AA:Class:Monk

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[edit] General Information

Most of the Monk Class AAs are pretty much must-have. Not all of them, but most of them. Read on to see which are and are not.

[edit] List

Name: Ambidexterity Levels: 1
Cost Per Level: 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability increases your chance to use dual wield successfully.
Community Opinions: This is a must-have. It's quite the impressive DPS increase. If you're using 2-hand blunt rather than dual wielding, switch and get this. It's worth it.


Name: Critical Mend Levels: 3
Cost Per Level: 3, 6, 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities. First Aid at Level 3.
Description: This ability gives you a chance to perform a superior mend 5, 10, and 25 percent of the time.
Community Opinions: This is another must-have. Critical mends are a 50% heal rather than 25%. Couple that with the epic 1.5 or 2.0 effect, you can get yourself a nearly-full heal, no matter how many hit points you have.


Name: Purify Body Levels: 1
Cost Per Level: 9 Activated, refresh time 0:30:00
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability removes all negative effects from your body except for fear, charm, and resurrection effects. This ability does not work when you are silenced.
Community Opinions: This one isn't quite a must-have, but it's pretty good. It even temporarily removes zonewide AoEs, as in Uqua or the Demi-Plane of Blood.


Name: Rapid Feign Levels: 3
Cost Per Level: 3, 6, 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
Community Opinions: This one is another must-have. Halved refresh timer on feign death is irreplaceable.


Name: Return Kick Levels: 3
Cost Per Level: 3, 6, 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
Community Opinions: This one is towards the top of the low-priority list. It's not an amazing ability, but it's good if you've finished other useful things; defensives, offensives, crit mend, etc.


Name: Double Riposte Levels: 3
Cost Per Level: 3, 6, 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time.
Community Opinions: This is like Return Kick; towards the top of the low-priority list.


Name: Dragon Punch Levels: 1
Cost Per Level: 5 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability augments Dragon Punch for human and drakkin monks and Tail Rake for iksars with the chance to automatically perform a Knockback.
Community Opinions: This is useful if you're in a raiding guild and your tanks have some trouble positioning mobs. Wait and get it once you see a need for it arise.


Name: Physical Enhancement Levels: 1
Cost Per Level: 5 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
Community Opinions: Get this one early. It's a nice boost to all three aspects of defense.


Name: Acrobatics Levels: 3
Cost Per Level: 3, 6, 9 Passive
Requirements: Level 59, must spend 12 ability points in the Archetype Abilities.
Description: This ability will reduce the damage that you take from falling.
Community Opinions: This is pretty much a toy. Any gravity flux AoEs you have to deal with will have their damage reduced to zero just by your Safe Fall skill alone.


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