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Difference between revisions of "Elzhi's Guide to Karate"

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= Character Creation: =
 
= Character Creation: =
'''Why a play monk?'''
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'===Why a play monk?'===
  
 
Monks are the jack of all trades and master of some.  They are the 2nd best DPS in the game, can tank moderately well and it's rare that there is ever a situation where they are not the most optimal puller.  To top off all of these other skills they have the second most powerful disciplines in the game.  One of the greatest parts about being a monk is the freedom to go nearly anywhere in the game.  With some invisibility, careful sneaking and liberal use of feign death a monk can get to almost anyplace in any zone with relative ease.  Most important though and above all else; they get a sweet flying kick.  You should not be asking 'why a play monk?' but 'why not play a monk?'.   
 
Monks are the jack of all trades and master of some.  They are the 2nd best DPS in the game, can tank moderately well and it's rare that there is ever a situation where they are not the most optimal puller.  To top off all of these other skills they have the second most powerful disciplines in the game.  One of the greatest parts about being a monk is the freedom to go nearly anywhere in the game.  With some invisibility, careful sneaking and liberal use of feign death a monk can get to almost anyplace in any zone with relative ease.  Most important though and above all else; they get a sweet flying kick.  You should not be asking 'why a play monk?' but 'why not play a monk?'.   

Revision as of 17:07, 23 January 2015

Contents

Introduction:

This is a work in progress, I currently work 40+ hour weeks, it will be a while before this entire guide is finished so please bare with me.

I never have (seriously) claimed to be a really good monk, but there are a lot of monks on this server who could use a good detailed guide on the class. I have a lot of information that I don't mind sharing and I think people would get some good use out of it. I played a monk on Tallon Zek on live for a while and fell in love with the class. It's partially the reason I don't have any other high level alts, I just don't enjoy playing anything that isn't my monk. Hopefully this guide will help some people out.

Character Creation:

'===Why a play monk?'===

Monks are the jack of all trades and master of some. They are the 2nd best DPS in the game, can tank moderately well and it's rare that there is ever a situation where they are not the most optimal puller. To top off all of these other skills they have the second most powerful disciplines in the game. One of the greatest parts about being a monk is the freedom to go nearly anywhere in the game. With some invisibility, careful sneaking and liberal use of feign death a monk can get to almost anyplace in any zone with relative ease. Most important though and above all else; they get a sweet flying kick. You should not be asking 'why a play monk?' but 'why not play a monk?'.

Race Strength Stamina Dexterity Agility Bonuses & Experience Modifiers Suggested Stats
Human 80 80 85 85 Eyepatches & Mustaches, +5 FR -20% Experience 25 STA
Iksar 75 75 95 100 Forage, Infravision, Increased Regeneration, Increased AC, -10 CR, +5 FR -44% Experience 25 STA

Basically iksar is better than human in every single way but the trade off is you have to look at that awful character model forever.

As for stat point allocation, I would recommend just dumping everything into stamina. The optimal end game build would be to dump all your points into stamina so you can swap stamina gear out for +HP later and have a higher max hp. Strength is really easy to come by as you approach late game so I wouldn't drop any points there. Dexterity is alright if you plan on using a
Tranquil Staff
Tranquil Staff
Item 601.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 29
Effect: One Hundred Blows (Combat, Casting Time: Instant) at Level 50
WT: 10.0 Size: LARGE
Class: MNK
Race: ALL

but the hp is so much more useful to have.

At level 60 the difference between an iksar and a human isn't really that big of a deal on blue. I was able to do most of the duo artist challenge without a problem on my monk when I was able to convince a shaman to run around with me and complete it.

If you are playing on red though you should absolutely be playing an iksar. Extra ac, regeneration and the fact that you can put a
Stone of Morid
Stone of Morid
Item 967.png

MAGIC ITEM LORE ITEM
Slot: RANGE
STA: -5
SV FIRE: +30 SV COLD: +30
WT: 7.0 Size: TINY
Class: WAR SHD MNK SHM NEC
Race: IKS

in your range slot is a massive advantage.

For religion, iksar can only choose Cazic Thule and they will be hated by nearly every npc in the game but this isn't a huge deal thanks to feign death and sneak. For humans there are two choices for religion, Quellious and agnostic. Quellious monks will start in Freeport and agnostic monks will begin in Qeynos. I would recommend making an agnostic monk because it will make faction levels even among most races allowing you to faction up easier and go places without having to take time to feign flop through them.

Chicks dig monks with skills:

Nunchuck Skills

Skill Name Level Obtained Max
1H Blunt 1 252
2H Blunt 1 252
Defense 1 252
Hand to Hand 1 245
Offense 1 252
Dodge 1 230
Dual Wield 1 252
Kick 1 250
Mend 1 200
Throwing 1 113
Round Kick 5 225
Tiger Claw 10 225
Block 12 225
Double Attack 15 250
Feign Death 17 225
Intimidation 18 200
Eagle Strike 20 225
Dragon Punch / Tail Rake 25 225
Disarm 27 200
Flying Kick 30 225
Riposte 35 225
Sneak 8 113


Every few levels monks get a new special attack, they have a higher max damage so you should use them when you are able to skill them up. Once you pick up flying kick you won't ever want to use any other special attack though, the attack rating and max damage of flying kick trumps all of the other special attacks. Intimidation was pretty handy to have when I was leveling up, unfortunately they nerfed it (made it classic) so that the fear check applies at the end of the animation instead of the beginning. It can still be viable for fear kiting in your late 20s and early 30s but don't expect to get much use out of it after that.

When you first start your toon, dump all of your points in mend. It will fail the majority of the time until you get to about 100 and it is on a 6 minute cooldown. Mend will heal 25% of your hp, so stacking hp and using mend will give you more net hp.

Basically all of these skills you get take a backseat to the two best skills you get on your bar, sneak and feign death. These skills are so good that they deserve their own section, which they will receive because playing a monk well basically entails using these 2 skills to achieve greatness.

Feign Death

This is probably the best skill in the entire game, it might be one of the most creative things to ever exist in a game at all. This ability radically changes the way you are able to play your class so much that it will upset you to not have it on your bar when you go to play another character. Necromancers and shadow knights get a gimped version of this with a cast time, longer cooldown and it costs mana. You my friend get an instant way to drop aggro that is available to you to use every 10 seconds.

Sneak

Pulling

Because our class gets a reliable way to drop aggro on a short cooldown you will almost always end up being the puller in a group. If you are not comfortable with doing so or like to AFK dps then I recommend rerolling to a wizard or rogue. No one likes a shitty monk and don't be that guy in the group who sucks at his class; you make other monks look bad. A good monk will be able to split rooms efficiently, breaking them so that a group can maintain a consistent flow of mobs to camp. This means keeping track of mob timers and spawn locations. It also includes knowing not to overpull, you can easily ruin a good xp group by bringing too many mobs to camp at once, this will result in (at worst) a wipe and/or a med break. Med breaks are the thing you want to absolutely avoid and although it can be partially out of your control at times (bad players taking avoidable damage), generally the puller is responsible for helping the support classes maintain a healthy mana bar.

Disciplines

There are only 4 disciplines ever worth using:

Discipline Name Level Obtained Description Duration Reuse Time Reuse Time @ Level 60
Stonestance Discipline 51 66% Damage reduction on melee attacks 12 Sec 12 Min 4 Min
Whirlwind Discipline 53 Riposte every attack (must be facing mob) 9 Sec 60 Min 53 Min
Voiddance Discipline 54 Avoid all melee attacks (mob can be hitting you from any direction) 8 Sec 60 Min 54 Min
Inner Flame Discipline 56 Massive dps boost, mash this when your raid leader tells you to burn a mob down 12 Sec 30 Min 27 Min

Thanks to a bug the special attack disciplines do not function properly and just put your discipline timer on cooldown for no return. Hundred Fists is useless when you have a haste item and spell haste. Inner flame makes you hit for a truckload, it's not uncommon for me to double for 350+ and kick for well over 200 during the duration of this discipline. Add in swapping your staff out for an extra attack from your main hand and inner flame can rival rogue DPS until the timer runs out.

Proper Karate Attire (Gear and Inventory):

Assuming you end up becoming a Class R hero like I am, your monk will eventually look something like this.