EDIT: Its times like these I *really* wish you could edit the thread title. 'Ki Suggestion?' That may be how it started out, but it evolved by the time I'd finished. /sigh. One tiny part of the below is a 'ki' suggestion. Mostly its a 'dedicated monk itemisation' suggestion. Bah. [/EDIT]
Bit random, popped into my head and not fully fleshed out, thought I'd post it see what the general feeling was.
Monks are pretty durn powerful. You could make a convincing case that they don't need more help, I mean they've got two PrEs which are generally agreed to be good ones, even without that they've got the whole dark/light thing. They're agreed to be survivable, flexible, as well as pretty cool if you can put up with the kung fu noises (I can. I love 'em. I just wish there was a proper hiiiiiiiYAH! in there). Monk splashes are particularly awesome - perhaps too awesome and due the nerf bat as a result - when used correctly.
I understand all that, and pretty much agree. Because of that, the rest of this post should be read with the understanding that I'm not suggesting there is anything here that needs urgently addressing. Bug fixes, more PrEs for other classes etc all would be ahead in the queue, ok? I know that.
So, that said, I think they are missing a few things, particularly when it comes to weaponry.
Nothing about monk weaponry is particularly 'optimal': Kamas and shuriken are generally agreed to be pointless except situationally or with very specific suffixes (and most of that comes down basically to vorpalling). Quarterstaffs... well, you can certainly build for them, but they're certainly not common, and there's a reason for that. There's just better choices out there. Sword monks are ok but, like Qstaves, are just 'ok'. For a pure monk, Handwraps are the best choice in most situations, and obviously there's no GS handwraps which presumably causes problems in the end game (my monk's up to 17, nearly 18... I'm getting there!).
From my experience, which is with Light Monks so Dark Monks may have to chip in here, the strength of monks isn't necessarily with the pure damage output however. They're certainly not built around their crit profile like most other melees.
No, its all about the base damage and the combat effects they have, whether it be putting things in a stun lock, lowering saves (hey, I know a little about Dark Monks!), short-buffing the party, or instakill/CC abilities. I think that's right. I don't think they necessarily need to be top of the DPS tree to be really valuable members of the party, their other abilities, imho, more than make up for the lack of DPS at high levels.
Thing is, I'm not aware of any itemisation or weapon suf/prefixes that directly boost this stuff with the exception of +Stunning which, while monks are admittedly well suited to it (hence me classing it as a monk ability) is really just another combat move like trip or sunder. There's also nothing that directly boosts finishing moves in any way that I know of.
With the exception of named items like the Stonedust wraps and Jidz-tet'ka bracers, I think these are two issues that would benefit from a little attention, assuming I haven't missed anything (does combustion, fire lore or evocation for example affect fire strikes or the dragons breath finisher? I don't think so but I could be wrong).
So - assuming I haven't missed anything, and do please educate me if I have, I wonder whether its time we did see some weapon or itemisation that does affect this stuff?
Some examples (i'm going to use 'item' rather than 'weapon' but take this to include anything a monk can equip and remain centered):
- Rather than having an item with banishing on we might find an item that adds +x to the DC of banishing effects, with x being variable depending on the power level of the item, making Dismissing Strike harder for the target to resist. Alternatively items which could increase the base HD affected. This may of course be an itemisation useful to other classes, and that's not a bad thing as far as I'm concerned.
- Items with a stance related property (air, earth etc) which affect either the base strikes associated with that stance (possibly only working when actually IN that stance, like the stonedust wraps).
- Items with a stance finisher related property, inreasing either the effectiveness or duration of finishers related to that stance. I'd suggest these didn't work on finishers involving light/dark strikes.
- Items with a light/dark property - these would improve the light/dark related strikes somehow - perhaps only improving the basic strikes like healing curse.
- Items with a light/dark finisher related property.
- Something that increases the DC of Quivering Palm perhaps? (+vibration as a suffix maybe?)
- Items of ki reduction - this is a risky one for game balance though.
- Item of body wholeness is probably not needed as this ability basically is a free more or less full heal every few minutes if you have the ki and the time.
These are examples of the sort of things I'm thinking of. I've deliberately not gone into detail about the numbers of what each would do, I'm interested in what people think of this sort of thing as a general idea. If others like the general idea and want to suggest specifics though, go for it. Maybe a dev will read it and note it for a later addition next time they're doing an itemisation pass.