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Omegganog's Guide to Monks

"[toc]\n\n# Monk\n\n\u003e *Through longstanding discipline and unwavering obedience to ancient teachings,\n\u003e the Monk wields their mind and body as a devastating, holistic weapon against\n\u003e their enemies.*\n\nThe Monk is a versatile dps class that is able to scout, pull, off-tank, and\nexplore fearlessly due to ability to [Feign Death](#) and survive in single combat.\n\n## Class Resources\n\n### Readiness\n\nReadiness is gained by taking or dealing damage. You'll find this naturally generates\nduring combat and you will spend it liberally.\n\n### Chi\n\nYour Chi is a passively regenerating resource used to power a wealth of abilities.\nChi regenerates at 5 Chi per second, up to a maximum of 50.\n\n### Chakra Gates\n\nMonk's Chakra Gates are combat states triggered, or \"Opened\", by certain\nabilities. There are five Chakra Gates:\n\n* Anger\n* Balance\n* Peace\n* Soul\n* [Unknown Name]\n\nOnce opened, another Chakra Gate can't be opened until the active one closes.\nGates remain open for 5 seconds, during which time abilities specific to the\nopen Gate may be used.\n\n## Group Roles\n\n### Puller\n\nIn Pantheon, mobs cluster together and have social aggro. This means that\nparties need to be careful about what monsters they anger lest they incite\na mob. Better yet, why not just let the monk do it? The monk is uniquely\nto skulk about and pick apart groups of enemies one by one to help dismantle\neven entire strongholds without triggering alarm. This role requires you to survey\nand learn your surroundings which can mean a lot of exploring too! You'll be the\nfirst in to reveal many dangerous and beautiful places.\n\nHappily, Monk gets a very early projectile ability with [Soul Shuriken](#) which\nis excellent for tagging a mob and pulling it back to camp. The distance of the\nattack will also give you an opportunity to use [Feign Death](#) to clear aggro\nin case anything goes wrong.\n\nAs a puller your goal should be to balance the party's downtime vs what the party\nis able to kill. Too many mobs too quickly and your casters may be running out of\nresources and the [Tank](#) struggling to live. This should be your key to pull\nless frequently and spend more time DPSing mobs you pull. If mobs are dying too\nfast, the party will be left waiting between mobs keeping your team from earning\nas much experience as they could.\n\n### DPS\n\nMonks are highly potent damage dealers. You have a wealth of ways to deal damage,\nbypass armor, and otherwise bring baddies down.\n\nThe majority of Monk abilities are geared towards doing damage and debuffing mobs.\nYou will also be able to exploit the [Opening Gap](#) state which is applied by\ncasters by using [Spear Hand Strike](#) and [Scorpion Kick](#). The effect these\nhave is determined by what type of weapon you have equipped.\n\nLearn to be considerate of your [Tank](#) when you have one! Monks do a *lot* of\ndamage. Knowing when to start attacking so your [Tank](#) is holding aggro is\nvery important and will help your group be effective. You can also use\n[Feign Death](#) to lessen the [Threat](#) you've generated and get the [Tank](#)\non track if you accidentally earn priority.\n\n### Off-Tank\n\nWhen needs be, Monks can stand in as an [Off Tank](#) as well. This can be critically\nuseful to help your party control hairy aggro suitations or unexpected company to\nrelieve pressure and the primary tank and keep the casters casting.\n\nBeing able to [Off Tank](#) means you need to be able to peel mobs off others by\ngenerating the most [Threat](#). The Monk primarily does this by dealing damage and\nusing the [Gate of Anger](#) which increases [Threat](#) generated by 300% (as well\nas increasing your block chance by 30%).\n\nTo sustain damage, you can also sacrifice damage dealt for a defensive state\nusing [Rock Stance](#), reducing your attack speed by 50% to increase Block by\n50%, Dodge by 25%, and Armor Class by 3 per level.\n\nMonks also earned a handful of abilities to self-heal which will help you sustain.\n\n## Which Race do I pick?\n\n\u003e **Please note!**\n\u003e\n\u003e Racial abilities are **not fully implemented** at the time of\n\u003e this writing. It will still be important to consider your racial bonuses\n\u003e since they will be implemented in the near future.\n\nMonks can be played as either Archai, Dark Myr, Human, or Skar. Choosing a race\nis always a matter of preference for aesthetic and flavor OR for their raw class\neffectiveness. I'll review the options and offer some insight on how effective\neach race is as a Paladin.\n\n### Archai\n\nArchai's [Living Reservoir](#) and [Elemental Attunement](#) traits will have no\nknown meaningful impact on Monks.\n\n[Effervescent](#) will make you immune to endurance drains which can be useful as\na puller to keep you on your sprint. [Natural Acclimation] is a perk that gives an\ninnate bonus to acclimation based on your Elemental Attunement (Fire = Scorching,\nWater = Frigid, Wind = Windshear, and Earth = Toxic).\n\n### Dark Myr\n\nDark Myrs' [Embittered Psyche](#) increases Stealth effectiveness and Awareness\nby 10 points.\n\nWhile Stealth itself is a moot concern for Monk, Stealth Awareness can be quite useful\nin your role exploring dungeons and pulling mobs.\n\nSimilarly, Dark Myrs' other traits all give some unique bonus to your ability\nto explore and traverse: [Vestige of Syronai](#) grants underwater breathing\nand increased swim speed, [Perceptive](#) gains a boost to Insight by 10 points,\nand [Born of Deep Waters](#) grants an innate bonus to anaerobic and pressure\nacclimation.\n\n### Human\n\nHumans' [Shield Specialization](#) and [Thronefastian Charm](#) are both moot\ntraits for Monks.\n\n[A People Inspired](#) will give a 2% melee and ranged haste. This is always nice!\n\n[Wanderlust](#) will give you a bonus to neutral faction gains and increase experience\ngiven from Exploration. Having good faction could be quite useful for pullers if\nplanned carefully to lessen the amount of social aggro they experience.\n\n### Skar\n\n[Long-Suffering](#) increases maximum health by 5%. As a percentage, this trait doesn't\nhave quite the impact as it might for a true [Tank](#) class but will certainly aid\nin survivability.\n\n[Fear of the Nine God](#) grants an innate 20% resistance to fear effects. For a\npuller, a Fear can be a death sentence and this perk seems particularly strong\nfor Monks.\n\n[Pack-Hunter](#) increases move speed up to maximum of 5% when in range of\nSkar group members. This perk may not show it's usefulness as often as the others\nbut movement speed is critical for Monks navigating your party's camp and dungeons.\n\n## Feedback?\n\nI hope you find this guide useful and would love any feedback in the comments.\nI plan on building some level guides as I get time in game but please ask any\nquestions you have and I'll address them. Thanks!\n"
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