'd be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they're tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor! If you're a weapon-wielding monk, definitely buy in and do it quickly. For typical UC monks, I'd recommend your silvers go elsewhere first--but only "first." Luck is powerful and you should get it eventually, just not as a high priority. I'd take it over enchanting robes beyond +30 or enchanting offensive gear beyond +20, but not necessarily before Sanctify, Ensorcell, or especially Battle Standards. |
|||
Despite all this, Lucky Item charges will still last you a while (but not as long as Standards) unless you're a hardcore power hunter, but it's sort of a straw breaking the camel's back that pushes them down the priority pole. |
|||
<font color="green">'''The Leafi verdict'''</font>: If this were any other profession, I'd be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they're tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor. If you're a weapon-wielding monk, definitely buy in. For typical UC monks, I'd recommend your silvers go elsewhere first. I say "first" because luck is so powerful that you should get it eventually, just not as a high priority. |
|||
<font color="red">'''Mystic Tattoos'''</font> (the monk service) |
<font color="red">'''Mystic Tattoos'''</font> (the monk service) |
||
Despite Mystic Tattooing being a monk's own ability, it's not that helpful when used on |
Despite Mystic Tattooing being a monk's own ability, it's not that helpful when used on themselves. The good news is that if you perform the final upgrade of your Mystic Tattoo, it won't consume charges and is basically a permanent upgrade. That said, the benefits of +5 bonus for a stat are pretty marginal for most monks. Standout options include: |
||
* Strength to decrease encumbrance, especially for small races |
|||
* Agility to reach an Agidex threshold (this is preferred over Dexterity because it gives more maneuver defense and slightly increases UAF) |
|||
* Logic to increase exp gain |
|||
* Wisdom to slightly improve defense against spiritual magic |
|||
Logic is arguably the best since, given an enhancive with infinite charges, a benefit that works every minute maximizes value more than a benefit that only works while hunting. I can't go further than "arguably" since the others will have more impact when they ''do'' have impact. Regardless, none of the stats jump out for a monk in the way that something like improving a CS-boosting stat on a caster would. |
|||
I look forward to seeing how GMs improve Mystic Tattoos in the future since most profession services created from 2020 on have included some kind of extra perk for the profession providing the service itself. |
I look forward to seeing how GMs improve Mystic Tattoos in the future since most profession services created from 2020 on have included some kind of extra perk for the profession providing the service itself. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
<font color="green">'''The Leafi verdict'''</font>: I'd only tattoo yourself in your spare time when you can't find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins' Battle Standards. |
|||
Until some future update, I'd only tattoo yourself in your spare time when you can't find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins' Battle Standards. As you run out of other things to pay for, you can eventually pick up tattooing from lower level monks and make sure to handle the final tier yourself so you have infinite charges! |
|||
Line 1,381: | Line 1,602: | ||
Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning. |
Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning. |
||
For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area |
For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area--and if you only need one resistance, monks can simply meditate instead of needing a ranger trinket. Even pre-cap, there's ''some'' merit to a ranger trinket since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you'd have to know you'll be running into that damage type consistently for a while. |
||
On an obscure note, nature resistance is unique to ranger trinkets. Monks can't meditate against it and even the Ascension system can't train to defend against it. However, an extremely small number of creatures use nature damage. |
On an obscure note, nature resistance is unique to ranger trinkets. Monks can't meditate against it and even the Ascension system can't train to defend against it. However, an extremely small number of creatures use nature damage. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
<font color="green">'''The Leafi verdict'''</font>: I'd look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability. |
|||
I'd look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability. |
|||
Line 1,396: | Line 1,620: | ||
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it'll only trigger for certain combat maneuvers or when the undead hit you. |
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it'll only trigger for certain combat maneuvers or when the undead hit you. |
||
<font color="green">'''The Leafi verdict'''</font>: |
|||
<font color="green">'''The Leafi verdict'''</font>: Get the first five tiers on your robes unless you're absolutely certain you'll never have interest in hunting high-level undead. Holy fire isn't a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don't bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC. |
|||
Get the first five tiers on your robes unless you're absolutely certain you'll never have interest in hunting high-level undead. Holy fire isn't a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don't bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC (arguably more value since blessings have holy water flares, so people usually stack blessings on top of pre-holy fire Sanctify). |
|||
<font color="red">'''Weighting and Padding'''</font> (the [[Weighting,_Padding,_Sighting|warrior service]]) |
<font color="red">'''Weighting and Padding'''</font> (the [[Weighting,_Padding,_Sighting|warrior service]]) |
||
Crit weighting has more limited value to an unarmed combat monk than most professions or builds because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of weighting. It's still marginally useful for good positioning (very specifically good positioning). Crit padding is more useful. Either way, neither is useful enough to justify paying warriors unless they're charging less than the automated WPS smithy that comes around every couple of months. (They probably aren't!) |
|||
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn't terribly desirable for most players, monks or otherwise. |
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn't terribly desirable for most players, monks or otherwise. |
||
<font color="green">'''The Leafi verdict'''</font>: |
<font color="green">'''The Leafi verdict'''</font>: |
||
An easy skip unless a friend is providing it for free or something. Use the much more affordable WPS wagon and I'd say going to 5 CER (50 services) is perfectly sufficient due to scaling costs beyond that point and the reduced effect of weighting on UC in general. |
|||
Line 1,418: | Line 1,648: | ||
Extra health damage, on the other hand, is a huge selling point. While it can't stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you'll get the Major Bleed effect after every 8.3 attacks, which is also powerful. However, Bloodstone Jewelry doesn't have this extra damage component until its fifth and final tier. |
Extra health damage, on the other hand, is a huge selling point. While it can't stun or crit kill like a Battle Standard flare, it affects every attack instead of 20% of attacks. On average, you'll get the Major Bleed effect after every 8.3 attacks, which is also powerful. However, Bloodstone Jewelry doesn't have this extra damage component until its fifth and final tier. |
||
<font color="green">'''The Leafi verdict'''</font>: |
<font color="green">'''The Leafi verdict'''</font>: |
||
Like with Sanctify on offensive gear, either go all the way with this service or pass on it unless someone's offering a steal. |
|||
<font color="red">'''Order of operations in summary'''</font> |
|||
* Battle Standard up to P3 as soon as possible |
|||
* Enchant armor up to +30 relatively quickly |
|||
* Ensorcell UC gear to T1 relatively quickly |
|||
* Battle Standard up to P5 relatively quickly |
|||
* Either Sanctify UC gear all the way to S6 or don't do it at all |
|||
* Sanctify armor unless very rarely hunting undead |
|||
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above |
|||
* Lucky Items when you can spare funds and still handle all of the above |
|||
* Slowly enchant UC gear over time |
|||
* Padding to 5 CER over time (via WPS wagons, not warriors) |
|||
* Slowly Ensorcell armor over time |
|||
* Weighting to 5 CER over time (via WPS wagons, not warriors) |
|||
* Resist Nature once hunting post-cap |
|||
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge |
|||
* Slowly enchant armor past +30 over time, if ever |
|||
* Slowly Ensorcell UC gear past T1 over time, if ever |
|||
* Mystic Tattoo only if you can't sell yours, but selling it is preferable to fund all of the above |
|||
</div><div> |
|||
==Super Post-Cap Advancement== |
|||
<div class="mw-customtoggle-superpostcap" style="overflow:auto;color:#0000FF">Far post-cap and still looking for suggestions? Click here!</div> |
|||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-superpostcap"> |
|||
Congratulations, you've got a cap and a half worth of exp--or more! ...now what? |
|||
===Ascending Even Further Beyond=== |
|||
Since it's not relevant to the large majority of players, I've only vaguely talked about monks' advantages with far post-cap experience until now. Most professions need 30 million to 40 million exp, if not more, before they're "done enough" with normal skills that continuing to gain normal experience instead of devoting it all toward [[Ascension]] would stop providing any useful improvements. |
|||
Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive. |
|||
I did say this guide was for magical monks from 0 to 46,000,000 experience, so what should you do with Ascension Training Points (ATPs)? |
|||
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I'll explain shortly, but it's only for players putting in serious hours; even unlocking the ability to learn it requires that you've spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each. |
|||
So whether Transcend Destiny is in your future or not, first we need to evaluate where your initial Common tier ATPs should be spent. Here are the options I like: |
|||
<font color="blue">'''Common Ascension staples'''</font>: |
|||
* '''Agility''': Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. If you go the weapon route or play a slow race, it also reduces RT. |
|||
* '''Brawling''': +2 UAF per rank. I'm not going to knock UAF this time because, once we're talking Ascension, we're talking marginal gains almost no matter what you do. Get it if you like numbers going up! |
|||
* '''Combat Maneuvers''': +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks). |
|||
* '''Dexterity''': Increased maneuver defense every two ranks, but half as much increase as Agility. If you go the weapon route or play a slow race, it also reduces RT. For the weapon route, specifically, Dexterity also adds crit weighting. |
|||
* '''Logic''': +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus. |
|||
* '''Porter''' (requires training Strength and/or Physical Fitness first): Encumbrance reduction. ''Now'' I'll knock UAF again! If we're already in the realm of diminishing returns from exp, then there's a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts. |
|||
* '''Stamina Regeneration''': If you're firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body is no longer enough. If that's you, you'll know when to train this--or just buy stamina regen enhancives. |
|||
* '''Strength''': Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it's also +1 AS per two ranks. |
|||
During earlier versions of this guide, I was also open to Aura, Dodging, Wisdom, and damage resistances, all of which I had trained to varying degrees at some point. However, the release of Transcend Destiny offers superior defensive gains for the cost while also aiding offense! Let's finally delve into the Elite skill! |
|||
<font color="blue">'''Transcend Destiny is Monks' Everything'''</font>: |
|||
There's a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I've highlighted the ones potentially relevant to (magical) monks in green: |
|||
* <font color="green">Ambush Damage</font> - Offense and <font color="green">Defense - Up to 5 Ranks</font> |
|||
* <font color="green">Automatic Success of Certain Spells</font> |
|||
* <font color="green">Casting Strength</font> |
|||
* <font color="green">Evade, Block, and Parry - Offense and Defense</font> |
|||
* <font color="green">Force on Force</font> |
|||
* Hiding - Rogues Only |
|||
* <font color="green">Sheer Fear Resistance</font> |
|||
* <font color="green">SMR - Offense and Defense</font> |
|||
* <font color="green">SSR - Offense and Defense</font> |
|||
* <font color="green">Target Defense</font> |
|||
* <font color="green">Two-Weapon Combat</font> |
|||
* <font color="green">UC - Tier Up Probability</font> |
|||
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I'd argue that usually it's at or near the top end of value ''in'' that application: |
|||
* Improving UC tier ups is, naturally, at its best for the profession most built around UC. |
|||
* Improving evasion, blocking, and parrying is at its best for either monks or warriors (despite monks not even benefiting from the blocking part). Monks fight in offensive stance and Spin Kick is the best single-target reaction technique in the game by an incredible margin. (Its only competition overall is [[Radial Sweep]], which is an AoE reaction but has a 15-second cooldown.) Furthermore, decreasing the enemy's EBP means improving MM, which is a UC monk's most important offensive combat number. |
|||
* Improving SMR offense is at its best on builds who use it for attacking, which monks certainly will. Combat maneuvers like Bearhug or Coup de Grace--or Hamstring if using Edged Weapons--are very good at taking advantage of higher margins with their scaling, but even if you don't use those, even more bread and butter attacks like Twin Hammerfists, Feint, and Spin Kick win huge here. |
|||
* Improving TD has extraordinary value to magical monks, giving them potential to ward off spells from semi-style Ascension creatures by stacking Transcend Destiny with the Dragonscale Skin feat, sufficient Transformation lore, and the correct outside spells. I wouldn't go so far to say it's at its best here, which I think goes to pures who become capable of warding off spells from (some) ''pure''-style Ascension creatures, but it's a pretty narrow win. |
|||
* Improving SSR is at its best for characters in Voln due to Symbol of Sleep. For reasons explained earlier, monks are mechanically best suited by Voln. |
|||
* Sheer fear resistance is at its best for any profession other than clerics, empaths, and paladins (who all get a degree of sheer fear protection from their native spells), which includes monks. |
|||
* Improving ambush defense is a benefit I place almost no value on for any profession and build ''except'' magical monks. Others either have plate armor, significantly higher DS, significantly more redux, far superior means to pull creatures out of hiding, or any combination of the above, but monks might actually take hard hits from ambushers (not bandits, but real ambushers like halfling cannibals and kiramon stalkers) if they don't have 105 or more Transformation lore, so defense is valuable. |
|||
(The Two Weapon Combat and CS benefits have more niche value to magical monks, but they do ''have'' the occasional spots of value. The auto-success spell benefits don't do terribly much in current Ascension grounds, but that could easily change in the future if enemy buffs like Wall of Force or especially Cloak of Shadows became more prominent and dispelling gained value as a result.) |
|||
Can it get any better than monks reaping the rewards of almost every Transcend Destiny benefit? Actually, yes. Yes, it can! |
|||
Much like how monks need to spend less normal exp on normal skills before moving on to Common Ascension than other professions and builds, I'd also argue that there's less incentive for them to continue sinking ATPs into Common Ascension (beyond the required 150) before moving on to Elite Ascension than other professions and builds. |
|||
As I write this, my ranger and my monk Tarine have very similar amounts of Ascension experience at 18m and 18.9m, respectively, but even though they're both working on maxing Transcend Destiny over the next couple years, Tarine is 2.9 million exp further into that journey because she doesn't have any need to heavily boost her UAF with Common skills while my ranger certainly does value heavily boosting archery AS. Similarly, my bard has about 5.6m more ''total'' Ascension experience than Tarine, but on the specific journey of maxing Transcend Destiny, she's only 2.3m exp ahead; most of the other 3.3m went into Agidex to reach RT thresholds that Tarine didn't need to work for at all because monks have Perfect Self and Burst of Swiftness. |
|||
Ultimately, whether you see yourself playing GemStone IV long enough to eventually have a character who you can say reached level 110 or just level 101, monks are your fastest route to that goal. They're simply the most exp-efficient profession in the game. |
|||
===Gemstones: Diamonds in the Rough=== |
|||
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. They're not released in the live game at the time of this writing, but they've been on the test server for months and I have a good feel for them. |
|||
Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the list on their wiki page. If you don't like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be: |
|||
* Gemstones you'll wish to keep and upgrade just the way you found them |
|||
* Gemstones you'll wish to keep and reroll until you get a good property combination, then upgrade after you've done that |
|||
* Gemstones you'll wish to shatter into dust |
|||
* Gemstones you'll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours |
|||
I don't want to make predictions about the Gemstone secondary market until the system goes live, so for now I'll simply mention Gemstone properties I think you should consider using for your own monk: |
|||
<font color="blue">'''Good Common Gemstone Properties for Monks'''</font> |
|||
'''Arcane Intensity''' - You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS. |
|||
The bolt AS is worthless, but the CS is reasonable if and only if you have a high CS build--like an 81 Minor Mental and 20 Minor Spiritual split with Logic boosts from enhancives or Ascension--that can make use of powerful spells like Thought Lash, Vertigo, and Mindwipe and want them to hit more reliably. |
|||
'''Bold Brawler''' - Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up. |
|||
A self-explanatory staple Gemstone property that's better for UC monks than almost all rares and legendaries. More tier ups, faster monster slaying. Easy! |
|||
'''Ephemera's Extension''' - The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619. |
|||
Decent if you have 40 Minor Spiritual ranks. Monks make better use of Wall of Force than any other profession besides paladins due to inexpensive Harness Power costs, not much to spend that mana on, no full plate like warriors, and lower DS at the highest end of exp than light armored rogues (or light armored warriors, but I don't know any of those other than my own). |
|||
'''Flare Resonance''' - Your attacks have a 4/8/12/16/20% chance to gain flare affinity. |
|||
Assuming you have flares on your handwear and your footwear (and if you don't, then you should!), this is another staple Gemstone property that's better for UC monks than almost all rares and legendaries. |
|||
[[Flare Affinity]] basically supercharges your flares to hit substantially harder. Flare Affinity is normally only obtainable by adding a [[Combat Flourish]] to your weapon at Duskruin for 400k bloodscrip--and many people do pay that gladly, which gives you an idea of its power. The Flare Resonance property only adds Flare Affinity 20% of the time, but it does go on your character instead of your gear, so getting the 100% equivalent on a monk's handwear ''and'' footwear would cost 800k bloodscrip. |
|||
In short, make your flares spend less time poking and more time killing. |
|||
'''Force of Will''' - You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s). |
|||
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! I expect that solo hunters of every profession other than bards (who can already get rid of almost all of these conditions with their own [[Troubadour's Rally (1040)|Troubadour's Rally]]) and maybe clerics (who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die) will like this one for general purposes, if nothing else. |
|||
'''Journeyman Tactician''' - You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers. |
|||
The UAF boost is all but immaterial, but the maneuver boost makes for an acceptable placeholder for most monks. For monks who heavily use very endroll-dependent attacks like Spin Kick or Bearhug, it might even be a solid long-term Gemstone property worth keeping and upgrading. |
|||
'''Metamorphic Shield''' - When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack. |
|||
Assuming this stacks with Iron Skin the way I hope it does, it can get high Transformation lore monks all the way up to (effectively) full plate sometimes. Even then, I wouldn't prioritize getting hold of one of these since it's only a 15% chance. If you happen to find one, it seems like a fair property to use temporarily while hunting for better ones. |
|||
'''Stamina Prism''' - Your passive stamina regeneration is increased by 5/10/15/20/25%. |
|||
This might be the highest ceiling Gemstone property of all for monks. It's easy to underrate the value for monks because most of them never out of stamina anyway because they already have Mind Over Body for at least 20% stamina cost reduction. However, the reason they don't run out of stamina is because they do manage it to an extent. For example, a monk might use mstrikes when they're off cooldown and Ki Focus when the mstrikes ''are'' on cooldown, thus basically only using stamina for the latter. However, if you were recovering 50-90% of your stamina every minute instead of the ~25% that 3x Physical Fitness gets you to on its own, you could add Ki Focus when mstriking, add qstrikes when not mstriking, and ''still'' not run out of stamina. |
|||
In other words, you can think of Stamina Prism as opening up entirely new combat options by indirectly reducing RT. This does require getting additional stamina regen benefits from enhancives and/or Ascension, but you can be even more of a whirlwind in battle if you build for it! |
|||
'''Storm of Rage''' - You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts. |
|||
If you'll battle just about any creature in your preferred hunting ground and it's a fairly swarmy place, this is an excellent property since you'll have the boost going constantly. Weapon wielders like Storm of Rage more than UC builds due to the latter's positioning-based crit caps, but it's still strong regardless. If you're pickier about which creatures you battle or if you hunt a slower area, this is a solid placeholder property while looking for more consistently active ones. |
|||
'''Tactical Canny''' - When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute. This effect cannot occur more often than every 5 minutes. |
|||
This one's at the weaker end of placeholder properties--and I only give it even that much credit because it doesn't require any upgrades. Even if you're a Kick Specialization monk with great footwear for your Spin Kicks, 10% higher evade rate isn't a significant boost when it's only active 20% of the time at most. It is ''a'' boost, though, and better than nothing. Fine temporary filler. |
|||
'''Taste of Brutality''' - Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor. |
|||
Mini Storm of Rage, except it's good even in slower areas or if you're only hunting one creature type for your bounty. The small defensive penalty has very little impact on a monk with high redux monk or high Transformation lore--and you'll almost definitely have at least one of those. |
|||
'''Twist the Knife''' - You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed. When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed. |
|||
If you're using Hamstring or have the Slashing Strikes buff from Flurry active (or are hunting with partners who do those things), this is excellent. If not, it isn't. |
|||
<font color="blue">'''Good Rare Gemstone Properties for Monks'''</font> |
|||
'''Anointed Defender''' - You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense. |
|||
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. |
|||
'''Defensive Duelist''' - When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, if applicable, and suffers roundtime. |
|||
Despite having some anti-synergy with Spin Kick, a universal 5% chance to avoid and (to an extent) counter AS attacks is value that's very hard to ignore. All else being equal, it ''is'' better to not get hit as often as possible than to Spin Kick as often as possible. (Maybe not more fun, though!) |
|||
'''Greater Arcane Intensity''' - You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS. |
|||
Like its common counterpart, except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you're one of the rare monks who uses CS spells in combat. |
|||
'''Infusion of [Damage Type]''' - You gain a standard chance to flare with [damage type] after attacking an enemy. |
|||
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have five Infusion properties active, then that's exactly what I'd recommend, but they're mutually exclusive.) |
|||
'''Master Tactician''' - You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers. |
|||
Journeyman Tactician, but twice as good. Like its common counterpart, if you make heavy use of SMR attacks, I think it can be a strong long-term property for you. If not, I'd reroll until you get a better rare property. |
|||
'''Serendipitous Hex''' - Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3. |
|||
If you cast a lot of single-target spells in combat, this might be the strongest rare Gemstone property you could find. That's an enormous if for a monk, though! Monks with incredible handwear are probably still better off sticking to Twin Hammerfists as their opening disabler or even just starting with Fury or an mstrike in the first place. However, if you're looking to be an even more magical monk than mine by regularly slinging around Web, Force Projection, Thought Lash, and other spells, this is the definitive property for you. And if you find a certain legendary property I'll cover shortly, you might consider working your entire build around it... |
|||
'''Strong Back''' - Your encumbrance thresholds are increased by 15/20/25/30/35 pounds. |
|||
It's definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS. |
|||
'''Thirst for Brutality''' - Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor. |
|||
Twice as strong as its common counterpart, Taste of Brutality... or is it? While the common version's 5% penalty when taking hits is negligible, a 10% penalty isn't as easily dismissed. Like I said, increased damage factor is good for UC, but it's better for weapons. I'd definitely try to get this property on a weapon-wielding monk, but for a UC monk I actually believe it's a skip unless you have high redux ''and'' high Transformation lore, not only one of them. |
|||
<font color="blue">'''Good Legendary Gemstone Properties for Monks'''</font> |
|||
'''Mystic Impulse''' - After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength. |
|||
Hear me out. This is a very, very specific niche, but it's incredible within that niche, which is that you're a high CS build, you prefer going into rooms with multiple creatures, you cast AoE spells like Vertigo or Mindwipe once per group of creatures, and you rarely casts spells otherwise. |
|||
If all of that's true, then this is basically a gigantic +30 CS buff. The 10% activation rate with your high volume of attacks means that, after defeating one room of creatures, you'll basically always have the Mystic Impulse buff active to disable or debuff the next room of creatures before you unleash havoc on them. |
|||
'''Stolen Power''' - Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3. |
|||
If you're running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you ''aren't'' running the Serendipitous Hex build, then I'd honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one. |
|||
'''Thorns of [Damage Type]''' - You gain a standard chance to flare with [damage type] when an enemy targets you with an attack, whether or not the attack hits. |
|||
Extraordinary general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you! |
|||
<font color="red">'''Leafi's Wild Dream Scenario Gemstone Endgame for a Traditional Monk'''</font> |
|||
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it's fun to dream, so here's my ideal layout for a traditional unarmed combat monk in descending order of priority. |
|||
Note that you can have at most one legendary property and five rare properties. Common properties are a bit different; you can have up to ten, but each common beyond five would be competing with a rare instead and going up to ten common properties would exclude you from having a legendary. |
|||
# Infusion of Lightning (or other damage type; rare 1) |
|||
# Stamina Prism (common 1) |
|||
# Thorns of Lightning (or other damage type; legendary 1) |
|||
# Flare Resonance (common 2) |
|||
# Bold Brawler (common 3) |
|||
# Storm of Rage (common 4) |
|||
# Taste of Brutality common 5) |
|||
# Defensive Duelist (rare 2) |
|||
# Anointed Defender (rare 3) |
|||
# Master Tactician (rare 4) |
|||
# Force of Will (common 6; I consider it better than what could have been rare 5, Strong Back) |
|||
<font color="red">'''Leafi's Wild Dream Scenario Gemstone Endgame for a Magic-Heavy Monk'''</font> |
|||
# Stolen Power (legendary 1) |
|||
# Serendipitous Hex (rare 1) |
|||
# Infusion of Lightning (or other damage type; rare 2) |
|||
# Stamina Prism (common 1) |
|||
# Greater Arcane Intensity (rare 3) |
|||
# Flare Resonance (common 2) |
|||
# Bold Brawler (common 3) |
|||
# Storm of Rage (common 4) |
|||
# Arcane Intensity (common 5) |
|||
# Defensive Duelist (rare 4) |
|||
# Anointed Defender (rare 5) |
|||
</div></div> |
</div></div> |
||
Line 1,428: | Line 1,936: | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-oddsandends"> |
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-oddsandends"> |
||
As we draw close to the end, I'll cover miscellaneous topics like off-the-beaten-path things monks can do and obscure advantages they have that you might not have thought about. |
|||
Line 1,499: | Line 2,007: | ||
* A midnight black silk tunic marked with a silver eight-pointed star |
* A midnight black silk tunic marked with a silver eight-pointed star |
||
* A sleeveless sunlight gold tunic accented by bright white edges |
* A sleeveless sunlight gold tunic accented by bright white edges |
||
* A royal purple |
* A royal purple starsilk tunic featuring an embroidered silver rose |
||
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits) |
* A sleeveless emerald green dress showcasing a heart-framed pink sapphire fairy centerpiece (this one cheats; it has the [[Joola_items|Joola]] fluff script, so it can break character limits) |
||
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola) |
* A snowy off-shoulder dress sporting white pearl accents along a wavy aqua skirt (also a Joola) |
||
* |
* A thigh-slit scarlet starsilk dress accented by ivory edges |
||
* A sleeveless |
* A sleeveless white kimono featuring golden star embroidery |
||
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves |
* A ribbon-sashed cherry red elesine blouse with vanilla-hued ruffled sleeves |
||
* A sleeveless gold feather-patterned tunic tied at the waist |
* A sleeveless gold feather-patterned tunic tied at the waist |
||
Line 1,514: | Line 2,022: | ||
Likewise, unarmed combat footwear isn't limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle! |
Likewise, unarmed combat footwear isn't limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle! |
||
</blockquote> |
</blockquote> |
||
===Hunting Partner Tactics and Synergy=== |
|||
Who do monks team up well with for group hunts and why? Let's explore! |
|||
* '''Warriors''' have [[Carn's Cry]], an AoE immobilizer that's enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies' UDF. In turn, warriors love monks' Mind Over Body stamina cost reduction, the best group buff they can get other than bards' [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day). |
|||
* '''Rogues''' have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don't necessarily mind being targeted more often since it offers more Spin Kick opportunities. |
|||
* '''A monk duo''' can keep up both Mind Over Body and Focus Barrier, but otherwise doesn't have any particular synergy. |
|||
* '''Paladins''' can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don't have as much redux as warriors and rogues nor as much DS as them, so a boost can really help. |
|||
* '''Rangers''' have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don't offer much to rangers otherwise. |
|||
* '''Bards''' can make a monk's attacks even faster, at least for now, since Song of Tonis is the game's best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense. |
|||
* '''Wizards''' possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they're already pretty durable as casters go. Monks simply being present as an additional target to split up enemies' attacks is helpful to wizards and all casters. |
|||
* '''Empaths''' are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks' Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath's [[Mass Interference (217)|Mass Interference]] setting up a monk's Vertigo isn't the worst idea I've ever had, but it's not an amazing one either. |
|||
* '''Clerics''' have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it's still there when needed. Having a hunting partner's extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo. |
|||
* '''Sorcerers''' have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn't help monks as most other professions' disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward. |
|||
Nearly regardless of team composition, your monk training '''Coup de Grace''' and '''Side by Side''' (which also requires two ranks of '''Combat Movement''') can be helpful to groups. |
|||
Line 1,554: | Line 2,081: | ||
As great as Perfect Self is for unarmed combat, it's arguably even better for a melee monk. For UC purposes, it's mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you're getting AS--more useful than UAF--and RT reduction for ''two'' types of assault techniques: Brawling's Fury and Edged Weapons' Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don't sweat it as much due to Mind Over Body. |
As great as Perfect Self is for unarmed combat, it's arguably even better for a melee monk. For UC purposes, it's mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you're getting AS--more useful than UAF--and RT reduction for ''two'' types of assault techniques: Brawling's Fury and Edged Weapons' Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don't sweat it as much due to Mind Over Body. |
||
Line 1,565: | Line 2,091: | ||
Ironically, if there's anywhere that I even sort of like Punch Specialization-powered Clash, it's on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash ''with'' Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you're regularly hunting things like bandits, pirates, warcamps, or areas that swarm. |
Ironically, if there's anywhere that I even sort of like Punch Specialization-powered Clash, it's on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash ''with'' Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you're regularly hunting things like bandits, pirates, warcamps, or areas that swarm. |
||
Before I close out this section, katars are the only |
Before I close out this section, katars are the only great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I'd make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It's also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons. |
||
If you're really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT). |
If you're really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT). |
||
Line 1,580: | Line 2,106: | ||
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it's a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I'd bring it up. |
Ironically, I wrote the above Mental Acuity subsection mostly to acknowledge that it's a possibility even while thinking nobody would do it without Kroderine Soul. I just like to encourage weird builds in most professions, so I figured I'd bring it up. |
||
Instead, after considering all the math and angles I did while writing this, it's made such a strong case for a bizarrely appealing build that I've talked myself into trying it with Sariara |
Instead, after considering all the math and angles I did while writing this, it's made such a strong case for a bizarrely appealing build that I've talked myself into trying it with Sariara at some point, even if I end up fixskilling out of it later, just to see how it goes. My mind's swirling and it seems clear that the melee monk is a very, very real idea that's gone unexplored because it's not an intuitive or obvious idea from a glance over the monk skillset. |
||
</div></div> |
|||
==Infrequently Asked (or Imagined) Questions== |
|||
===Ascending Even Further Beyond=== |
|||
<div class="mw-customtoggle-faq" style="overflow:auto;color:#0000FF">Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, click here!</div> |
|||
Since it's not relevant to the large majority of players, I've only vaguely implied monks' advance with post-cap experience until now. |
|||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-faq"> |
|||
This final section covers any random topics that people have asked me or that I can ''imagine'' them asking me if I feel that they're worth answering in this guide, but not worth a full tip or sidebar of their own. |
|||
Most professions need 30 million to 40 million exp, if not more, before they're "done enough" with normal skills that devoting all experience points toward [[Ascension]] becomes the most efficient path to continued growth. Monks, however, can get there at more like 15 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive. |
|||
* <font color="red">Things actually asked are red.</font> |
|||
I did say this guide was for magical monks from 0 to 39,000,000 experience, so what should you do with Ascension Training Points (ATPs)? Here are the options I like: |
|||
* <font color="magenta">Things I imagine people should ask are pink.</font> |
|||
* <font color="red">Things that are both red and pink come from comments I got that</font> <font color="magenta">weren't originally questions, but I've reframed them into questions because they're worth discussing.</font> |
|||
* '''Agility''': Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. If you go the weapon route or play a slow race, it also reduces RT. |
|||
* '''Aura''': +1 TD against CS-based elemental spells per two ranks. I like the first ten ranks decently enough. |
|||
* '''Brawling''': +2 UAF per rank. I'm not going to knock UAF this time because, once we're talking Ascension, we're talking marginal gains almost no matter what you do. Get it if you like numbers going up! |
|||
* '''Combat Maneuvers''': +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks). |
|||
* '''Dexterity''': Increased maneuver defense every two ranks, but half as much increase as Agility. If you go the weapon route or play a slow race, it also reduces RT. For the weapon route, specifically, Dexterity also adds crit weighting. |
|||
* '''Dodging''': Increased maneuver defense, increased evade chance, and +0.75 DS per rank. |
|||
* '''Logic''': +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus. |
|||
* '''Porter''' (requires training Strength and/or Physical Fitness first): Encumbrance reduction. ''Now'' I'll knock UAF again! If we're already in the realm of diminishing returns from exp, then there's a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts. |
|||
* '''Resistances''': Like I said in the Meditation Resistance section, 20% and 25% are great benchmarks. If multiple damage types that ranger trinkets can't resist are ending you frequently and you can only meditate one away, look into Ascension resistances. (If ranger trinkets ''can'' resist whatever's killing you, get those!) However, 20% and 25% resistances do respectively cost 50 and 75 ATPs (2.5 million and 3.75 million) exp. |
|||
* '''Stamina Regeneration''': If you're firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body is no longer enough. If that's you, you'll know when to train this--or just buy stamina regen enhancives. |
|||
* '''Strength''': Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it's also +1 AS per two ranks. |
|||
* '''Wisdom''': +1 TD against CS-based spiritual spells per two ranks. |
|||
<blockquote> |
|||
<font color="green">'''Fun Sidebar!'''</font> |
|||
<font color="red">'''Does enchanting UC handwear and footwear help with DS?'''</font> |
|||
Just for the sake illustration... |
|||
No on footwear. Yes on handwear, but each +1 enchant only grants 0.1 DS in offensive stance and 0.35 DS in defensive. Work on your armor if you want more DS! |
|||
A weapon-wielding build could spend 730 ATPs (36.5 million exp) to max out a weapon, Combat Maneuvers, and Strength for +95 AS. An unarmed combat build could spend 910 ATPs (45.5 million exp) to max out Brawling, Combat Maneuvers, Strength, ''and'' Agility for +145 UAF. |
|||
But which of them got more per ATP spent is a matter of perspective and part of what makes analyzing Ascension improvement difficult. From practical impact, +95 AS is probably better than +145 UAF and was only ~80.2% as much exp. By the numbers, +145 UAF is ~152.6% more "feel good" of a number going up while only costing ~124.7% as much exp. In either case, looking at it that way is only what happens with crazy mega-capped characters. What if you only have a million exp worth of ATPs? Who gets more bang for their buck then--or at any other point along the curve? |
|||
I could get lost in the weeds forever, but suffice it to say I think there's a case to be made that monks not only get away with needing fewer old-school TPs for normal skills than all other professions, but arguably also have more leeway to spend ATPs in whichever way they want than other professions. It's not necessarily easy to quantify and explain, so I'll just say the simple fact is that my monk Tarine has at least 100 fewer ATPss than my cleric, paladin, empath, or wizard--and 95 fewer than my bard, for that matter--and yet feels far more drawn far more quickly toward training offbeat Ascension skills like Porter, resistances, and Logic than the others. They're all busy pumping up AS and CS combat numbers in perpetuity while Tarine doesn't care because there are no Ascension skills to reduce enemy UDF or increase her MM, the numbers that matter in ''her'' combat. |
|||
<font color="red">'''Why do you rank half-krolvin monks so low?</font> <font color="magenta">Flimbo's Guide and the [[Comprehensive Monk Guide]] really like them!'''</font> |
|||
Flimbo's guide likes half-krolvin monks because Perfect Self normalizes their Logic penalty and they have "solid physical stats with which to punch things quite well." I agree that Perfect Self fixes something that scares some players away from half-krolvin. I even kind of agree that if you're set on playing a half-krolvin, then a monk should be among your top considerations for a profession. Still, I'd rather have a race without a Logic penalty to begin with! |
|||
I also agree with Flimbo that half-krolvin have solid physical stats with which to ''punch'' things quite well. I'd just rather have a faster Agidex race who has solid physical stats with which to also ''kick'' things quite well, meaning minimum RT for mstrike kick! |
|||
The comprehensive guide likes half-krolvin monks because of UAF and heavy crit padding against cold damage. The math says UAF doesn't matter! (Okay, fine, ''technically'' the math says UAF matters... fractionally.) |
|||
Cold damage protection has some appeal if you're specifically leveling in Icemule, but monks also have meditation resistance, so, in effect, being a half-krolvin there opens up meditating to resist a different damage type. However, the outdoor environs around Icemule run out of creatures after the early 50s, so should you pick a race just for that? |
|||
The Hinterwilds ''are'' a post-cap option that also features cold damage, but that hunting ground has built-in means to protect any race from cold damage. Also, by that point, unless you've exclusively been hunting the most dirt poor areas in the game, you could also have picked up a ranger resistance trinket with all the silver you'll have made from Glamour, Shroud of Deception, selling your Mystic Tattoos, and needing little to nothing in the way of gear upgrades by virtue of being a monk. |
|||
Like I said, any race can do well as a monk. I'm not down on half-krolvin, exactly, but I'd rather truly excel at ''something'' than be a generalist. Play a half-krolvin if you like their excellent verbs, though! |
|||
<font color="red">'''Should I train Ambush?'''</font> |
|||
The short answer is no. Now for the long, fun answer! |
|||
Flimbo's Guide and the Comprehensive Monk Guide suggested Ambush at high levels, but back then, players had no visibility into the aiming formula. Community knowledge and game mechanics alike have changed a great deal since then. Not only should you probably not train Ambush, but if you ''did,'' it would be most efficacious around the midgame and face diminishing returns to the point of very realistically doing literally nothing at cap depending on your training. |
|||
In May 2021, former GM Naijin revealed the aiming formula, which, until then, had been a mystery that players tried to estimate via self-discovery for many years. [[Aim#Aiming_Formula:_Melee_and_Hurling|You can find it recorded here]] and read for full details, but we learned that: |
|||
* Enemy level has no effect on (non-stealth) aimed attacks (this was a shocking revelation!) |
|||
* Knocking creatures down helps (I don't remember if we'd known this or not) |
|||
* Combat Maneuvers bonus is as important as Ambush bonus (we knew CM helped, but I think we underestimated how much) |
|||
* The combination of CM bonus, Dexterity bonus, and Intuition bonus alone suffices to eventually max out aiming success |
|||
<blockquote> |
|||
<font color="blue">'''Intuition Sidebar!'''</font> |
|||
Even with tanked Intuition like I recommended, almost every combination of UC attack and race reaches the maximum 95% aiming success rate for hitting heads of prone foes. The only exceptions are kicks (only kicks) used by erithians or giants, which still have a 94% and 92% chance. On the flip side, halflings have such overflowing success because of their absurd natural Dexterity and Intuition bonuses that they can tank Intuition and still max aiming success rate against the heads of even ''standing'' foes. Of course, they need Acrobat's Leap for that. |
|||
</blockquote> |
</blockquote> |
||
To be more precise, every 4 CM bonus, 4 Ambush bonus, 2 Dexterity bonus, or 4 Intuition bonus increases your likelihood of hitting the right body part by 1%. 24 Ambush ranks (102 bonus) used to be what players had figured out as a reasonable stopping point, so let's use that in an example. |
|||
With 24 Ambush, 40 Combat Maneuvers (140 bonus), 15 Dexterity, and 10 Intuition, you'd have a 69%, 64%, or 61% chance to respectively punch, grapple, or kick the head of a prone creature. Aiming adds extra RT, so, for the sake of the argument, let's say we want a 90% benchmark. What would that require? Going to 40 Ambush only brings it up to 79%, 74%, and 71%. Going to 40 Ambush plus 80 Combat Maneuvers is still only 89%, 84%, and 81%. |
|||
Of course, by the time you can have 80 Combat Maneuvers, your stats might have increased, so let's say everything had reached 91%, 86%, and 83%. Even that's not good enough because tiering up might demand a grapple or kick for your excellent positioning attack, so you'd need 108 Combat Maneuvers ranks and 40 Ambush ranks. Those 40 Ambush ranks could have been 35 Physical Fitness ranks at 3x costs or 23 Dodging ranks (that's +17 DS in offensive stance) at 3x costs! |
|||
===Hunting Partner Tactics and Synergy=== |
|||
What if you eased back to the old 24 Ambush mark? Then you'd need 148 Combat Maneuvers. Perfect Self has kicked in, so let's call it 144 Combat Maneuvers needed. Even that's already level 70. (You can kind of see why players were able to figure out that Ambush should be reserved for higher levels even before we knew the formula!) |
|||
Who do monks team up well with for group hunts and why? Let's explore! |
|||
In short, pushing Ambush only even kind of makes sense during the high mid levels--60 to 70--when you have high enough stats and CM bonus that you ''can'' reach max or near-max success rates with some Ambush, but not ''so'' high that you reach max or near-max success rates even without Ambush. |
|||
* '''Warriors''' have [[Carn's Cry]], an AoE immobilizer that's enormously helpful for the two things UC monks like most: increasing their MM and reducing enemies' UDF. In turn, warriors love monks' Mind Over Body stamina cost reduction, the best group buff they can get other than bards' [[Song of Tonis (1035)|Song of Tonis]] (which will probably be nerfed one day). |
|||
* '''Rogues''' have [[Subdue]] as a single-target immobilizer and love stamina cost reduction. Stealth can make grouping somewhat awkward for most professions, but monks don't necessarily mind being targeted more often since it offers more Spin Kick opportunities. |
|||
''But even then,'' we're only looking at the training point opportunity costs. Guides recommending Ambush also predated the sweeping [[Player_System_Manager_-_Phase_3|PSM3]] combat maneuver updates. Sure, you could aim for heads after you reach excellent positioning. Alternatively, you could Bearhug things to death for 200-400 damage. Another option is using Twin Hammerfists or Fury with Grapple Specialization trained to inflict the Vulnerable status, which means your ''unaimed'' attacks--like the ones coming from mstrikes and Fury--are more likely to hit heads, necks, and eyes than normal with no Ambush or even CM training needed. In fact, if your Fury is using kicks, then hitting the chest or abdomen is also just as lethal at excellent positioning as hitting the head! |
|||
* '''A monk duo''' can keep up both Mind Over Body and Focus Barrier, but otherwise doesn't have any particular synergy. |
|||
* '''Paladins''' can give their monk partners extra flares via their [[Fervor (1618)|Fervor]] aura and reduce enemy UDF via [[Aura of the Arkati (1614)|Aura of the Arkati]] or even simply connecting with [[Judgment (1630)|Judgment]], both being AoE spells. Paladins can make good use of Mind Over Body or Focus Barrier alike; they use stamina, but don't have as much redux as warriors and rogues nor as much DS as them, so a boost can really help. |
|||
* '''Rangers''' have [[Moonbeam (611)|Moonbeam]] as a single-target immobilizer, among various other disablers. Two Weapon Combat rangers should like Focus Barrier and Sunfist rangers should like Mind Over Body, but monks don't offer much to rangers otherwise. |
|||
* '''Bards''' can make a monk's attacks even faster, at least for now, since Song of Tonis is the game's best group buff. 1 second kicks are a wild thing! Monks offer Focus Barrier in return, shoring up the typical bard weakness of defense. |
|||
* '''Wizards''' possess myriad AoE abilities, whether disablers or attacks, that monks can follow up on with increased MM and decreased enemy UDF. Focus Barrier helps wizards at least somewhat, but they're already pretty durable as casters go. Monks simply being present as an additional target to split up enemies' attacks is helpful to wizards and all casters. |
|||
* '''Empaths''' are near-universally welcome hunting partners for all professions with their healing. [[Adrenal Surge (1107)|Adrenal Surge]] also gives monks more leeway to go ham with mstrikes on cooldown without risking being too punished. [[Bind (214)|Bind]] can immobilize at lower levels, but becomes less reliable later. [[Web (118)|Web]] is a more consistently reliable disabler. Monks' Focus Barrier can be good for situations when an empath gets stanced down. Monks being an extra body helps. An empath's [[Mass Interference (217)|Mass Interference]] setting up a monk's Vertigo isn't the worst idea I've ever had, but it's not an amazing one either. |
|||
* '''Clerics''' have [[Censure (316)|Censure]] as an AoE immobilizer and [[Warding Sphere (310)|Warding Sphere]] as a group TD buff (and DS), so they help monks on offensive and defensive fronts alike. If enemy TD is too high for Censure, Web works as an alternative. Focus Barrier is somewhat less helpful to clerics than empaths since getting stanced down is less likely due to [[Soul Ward (319)|Soul Ward]], but it's still there when needed. Having a hunting partner's extra body is even more helpful to clerics than most professions because creatures usually need to focus fire on a cleric at least twice to get through Soul Ward, but the odds of that happening fall from 100% to 25% even in only a duo. |
|||
* '''Sorcerers''' have [[Grasp of the Grave (709)|Grasp of the Grave]] as an AoE disabler, though it doesn't help monks as most other professions' disablers. On the other side, Focus Barrier is arguably more helpful to them than to other pures since wizards have more DS, empaths have more Physical Fitness (and so are less likely to be stanced down) and can heal when they do get, and clerics have Soul Ward. |
|||
Like PSM3's wiki page says, much of the point was encouraging spending stamina to improve efficiency. Monks are the best positioned for that because of Mind Over Body, so I've made my choice: forget Ambush and play to my strengths. |
|||
Nearly across the board, your monk training '''Coup de Grace''' and '''Side by Side''' (which also requires two ranks of '''Combat Movement''') can be helpful to groups. |
|||
</div></div> |
</div></div> |
||
Line 1,733: | Line 2,276: | ||
Step 2 of Combat Maneuvers, improving the early game: |
Step 2 of Combat Maneuvers, improving the early game: |
||
In whatever order, pick up the last rank of Krynch and first three ranks of '''Grapple Specialization''' or '''Kick Specialization'''. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it's not necessarily an early game priority since you don't get Spin Kick until level |
In whatever order, pick up the last rank of Krynch and first three ranks of '''Grapple Specialization''' or '''Kick Specialization'''. Grapple if you want to hunt Ascension areas one day, Kick if not. If you choose Kick, it's not necessarily an early game priority since you don't get Spin Kick until level 35-36 (for level 35, spend your first Ascension Milestone point on Brawling), so you could move to step 3 after finishing Krynch and grab Kick Specialization later. |
||
Line 1,762: | Line 2,305: | ||
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin. |
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin. |
||
* Spending a ton (~150k pay event currency): Buy Animalistic Spirit handwear from Duskruin. Add a slew of Animalistic Spirit upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Animalistic Spirit upgrades and unlocks. |
* Spending a ton (~150k pay event currency): Buy Animalistic Spirit handwear from Duskruin. Add a slew of Animalistic Spirit upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Animalistic Spirit upgrades and unlocks. |
||
* Spending a super ton (~265k pay event currency): Same as spending a ton, except |
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Animalistic Spirit upgrades and unlocks for your footwear. |
||
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C. |
|||
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C. |
|||
And if you're the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you're probably not reading this guide. ''But just in case'', for fun, and to entertain the other 99.5%... |
And if you're the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you're probably not reading this guide. ''But just in case'', for fun, and to entertain the other 99.5%... |
||
* Whaling out beyond most people's imagination just because you can (~ |
* Whaling out beyond most people's imagination just because you can (~4.24 million pay event currency): Buy greater [[somnis]] handwear and footwear at Duskruin. Add the Animalistic Spirit script at Duskruin. Add a slew of Animalistic Spirit upgrades and unlocks at Duskruin. Add bane lightning flares at Duskruin. Add Flare Affinity at Duskruin. Add the second active Flourish unlock at Duskruin. Add Lore Flares at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. |
||
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They've never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it's still around. I'm guessing they learned the hard way that top end flares are so astonishingly powerful with UC's low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!) |
(Why lightning flares? Because the flares whales would normally buy when money is no object, mind wrack and death, are disallowed on UC gear. They've never said why to my knowledge, but I think I can infer why from the fact that they sold a [[xazkruvrixis]] (death flaring metal) cestus exactly once before swiftly banning the creation of more UC gear with death flares. Said item has become sort of a legend in the community since it's still around. I'm guessing they learned the hard way that top end flares are so astonishingly powerful with UC's low RT attacks that they considered it too great a balance-destroying outlier and had to cut it off. The good news is that the next best option, Flare Affinity-backed lightning flares, only cost 407.5k pay event currency per item instead of the 500k or two million that mind wrack and death flares would have!) |
||
Line 1,773: | Line 2,318: | ||
<font color="blue">'''Other upgrades when ready''':</font> |
<font color="blue">'''Other upgrades when ready''':</font> |
||
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can't afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. |
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can't afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk. Get at least the Poisoncraft part of Covert Arts eventually. |
||
Line 1,780: | Line 2,325: | ||
Monks are easy! Go have fun! |
Monks are easy! Go have fun! |
||
</div></div> |
</div></div> |
||
==Denouement: An Unexpected Journey== |
|||
First, thank you for reading The Autumnwinds' Magical Monk Guide. |
|||
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I'm thankful for every reader. |
|||
Sometimes I write a "guide" partially or even almost entirely for myself. For example, with [[Leafiara_(prime)/Mechanical_Musings/Ascension_Considerations|Ascension Considerations]], I was going to do the math on efficient progression anyway, so I figured I'd take the extra time to turn what could have been private spreadsheets into wiki tables. [[Leafiara_(prime)/Mechanical_Musings/Pre-Ascension_Stopping_Points|Pre-Ascension Stopping Points]] (which I just noticed is really outdated) originally ''was'' a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters' skills when they want a template of where to take their post-cap training. |
|||
This one was for you guys, though. I hope it's been helpful, I hope it's gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to. |
|||
That said, if you were here only for mechanical informational purposes, I'm pretty much done with those. There's one more at the very end for people with multiple character slots (not multiple accounts, but ''character slots''), but otherwise, you can head out! I wish you a good day or good night and hopefully I'll see you around the lands. |
|||
Thank you again. |
|||
<div class="mw-customtoggle-denouement" style="overflow:auto;color:#0000FF">Curious on the backstory of why this guide exists and why now? Click here and we'll close out.</div> |
|||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-denouement"> |
|||
For the rest of you, if you'll indulge my rambling a bit longer... |
|||
The Magical Monk Guide existing is an emergent happy accident. |
|||
The [[Raise Your Stout Krew]] (RYSK) [[Meeting Hall Organization|MHO]] features a division for each profession, including a lead player and character who organize related events and help people with related questions. [[Saraphenia (prime)/Memorial|Saraphenia]] and her player were the monk division lead--and they sometimes said they wanted the monk division to be RYSK's strongest. |
|||
I thought, but didn't have the heart to say, that that was impossible. GemStone has been going for over three decades and monks have only been part of it for twelve years--more like ten years when RYSK started--so they don't have the history, nostalgia, momentum, or player population of other professions. |
|||
To be honest, even if I had said it was impossible, that wouldn't have stopped Phenia. Even as I type this, I can picture how I'd try to temper her expectations and she'd come back with "Well, I'm going to try anyway!" Phenia aimed high, never mind the odds. |
|||
When her player passed away, RYSK lost its monk division lead, but more importantly, we all lost a dear friend--at least her digital presence, and at least for now. During the grief spiral, I planned various things in Phenia's name and among them was making a new character, a sort of soul-daughter for Leafi and Phenia. |
|||
I made Sariara (name credit to Tairngaire) late on May 24th. As I leveled her, I did everything I talked about in the Trade Secrets section to capitalize on Glamour and Shroud of Deception, then shared my method in the RYSK Discord server on May 30th as a "Monk tip!"--plus a "Bonus tip!" about pre-level-20 fast skill migration for First Aid, Survival, and Trading. You can see how that impromptu post shaped this guide! |
|||
By coincidence, I'd also been answering a few people's questions in the main GS Discord server's monk channel that May into early June, like which out of Grapple/Kick/Punch Specialization to take, whether Grapple Specialization Fury worked with katars, and which races made good monks. So when Julenne asked me on June 17th to take over Phenia's spot as the monk division lead, I agreed. I don't think I ''could'' have declined. Over that string of seven weeks, I was basically doing what she needed already. |
|||
That morning, I decided I should write a new guide to replace Flimbo's old one. |
|||
I don't know what I expected would come out of it, but it wasn't this. With a motive like honoring my departed friend, I ''knew'' I'd put my all into it--but I didn't expect to write this much or this in-depth, I didn't expect to cover the topics I did, and, most of all, I didn't expect that I'd be learning myself, not just passing along what I knew beforehand. |
|||
I'd never thought about a non-Kroderine Soul monk without Mental Acuity. I'd barely thought about a weapon-wielding monk, even putting Mental Acuity aside. I'd barely thought about synergy between monks and other professions. I'd never investigated how one rank of Sanctify interacted with Kai's Strike. I'd never investigated how or if Stance of the Mongoose worked with unarmed combat. I'd never even investigated how or if Clash worked with a specified UC attack type. |
|||
But Saraphenia aimed high with her talent at community outreach, so I had to aim high with my talent at testing and explaining obscure mechanical interactions. Deep diving into the monk ocean sometimes turned up junk, but other times Atlantean treasures. I learned and now I hope you've learned too. |
|||
When Phenia said she wanted the monk division to be RYSK's strongest, I assumed she was talking about numbers. Maybe she was; I don't know either way. I ''do'' know that we want you monk players to be ''your'' strongest, as individuals. Not necessarily the most efficient, not necessarily the most min-maxed, but the most subjectively enjoyable version of your monk. Know your options, find the best one for you, and you'll be your strongest. Any part I might have played in helping you get there is an honor. |
|||
Now, for fun and because I can, here's one last obscure mechanical interaction for the road. |
|||
<blockquote> |
|||
<font color="red">'''Bonus tip!'''</font> |
|||
I have a couple character slots where, even though I don't play them, I briefly log them in and out every day for [[Login_Rewards|daily login rewards]]. That way, if I ever decided to start them up, they'd have a giant stockpile of benefits for a head start. Premium slots are especially useful for these purposes since, at no additional price over the base cost, you get more character slots than there are even professions. (Prime subscriptions can still get character slots at $2.50 per month each.) |
|||
What's probably less known is that when you [[Verb:RETIRE|reroll]] a character, the new character retains all the old one's login rewards! So I leveled Sariara very quickly early on, jumping past 1.2 million experience in just a month, because she was backed by seven years of rewards in the form of 1034 bounty boosts, 341 instant mind clearers, and 1004 long-term experience boosts (the previous character ''had'' gone beyond level 20 at some point), among other things like more than a thousand bounty task waivers to avoid escorts after she reached level 20. She also had 515 doubled experience boosts, which she didn't even begin using until level 60 when, due to natural stat growth and Perfect Self, she became just 1 exp per pulse shy of her capped exp gains. |
|||
Do with the knowledge what you will, premium subscribers! Log in some extra characters or, if you already have been, get a new one going. |
|||
</blockquote> |
|||
Farewell, have fun, and be good to one another! |
|||
</div></div> |
|||
[[Category:Guides]] |
|||
[[Category:Monk]] |
|||
[[Category:Professional Guides]] |
Latest revision as of 17:59, 2 March 2025
Title: The Autumnwinds' Magical Monk Guide
Author: Leafiara
Date Published: 2024-06-19
Updated: 2025-03-02
By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.
Last updated March 2, 2025.
Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.
Introduction: How to Use This Guide
This guide is for all magical monks from 0 exp to 46,000,000! (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 "tl;dr Recap: 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 section at the end, then read the rest if you're intrigued afterward. The Cookie Cutter section provides an overview of what to do and gives a small window into what the rest of the guide covers, which is why to do it.
I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!
Speaking of experience, what's mine? I capped my monk Tarine before the 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 I'm now working on my monk Sariara, who filled in my knowledge gap before level 43 in the modern world.
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 it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I'll call it a job well done!
No further ado. Let's get on with it!
Why Play a Monk or Why Not Play a Monk?
Character Creation
Unarmed Combat Primer
Training Plan: Skills
Training Plan: Exclusive Choices
Further Character Progression
Super Post-Cap Advancement
Odds and Ends
Infrequently Asked (or Imagined) Questions
The TL;DR Recap: Making Cookie Cutter Monks
Denouement: An Unexpected Journey
First, thank you for reading The Autumnwinds' Magical Monk Guide.
Whether you read only the parts of it you were interested in, read every single word, or anything in between, I'm thankful for every reader.
Sometimes I write a "guide" partially or even almost entirely for myself. For example, with Ascension Considerations, I was going to do the math on efficient progression anyway, so I figured I'd take the extra time to turn what could have been private spreadsheets into wiki tables. Pre-Ascension Stopping Points (which I just noticed is really outdated) originally was a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters' skills when they want a template of where to take their post-cap training.
This one was for you guys, though. I hope it's been helpful, I hope it's gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.
That said, if you were here only for mechanical informational purposes, I'm pretty much done with those. There's one more at the very end for people with multiple character slots (not multiple accounts, but character slots), but otherwise, you can head out! I wish you a good day or good night and hopefully I'll see you around the lands.
Thank you again.