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Difference between revisions of "Elzhi's Guide to Karate"
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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. | 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''' | |
− | + | '''Sneak''' | |
=== Disciplines === | === Disciplines === |
Revision as of 04:57, 28 October 2014
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
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
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
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
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.
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 Sneak
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 |