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Originally Posted by
Spencerian
There are far too many items for me to discuss on the whys of certain abilities and class trees. Not all classes or trees will master everything. That said, each tree has a specialization--a specific playstyle that maximizes the class talent. If you ignore that point, you get much of the list you've made.
The Ninja Spy (combined with the stealth AI change) makes for a powerful Assassin-like character that is a better scout than a Rogue Assassin in that they can outgun what they cannot outrun--if they are detected at all. Ninja Poison is a magical poison--only demons/devils and some constructs are generally immune from this potent DOT effect that not only stacks to 20 DoTs (in the early 100s of poison damage per second) but increases their vulnerabilities to poison. I've killed many a dragon from Ninja Poison, and many other Red Named Monsters are taken down very thoroughly with this effect, with poisoning weapons accelerating it. Poisoning goes in addition to the ninja's greater shortsword prowess, a seriously powerful throwing option with stars, and the negative energy damage/vulnerabilities you get with their finishers, right up to the Touch of Death. And you vorpal everything with shortswords and stars at level 20 core training.
If you do not take advantage of some of the stealth and poison options, the Ninja Spy is weakest of all the Monk class trees since it has weaker defenses. If you fail to add enough DEX, you'll also have a weaker character.
The Henshin Mystic weaponizes ki unlike all other trees. It's designed to be a dervish, to harass and whittle at mobs by lobbing ki-based fire and force damage for as long as it has ki (which is long, since you're also throwing powerful staff attacks with the right melee feats such as Cleave). I had my reservations about the Fire and Force-only damage but in practice this works better than you think. Only devils/demons and some elementals are immune to fire but the Force damage spellpower can really be boosted to compensate, as well the right staff to take things down. While a Mystic will never have the spell power of a mage, they're not supposed to, since their staff attacks are extremely powerful with some of the best critical hit damage of any non-unarmed Monk (and many unarmed Monks) over time, and ki is quite renewable, while mana potion supplies and shrines will be exhausted. In Epic, the use of Legendary Dreadnought make these very powerful characters. Since ki is generated by fighting, the Mystic purposely has the better passive ki regeneration options and more Meditations than others (not that you can't add two of these to increase it for other trees with a little AP). Cauldron of Flame is a stand-your-ground attack that's great in narrow places such as a doorway, as an Artificer would use a Flame Turret.
If you keep ki-intensive abilities like Lighting the Candle on at early levels, you're doing it wrong. You need to master your ki management. If you play a Mystic like a stunbot Monk, you're in for a disappointment. If you don't concentrate on maneuverability and try to tank with a Mystic, you'll have problems.
The Shintao Monk now is tanking-aligned. You've noted most of the advantages and strengths. The downside is that the class tree isn't necessarily the most powerful of the three but certainly the most durable.