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Monk design? 03/20/2013 05:28 PM CDT
I am bringing a young monk up from level 0, and not too happy with the way the profession is designed. I have beefed up my mental stats hugely, and stripped down the physical, and I still don't get enough mental TPs to go around. Maybe I can drop Con a bit more? Here's what I have so far:

>> inf
Name: Guinlin Race: Giantman Profession: Monk (not shown)
Gender: Female Age: 0 Expr: 20978 Level: 4
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 59 (19) ... 59 (19)
Constitution (CON): 67 (18) ... 67 (18)
Dexterity (DEX): 61 (0) ... 61 (0)
Agility (AGI): 58 (-1) ... 58 (-1)
Discipline (DIS): 62 (6) ... 62 (6)
Aura (AUR): 61 (0) ... 61 (0)
Logic (LOG): 78 (9) ... 78 (9)
Intuition (INT): 77 (13) ... 77 (13)
Wisdom (WIS): 77 (13) ... 77 (13)
Influence (INF): 75 (17) ... 75 (17)
Mana: 16 Silver: 0

> skill
Guinlin (at level 4), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Combat Maneuvers...................| 40 8
Brawling...........................| 58 12
Physical Fitness...................| 82 18
Dodging............................| 82 18
Harness Power......................| 20 4
Climbing...........................| 35 7
Swimming...........................| 35 7

Spell Lists
Minor Mental.......................| 3
Training Points: 6 Phy 2 Mnt
(Use SKILLS BASE to display unmodified ranks and goals)

> ex
Level: 4 Deeds: 2
Experience: 21034 Death's Sting: None
Exp. until next: 6466 Recent Deaths: 0
Mental TPs: 2 Fame: 2704
Physical TPs: 6 Mana: 17/17 max<<

I have been trying to go 1x in spells, but it's becoming clear this will be impossible if I want to keep 2x in CMans and get any ancillary skills at all, such as perception. Now, you could say that monks are actually designated as squares, and are not supposed to be 1x in spells. But if that's the case, why give them CS based attack spells? At level 4 my force orb spell has trouble hitting a rolton, a critter with no armor and a CvA of 25. Gods forbid I cast at something wearing armor. Paladins are designed to have 0.75x spells, but I have managed to keep mine at 1x; her warding spells are damned effective, especially 1630, because her CS is decent. But with spells costing 38 MTP (vs 27 for paladin), I don't see that heppening with my monk.

Also her DS stinks; 3x dodge and her offensive DS is 6? ::gag::

OK, I can start converting PTPs to MTPs, but that's inefficient and I hate to do that :(


The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/20/2013 05:36 PM CDT
Meh; here's a lackluster combat ... vs level 1 critters.

>> sw
[Coastal Cliffs]
Deep crevices have split the solid rock beneath your feet, and you catch a glimpse of what must surely be the center of Elanthia as you carefully step over and around them. The sound of the sea echoes up through some of the crevices, indicating the presence of underground water flows. You also see a sea nymph.
Obvious paths: northeast, west
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 104 + d100: 86 = 177
... and hit for 11 points of damage!
Edge of hand scores a shallow cut across the abdomen!
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 3 sec.
R> punch
You attempt to punch a sea nymph!
You have good positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 109 + d100: 22 = 118
... and hit for 21 points of damage!
Sucker punch to the chin! The sea nymph's jaw cracks loudly.
The sea nymph falls to the ground and dies.
Roundtime: 3 sec.
R>
A sea nymph just arrived.
> loot
You search the sea nymph.
It had a dagger, some flowing robes.
It carried a sturdy gold coffer on it!
A sea nymph decays into compost.
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 99 + d100: 15 = 102
... and hit for 1 point of damage!
Lackluster jab to the mid-back.
Roundtime: 3 sec.
R> look
[Coastal Cliffs]
Deep crevices have split the solid rock beneath your feet, and you catch a glimpse of what must surely be the center of Elanthia as you carefully step over and around them. The sound of the sea echoes up through some of the crevices, indicating the presence of underground water flows. You also see a sturdy gold coffer, some flowing robes, a dagger and a sea nymph.
Obvious paths: northeast, west
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 99 + d100: 34 = 121
... and hit for 2 points of damage!
Fast but ineffective blow to left hip.
Roundtime: 3 sec.
R> incant 1201
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Force Orb spell...
Your spell is ready.
You gesture at a sea nymph.
A translucent orb of force coalesces out of the air next to a sea nymph.
CS: +24 - TD: +6 + CvA: +25 + d100: +25 == +68
Warded off!
The orb dissipates harmlessly into the air.
Cast Roundtime 3 Seconds.
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 99 + d100: 90 = 177
... and hit for 11 points of damage!
Curling strike knocks left hand aside!
The sea nymph starts to favor its wounded arm!
Roundtime: 3 sec.
R>
The sea nymph whispers a seductive song.
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 105 + d100: 25 = 117
... and hit for 2 points of damage!
Hits right elbow, but lacks force.
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 3 sec.
R> punch
You attempt to punch a sea nymph!
You have decent positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 104 + d100: 7 = 98
A close miss!
Roundtime: 3 sec.
R> punch
You attempt to punch a sea nymph!
You have good positioning against a sea nymph.
UAF: 37 vs UDF: 42 = 0.880 * MM: 104 + d100: 82 = 173
... and hit for 44 points of damage!
Descending hand impacts left shoulder, fracturing the clavicle!
The sea nymph falls to the ground and dies.
Roundtime: 3 sec.<<

Any suggestions?



The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/20/2013 06:46 PM CDT
The build below will get you to lvl 40. Now that he has 1220 I'll beef up other skills but for him 1220 was a goal.

Level 0 Stats for Avinash, Elf Monk

Strength (STR): 62
Constitution (CON): 73
Dexterity (DEX): 62
Agility (AGI): 37
Discipline (DIS): 73
Aura (AUR): 73
Logic (LOG): 73
Intuition (INT): 69
Wisdom (WIS): 69
Influence (INF): 69
s>SKILLS BASE
Avinash (at level 21), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Two Weapon Combat..................| 58 12 12
Combat Maneuvers...................| 120 30 30
Brawling...........................| 146 46 46
Physical Fitness...................| 99 23 23
Dodging............................| 146 46 46
Arcane Symbols.....................| 0 0 0
Harness Power......................| 93 21 21
Mental Lore - Transformation.......| 25 5 5
Climbing...........................| 50 10 10
Swimming...........................| 50 10 10

Spell Lists
Minor Mental.......................| 20 20

Skill name Mnemonic Ranks
Surge of Strength surge 3
Burst of Swiftness burst 3
Perfect Self perfectself 2
Reply
Re: Monk design? 03/20/2013 06:52 PM CDT
Here's a melee monk build example. He's not as fun as the UCS monk so I don't play him but he sliced through 13 lvls with 0 difficulty. I think I'm going to this guy at .3x spells. Maybe even drop that down more although I really don't know yet.

Level 0 Stats for Ostia, Half-Krolvin Monk

Strength (STR): 58
Constitution (CON): 50
Dexterity (DEX): 70
Agility (AGI): 41
Discipline (DIS): 62
Aura (AUR): 85
Logic (LOG): 77
Intuition (INT): 73
Wisdom (WIS): 81
Influence (INF): 63

Stats: Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 64 (17) ... 64 (17)
Constitution (CON): 61 (15) ... 61 (15)
Dexterity (DEX): 74 (12) ... 74 (12)
Agility (AGL): 54 (7) ... 54 (7)
Discipline (DIS): 68 (9) ... 68 (9)
Aura (AUR): 87 (18) ... 87 (18)
Logic (LOG): 80 (5) ... 80 (5)
Intuition (INT): 77 (13) ... 77 (13)
Wisdom (WIS): 83 (11) ... 83 (11)
Influence (INF): 65 (2) ... 65 (2)

Ostia (at level 13), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Two Weapon Combat..................| 120 30 30
Combat Maneuvers...................| 105 25 25
Edged Weapons......................| 120 30 30
Multi Opponent Combat..............| 25 5 5
Physical Fitness...................| 105 25 25
Dodging............................| 105 25 25
Harness Power......................| 35 7 7
Mental Lore - Transformation.......| 50 10 10
Perception.........................| 15 3 3
Climbing...........................| 35 7 7
Swimming...........................| 35 7 7

Spell Lists
Minor Mental.......................| 5 5


Skill name Mnemonic Ranks
Combat Mobility mobility 1
Surge of Strength surge 2
Burst of Swiftness burst 2

Available Combat Maneuver Training Points: 8
Reply
Re: Monk design? 03/20/2013 07:11 PM CDT
Hmm, ok; you are only going for 0.5x spells. Can you atcually ward anything at that spell rank, or are you mainly interested in protection spells?

Finally started to up hunt a bit, but ... it takes forever to get a kill!

>> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser orc!
You have decent positioning against a lesser orc.
UAF: 38 vs UDF: 95 = 0.400 * MM: 86 + d100: 97 = 131
... and hit for 2 points of damage!
Fancy twisting jab to side confuses foe!
Strike leaves foe vulnerable to a followup kick attack!
Roundtime: 3 sec.
R> kick
You attempt to kick a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 95 = 0.400 * MM: 76 + d100: 100 = 130
... and hit for 43 points of damage!
Sharp kick to the side puts the lesser orc off-balance.
The lesser orc is knocked into a sitting position!
The lesser orc is stunned!
Roundtime: 5 sec.
R> look
[Melgorehn's Valley, Crossing]
Large stones peeking out of the river make a bridge here. Silver-sided fish swim about in the water, their bodies almost indistinguishable from the moonlit ripples their movements create on the surface of the river, and crayfish scoot backwards under the rocks. The air is cool, and should it strike your fancy, this place would make a lovely fishing and picnic spot. You also see a lesser orc that appears stunned, a gracefully arched gate and a shady trail.
Obvious paths: northeast, southeast, west
R> punch
...wait 1 seconds.
> punch
You attempt to punch a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 94 = 0.404 * MM: 109 + d100: 79 = 123
... and hit for 18 points of damage!
Wild side punch smashes into right hand, pinning it against his body.
The lesser orc starts to favor his wounded arm!
Roundtime: 3 sec.
R> kick
You attempt to kick a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 93 = 0.408 * MM: 118 + d100: 53 = 101
... and hit for 1 point of damage!
Snap kick to elbow falls just short, barely impacting the arm!
Roundtime: 5 sec.
R> look
[Melgorehn's Valley, Crossing]
Large stones peeking out of the river make a bridge here. Silver-sided fish swim about in the water, their bodies almost indistinguishable from the moonlit ripples their movements create on the surface of the river, and crayfish scoot backwards under the rocks. The air is cool, and should it strike your fancy, this place would make a lovely fishing and picnic spot. You also see a lesser orc that appears stunned, a gracefully arched gate and a shady trail.
Obvious paths: northeast, southeast, west
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 93 = 0.408 * MM: 120 + d100: 50 = 99
A close miss!
Roundtime: 3 sec.
R>
The lesser orc no longer favors his right arm.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 94 = 0.404 * MM: 107 + d100: 74 = 117
... and hit for 3 points of damage!
Solid blow to upper right arm.
Roundtime: 3 sec.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 94 = 0.404 * MM: 109 + d100: 94 = 138
... and hit for 6 points of damage!
Solid jab leaves bruises on right forearm.
Strike leaves foe vulnerable to a followup grapple attack!
Roundtime: 3 sec.
R> grapple
You attempt to grapple a lesser orc!
You have good positioning against a lesser orc.
UAF: 38 vs UDF: 92 = 0.413 * MM: 114 + d100: 51 = 98
A close miss!
Roundtime: 4 sec.
R>
A lesser orc stands up with a grunt.
> grapple
You attempt to grapple a lesser orc!
You have excellent positioning against a lesser orc.
UAF: 38 vs UDF: 106 = 0.358 * MM: 95 + d100: 72 = 106
... and hit for 1 point of damage!
The lesser orc shakes off a weak arm grab.
Roundtime: 4 sec.
R> stance defen
You are now in a defensive stance.
> incant 1201
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Force Orb spell...
Your spell is ready.
You gesture at a lesser orc.
A translucent orb of force coalesces out of the air next to a lesser orc.
CS: +24 - TD: +18 + CvA: +19 + d100: +86 == +111
Warding failed!
The orb quickly spins about him then strikes!
The lesser orc is crushed by the orb for 8 damage!
... 10 points of damage!
Strike to the eye clips the eyebrow.
A lesser orc screams one last time and dies.
Cast Roundtime 3 Seconds.<<

Still not impressed but I'll see how she does in a few more levels.



The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/20/2013 07:16 PM CDT
Argh; on the other hand, my DS really stinks. If the critter gets off the first shot, I am in trouble.

>> sw
[Melgorehn's Valley, Grasslands]
Melgorehn's Reach towers off to the southwest. It dominates the valley, a constant presence in the waving grass. The ground is broken and ill-lit by the wan moonlight, causing you to trip and curse several times. No insects buzz through the area, giving you an uneasy feeling. You also see a lesser orc, a lesser orc and a lesser burrow orc.
Obvious paths: northeast
>
A lesser orc swings a short sword at you!
AS: +108 vs DS: +81 with AvD: +35 + d100 roll: +85 = +147
... and hits for 16 points of damage!
Minor puncture to the right leg.
>
A lesser orc swings a short sword at you!
AS: +108 vs DS: +80 with AvD: +35 + d100 roll: +41 = +104
... and hits for 1 point of damage!
Glancing blow to your right leg!<<

Run away!



The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/20/2013 07:22 PM CDT
You won't be warding much, ever. You might have a 50% chance to land 1219 if you're lucky.

Also, Agility (AGI): 58 (-1) ... 58 (-1).

You have a -1 modifier to your DS from agility. That's horrible.
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Re: Monk design? 03/20/2013 07:31 PM CDT
True, but that's a penalty of being a giant. Been considering re-rolling as a half-elf just to correct that. Now, since this IS a problem for giants, I always start my giantkin characters with both dex and agl somewhere around 70. This time, however, I varied from that concept. Since Agl is a prime stat for monks, I figured it would grow fairly quickly. It's not so much the actual stat value as it is the poor bonus that giantkin get from it.

The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/20/2013 07:43 PM CDT
>>Hmm, ok; you are only going for 0.5x spells. Can you atcually ward anything at that spell rank, or are you mainly interested in protection spells?

I may not even do that much for spells. Might drop to just 1202 and put lots of points into other things then slowly work up the spell ranks as he gains TP's.

>>But if that's the case, why give them CS based attack spells?

There are no monk spells, they just have access to minor mental and minor spiritual. Some of those spells in the mental list will be sick when cast by a savant but not worth the mana for a monk.
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Re: Monk design? 03/20/2013 07:55 PM CDT
<Hmm, ok; you are only going for 0.5x spells. Can you atcually ward anything at that spell rank, or are you mainly interested in protection spells?>

You won't be warding much of anything with a monk unless you're using a mutant build. Monks are squares, not semis or pures. If you drop spells down to .5-.75x you should have enough TPs to get whatever else you want/need. The only attack spell I've found much use for so far is 1207, so you can prolly drop HP down to .5x as well if you need more TPs. I haven't had any problems with reduced training in HP, I don't use it a whole lot unless I'm spelling up.

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Monk design? 03/20/2013 08:00 PM CDT
What kind of build do you do for your monk?
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Re: Monk design? 03/20/2013 08:05 PM CDT



If you want to play as a giantman I'd suggest dropping CM to 1x and .5x at most on perception, don't train any lores, 2x dodge, 1-2x PF, 2x brawling, either 1 rank or .5x in TWC. Try to get as close to 1x spells as you can, also pick up HP as you can. Eventually your spells will compensate for your AGI mod. Keep doing this up to 1220, then you can stop spell training and bring up all of the skills that you neglected.



It will be tough for awhile but eventually you'll be in a good place.

You will also have to give up on casting any offensive spells. You will use 1207, 1219 and maybe 1203 in combat. A CS build monk is just not an option. Monks only viable option for combat is via physical attacks. The good news is that a giantman would make a nice monk archer so you'll have more flexibility as you level.
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Re: Monk design? 03/20/2013 10:37 PM CDT
Monks have warding spells because Minor Mental is designed for Monks AND Savants. Presumably Savants will get more use out of them. Monks don't have any sort of CS buff as paladins do, so it's probably not worth your time to try to make a pure out of them. Instead of training spells per level, you want to train to specific goals -- for many monks, 1220 is an early goal because of the huge amount of DS you get from 1204, 1216 and 1220.

If you're fighting with two open hands, one rank of TWC will unlock the TWC DS formula, and going 0.5x will give you an additional 10 DS. Some of the best monk CMans are passive, so you can drop to 1x early on pretty safely, then pick it back up when you stop training spells.
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Re: Monk design? 03/20/2013 11:24 PM CDT
>>You will also have to give up on casting any offensive spells. You will use 1207, 1219 and maybe 1203 in combat. A CS build monk is just not an option.<<

This is strange; almost counter intuitive. However, I didn't think about Savants. OK, so Savants get to have the best of the MnM spell circle, and monks are the neglected red-headed sisters? Sort of like warriors trying to train to get spell 410, but not using armor, shield or weapons along the way?

That seems pretty sucky, actually.

Even if I were a much more dextrous elf/half-elf/halfling/gnome,my DS would be a bit better, but not all that much.

The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/20/2013 11:38 PM CDT


This is how I did my giantman monk:

Strength (STR): 70
Constitution (CON): 60
Dexterity (DEX): 70
Agility (AGI): 70
Discipline (DIS): 70
Aura (AUR): 75
Logic (LOG): 80
Intuition (INT): 70
Wisdom (WIS): 75
Influence (INF): 20

Combat Maneuvers...................| 158 58
Brawling...........................| 160 60
Multi Opponent Combat..............| 50 10
Physical Fitness...................| 190 90
Dodging............................| 170 70
Harness Power......................| 111 27
Climbing...........................| 90 20
Swimming...........................| 90 20

Spell Lists
Minor Mental.......................| 14

At level 28, I have no problems. killing is a little slow some times, but other than that, he is decent.
Reply
Re: Monk design? 03/21/2013 05:02 AM CDT


<I didn't think about Savants. OK, so Savants get to have the best of the MnM spell circle, and monks are the neglected red-headed sisters?

Wouldn't really draw that conclusion, kind of sucks for both. There are spells that are completely useless for either class within the circle, and that comes from not giving monks their own circle. When will a Savant ever use the UCS boosting 1209, or whichever it is that gives unarmed players innate ability to parry (assuming runestaves will be standard for Savants)? And monks will never have the CS for attack spells or the spell aim for telekenesis.

RE: the rest of your post...I'm anticipating massive gain in effectiveness of my monk at level 10. UAF seems kind of wonky at low levels, some creatures I can't even hit and they're below my level (looking at you, Thurfel's Island) and others I can destroy. But level 10 will give +40 UAF from footwraps/handwraps, and seeing how UAF is used in the hit calculations that should make a massive difference.
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Re: Monk design? 03/21/2013 06:42 AM CDT
>Sort of like warriors trying to train to get spell 410, but not using armor, shield or weapons along the way?

Sort of like rogues doing that, except monks get the spells sooner and don't hide well. 402,403,404 are designed for rogues, 409,415 aren't.

>Even if I were a much more dextrous elf/half-elf/halfling/gnome,my DS would be a bit better, but not all that much.

That's because dodge DS is AGI rather than DEX. If you are an agile halfing, it makes quite a lot of difference. You get a bit of parry DS from DEX and STR and a bit of dodge DS from INT, but AGI is the important DS stat.

Non shield builds are weak on DS to start with. Compound that with a low AGI, and you need to level for a bit before your 3x dodge gets to compensate and then with your spells move you further and further ahead. You can use your 30 days with AGI at 100 to avoid it while your LOG at 100 powers you up through the levels. Or you can hunt different critters than you normally would on a new character. Or you can get outside spells.

You've picked the about the worst race/class/style combination there is for early game DS. You haven't compensated with a high AGI. You haven't trained one of your DS skills. Of course your DS is going to be rubbish.

>But level 10 will give +40 UAF from footwraps/handwraps,

+20. You'll need level 20 and 8x to get +40. Footwraps count to kick, and handwraps to the other attacks. The bonuses don't stack. You can get partial stacking of bonuses on the hands, but not the feet, from holding a UAC weapon.
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Re: Monk design? 03/21/2013 10:47 AM CDT
>>That's because dodge DS is AGI rather than DEX. <<

OK, I was speaking generically; I know Agl determines DS in general. I used "dextrous" here to refer to general overall physical qualities of movement, not the dex stat per se. I could just as well have used the word "agile" in that context.

So. Apparently my monk is going to suck for some time. As I mentioned, with the agl and str stats set to 60 (70 post professional bonus) I was getting WAY more PTPs than I needed and nowehre near enough MTPs. With the stats set the way they are now, I have adequate MTPs and better mana. If you look, I am tripled in PF and have a relatively high swimming/climbing skill level for a level 4 character. I literally couldn't find another skill to soak up the extra PTPs I had, until I revised the physical stats downward and the mental upward.

Has anyone tried training in shield use? I was thinking the abyssmal DS might be mitigated by using a shield, and shield skill would soak up the extra PTPs, while having a macro to stow the shield just prior to attacking with UCS. This tactic worked fine for my THW using cleric (she was also trained in brawling). She would start with open hand and shield for a ridiculously high DS, then stow shield and grab a THW once the foe was disabled via spells; this was her usual tactic. Worked fine even to cap.

Speaking of DS, has anyone tried using UCS with spell 102 in effect? Does it lower the effectiveness? Might be amusing to try it. I am not suggesting to actually learn spell 102, just get a cleric or sorcerer to imbed/bless the spell in an item and see what happens. My empath can actually use a THW quite effectively even with spell 102 in effect; but then, empaths cheat with their spells (211, 215, 1109, 1119), which give a massive AS bonus. (Warpaths rule!).


The bells of Hell
o ting-a-ling-a-ling
or you but not for me
Reply
Re: Monk design? 03/21/2013 11:52 AM CDT


102 will work for UAC just like it would for regular AS melee attacks. In fact that's the general rule for spell bonuses, anything that adds or subtracts from AS will do the same for UAF for the same amount.

I guess you could try the shield macro, but it seems pointless because when you need the DS is in offensive stance when the shield is stowed.

As for TWC defensive calculations, monks don't need both hands open to get the offhand parry ds (and bonuses). So you can use a weapon in the right hand with the left hand free. They do however get an extra outright parry chance if both hands are open when they have 1214 up.


***

In response to concerns about Unarmed Combat, some changes have just been released.

1.) Armor penalties for UCS attacks are now half of their former value.

2.) Held item penalties for UCS attacks have been divided into two components. All non-UCS items held in the hand impose a base penalty. Weapons and shields impose an additional penalty which may be mitigated by training in the appropriate skill. A training regimen of 2x ranks per level in the appropriate weapon or shield skill will fully eliminate the additional penalty, and 8 magical ranks per level will fully eliminate the additional penalty for a runestaff.

3.) UCS compatible gloves now add their enchant bonus to parry DS in the same way as a one-handed weapon.

4.) An empty left hand now provides parry DS similar to that of a main gauche or sai, for those characters trained in brawling and Two Weapon Combat.

5.) Brace (1214) now allows two chances to outright parry an attack for double open handed combatants trained in two weapon combat.

6.) The Punch, Grapple, and Kick Mastery combat maneuvers are now available to warriors and rogues as well as monks.
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Re: Monk design? 03/21/2013 12:41 PM CDT
You'll want to convert sooner or later. Better to have useful mental skills than useless physical ones and monks have training point costs skewed mental but their prime stats are physical.

Shield will kill your UAC efficiency unless you do the shield dance trick. You don't need to train it though, and before level 20 you'll have enough dodge that you don't even want to hold it because of the nasty things it does to dodge DS. I tried that out in the beta and its good for 10 levels, iffy for 10, and definitely not worth it after that.

102 isn't worth it early on, unless you are using it as a way to turn strength into DS. Around level 20 was when I started making a lot of use of it.
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Re: Monk design? 03/21/2013 01:21 PM CDT
Since you're around level 4, head to mist wraiths and revenants between the Landing and Solhaven. Just make sure you have some blessed handwraps and footwraps, but their defense against UCS is surprisingly low.

Gretchen

Meeting Nilandia: http://gsguide.wikia.com/wiki/Nilandia
Nilandia's GS4 Info Repository: http://www.nilandia.com
AIM: Lady Nilandia
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Re: Monk design? 03/21/2013 01:57 PM CDT


Yes, I meant to add that as well. You can't be worried about conversion of points early on. Once you hit your mid 20's you'll be able to stop training some things, tp's will increase and points will start unconverting naturally.
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Re: Monk design? 03/21/2013 03:44 PM CDT
>>I guess you could try the shield macro, but it seems pointless because when you need the DS is in offensive stance when the shield is stowed.<<

Considering that I an getting whaced by critters even while in defensive stance (with no shield), this is not pointless.


The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/21/2013 06:51 PM CDT
OK, I'm sorry, but I can't imagine going through 30 or so levels of this crap before my monk gets decent in combat.

>> nw
[Melgorehn's Valley, Grasslands]
The grass waves about you, rustling in the breeze. In the distance you can hear the river running, and the call of the occasional frog. A headless, dead fish lies on the ground, toothmarks evident in the body. Whatever took a bite from this fish had very large teeth. You also see a lesser burrow orc and a wooden shield.
Obvious paths: north, southeast
> incant 1201
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Force Orb spell...
Your spell is ready.
You gesture at a lesser burrow orc.
A translucent orb of force coalesces out of the air next to a lesser burrow orc.
CS: +27 - TD: +21 + CvA: +19 + d100: +89 == +114
Warding failed!
The orb quickly spins about him then strikes!
The burrow orc is crushed by the orb for 8 damage!
... 3 points of damage!
Blow raises a welt on the burrow orc's left arm.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have decent positioning against a lesser burrow orc.
UAF: 43 vs UDF: 108 = 0.398 * MM: 69 + d100: 75 = 102
... and hit for 1 point of damage!
Weak jab to chest doesn't faze him.
Roundtime: 3 sec.
R> stance defen
You are now in a defensive stance.
>
A lesser burrow orc swings a short sword at you!
AS: +127 vs DS: +111 with AvD: +35 + d100 roll: +1 = +52
A clean miss.
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have decent positioning against a lesser burrow orc.
UAF: 43 vs UDF: 61 = 0.704 * MM: 91 + d100: 52 = 116
... and hit for 1 point of damage!
Quick jabs patter across the burrow orc's back like rain... and are about as effective.
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 3 sec.
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 61 = 0.704 * MM: 91 + d100: 78 = 142
... and hit for 31 points of damage!
Uppercut to solar plexus. Air forced from the lungs!
The burrow orc is stunned!
Roundtime: 3 sec.
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 60 = 0.716 * MM: 109 + d100: 27 = 105
... and hit for 1 point of damage!
The burrow orc twists around and the blow only grazes the neck.
Roundtime: 3 sec.
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 60 = 0.716 * MM: 109 + d100: 30 = 108
... and hit for 2 points of damage!
Awkward punch gently brushes the left thigh. It's like a first date!
Roundtime: 3 sec.
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 60 = 0.716 * MM: 108 + d100: 61 = 138
... and hit for 30 points of damage!
Wild swing heavily impacts left forearm, fracturing the bone!
Roundtime: 3 sec.
R>
A lesser burrow orc grunts, "Gla bagg, og darn't ant tar mrak aru!"
R>
> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 88 + d100: 29 = 60
A close miss!
Roundtime: 3 sec.
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 77 + d100: 3 = 30
A clean miss!
Roundtime: 3 sec.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 91 + d100: 8 = 40
A clean miss!
Roundtime: 3 sec.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 94 + d100: 70 = 103
... and hit for 1 point of damage!
Fingertips barely brush the throat.
Roundtime: 3 sec.
R> jab
You attempt to jab a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 80 + d100: 81 = 109
... and hit for 1 point of damage!
Lackluster jab to the mid-back.
Roundtime: 3 sec.
R>
A lesser burrow orc swings a short sword at you!
AS: +107 vs DS: +45 with AvD: +35 + d100 roll: +2 = +99
A clean miss.
R> kick
You attempt to kick a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 68 = 0.632 * MM: 99 + d100: 7 = 69
A close miss!
Roundtime: 5 sec.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 68 = 0.632 * MM: 100 + d100: 81 = 144
... and hit for 12 points of damage!
Flurry of jabs to the ribs leaves the burrow orc winded!
Strike leaves foe vulnerable to a followup jab attack!
Roundtime: 3 sec.
R> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have excellent positioning against a lesser burrow orc.
UAF: 43 vs UDF: 61 = 0.704 * MM: 113 + d100: 50 = 129
... and hit for 9 points of damage!
Quick chop to elbow numbs left arm!
The burrow orc starts to favor his wounded arm!
Roundtime: 3 sec.
R>
A lesser burrow orc swings a short sword at you!
AS: +97 vs DS: +45 with AvD: +35 + d100 roll: +62 = +149
... and hits for 19 points of damage!
Torn muscle in your left leg!
> stance offen
> jab
You are now in an offensive stance.
>
You attempt to jab a lesser burrow orc!
You have excellent positioning against a lesser burrow orc.
UAF: 43 vs UDF: 64 = 0.671 * MM: 110 + d100: 81 = 154
... and hit for 26 points of damage!
Hard chop across the stomach causes internal bleeding!
The lights in a lesser burrow orc's eyes dim and finally go out.
Roundtime: 3 sec.<<

15 attacks to kill one lousy lesser orc? (16 if you count the initial force orb attack.)



"If you aren't cheating, you aren't trying hard enough."
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Re: Monk design? 03/21/2013 06:56 PM CDT
It gets better, at 60 it's only like 5-7 attacks. ;)
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Re: Monk design? 03/21/2013 07:08 PM CDT
My monk is only 18, and it doesn't take 16 attacks to kill things. Most are probably 5-10, actually took 2 attacks to kill an orc the other day. Under hunting for a bounty, first jab was a punch opening and I got an extra tier up with that punch. Once aiming becomes more reliable I am sure that number will shrink a bit too.
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Re: Monk design? 03/21/2013 07:14 PM CDT
>>My monk is only 18, and it doesn't take 16 attacks to kill things. Most are probably 5-10<<

Wonderful; considering that later on critters with nasty spell or CM attacks need to be killed/disabled right away, I am not filled with hope for the future. Yes, if I get really lucky, I can kill something with 3-4 attacks, actually. But a combat system shouldn't need to depend on outstanding luck to work. And again, monks are supposed to be masters of UCS. If ambushing rogues and rangers and hasted bards are superior, something is wrong with the class and combat system design.


The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/21/2013 07:39 PM CDT


@Throgg

Well it took 15 attacks because you weren't doing it efficiently. You tiered up on attack four with a punch (Good thing). You then followed that by punching 6 more times when jab would likely have been the better choice as you are really looking for another tier up. You then jabbed 3 times after that which was fine, then you randomly tossed in a kick which has a higher RT and if you already are missing a lot than this probably has a decent chance of missing as well, only with a longer wait to attack again. You then jabbed twice and got to excellent tier (woohoo) but then once at excellent tier you Jabbed yet again...which is the wimpiest attack you have. Jab is entirely for getting tier up opportunities.

Reading through your stat and skill placement I'm not sure you could have made this any harder on yourself. Monks are squares and they'll be far more deadly if your physical stats reflected this fact. I realize you don't want to convert physicals to mentals but early on I couldn't find anyway around doing it with the 4 races I considered for my monk. Good news though! This isn't GS3 anymore and any TPs will unconvert as you level!

If you're serious about giving monks a chance,

1. Place your physicals at least reasonably.
2. Get a pair of those 1-2x flaring gloves that were sold....Felthrops wagon I think. Flares are easy easy damage especially when fighting level 4 creatures with a total of like 50 health.
3. Get strength, a statue, and mass spells from TSC. A dim and a look as well if you find some generous folks. Spells outweigh skills by a substantial amount at the lowest levels.
4. If col is the route this character would go, that is a very beneficial 35 as/ds.
5. If you don't already have it, get robes in every enchant so you can wear the new set as soon as you're able to hold them. Each +5 from armor bonus was noticable as I leveled.


Lochiven

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Re: Monk design? 03/21/2013 09:13 PM CDT
R> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 60 = 0.716 * MM: 108 + d100: 61 = 138
... and hit for 30 points of damage!
Wild swing heavily impacts left forearm, fracturing the bone!
Roundtime: 3 sec.
R>
A lesser burrow orc grunts, "Gla bagg, og darn't ant tar mrak aru!"
R>
> pun
You attempt to punch a lesser burrow orc!
You have good positioning against a lesser burrow orc.
UAF: 43 vs UDF: 120 = 0.358 * MM: 88 + d100: 29 = 60
A close miss!
Roundtime: 3 sec.

---

He stanced up and you kept swinging at him. If you were playing a pure AS/DS class, you probably wouldn't have been able to hit him at all at this point. Use a cman or 1207 to drop his UAC. The same is true at the beginning of the combat -- if you want to go in without stance dancing, you need to use a setup. This is just how life is for low level swingers! If you count only the attacks against his lowered stance, it took you eight. I wouldn't bother jabbing once you get to good position in most cases, so you probably could've done it in less.
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Re: Monk design? 03/21/2013 09:19 PM CDT
>>15 attacks to kill one lousy lesser orc? (16 if you count the initial force orb attack.)

Throgg, I really appreciate that you're trying to get the profession improved though I wonder if you're giving it a fair shake.

You have an upper 30's UCS rogue right? The one from the post "MONKS SUCK AT UAC.." You know better than to fight that Orc way you did. First off, your monk needs to level up. Go kill red orcs if you have to, but it shouldn't take more than a few hours to advance at this level. If you're still level four, and you're posting about this guy a couple days in a row....you're doing it wrong.

As Thornbrook pointed out your monk was almost purposely throwing that fight. First off, you don't need 1201. It's not going to help. Secondly, wait for the Orc to attack (got to stance him with that level difference and you probably don't know feint). Then, work him with the jab, tier up to punch and get it, go back to jab, tier up, and finish him. Stance dance in between.

What other characters have you played? I've only played Rogues, Rangers, Monks and a converted Paladin. At lvl 4 they were vulnerable in Melghoren's valley. That lesser burrow orc is tougher than your monk. Go for the lesser orcs and walk away from the big boys if you have to.
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Re: Monk design? 03/21/2013 11:26 PM CDT
>>What other characters have you played?<<

At least 2 of each profession. No, excuse me, I only have 1 ranger, sorry. But 2 of all the others except monks.

>>Well it took 15 attacks because you weren't doing it efficiently. <<

That is true; I was sort of annoyed at that point, and was hitting UCS combat macros almost at random just to see what would happen. Yes, using the most efficient attack forms, I could have killed it in 8-9 attacks instead of 16. Thats sort of underwhelming. My warriors were killing lesser orcs at level 2 with 2-3 attacks. And it's not like monks are designed to do anything else besides kill things.

The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/21/2013 11:38 PM CDT
>>1. Place your physicals at least reasonably. <<

Actually, initially I did. I placed my main stats at 70. Then I found that I had a huge number of PTPs I wasn't using, and a decided lack of MTPs; at which point I pumped up all my mental stats, and dropped the physical. My current stat placement is actually not bad if you consider long term stat growth results. Str and Agl should max out since they are the prime stats for the profession. I doubt that stat placement is a significant problem here. It's the slowness of the UCS in general when used from the open and not from hidden ambush that's the culprit. It needs revision.

OK, maybe at or near cap monks are super killers; I can't speak from experience there. But who would want to wade through 80+ levels of this nonsense to get to that point? I have been playing for 14 years, and this character has me more frustrated than any other I have created.


The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/22/2013 12:06 AM CDT
>>I doubt that stat placement is a significant problem here. It's the slowness of the UCS in general when used from the open and not from hidden ambush that's the culprit. It needs revision.

This seems like a leap. Here's an exciting combat log.

[Neartofar Forest, Ridge]
A vein of lichen-covered granite juts from the earth like an exposed spine at the top of the ridge. Scraggly spruce trees grow in dense stands at each side of the outcropping, their grey-green needles covering the rocky soil, trapping the rainwater that would otherwise cascade down each slope. At the side of the trail, a ghostly white owl sits in a tree, its head slowly twisting as it scans the forest for suitable prey. You also see a plumed cockatrice and a plumed cockatrice.
Obvious paths: north, south
>stance def
You are now in a defensive stance.
>
A plumed cockatrice claws at you!
You evade the attack with ease!
>
A plumed cockatrice snaps at you with its pincer!
AS: +157 vs DS: +210 with AvD: +30 + d100 roll: +63 = +40
A clean miss.
>stance off
You are now in an offensive stance.
>jab
You attempt to jab a plumed cockatrice!
You have decent positioning against a plumed cockatrice.
UAF: 128 vs UDF: 124 = 1.032 * MM: 88 + d100: 78 = 168
... and hit for 10 points of damage!
Edge of hand scores a shallow cut across the abdomen!
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 3 sec.
R>punch
You attempt to punch a plumed cockatrice!
You have good positioning against a plumed cockatrice.
UAF: 128 vs UDF: 124 = 1.032 * MM: 102 + d100: 30 = 135
... and hit for 30 points of damage!
Wild swing heavily impacts left forearm, fracturing the bone!
The plumed cockatrice is stunned!
Roundtime: 3 sec.
R>punch
You attempt to punch a plumed cockatrice!
You have good positioning against a plumed cockatrice.
UAF: 128 vs UDF: 120 = 1.066 * MM: 114 + d100: 95 = 216
... and hit for 64 points of damage!
Fully extended punch crushes the bones in the plumed cockatrice's left arm.
A plumed cockatrice screeches loudly and flops about on the ground cradling its wounded left wing.
Strike leaves foe vulnerable to a followup grapple attack!
Roundtime: 3 sec.
R>stance def
A plumed cockatrice claws at you!
AS: +157 vs DS: +111 with AvD: +29 + d100 roll: +95 = +170
... and hits for 19 points of damage!
Strike pierces upper arm!
!>
You are now in a defensive stance.
!>stance off
You are now in an offensive stance.
!>grapple
You attempt to grapple a plumed cockatrice!
You have excellent positioning against a plumed cockatrice.
UAF: 128 vs UDF: 115 = 1.113 * MM: 107 + d100: 63 = 182
... and hit for 54 points of damage!
Powerful tug pulls right hip, and leg, free of the socket!
The plumed cockatrice screams evilly one last time and goes still.
Roundtime: 4 sec.
!R>punch
You attempt to punch a plumed cockatrice!
You exploit the momentum of your previous strike to make a stronger attack against a plumed cockatrice!
You have good positioning against a plumed cockatrice.
UAF: 128 vs UDF: 124 = 1.032 * MM: 95 + d100: 46 = 144
... and hit for 32 points of damage!
Wild swing heavily impacts right forearm, fracturing the bone!
The plumed cockatrice is stunned!
Roundtime: 3 sec.
!R>punch
You attempt to punch a plumed cockatrice!
You have good positioning against a plumed cockatrice.
UAF: 128 vs UDF: 120 = 1.066 * MM: 109 + d100: 84 = 200
... and hit for 60 points of damage!
Fully extended punch crushes the bones in the plumed cockatrice's left arm.
Strike leaves foe vulnerable to a followup jab attack!
Roundtime: 3 sec.
!R>jab
You attempt to jab a plumed cockatrice!
You have excellent positioning against a plumed cockatrice.
UAF: 128 vs UDF: 119 = 1.075 * MM: 103 + d100: 16 = 126
... and hit for 15 points of damage!
Flat of hand slices across throat, leaving the plumed cockatrice gasping for breath.
The plumed cockatrice chokes, momentarily unable to speak!
Roundtime: 3 sec.
!R>punch
You attempt to punch a plumed cockatrice!
You have excellent positioning against a plumed cockatrice.
UAF: 128 vs UDF: 115 = 1.113 * MM: 122 + d100: 65 = 200
... and hit for 72 points of damage!
Magnificent crossover punch removes everything below the right shoulder! That's a farewell to arm!
A plumed cockatrice screeches loudly and flops about on the ground cradling its wounded right wing.
The plumed cockatrice screams evilly one last time and goes still.
Roundtime: 3 sec.

Seven attacks, two dead enemies. That's three and a half per. And I'm only level 15 here. It's just not that slow. I mean, it's no claidhmore, but 16 attacks is way on the outer edge.
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Re: Monk design? 03/22/2013 12:16 AM CDT
Let me put this in another way, from a somewhat different perspective. The main focus of EVERY profession is killing critters. Yes, you can advance some professions another way. An empath, for example, can sit in TSC all her/his life and do nothing but heal. Most professions have secondary foci of skills. Rogues can open boxes, clerics raise the dead, rangers do nature type stuff, wizards enchant, etc. But a couple professions have their main and only focus on hunting. Warriors basically just exist to kill things. Monks seem to be the same; combat is their only reason for existing.

Not only that, but the UCS system was created purely as a venue for monks to hunt. The fact that they are NOT the best at using this system to hunt seems to me to be a serious flaw therein. It's not a matter of where I placed my stats, it's a flaw in the system. I have 3 rogues, all trained in brawling (all are in Voln, so prior to this they used the old Voln-fu) and all of them kick butt using the new UCS ... because they attack from hidden ambush! Should monks really need to train in S&H to achieve that level of hunting ability?

It's a flaw in the profession design that a low level monk is actually better at hunting if they train in OHE/shield and not brawling/UCS. Well, OK, low level spell casters also usually train in weapon/shield/THW at low levels, but that's another flaw in the system, and another story. (All my THW using spell casters have capped; Now THAT's an aberration!)

The bells of Hell
go ting-a-ling-a-ling
for you but not for me
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Re: Monk design? 03/22/2013 12:27 AM CDT
>>This seems like a leap. Here's an exciting combat log.<<

OK, I admit this is a nice example; congrats to you. I would, however, like to ask how typical it is for results using UCS on a like level hunt. Even at low level, I have had a few hunts where I whacked things in a few rounds, and they just fell over dead, but that was extremely lucky, and so I have not enumerated them here in this folder. Again, with a combat sstem designed for the profession, monks should not be reduced to looking for lucky die rolls in combat.



The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/22/2013 01:01 AM CDT
OK, I admit this is a nice example; congrats to you. I would, however, like to ask how typical it is for results using UCS on a like level hunt. Even at low level, I have had a few hunts where I whacked things in a few rounds, and they just fell over dead, but that was extremely lucky, and so I have not enumerated them here in this folder. Again, with a combat sstem designed for the profession, monks should not be reduced to looking for lucky die rolls in combat.

Well, I shouldn't have gotten hit! If I'd been paying better attention, I would've force blasted one. And I didn't get a flare off my gloves; I might've expected at least one in seven attacks. But I assure you, I typically kill my opponents within three to six attacks, with excellent consistency and safety (which I think is the real advantage of UAC at this level at least). Generally I open up with jabs until I get a tier -- usually within two jabs -- then tier up, which has an excellent chance to stun. At that point I just punch. If I get a tier, I'll take it, but good positioning is enough to kill most enemies before they get unstunned. Good positioning guarantees me a good crit, their being stunned usually means I can't miss, and I don't even have to worry about them lucking into a dodge because E/B/P doesn't apply. Two ranks of Punch Mastery helps a lot here. And of course I have Krynch for multiple targets and 1207 if I need to knock something down. Some enemies are a little harder -- shadowy specters stand out as a hard opponent, since they can't be critted, seem to resist knockdown and cast bolts -- but just as many are so easy I don't even bother jabbing. Remember also that most of my swings are only 3 seconds of RT.

I'm not saying that I might not run into trouble as I level, but frankly, my monk is the strongest low-level character I've played, and I've played a few. I do have somewhat better stats than your guy, but you should be able to do the same thing. Get punch mastery, wait for stance, go to town. I think one error many people make is jabbing too much -- for example, in my clip, I should probably have ignored the last tier opportunity and just gone for a punch.
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Re: Monk design? 03/22/2013 01:11 AM CDT
Throgg, seriously, get some blessed handwraps and footwraps, head down to mist wraiths and revenants between the Landing and Solhaven, and leave a path of destruction in your wake. You need to pick and choose your targets for what is most vulnerable to your hunting style. Since you've played so many characters of so many professions, you should know this by now.

Gretchen

Meeting Nilandia: http://gsguide.wikia.com/wiki/Nilandia
Nilandia's GS4 Info Repository: http://www.nilandia.com
AIM: Lady Nilandia
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Re: Monk design? 03/22/2013 10:44 AM CDT
>>Good positioning guarantees me a good crit, their being stunned usually means I can't miss,<<

Lots of older critters either don't stun or shake stuns off within 2-3 seconds. I know some older (read near cap) rogues and warriors converted to monks. Can we see some examples of UCS used in the Rift or Nelemar or OTF? I am concerned about those instances where it is vital to disable a critter before they get off devastating spell or CMan attack.

>>You need to pick and choose your targets for what is most vulnerable to your hunting style. Since you've played so many characters of so many professions, you should know this by now.<<

Of course I can probably find easier stuff to fight. I am accustomed to underhunting with most professions at the start, especially pures. Warriors are one exception to this. As I mentioned, mine were whacking lesser orcs at level2. Monks are squares; they can even 3x in PF just like warriors. IMO, they therefore should be able to hunt as well as warriors from day 1. This is not the case. The conclusion I reach is that they need some improvement, at least at low levels. As mentioned, I have no experience of monks at higher levels; maybe they romp through anyyhing. But extrapolating from my own experiences, I don't see that. If nothing else, the lack of armor will leave them vulnerable to CS based spells. CvA of 25 vs -21(MBP)? Significant difference there.

I have a thought. How about if 1202 gave monk the CvA of the armor cless invoked, as well as the physical protection?


The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Reply
Re: Monk design? 03/22/2013 11:21 AM CDT
Throgg, you give the (full, not just torso) plate wearer credit for wearing magical armor, but not the guy in robes? :) Sure, it's only five points, but every little bit helps.

.

.

And I think it's entirely proper that the CvA doesn't happen. It's "Iron Skin", after all. It just happens to be difficult to penetrate and damage. It provides no greater layer of inert material to hinder the incoming magical energy, as the armor actually does.
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Re: Monk design? 03/22/2013 12:14 PM CDT


I think a level 2 monk could do very well with lesser orcs, but not against lesser burrow orcs. I think they are one of the toughest creatures around at their level. I've had a couple of level 5 characters have a hard time with them even with my main keeping perma haste on them.

The difficulty curve for a monk is the opposite of what you are experiencing. It should be the easiest class to level until your mid 20's when you start running into spell casting mobs on a regular basis.

I'm fine with keeping 1202 CvA where it is, but I do think that Inner Harmony/Slippery Mind could use a bit of a buff so that a monk has an option to mitigate it. I also like the idea of monks being able to keep up an offensive and a defensive stance at the same time, in which case you could probably leave them as is.
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