- Mantra of Body is now Mantra of Soul, and grants +5/10/20 MRR
Without an MRR cap increase to go with it, this is a waste of AP.
- Kata of Ice can now freeze most creature types (only exclusions are now Floating, Incorporeal, Boss, and Raid Boss)
Missed a fun new animation here with floating creatures turned to ice and crashing to the ground. IMHO, there should be a debuff effect for creatures that are immune to the freeze or it becomes too situational.
This is proving to be tricky on a technical level. We'd still like to incorporate this somewhere useful, ideally still tied to Light Monks - Where would you like to see it?
Something passive: aura or on-hit debuff or a bonus applied with other actives. A bonus is particularly nice if it's not just a heal, but incorporates other cleanses, such as curse, restoration, poison, disease.
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Overall Class Adjustments
- Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
I love the DC change. I'd also like to see a lower level for the feat; eg. L12 to match assassinate. Considering monk's severe lack of both DPS and Utility compared to Assassin, it does need something of an advantage.
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
No immunity strip makes AP spent on any poison ability in the tree a complete waste and thus kills the tree's flavor, particularly the dark path. It also puts Ninja even further behind Assassin, which does have an immunity strip.
- Tier 3:
- Flash Bang is removed, and replaced by Shadow Arts:
- Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (18 + Monk Level + Highest of Str/Dex/
Needs something for ranged or it forces all ranged to be light path.
- Tier 4:
- Deadly Exploits is removed, and replaced with Greater Shadow Arts:
- 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.
No point in ranged power scaling without ranged support for all dark-path abilities. No point in poison damage without immunity strip.
- 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.
No immunity strip makes this pointless as an active ability. It's basically 3 hit/dam passive now.
Shintao
- Tier 2:
- Quick Strike is no longer restricted to Quarterstaves, but you must be Centered.
This little gem should have been bolded. It puts wraps and other monk weapons closer to VFK builds for ease of building.
- Tier 3
- Dark Path: Hand of Harm: Melee Attack: This attack is a guaranteed critical strike. You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level +
- Tier 5:
- 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.
The right hand giveth and the left hand taketh away; Wisdom DC undoes the expanded DC available in T3.
Henshin Mystic
- Tier 3:
- 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. Cooldown: 20 seconds. Activation Cost: 35 Ki. The effects of this Trance are dispelled if you are no longer
Ki-based trance is fantastic. WIS-only makes the STR/DEX DC alternatives elsewhere rather pointless, though. BTW, I'm fine with monks essentialy being WIS-only, it's just the trees are a bit conflicted on that.
BTW, a WIS thrower would be interesting if you want to go all in on WIS support and include WIS to doubleshot the way Alchemist does INT.
- 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. (9 second cooldown, costs 10 ki)
Conceal was effectively removed from the game a while ago. It should be at least a little useful. Light path applying cleanses might be a better alternative; eg. remove curses, poison, disease, restoration, etc..
- 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, 9 second cooldown
Single target dance is fairly pointless; T4 should be AE or have no-DC if single. And uh, dancing isn't very "dark", though I suppose you could dark it up with a purple disco ball and different sound FX.