
Originally Posted by
Anthios888
You know I have a lot of respect for you as a player as well, Dark-Star. I would have agreed with your assessment right when epic first came out, when even DC 40s stuns weren't doing the trick, when AC got dumped.
But things have changed. This build concept works so well with dark monk that I was startled when I finally hit cap. The original post is a bit more tailored for leveling-up and non-epic raids, where trade-offs between AC and DPS are more apparent. I should state here that my gear is completely focused on epic: claw set, knost's set, red dragonscale armor, oremi's set.
In epic, the wisdom has nothing to do with AC. Monks have extremely powerful abilities that no one even knows about. Curse of the void (charm with a DC well above the best casters) is unreal and allows me to solo portions of epic quests, turn a difficult fight into an easy one. I'm always happy to see those water elementals that can be such a pain in Into the Deep, since they're fighting for my side. On top of that, the Dark Punch -2 saves and -2 to-hit debuff brings the real DCs of my stuns and charms (and, most importantly, the DCs of other crowd control in my party, like mass hold, earthgrab, stunning blow) even higher. Against monsters with fortification, Dark dark dark finisher is an underused monk abilities. People assume my DPS is high because of Touch of Death. It's not me; it's that the party's DPS is so much higher when it can critically hit red named elementals (into the deep, Shroud), Iron Golems (epic von5), Crateos (Epic Snitch), Warforged (epic von4-5), Ogre Magi (von1). Monsters with 25% or more fort abound in epic. And, it reduces incoming healing (Epic Claw Scorpions, Epic Velah, Trolls, Priest in Into the Deep). There's also blindness and fatigues I can throw at will as well.
You can probably find earlier in this thread where I was more hesitant about the future of the build. But things have changed dramatically -- to my surprise. Even against the build's "weak" point -- bosses that cannot be charmed, debuffed and stunned -- I am constantly pulling aggro because of the average 25 sneak attack damage a swing. Unbalancing strike helps not just my own DPS, but the group as a whole (most melees wear backstab items)
I'm not saying all of this to brag, but to point out the way endgame currently runs. This build was never about pulling aggro off of Shade. I will be the first to admit how much lower my DPS is on paper than the half-orc strength builds; you simply cannot take tactics, AC, and stuns into account.
Turbine has handed the wisdom monk gifts every update. I am not the slightest bit worried about the Touch of Death nerf; not only will I succeed the DC checks, but I won't need it because this build is about more than competing with fighters and rangers and barbarians.
Of course, my gear decisions mean that my AC is much lower. With a few gear swaps, I can hit 90 AC in raid parties. But, my role has changed over the last year, and tanking is no longer my job other than hate tanking with 25% concealment.
With the DC on Touch of Death, Stunning Fist, Curse of the Void, Touch of Despair, Dark punch, and Unbalancing strike being so important these days. I have found this layout (halfling, wis-based) to be optimal for a main character. Wisdom monks can unlock the class' full potential and bring much more than the minimal DPS they lose from not maxing strength.