what do monks gain at levels 19 and/or 20 that might make a splash of something else not worthwhile?
what do monks gain at levels 19 and/or 20 that might make a splash of something else not worthwhile?
Level 20: Your last tier of unarmed damage (2d10 or 2d12 if you have Disciple of the Fist); DR 10\epic; +1 Centered AC
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
Don't forget +10 concentration and +1 passive ki generation, meaning you will generate ki up to your concentration skill without having to hit anything and can store up to 2x your concentration without gaining or losing any until you spend or rest.
at 19 you get Empty Body (Shadow Walk), which I haven't found to be anything special yet.
at 20 though your unarmed damage gets a boost from 2d8 to 2d10, your AC bonus becomes +5, You gain DR 10/epic, You get perfect slow fall so you won't take damage from falling without feather fall, You get the ever so special Shining Star finisher. You also get access to the Monk's Capstone (+10 Concentration, Regenerating Ki)
When it comes to monk, I believe there are only 2 real options, get to 20, or only take 2 levels for the splash. Since your already 18 your probably going to be better off going to 20 imo.
The best reason to splash away from monk is to get Rogue1 for UMD and trap skills. For that to work, you would have had to do it at low level and been putting points in the whole time.
yea rogue is the one i was thinking of.....mostly for the haste and UMD was just wondering if worth the trade
I usually go 13 monk, 6 monk, 1 monk, perfect combo! T
Haste boost, d6+3 SA. Agree that it is better to take at least slightly earlier in order to max out UMD.
You can get to monk12, monk12-18 currently doesn't really give all that much, PrCs might change that though. If that happens there's always TR.
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19-20:
2 base damage, 9ish DPS
shining star
AC
DR; good for fights intensive enough to wear through a stone skin clicky
shadow walk; neato
capstone; nice if you're going slow or have yet to learn to maximize ki usage
13-18
Higher tier windstance, 10ish dps
Higher tier strikes, 10ish dps iirc
Movement speed
AC
Ranger 6:
rams: 13 ish dps
FE: 26 ish dps
multishot
sprint boost
FE AC
Rogue 1:
hjeest boost: 15-20ish dps
SA: 30ish dps no fort, 15ish dps 50% fort
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Can splash ranger for sprint boost and +3 damage against...ebil outsiders?
Can splash cleric/FvS (early) to qualify for emp healing if halfer
Can splash bard for UMD, mini fascinate, empower healing
Can splash wiz if elf to qualify for AA and meta magic feat
Can splash fighter 1 for hjeest boost, toughness enhancement(10hp) and feat, fighter 2 for an additional feat and +1 str
Can splash pally2 for saves, loh and toughness enhancement
[QUOTE=chubbs99;2822631]at 19 you get Empty Body (Shadow Walk), which I haven't found to be anything special yet.
how does this work? is it a ki based thing or what?
I was going to link the compendium entry for you, but it's glaringly vague like many many other descriptions in this game.
It costs a marginal amount of ki to "cast" (10 maybe? going from memory here) and works exactly like the Shadow Walk spell. It is considered a spell so it will deactivate Combat Expertise and cannot be used while under effects that prevent you from casting spells (like Madstone Rage). It can also be dispelled.
Shadow Walk makes you run faster (not sure what type of bonus or how much, but it either stacks with or is greater than the striding bonus of haste from my limited observations) and makes you harder to hit (50% concealment I think). Unfortunately, it also turns you screen all shades of purple and limits your sight distance significantly. Unless you know EXACTLY where you're going, it's very easy to get turned around or run into/off of things you don't want to. It deactivates when you attack something or interact with an object. It does not grant Invisibility.
Edit: I failed at quoting too.
Last edited by Timjc86; 03-16-2010 at 11:50 AM.
The only thing I could possibly see splashing would be a bit of rogue.
At level 1 for huge boost to skills (and a little sneaky stuff).
You could also take a few more levels in it if you only planned to level to 20 quickly then swiftly reroll (extra sneak attack damage on a dex monk wouldn't be terrible).
However, if you plan on staying at level 20 for any amount of time, you should definitely stay pure.
Monks get everything that most people splash for in the first place. As "Mostly Monk", there's no reason to go elsehwere.
Search the forums for the Godhand build. Kensai is the only other class' PRE that has much synergy with the monk class. That's not really a splash, however, as much as it is 12ftr/8monk.
In any case, don't splash. You will gain absolutely nothing, as far as I know.
I once had a 9monk/6ranger/1rog build that was fun, had halfling dragonmarks and could no fail heal scrolls, but with the changes to the class, 20 monk is pretty much the only way to go
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