Tae'dae monk?

by Unknown

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Janalon2010-07-07 16:12:46
QUOTE (Jello @ Jul 7 2010, 09:48 AM) <{POST_SNAPBACK}>
We have so many monk threads now... tongue.gif How does giving poisons with monks work? I seem to take on a lot of them, but are those special skills or is the chance to give a poison higher for monks than it is for warriors?


Same as warrior I suppose... Though monks easily get two weapon swings per combat round. Also the Nekotai specialization has mods to bypass poison resistances and mask poison aff messages, not to mention deliver a poison dart with a kick.
Malarious2010-07-09 01:31:28
Weapon runes on kata weapons are flat they do NOT get the adjustments for being two handed. +10s stay +10 they dont get funky.

Tae'dae monk would be slow and you have to take acrobatics or you will be a trainwreck when webbed, very easy to stop. Sadly, Psymet has nothing to help with entangles.

Shofangi rely on locks, which they can pull rather easily and build to with little trouble. Since you get 2 shots at senso with slitthroat you can usually expect to lock someone.

Thul is only half monk, hes also half warrior tank.

Psymet is a delicious skillset for tanking, but if you have harmony you wont need it thanks to +weapon stats +sipping +dmp and like 20% max health regen from using the mantras.

Harmony complains alot but its godly scary.. I dont get any super regens or +weapon stats OR a sip bonus or nothing!

As for venoms you have to get through two layers:
50% base chance of venom proccing if you have no wounds, this chance increases with wounds.

THEN based on resilience/skills they can shrug the poison
Janalon2010-07-09 02:43:36
QUOTE (Malarious @ Jul 8 2010, 09:31 PM) <{POST_SNAPBACK}>
Weapon runes on kata weapons are flat they do NOT get the adjustments for being two handed. +10s stay +10 they dont get funky.

Tae'dae monk would be slow and you have to take acrobatics or you will be a trainwreck when webbed, very easy to stop. Sadly, Psymet has nothing to help with entangles.

Shofangi rely on locks, which they can pull rather easily and build to with little trouble. Since you get 2 shots at senso with slitthroat you can usually expect to lock someone.

Thul is only half monk, hes also half warrior tank.

Psymet is a delicious skillset for tanking, but if you have harmony you wont need it thanks to +weapon stats +sipping +dmp and like 20% max health regen from using the mantras.

Harmony complains alot but its godly scary.. I dont get any super regens or +weapon stats OR a sip bonus or nothing!

As for venoms you have to get through two layers:
50% base chance of venom proccing if you have no wounds, this chance increases with wounds.

THEN based on resilience/skills they can shrug the poison


With such an intelligent opinion, I'd love to hear what you have to say about psymet stealth monks and how the psymet skillset could be reasonably envoyed for improvement. . .
Unknown2010-07-09 04:57:31
I did notice that harmony has a Serenwilde-oriented skill that decreases the effectiveness of webbing etc., which could make psymet more viable? Which is not to say that I'm opposed to doing a Thul-like build as it is, since I don't have 1v1 or small group PvP as my emphasis anyway.

Sounds like you get more bang for your buck on the weapon runes if you're using a two-hander then, eh? Or does the one-handed monk weapons only have you using one, and the other hand is just empty?
Raeri2010-07-09 05:02:52
Well, a 190/190/220 2h would correspond to a 95/95/110 1h, and since the runes give +10 regardless, it'd mean each rune on the 2h is half as effective, relatively speaking. And no, you still need two shofas, just like the 1h knighthood specs need two weapons - one in each hand.
Unknown2010-07-09 05:08:42
But you're gaining 10 speed on your attack instead of 20 speed, aren't you? This is why, for knight weapons, speed is divided in half for two-handers?
Raeri2010-07-09 05:53:32
Each point of speed on a 2handed monk weapon is worth half as much as a point on a 1handed weapon. Else you'd have Ninjakari being twice as fast as Shofangi.
Placeus2010-07-09 06:18:47
I'm pretty sure the stats for 1h monk weapons are added and the sum is used for calculating damage/wounds/speed.

Following from that, the value of a rune on a 1h weapon is the same as one on a 2h weapon.

The only real difference between 1h and 2h weapons was before you could temper monk weapons. The likelihood of forging a shofa or nekai with 1 very high stat was much higher than forging a similarly high jakari or tahto.
Malarious2010-07-10 01:37:23
QUOTE (Janalon @ Jul 8 2010, 10:43 PM) <{POST_SNAPBACK}>
With such an intelligent opinion, I'd love to hear what you have to say about psymet stealth monks and how the psymet skillset could be reasonably envoyed for improvement. . .


Wow, I was posting in a very playful tone and it got an "intelligent opinion"? Hehe.

Psymet Stealth Monk? I was one. Due to my combat style I had to move to acrobatics so that in my five on one raids a single person repeating web wouldnt stop me. I was closer to a tank/warrior than a normal monk with psymet because I could take alot more but hit slower (from being constantly hindered in combat).

I think we covered some of this in a thread somewhere.....

Psymet needs some adjustments to be more comparable. Its not so much that it lacks, its that the advantages of the other tend to be more influential. I can live without somersault (the speed is less important when you take alot less damage to begin with), I do not require dodge (again.. you take less anyway), and springup is just a perk. The reason acrobatics was better is contort, pure and simple. I have a time limit before momentum drops I dont want chain entangles to entirely stop me.

Psymet is a very nice skillset really but if you wanted improvements I would either say make Shift work on entangles/grapples with a line like... "You shift your body out of phase slightly as you attempt to escape from your " and this would require the channel locked, while you could then (with eq/bal) also use the normal version of shift for flavour.

Make cellAdjustment act more like transmute. Make it lock the channel then you can celladjust with a max of 1000 for free on eq/bal. This way you can heal yourself but your ego takes a few hits. This would however make Illithoid extreme tanks, but then again cant a telekinetic Illithoid do the same?

Rest seem sound, they are not amazing, but they are sound at least. Bone density having a chance to stop breaks has been extremely useful. Bloodboil the same, mindfield doesnt lock channels now I believe so thats nice to have and its free (at least if I remember the envoy report correctly). Etcetera!

I dislike having faster writhe skills but I would adore a way to not come to a stop under an entangle. Even make shift work on specific things? Like... Impale, Web, Shackes, or something but not transfix or some such.
Unknown2010-07-10 02:56:02
So is there a best tradeskill for a monk?
Unknown2010-07-10 03:08:37
Tailoring for the Splendour robes is my guess. Jewelry for the Tierstone wouldn't be half bad either, I guess (not to mention the powerstones you can sell). I'm still an Artisan because I don't have the credits to afford another skill change. tongue.gif
Eldanien2010-07-10 14:09:41
Being a tae'dae, you're already tanky. I'd go with Poisons so you can give yourself immunity to one of the various hindering poisons. Or Herbs, so you can cure faster. Being so slow means it's important to ensure that when you have balance, you aren't prevented from acting for some other reason.

The downside of this is you have to take Lowmagic. This means no Hexagram or Hod. You also gain a Con buff rather than a Str/Cha buff. Being Tae'Dae, you'd rather have the extra Str to make each attack more effective rather than buff your already huge health/defense.
Janalon2010-07-10 14:36:13
Poisoner as a combatant Nekotai monk means having an endless supply of toxins at your disposal. Also, Nekotai have some poison resistances with scorpion spit and scorpion blood which are nice with poisoner immunity/resilience. Then again, you might want to spread out rather than place all of your eggs in one basket so to speak.
Ixion2010-07-16 02:10:15
QUOTE (Jello @ Jul 9 2010, 01:08 AM) <{POST_SNAPBACK}>
But you're gaining 10 speed on your attack instead of 20 speed, aren't you? This is why, for knight weapons, speed is divided in half for two-handers?


Only on runes, yes. Speed is speed, there is no difference for the base stat for warriors, though 2h warrior runes are half value on speed because you can attach two and if so it becomes identical to one hander speed.
Malarious2010-07-18 07:50:54
QUOTE (Ixion @ Jul 15 2010, 10:10 PM) <{POST_SNAPBACK}>
Only on runes, yes. Speed is speed, there is no difference for the base stat for warriors, though 2h warrior runes are half value on speed because you can attach two and if so it becomes identical to one hander speed.


Just because I realized I am not sure how you meant the above...

A stat rune on a MONK weapon adds the exact value. That is.. a +10/10/10 rune on a 2 handad weapon still adds +10/10/10 it does NOT undergo the same changes as when applying the rune to a knight weapon.
Ixion2010-07-18 08:01:21
I was just saying speed is the same on 1h/2h knight weapons (runes are half value on speed, though, for 2h)
Malarious2010-07-18 08:06:33
QUOTE (Ixion @ Jul 18 2010, 04:01 AM) <{POST_SNAPBACK}>
I was just saying speed is the same on 1h/2h knight weapons (runes are half value on speed, though, for 2h)


2 Handed monk weapons do not undergo that adjustment though. You get the flat stats added, no adjustments for being two hander.

Also.. you have WAY too many honours