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|author-displayed = Leafiara
|author-displayed = Leafiara
|date = 2024-06-19
|date = 2024-06-19
|updated = 2025-03-02
|updated = 2025-04-13
}}
}}


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


Last updated March 2, 2025.
Last updated April 13, 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.
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===Gemstones: Diamonds in the Rough===
===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]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. 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 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 upgrade just the way you found them
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* 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
* 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:




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'''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).
'''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.
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! 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) like this one for general purposes, if nothing else.




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'''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.
'''Mephitic Brume''' - When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.


Quite useful for buying time with crowd control. There's not much else to say, but it's a good property for survival! Be sure it fits with your RP, though, since it's sort of gross.
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.




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'''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.
'''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.
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, then perhaps just sell a Gemstone that only has this property to others. It's a top tier common property for weapon wielders, so they're likely to pay very well for it!


'''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.




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'''Anointed Defender''' - You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.
'''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.
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death.


'''Blood Boil''' - [Currently pending updates in development, so the wording won't be exactly as follows.] Your attacks have a standard flare chance to make an enemy creature's blood boil, dealing damage equal to 20% of the creature's remaining health every 2 seconds for the next 10 seconds. It also has an activated ability to guarantee that it flares on your next successful attack. Targets that have been boiled once are immune to being boiled again. Cooldown: 1 minute.

A high quality Gemstone property for every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky. They can't outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened.




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'''Greater Arcane Intensity''' - You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.
'''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.
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.
'''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.)
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 three 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.
'''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.
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 either sell it to someone willing to pay top silvers or reroll until you get a better rare property.




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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.
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.


'''Tethered Strike''' - Your offensive spells and weapon attacks no longer trigger creatures' innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.

From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell!




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<font color="blue">'''Good Legendary Gemstone Properties for Monks'''</font>
<font color="blue">'''Good Legendary Gemstone Properties for Monks'''</font>

'''Mirror Image''' - When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack. When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.

Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It's actually difficult to even sell you on this because it's so straightforward that I shouldn't have to. It's a 10% double attack chance on every attack!

If you're playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that's also solid for monks and don't want to let perfect be the enemy of good, below are some other reasonable options...



'''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.
'''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.
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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.
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.

Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power's effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that's with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)




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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!
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!


'''Witchhunter's Ascendancy''' - You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.

The AS/UAF boost is, as always, borderline immaterial unless you're a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy!




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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.
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.
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.


# Mirror Image (legendary 1)
# Infusion of Lightning (or other damage type; rare 1)
# Infusion of Lightning (or other damage type; rare 1)
# Stamina Prism (common 1)
# Stamina Prism (common 1)
# Bold Brawler (common 2)
# Thorns of Lightning (or other damage type; legendary 1)
# Flare Resonance (common 2)
# Flare Resonance (common 3)
# Bold Brawler (common 3)
# Blood Boil (rare 2)
# Tethered Strike (rare 3, but other options are similarly powerful)
# Storm of Rage (common 4)
# Taste of Brutality common 5)
# Taste of Brutality (common 4)
# Defensive Duelist (rare 2)
# Storm of Rage (common 5)
# Anointed Defender (rare 3)
# Journeyman Defender (common 6)
# Master Tactician (rare 4)
# Ephemera's Extension or Journeyman Tactician (common 7)
# Force of Will (common 6; I consider it better than what could have been rare 5, Strong Back)




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# Flare Resonance (common 2)
# Flare Resonance (common 2)
# Bold Brawler (common 3)
# Bold Brawler (common 3)
# Storm of Rage (common 4)
# Taste of Brutality (common 4)
# Arcane Intensity (common 5)
# Storm of Rage (common 5)
# Defensive Duelist (rare 4)
# Arcane Intensity (common 6)
# Anointed Defender (rare 5)
# Journeyman Defender (common 7)
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Latest revision as of 18:19, 13 April 2025

This is a guide, tutorial, or gameplay strategy written by one or more players to better assist others with their gameplay enjoyment. The information presented here may be subject to the personal opinion of the contributor(s), and may additionally require periodic updates to keep current as the game environment changes.

Title: The Autumnwinds' Magical Monk Guide

Author: Leafiara

Date Published: 2024-06-19

Updated: 2025-04-13


By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated April 13, 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!


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


Why Play a Monk or Why Not Play a Monk?

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


Character Creation

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


Unarmed Combat Primer

Still figuring out how unarmed combat works? Click here!


Training Plan: Skills

Wondering how to train your monk's skills? Click here!


Training Plan: Exclusive Choices

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


Further Character Progression

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


Super Post-Cap Advancement

Far post-cap and still looking for suggestions? Click here!


Odds and Ends

Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!


Infrequently Asked (or Imagined) Questions

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!


The TL;DR Recap: Making Cookie Cutter Monks

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


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.


Curious on the backstory of why this guide exists and why now? Click here and we'll close out.