U72 Preview 1: Monk Class Changes

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Good that the big bugs are being fixed- it was difficult to actually playtest changes on Lamma since so little actually functioned as intended. Rd2 will be illuminating in that regard.

Few quick thoughts re: changes. Generally think they're fine. I do not get the vitriol over the loss of elemental strikes and finishers- its really not that big a deal to lose that. I've played (mostly) monk for 15yrs now, in r10s and push raids, and rarely used the elemental strikes or finishers- there's better stuff to do with that time and button pressing. There are a few niche exceptions, like using nausea to CC vrocks in FoM, but that's not the end of the world. There is no realistic build that actually loses damage when accounting for the proposed changes (all buffs, basically, to enhancement trees), and the loss of finishers/elemental strikes on the other hand. It's not close. The furor over this is way overblown in terms of dps impact, but is relevant in terms of gameplay and game feel- I dont really see a problem with restoring the elemental strikes for those who really like pushing that button I guess. I will not miss the silly finicky combos.

I think as proposed the trees are dangerously overbuffing both Henshin and NS (particularly shuriken), and there will be inevitable nerfs. I'd suggest changing the +1 crit multi in cauldron from Henshin core to +1 on 19-20 only. I have mixed feelings about cauldron- the animation is cool, and theres not really much else filling that space of (trade mobility for damage/defense). Just seems quite overtuned in current incarnation, as there are plenty of raid situations where sitting in one spot is just fine, so there isnt really a tradeoff.

As to shuri and Ninja Spy in particular, shuri is pretty dang strong at the moment, and only a touch below inquis in damage which is the only reason it's under the radar. The proposed changes would shoot it ahead- I dont feel this is healthy for the game and build diversity. As compared to a current halfling Core6 NinjaSpy/Tier5 horizon walker shuriken build (this is the damage focussed one, as opposed to 41pts and T5 NS which is sturdier), a toon with 41 pts in NS and dropping to trance in Horizon walker nets +30rp always, -34 rp situationally (from misty step), +15% fort bypass, +4 damage, +15% doubleshot, +1 crit threat range and 21 AP to spend however they see fit, plus not being locked to halfling. That's insane, and I cannot comprehend how it's being claimed this is a nerf. We really really do not need even higher ranged dps (and I play those too). Maybe someone can explain what I'm missing here.
That said, the criticisms that the actives in NS are pretty useless for ranged are legit- making a ranged AoE attack (maybe turn shadow flurry into a cleave/AOE ranged) would be huge, as shuri lacks these. Just dont add that without nerfing some things as discussed above.
Also consider pros/cons of Ki on hit for ranged- this would also be a huge buff and huge QoL, as well as creating some diversity since you're no longer pigeonholed into Grandmaster of Flowers for ki clicky. Having even +1 ki on hit for ranged to allow 10k stars and occasional abundant step without having to be in Grandmaster would be nice I think.

Shintao changes mostly look good imo. The 6 and 12 cores are very weak and boring since DR hasnt been relevant in years, but I cant think of anything interesting offhand to help those. Air stance could use a buff in Meditation of war as has been previously mentioned, since it is has no real niche at all currently. The proposed Shintao buffs are much more minor than those of NS and Henshin, but may still end up slightly too strong w +30mp from feats with wraps, tho Im a little dubious this outcompetes centered TWF longswords.

Looking forward to actually being able to try things in Lamma2.
 

Akoriv

Member
Is Ki Strike: Adamantine going to stay handwraps only or will it be changed to while centered?
 
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Fisto Mk I

Well-known member
I cannot comprehend how it's being claimed this is a nerf.
Me too, lol.
That said, the criticisms that the actives in NS are pretty useless for ranged are legit- making a ranged AoE attack (maybe turn shadow flurry into a cleave/AOE ranged) would be huge, as shuri lacks these.
^^^^
This!
We already suggest this many times, but dev keep silence...
Also consider pros/cons of Ki on hit for ranged- this would also be a huge buff and huge QoL, as well as creating some diversity since you're no longer pigeonholed into Grandmaster of Flowers for ki clicky. Having even +1 ki on hit for ranged to allow 10k stars and occasional abundant step without having to be in Grandmaster would be nice I think.
Shuri-monks already have enough ki without GoMF clickies, they go here for The Flickering Flame synergy with Fire stance, better for DPS and 44% Fire absorption. 8)
But yea, add ki on hit for ranged must be nice QoL really.
 

Tyran Thraxus

Mindless One
Hello, everyone!

In Update 72, we are making some significant changes to the Monk class. Many of these changes were shown in the First and Second Look threads we had on the subject; thank you to everyone who participated in those threads! We are still reviewing some of the feedback in that thread, and will continue considering some of the changes in there as we consider the feedback in this one - We're especially looking for strong gameplay feedback from those on the Lamannia server in this Preview, which will be the main driving force in further adjustments. Without further ado, here's the current list of changes:

Overall Class Adjustments​

  1. Remove the combo system and its core components.
    1. This retires the feat-based Elemental combo builders, and the resulting combo finishers. The effects of these abilities have been redistributed into abilities in the Monk trees.
    2. That said, Monks still gain their Stances and your choice of Light vs. Dark Path.
      1. The Light vs. Dark Path choice no longer gives something specific on being taken, but opens up enhancement choices at Tier/Core 3 in each Monk Enhancement Tree.
    3. We are thankful for the feedback about Monk combo moves and finishers in the previous feedback threads; especially as we look into the future, this is valuable feedback. At this time, though, we have made the decision to move forward with retiring the current combo system in U72.
    4. If there are still Finishing Moves that haven't been replicating into the trees that you feel are especially necessary, let us know which ones and where you'd like to see that appear in the trees.
  2. Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
  3. Stunning Fist's DC now uses the highest of Strength, Dexterity, or Wisdom.
  4. The Unarmed Strike Feat now grants +5 Melee Power while Centered and using Handwraps for each copy of the feat you have.
  5. The Sun and Stars item effect now reads "When you activate Hand of Healing or Hand of Harm from the Shintao enhancement tree, you benefit from increased Melee Power and Positive Healing Amplification for a short time."
  6. Core 4 of Grandmaster of Flowers has not changed in this Preview, but will need to before U72 - We're open to suggestions for how to change this ability!
  7. Bugfix: The Vorpal Strikes feat now properly makes your Handwraps Vorpal.
  8. Action Point costs across Ninja Spy, Shintao, and Henshin Mystic have been reduced.

Ninja Spy​

  • Cores:
    • Poisoned Darts now reads "Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee and Ranged Power every 3 seconds for 15 seconds. If a target affected by this attack is normally immune to Poison, they become vulnerable to Poison while affected by Poisoned Darts. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Activation Cost: 15 Ki. Cooldown: 12 seconds)"
    • Diversion no longer has its Critical bonus (moved to Tier 5). Instead, it has +5 Melee and Ranged Power.
    • Ninja Master now also has "+10% Fortification Bypass, +15 Melee and Ranged Power. If you have Self Defense, you gain an additional +10 Melee (just Melee) Power".
  • Tier 1:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Henshin Training. Essentially, you can only take one Attack+Damage line.)
  • Tier 2:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Elemental Ki Strikes is has been removed (it still exists in Shintao). It is replaced with Extra Action Boost: +1/2/3 Action Boosts.
    • Action Boost: Melee/Ranged Power is now a multiselector with Action Boost: Haste.
  • Tier 3:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Flash Bang is removed, and replaced by Shadow Arts:
      • Light Path: Flash Bang: Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have DC equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs). (Activation Cost: 20 Ki. Cooldown: 30 seconds)
      • Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 20 HP, 10 Ki. Cooldown: 12 seconds.
  • Tier 4:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Deadly Exploits is removed, and replaced with Greater Shadow Arts:
      • Light Path: Cloak of Shadows: After using Flash Bang, you become Invisible for 6 seconds which is not broken by actions.
      • Dark Path: Poison Exploit: On a failed saving throw, your Touch of Despair purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. (This factors in the damage boost from Deadly Exploit as well.)
  • Tier 5:
    • Touch of Death now reads: You strike a living opponent down with twisted ki, dealing +50% damage and 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 14 + Monk Level + Highest of Str/Dex/Wis Modifier + Assassinate DCs). Cooldown: 15 seconds). Passive: +3 to Hit and Damage while Centered.
    • Deadly Striker now reads: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range."
    • Self Defense is now a multiselector with Improved Archer's Focus: Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10 Ranged Power.
    • Shadow Double is no longer a Melee Attack. Instead, it's an activated ability that grants +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Activation Cost: 30 Ki. Cooldown: 25 seconds)

Shintao​

  • Cores:
    • Cores remain the same, except all abilities that say with Handwraps now say while Centered.
    • To Seek Perfection's "You no longer suffer penalties from Meditation of War" is removed (see below) and replaced with "If you have Meditation of War, +10 Melee and Ranged Power".
  • Tier 1:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and Damage while Centered. (Antireq: Ninjutsu and Henshin Training. Essentially, you can only take one Attack+Damage line.)
    • Ki Shout is removed (moved to HM), and replaced with NEW: Fast Hands (Multiselector): +1/2/3% Doublestrike OR Doubleshot
    • Exemplar is removed (moved to HM), and replaced with Negotiator currently found in Henshin Mystic.
    • Deft Strikes is now a multiselector with Improved Second Strikes:+[5/10/20]% Strikethrough.
  • Tier 2:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • Elemental Ki Strikes are no longer combo builders, but otherwise remain unchanged.
    • Conditioning is removed (moved to HM), and replaced with Quick Strike currently found in Henshin Mystic. Quick Strike is no longer restricted to Quarterstaves, but you must be Centered.
  • Tier 3:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • NEW: Hands of Mercy (Multiselector):
      • Light Path: Hand of Healing: You heal all nearby allies for 1d4 plus 1d4 per monk level. (12 second cooldown, costs 5 Ki)
      • Dark Path: Hand of Harm: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its negative energy vulnerability by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) to negate. (12 second cooldown, costs 10 ki)
    • Dismissing Strike has its AP cost reduced to 1, because it's extremely situational
  • Tier 4:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • NEW: Greater Mercies (Multiselector):
      • Light Path: Greater Hand of Healing: Your Hand of Healing now applies a Lesser Restoration effect and removes Blindness, Curses, and Diseases.
        • Coming Soon: We are planning to add "Enemies in range of your Hand of Healing gain Healing Shield for 10 seconds." in addition to the above effect. Healing Shield: On a successful hit, any allies and the attacker will gain 1d2 HP. This is not present in this Preview.
      • Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
  • Tier 5:
    • Empty Hand Mastery becomes Shintao Mastery, which does the same thing but "and wielding Handwraps" is removed.
    • Kukan-Do now reads: You lock gazes with an enemy, stunning them for a short period of time on a failed Will save (DC 14 + Wisdom modifier + Monk level). Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability. (Cooldown: Unchanged)
    • The penalties from Meditation of War are removed. It also gains +3 to Attack and Damage in addition to its other effects.

Henshin Mystic​

  • Cores:
    • Riddle of Fire now gains "While you are centered, you can use your Wisdom modifier to hit" in addition to its other effects.
    • The casting time on Ki Bolt is reduced. Ki Bolt also gains "While you are centered, you can use your Wisdom modifier for damage. In addition, while you are centered, you gain +2 Ki each time you hit a creature. This stacks with all other sources of Ki generation"
    • Sounding Staff is now Cauldron of Flame. Most of it remains the same, but "you personally gain +20 PRR, +10 MRR, and +15% Dodge that ignores Dodge Cap" changes to "you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level."
    • Cauldron of Flame is now Improved Cauldron: The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
    • Serenity removes the text "and wielding a Quarterstaff" and replaces it with "and Centered", letting you gain the bonus crit while in the Cauldron with other weapons. The Attack Speed for Quarterstaves is removed (see Cauldron of Flame).
  • Tier 1:
    • Elemental Words now grants you all four of the attacks, which now share a 6-second cooldown cooldown. The attacks are no longer combo moves, but instead deal 1d6 (Element) damage, plus 1 per Monk Level. It no longer applies stacks of Vulnerable (though still applies the element-specific 10% extra damage).
    • Henshin Staff Training is now Henshin Training: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Ninjutsu. Essentially, you can only take one Attack+Damage line.)
    • Mystic Training is removed (no longer using Finishing Move DCs anywhere) and replaced with Ki Shout (formerly in Shintao)
    • Negotiator is removed, and replaced with Exemplar (formerly in Shintao). Exemplar's +10% Threat Generation is removed, and replaced with +5/10/15% Attack Speed with Quarterstaves. Antirequisite: Rogue Acrobatics
  • Tier 2:
    • Elemental Words is replaced with Elemental Soul: You gain four Imbue toggles, one for each of Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element) portion of this damage. This damage scales with the highest of Melee and Ranged Power.
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Quick Strike moves to Shintao, and is replaced by Conditioning from that tree.
    • Elemental Ki Strikes is removed (it's in Shintao), and replaced with Embrace the Void, which moves down from Tier 3.
  • Tier 3:
    • Elemental Words is replaced with Mystic Kata:
      • Light Path: Kata of Wind: Activate to grant you and nearby allies 20% Concealment for 60 seconds. (90 second cooldown, costs 10 ki)
      • Dark Path: Kata of Ice: Melee Attack: +30% Damage. On hit: Encase a tainted target in ice on a failed Will save for 10 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 12 second cooldown
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Lighting the Candle is gone, replaced with nothing at the moment, but we'd like to fill this space. Let us know what you think Henshin Mystic needs!
    • NEW: Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Every six seconds you spend Meditating using the Meditation feat restores 1 charge of this ability. Cooldown: 20 seconds. Activation Cost: 30 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
  • Tier 4:
    • Elemental Words is replaced with Mystic Kata:
      • Light Path: Kata of Deep Magic: When you use Kata of Wind, you grant you and other allies a 25% reduction in Spell Point Cost for 60 seconds.
      • Dark Path: Kata of Dark Stars: You use the power of the stars to set up harmonic vibrations within your enemy that force them to dance for 12 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 12 second cooldown
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Mantra of Body: +2/4/6 PRR
  • Tier 5:
    • Void Strike is no longer a Void combo builder. Otherwise, remains the same.
    • Henshin Staff Training is now Henshin Training: +3 to Attack and Damage.
    • Staff Specialization is now Mystic Honing, +1 Competence bonus to Critical Damage Multiplier and Threat Range. Passive: You gain a +25% Competence bonus to maximum hit points.
    • Balance In Dawn's attacks are no longer Light/Dark builders.
That's the list! Give it a spin on Lamannia, and if you do, let us know you did with your feedback. We'd like to know what's working well, what you'd like to see improved, and any bugs you run into so we can get things in good shape for the next preview! Thanks!

Known Issues:
  • The Tabaxi Trailblazer Iconic's Path may still be granting retired feats in this Preview. This will be corrected before Live.
If you add ranged Bow/Shuriken to "Power Begets Power" then I will re-sub. We need a Ki-generating attack for ranged!
 

wichaden

New member
Any plans for improved stances for range combats, like double shot for wind, crit multiplier on fire (only work melee), extra dodge for water, resist knock down and any others cc for mobs using earth?

any chance to gain kii using range atk?
 

Monkey_Archer

Well-known member
Well that is not my opinion and I never made such an argument either.
Maybe I read too much into your statement, but to be clear I reject arguments of popularity entirely. If the old system is bad explain why its bad; if the new system is good explain why its good. Which one is more popular should be irrelevant.
The bad components of the old system could have been fixed, and I have yet to see a good argument as to why removal is preferable to fixes. (other than artificiality imposed time constraints)

...but I think this is a dead horse at this point... the monk is dead. long live the monk.
 

Shear-buckler

Master of reactions
Maybe I read too much into your statement, but to be clear I reject arguments of popularity entirely. If the old system is bad explain why its bad; if the new system is good explain why its good. Which one is more popular should be irrelevant.
The bad components of the old system could have been fixed, and I have yet to see a good argument as to why removal is preferable to fixes. (other than artificiality imposed time constraints)

...but I think this is a dead horse at this point... the monk is dead. long live the monk.
I agree, with the additon that if a problem persists for almost 2 decades I am willing to concede that it is unfixable.
 

Monkey_Archer

Well-known member
I agree, with the additon that if a problem persists for almost 2 decades I am willing to concede that it is unfixable.
I agree, as long as you can point to one honest attempt to fix it. :whistle:

iu
 

Putti

Well-known member
In ninja spy, please give Kamas and short swords a +2 to their threat range to be on par with a level 3 bard. As it is, all those nice kamas and short swords you all have designed will not be used by ninjas—they will be a thrower, wraps, kukri or long sword.

I think they're already doing that:

Deadly Striker now reads: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range."

Or do you mean an additional +2 threat range for a total for +3?

I believe a level 3 bard (meaning they don't have improved crit) only has +1 to shortswords and +2 to kamas.
 

saekee

long live ROGUE
I think they're already doing that:



Or do you mean an additional +2 threat range for a total for +3?

I believe a level 3 bard (meaning they don't have improved crit) only has +1 to shortswords and +2 to kamas.
Great point. As it is, a short sword is 19-20/2. IC pierce makes it 17-20/2. With ninja boost we are at 15-20/3. That is reasonable.

However:
A kukri gets to 14-20/3 and a Longsword with Knight’s Training goes to 16-20/4. Kukri (outside a splash) needs one extra feat; the Longsword needs 2-3 depending on race unless one grabs the boost put of GMoF in which case they just need Knight’s Training. Kamas need Swords to Plows to get to 15-20/3.

So at the very least I would add the Swords to plows in the tree as autogranted (like in Thief acrobat) or add it as a monk special feat. edit: another error; it is already there in the feats!

Between Knight’s Training and Kukri added to centered Vistani, short swords and Kamas are still a tough sell. The only advantage of a short sword is that it does not require an extra feat and, unlike a Kukri, it can be a favored weapon.

So when I weigh things in ninja spy as a dedicated ninja, I would still go kukri. The only way I would do otherwise (we are talking legendary levels more or less, not using named daggers and short swords while leveling) is if they push the crit range to 14-20/3 for kamas and short swords (I do not expect them to bend on this) OR add some exciting reason to use those weapons (tying a feat or ability to them, such as the ninja chain feat that I have fruitlessly advocated for out of shadar kai, or some other boost like mechanic does if your xbow is non repeating, or having kamas add bane damage to sneak for some interesting combos.)

My capped ninja uses a kukri so I am not losing anything with things if they go live; I am advocating for build variety and game diversity. And CHAINZ FOR NINJAS!!!!
s-l1600.jpg
 
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Celtic

Well-known member
I played around with the new changes and the big thing I take away is at low levels, why do I even have or need Ki? I have nothing to spend Ki on and simply feel like a fighter. At the higher levels I have so much Ki that I actually went around with no ranks in concentration as there are so few abilities that use Ki now with the removal of the elemental Ki strikes.

Given that most of the abilities no longer have a weapon type as a requirement there's a much bigger range of abilities that need Ki.

Stunning fist
Quivering palm
Abundant leap
Elemental ki strikes (Tier 2 Shintao)
Hands of mercy (Tier 3 Shintao)
Kukan-do (Tier 5 Shintao)
Smite tainted (Tier 2 Shintao)
Jade strike (Tier 3 Shintao)
Dismissing Strike (Tier 3 Shintao)
Tomb of jade (Tier 4 Shintao)
Shadow veil (Core 3 Ninja Spy)
Touch the Void dragon (Tier 4 (Shintao)
Poison darts (Core 4 Ninja)
Diversion (Core 4 Ninja)
Shadow arts (tier 3 Ninja)
Shadow double (Tied 5 Ninja)
Touch of death (Tier 5 Ninja)
Elemental Words (Teir one Henshin)
Ki Shout (Henshin)
Ki Bolt (Core 2 Henshin)
Cauldron of flame (Core 3 Henshin)
Clear your mind (Tier 3 Henshin)
Kata of Wind/Ice (Tier 3 Henshin)
Balance in Dawn (Tier 5 Henshin)
Void Strike (Tier 5 Henshin)

Grandmaster of flowers:
Wholeness of spirit (Tier 1)
Drifting lotus/archid blossom (Tier 2)
Everything is nothing (Tier 5)
 
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Jaspar

Well-known member
From reading through this, what is the purpose of Ki?

At low level nothing to spend it on,at high level more than you could ever spend.
 

Xeang

Well-known member
Trance consume 50 ki begin from lvl3. 8)
I am not a fan that the Devs are making the trance dependent on ki. If they give it 5 charges like every other trance and it cost 50 ki to renew charges, well that is ok then. But I fear there are no charges initially and monks who are low level will fight to have that much ki prior to fights and high level monks have many other things to spend ki on. No other class or tree has to "provide" something for their first five charges.
 
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