Note: So far so good. I have to say monks are a blast to play once you get used to the cryptic timing of Finishing moves and mashing more than your mouse button for once. I can see them being a very surviveable class, like Paladins, but more base dmg.
If there are some great items in game for handwraps, 2d8 + various may be some nice dmg even though we know that crits win the game. Content will determine the monks usefullness though. If beholders galore, anti-magic zones, etc. expect monks to be in demand. It will ultimately overtake Rogue as the splash class for the two feats, +1 AC, +3 Saves and Evasion.
The healing power is great at low levels but will have to see how it plays out in the end game. One successful attack with Fists of Light curses the target (works on red names) and anyone attacking it gets 1d2 for roughly 4 hits so it may be nice on boss mobs to have a monk frontline.
As many have noted however, I don't see it as overpowering the Ranger / Barb in DPS by any means. It will most likely become more common than fighter and paladin and only excel through Raid Gear or dropped items. With slower attacks than a ranger (Ranger will always be 10% faster) it will not overtake as the stat/vorpal king.
If I were a Dev, I would seriously consider modifying Flurry of Blows to equal or slightly surpass Ranger Tempest if a monk gained equal BaB through Divine Power / Madstone, etc.
Anyway, a solid build if you wanna try them out. (no worries on the dex tome, just skip Wind Stance III unless you like it).
Fuji, by Illuminati
Race: Human
Class: Monk
Alignment: Lawful Good
This build is meant to be played mainly in the Fire Stance to generate Ki, using either Fire or Electrical (from Wind Stance) attacks to effect damage. You can use either stance (Wind: Haste like speed, more AC, or Fire: More DMG, Faster Ki)
With Evasion / Improved Evasion and good saves, good base damage and very good HP, this build should be a good asset to any party. The TWF line is mainly for Vorpaling, kama damage or stat dmg weapons.
I wouldn’t recommend dumping +2 tomes until the balancing act happens with monks, but this would be a very solid build for monks and one to learn the class on. With Fists of Light, etc., and the high incoming heals, it will be an easy class to keep alive while doing dmg.
32 STR 16 (10 pts) (+6 Item, +4 Level, +3 Stance Enh, +2 Favor Tome, +1 Human Enhancement)
24 DEX 16 (10 pts) (+6 Item, +2 Tome)
20 CON 14 (6 pts) (+6 Item)
8 INT 8
22 WIS 14 (6 pts) (+6 Item, +3 Enhancement, +1 Human Enhancement, -2 Stance Enh)
8 CHA 8
HP:
128 Monk
20 Heroic Durability
36 Toughness x 2
96 Con Mod
30 Greater False Life
10 Favor
20 Enhancement – Patient Tortoise
45 Greenweave
18 Toughness Helm
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403
Attack:
+16 BaB (Flurry of Blows enabled)
+11 Strength
+5 Hand Wraps
+4 Greater Heroism
-5 Power Attack
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+31
Base Damage:
2d8+5 + 11 Strength + 5 Power Attack = +30
Enhancements:
Improved Human Recovery I
Monks Wisdom III
Monks Recovery II
Monks Enchantment Save II
Way of the Patient Tortoise IV
Fire III (+3 Strength / -2 Wisdom)
Air Stance III (+3 Dexterity / - 2 Con)
Human Versatility IV
Monks Concentration IV
Human Strength I
Human Wisdom I
I was originally going to go str route along similar lines.....the only thing holding me back is the wisdom. I'm curious as how effective quivering palm will be, and if shooting for a fairly high wisdom to help the DC will be worth it.....
hey Illum, Gun here it's a very solid build I agree the stunningblow/stunning fist timers being seperate are very nice. Currently I haven't found a working set of weighted handwraps, they appear to do the 5pct stun chance but do not add to the DC but hang onto those my monk atm has a 28 dc stunning fist and a 28 dc stunning blow(if weighted would apply) 28 seems to be quite useful and will only improve when the wraps are working. the water stance is my favorite on raids actually the +4 to saves and +2 ac with the stance makes monk survivability very high.
As for quivering palm, its quite nice, stun seems to be more handy since stun is practically auto kill and a cheaper ki cost although for loot running QP is my favorite; run in deathtouch named/ open chest. its very efficient
Last edited by Ronin the toon; 07-15-2008 at 10:37 PM.
hey Illum, Gun here it's a very solid build I agree the stunningblow/stunning fist timers being seperate are very nice. Currently I haven't found a working set of weighted handwraps, they appear to do the 5pct stun chance but do not add to the DC but hang onto those my monk atm has a 28 dc stunning fist and a 28 dc stunning blow(if weighted would apply) 28 seems to be quite useful and will only improve when the wraps are working. the water stance is my favorite on raids actually the +4 to saves and +2 ac with the stance makes monk survivability very high.
As for quivering palm, its quite nice, stun seems to be more handy since stun is practically auto kill and a cheaper ki cost although for loot running QP is my favorite; run in deathtouch named/ open chest. its very efficient
I did find some +4 holy wraps of 3% weighted but I agree, I don't think they work atm. I switch between Fire / Air for the most part. I can definately see Water / Finesse type builds being popular.
I can't wait to try QP (have a couple levels to go).
__________________ Main:Illuminati (Halfling Iron Monk), Stonewolf (Dwarf Pally), Vyking (TWF Barb), Illuminatrix (Batchick), Illumino (Drow Ranger), Fuji (Human Monk) Proud Member of the Twilight Avengers
Any idea if Vertigo handwraps are giving the proper DC bonus? I found some +4 +4 wraps. I'll have to try them out since Weighted is apparently not working correctly.
I agree that the DC boost from weighted is not working on handwraps. I put on some +8 DC wraps and CR 5-10 monsters were still frequently making Stunning Blow saves. These same monsters would fail against Stunning Fist more often. The trolls in Redwillow's Ruins are my favorite test subjects.
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Kyonna, Drow Bard 15 / Rogue 4 / Fighter 1, Nightshayde, Human Wizard 20, Irnaetha, Halfling Monk 7, Duskfyre, Human Favored Soul 5, Tymore, Human Sorceror 15
I'd drop wind stance and take Water 2. Water two allows for unbalancing strike which rogues in the grup will love and trips will last longer on mobs that have -10 to their balance
also in certain circumstances when you need a bigger push to your saves Water give a +3 to all saves
for the haste effect drink Pots you'll move faster... unless they give Air Stance some stacking ability it really isn't that good
Aesop
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Sorry, sort of banked him for a bit but I am going to finish him up to 16 in the next couple of weeks.
With a Superior Potency I item, my mass cures hit for 30-40 at level 10. Not sure if this is intentional (sup pot effecting it) but its pretty nice.
I know this is belated, but last I saw about potency and monk stuff is that it was unintentional and was going to be removed.
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I know this is belated, but last I saw about potency and monk stuff is that it was unintentional and was going to be removed.
The devs said that metamagic affecting monk spell-like finishers was unintended, and did remove that in patch 7.0.1 - but as far as I knew, potency items affecting them was intended. If they remove that, then I hope they compensate by finally fixing the 'combat expertise switching off when using spell-like finishers' bug too.
The devs said that metamagic affecting monk spell-like finishers was unintended, and did remove that in patch 7.0.1 - but as far as I knew, potency items affecting them was intended. If they remove that, then I hope they compensate by finally fixing the 'combat expertise switching off when using spell-like finishers' bug too.
From what Eladrin said in the past, CE will be fixed around 7.1 or in 7.0.2, as per his word, it was to be adressed this summer.
As for potency items affect the finishers, it's intended.
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Hmm (the gears I clicking away), will these stack with Tempest? =)
Took you that long to think of it?!
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