So what do you guys think of monks so far? Are they pretty cool? Or are they puny, wannabe tanks (or both)?
So what do you guys think of monks so far? Are they pretty cool? Or are they puny, wannabe tanks (or both)?
Last edited by Rosestorm; 06-29-2008 at 02:05 AM.
'nuff said
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Why does anyone HAVE to fit into a "role"? Why cant a monk be super self-sufficient (which they are at their appropriate level), and contribute to the completion of the adventure as anyone else?
If you should be mad, be mad at the adventures, that force you to look for certain types of characters (not classes) to allow you to advance to completion:
Von 5
Xorian Cypher
opening locks to advance
any other quest that REQUIRES a specific class ability or skill to advance.
D&D is all about non-conformity, please don't bring the fab-four mentality, leave it at the door.
Monk class engineering is all about high-level and end game stats:
Phenominal ac, saves, and damage (when they get their highest HtH damage dice at max level), and non-item dependant, in a game that other classes HAVE to depend on their loot, raid loot, and rare drops.
Shaamis the Drunken-style (dwarf) martial artist has almost no problem getting in groups at level 11, and the monk stigma is starting to fade already.
Shaamis is REBORN! Stronger!Faster! DRUNKER THAN EVER!!! - DeathSmile Guild on Hardcore - The Drunken Monk of Stormreach on all other servers!
Personally I really like monks, although the class requires a little more manual dexterity than I am used to. I have yet to get a finishing move off yet because my target dies before I can get one off (only 4th level btw).
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I personally find them pretty boring and unexciting to play as well as mediocre in most performance categories.
I am, however, extremely excited that it has boosted interest in DDO and has breathed new life into the game for many veteran players.
So, I like em, just not going to play one
Last edited by Kerrn Siff; 06-29-2008 at 09:29 AM. Reason: only 3 sentences and I still misspelled things.. :p
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Besides being quite fun to play, they are a very survivable and versatile class. In 90% of the groups I've been in the kill count is in the Monks favor. They tank great. They deal death great. They can get out of a dangerous fray and heal up quickly. I've seen many party wipes avoided by an observant and quick monk. All things being equal they are at least as capable as most other classes behind a good player (not that I'm one =).
This is my impression to mid-game so far (right at level 10). End game and upgrades should make it an even more valuable and fun class.
..and besides the female form spinning around in those outfits is just plain hawt
Couldn't agree more, well said.
I was in a Shroud run lst week and there was a 16 Monk in the group. I'd been watching him the whole time to see how he did. I was really amazed! He barely got hurt, never asked for anything buff related because, as far as I can tell, Monks don't really need a whole lot of extras to be useful, and he had a TON of kills. As we finished, the conversation about his build ensued and it was very telling. Obviously I wasn't the only one watching his performance throughout the quest. So he discussed his build with everyone, talked about how he switches stances depending on the situation, the benefit of staffs over fists in certain cases, etc.. It was very interesting and everyone was duly impressed with this Monk. Clearly, the guy also was a very good player which counts the most for any class, but it was clear evidence that Monks are not easily pigeon-holed and can offer alot of diversity to a party.
To say otherwise is, well, simply arrogant.
i like my monk currently 10th lvl high ac high to hit phenominal saves decent damage the only thing we're missing is special effect handwraps such as pure good transmuting cursespewing greaterbanes once those are added there will be a huge increase in dps which is already quite good i might add.
Also what eladrin posted on dc's and finishing moves getting better and longer the higher lvl you are along with the right build is going to make monks spectacular.
Greensteel handwraps would help alot aswell as would a monk enhancment to increase crit range on monk weapons by 1 maybe available at lvl 10 to keep it from splash classing so with improved crit we'd get 18-20 not overpowering but very much needed.
For what possible reason would they leave out Greensteel (Greenweave?..whatever) handwraps while adding Greataxes etc at the same time?
Why leave out transmuting, pure good, and other effects for handwraps?
We have received no information, from any Turbine source, telling us anything regarding these serious discrepancies ... (Please, please correct me if I'm wrong)
So, reality being the case, all other classes potentially have more to offer than a Monk.
*If* you were to compare a Monk with another similarly equipped class (no Greensteel, no PG, no transmuting; which also means no cold iron, silver, etc) then I believe you would find the class benefits to be much more evident.
[QUOTE=Darth Sizzle;1768825]
Why leave out transmuting, pure good, and other effects for handwraps?
We have received no information, from any Turbine source, telling us anything regarding these serious discrepancies ... (Please, please correct me if I'm wrong)
I do think that turbine has said that handwarps are not spawning corectly. considering u can get handraps that have nothing on them that are 6 lvls higher then they should be.
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There are up to 6 (or 12) people in a party. Each fills a role, whether they realize it or not. We got the healers, the DPSers the tactical builds the stat damagers etc etc etc. If you do not fit a role in the party, no matter what the role is, then you're useless, by definition. Monks can fill many of these rolls but if you were to read my post careful I included the following part:
In other words, monks can do a lot of things (like you said, being very self sufficient is one of them) but I have yet to see them do something no other class (or a class splashed with a few lvls of monks) can't do.Originally Posted by Me
I play the game for hours every day and have played with both low level and high level monks. At high levels I have yet to come across a monk that would change my view of the class. I have played with many great players who impress me daily with their other builds but their monks are very lacking.
Just made 12th level with Shaamis the Drunken-style Monk last night, picked up Improved Crit:Bludgeoning, and my Hand-to-hand base damage went up to 2d6.
I jumped onto my capped 2rogue/14ftr Saaren, and him using dual-khopeshes was slower in visuals, but because he is benefiting from all of the two-weapon fighting feats, gets more attacks off/second.
He is coming along nicely, and I can't wait till he is a 20th level monk, and gets all of those benefits.
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I am not sure if I just have grouped with good monks only but man they seem really overpowered. I mean they are totally self sufficient more than any other character is. With their High AC and self healing ways I can actually see a point where all monk raids can happen easily. I have been very impressed with all the monks I have seen. But then again I have been on my Bard when I have seen them so maybe it was my bard songs making them so uber =).
I don't have one, and probably will never make one.
I do however, enjoy having them in groups. They are very noisy and it's fun to watch them kick stuff in the head.
Diplomacy: For when a fireball would just send the wrong message.
I'm 1 for 1 on Dragon Kills with my Monk.
I know its not much, but its not that tough to get the kill when everyone around you is dead and waiting for
you to go down so everyone can res. Sorry to disappoint all those laying in wait
Last edited by Kronik; 06-30-2008 at 03:57 PM.
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The Monks I've seen so far have been fine.
Ok
Average
Able to contribute to any quest.
A couple have even led the kill counts.
Sounds about like every other class to me.
I've got a special pet peave about people trying to fit someone in a role, or discriminating based on class.
The Monks are fine. Stop the hate.
Haven't seen one that is great, but I'm not impressed by naked Barbarians either.
A STR & WIS-based monk can get stunning attacks from two difference sources, Stunning Fist & Stunning Blow, and acheive useful DCs with both. That is something no other class combo can do as well. A monk with "too much" multi-class will not have a good Stunning Fist DC.
A monk can chose the Dark path to inflict Shaken as his pre-stunning attack, effectively raising his Stun DC by 2. Monk Shaken is DC 10 + monk level + WIS mod = around DC 30 at 16th. The monk could also wear Fearsome Robes and see if that acheives the same thing. I'm currently trying that out.
I think people are seeing many copies of similar monk builds. A lot of halflings. A lot of DEX based or DEX & Wisdom Based. Almost all Harmonious Path. Those monks can be good at what they do, but perhaps they are not too different from what other classes can do.
I am the only player that I know of that is trying the STR & WIS based double-stunning dark monk.
I recently switched to Harmony because the Dark finishers are not good enough and my monk does not need the Dark Shaken attack yet. Dark will get upgraded at some point, and monster saves will continue to rise, so I will likely switch back to Dark at the higher levels.
I figure that a single-classed monk might play a lot like a paladin/fighter/rogue multiclass = good saves, AC and some healing and buffs (if Harmony monk), and similar damage output, although it takes monk unarmed damage awhile to reach the high numbers.
The Pal/Ftr/Rog can be strength-based and use Stunning Blow with a weighted weapon.
The monk can use stunning fist. The Monk can ALSO take Stunning Blow and use weighted weaponry. This makes the single-classed monk unique in what he can contribute.
I took a single rogue level on my human monk. WIS-based monk abilities will be 1 DC lower than single-classed. In exchange she gets sneak attack damage without needing unbalancing strike and the rogue sneak attack training enhancement and attack speed boost. The human race compares well to the halfling race with its human versatility, adaptability, and extra feat and skill points (open locks & use magic device). With Skill Focus in UMD, and without excessive +UMD item swapping/buffs, my character will be able to wield +1 true law handwraps of weighted +8 (UMD 18) at 9th level. The character will also have WIS 22 to 26, depending on stance, for a useful Stunning Fist DC. STR is a repectable 20 to 24 depending on stance.
Last edited by winsom; 06-30-2008 at 06:40 PM.
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