Monk

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[edit] General Information

Monks are like the martial artists of EverQuest. One of the classes that were included in the Old World, the only race that could originally be Monks was Humans. Since then, both new races (Iksar and Drakkin) can also be Monks. Each race has their pros and cons, outlined below. Monks cannot use piercing or slashing weapons; they are limited to 1H Blunt, 2H Blunt, and Hand to Hand. They also have a number of special attacks, which are also outlined below.

[edit] Races

Race Pros Cons
Human
  • The original Monk race
  • Faster unarmed attacks than Iksar (by 1 DLY)
  • A good race, hence good starting faction in most cities
  • A slight (5%) experience bonus
  • No AC, regeneration, or resist bonuses
  • Low base stats
Iksar
Drakkin
  • A bonus to the resistance of your choice, when you create the character
  • Questable AE breath weapon
 

[edit] Combat

Monks cannot use slashing, piercing, or archery weapons; they are limited to 1H Blunt, 2H Blunt, and Hand to Hand combat, plus Throwing for ranged attacks. They also get a number of special attacks and non-attack combat skills as they go through their levels.

[edit] Unarmed Combat

Monks have the unique ability to remain relatively effective in combat when they do not have any weapons equipped. At one time, the damage/delay of a Monk's bare fists were hardcoded by level; now, the damage/delay is calculated based on a player's Hand to Hand skill, and is exhibited in the following table, along with an example weapon available from TSS/TBS for the same level range. Note that Iksar have one delay higher on all of these values. Any levels where the fist ratio is greater than the weapon ratio have the "Weapon / Fist Ratio" in bold.

Skill Level Character Level Fist DMG Fist DLY Fist Ratio Weapon Source Weapon DMG Weapon DLY Weapon Ratio Weapon / Fist Ratio
34 5 5 37 0.13514
64 10 7 35 0.20000
94 15 9 34 0.26471
124 20 11 33 0.33333
150 25 13 31 0.41935 Fist of Two Blades Blightfire Moors 11 24 0.45833 1.09295
175 30 14 30 0.46667 Dull Energeiac Fist Tradeskilled 12 22 0.54545 1.16883
200 35 16 29 0.55172
220 40 17 28 0.60714
240 45 19 27 0.70370 Minohten Hero Tonfa Goru`kar Mesa 16 26 0.61538 0.87449
260 50 20 26 0.76923 Shining Energeiac Fist Tradeskilled 14 22 0.63636 0.82727
280 55 21 25 0.84000 Serrated Griffon Claws Blackfeather Roost 16 22 0.72727 0.86580
295 60 22 24 0.91667 Glowing Energeiac Fist Tradeskilled 17 22 0.77273 0.84298
310 65 23 24 0.95833 Sunderock Mineral Claw (level 68) Sunderock Springs 19 20 0.95000 0.99130
325 70 24 23 1.04348 Jonas Dagmire's Right Hook Purchased (Blacksail Smugglers) 20 20 1.00000 0.95833
335 75 25 23 1.08696 Castrum Golden Orb Purchased (Combine Empire Merchants) 24 20 1.20000 1.10400
345 80 26 22 1.18182

[edit] Passive Skills

  • 1H Blunt (level 1) - this measures your ability to hit and deal damage with one-handed blunt weapons, such as maces and small staves.
  • 2H Blunt (level 1) - this measures your ability to hit and deal damage with two-handed blunt weapons, such as greatstaves.
  • Hand to Hand (level 1) - this measures your ability to hit and deal damage in hand-to-hand combat, such as unarmed fighting or with fistwraps.
  • Throwing (level 1) - this measures your ability to hit and deal damage with thrown weapons, such as shurikens or throwing knives.
  • Dodge (level 1) - this measures your ability to move out of the way of an incoming attack, that would normally hit you.
  • Dual Wield (level 1) - this measures your ability to attack with a weapon in each hand, with both hands at once. Monks are the only class to get this skill at level one.
  • Defense (level 1) - this measures your ability to mitigate incoming melee damage.
  • Offense (level 1) - this measures your ability to deal increased melee damage.
  • Block (level 12) - this skill grants you the ability to push an incoming melee attack out of the way with your limbs.
  • Double Attack (level 15) - this skill allows you to attack twice, or in extreme cases, even three times with a single swing.
  • Riposte (level 35) - this skill allows you to completely avoid an incoming melee attack (as with Dodge or Block), then use the momentum of that attack to strike back at your opponent with your mainhand weapon.

[edit] Special Attacks

Monk special attacks are split up into two sets. The first set was all added with the original Old World, and are simply regular melee attacks that you have to hit a hotkey to use. The second set was added starting with the discipline revamp, cost endurance, and are on a separate timer than the first, meaning that how often you can use each set is completely independent from when you use the other set; however, for example, you can't use Flying Kick and then immediately after, hit Eagle Strike, using any of the skills in a set will "gray out" the rest of the skills in that set until the reuse timer is met.

[edit] Set 1 (Attacks)

  • Kick (level 1) - the most basic skill, you simply execute a forward kick on your opponent, as if kicking them in the shins.
  • Round Kick (level 5) - a more advanced version of Kick; you turn your whole body to the side to execute a hardy kick to the torso region.
  • Tiger Claw (level 10) - completely different from the Kick line, you reach forward and scratch at your opponent's flesh.
  • Eagle Strike (level 20) - a more advanced version of Tiger Claw, rather than scratching your opponent, you outright tear.
  • Dragon Punch/Tail Rake (level 25) - this skill executes a high-powered punch (for Humans and Drakkin), or a powerful hit with your tail (for Iksar). With AAs, this skill can be used to push opponents away from oneself.
  • Flying Kick (level 30) - the most powerful "regular" special attack, when executing this attack, you take a flying leap and kick your opponent in the head.

[edit] Set 2 (Combat Abilities)

  • Throw Stone (level 1) - added when disciplines were revamped in late May, 2004, this attack refreshes every ten seconds and deals a static one non-melee damage to your opponent, at the cost of ten endurance.
  • Leopard Claw (level 61) - finally, 60 levels later, Throw Stone is replaced. This powerful ki blast refreshes every thirty seconds and deals a static 800 non-melee damage (and can crit if you have Ingenuity AAs) plus one high-power melee hit, at the cost of 215 endurance.
  • Dragon Fang (level 68) - the more advanced version of Leopard Claw, this attack also refreshes every thirty seconds, but deals a static 1200 non-melee damage (and, like Leopard Claw, can crit) plus one even higher-power melee hit, at the cost of 240 endurance.
  • Clawstriker's Flurry (level 74) - the replacement to the Dragon Fang line, this attack executes three extremely powerful Tiger Claw attacks. It refreshes every thirty seconds, and is vaguely similar in power to a Rogue triple Backstab. The numbers, however, very by rank:
  • Wheel of Fists (level 79) - an upgrade to Clawstriker's Flurry, and a pretty good one at that.

[edit] Disciplines

Name Level Duration Endurance Description
Focused Will Discipline 10 10 ticks (1:00) 1 per second Regenerates 3HP per tick. This ability is fragile.
Resistant Discipline 30 50 ticks (5:00) 3 per second Increases all resists by 16 (at level 30) to 20 (at level 38).
Fearless Discipline 40 10 ticks (1:00) 6 per second Makes the player immune to fear effects.
Stonestance Discipline 51 2 ticks (0:12) 60 per second Mitigates all incoming melee attacks by 90%.
Thunderkick Discipline 52 10 ticks (1:00) 20 per second Increases Flying Kick's damage by 75% and accuracy by 20%.
Whirlwind Discipline 53 2 ticks (0:12) 62 per second Automatically ripostes all incoming melee attacks from the front.
Voiddance Discipline 54 2 ticks (0:12) 65 per second Automatically evades all incoming melee attacks, from any angle.
Innerflame Discipline 56 5 ticks (0:30) 60 per second Heavily increases melee damage dealt. Preferred primary DPS discipline by many.
Hundred Fists Discipline 57 5 ticks (0:30) 40 per second Greatly increases melee attack speed.
Silentfist Discipline 59 10 ticks (1:00) 20 per second Increases accuracy of Dragon Punch/Tail Rake to near-perfect; increases damage by 65%
Ashenhand Discipline 60 10 ticks (1:00) 25 per second Increases damage of all special attacks by 150%
Planeswalk Discipline 61 3 ticks (0:18) 75 per second Increases movement speed by 125%
Healing Will Discipline 63 10 ticks (1:00) 33 per second Regenerates 100HP per tick. This ability is fragile.
Speed Focus Discipline 63 5 ticks (0:30) 65 per second An upgrade to Hundred Fists Discipline, this discipline greatly increases melee attack speed.
Earthwalk Discipline 65 2 ticks (0:12) 75 per second An upgrade to Stonestance Discipline, this discipline also provides stun immunity.
Dreamwalk Discipline 66 3 ticks (0:18) 85 per second An upgrade to Planeswalk Discipline, this discipline also provides a doubled chance to resist all detrimental spells.
Counterforce Discipline 68 10 ticks (1:00) 38 per second This discipline provides a defensive proc, with +150% proc rate, to slow one's opponent by 25%.
Rapid Kick Discipline 70 5 ticks (0:30) 75 per second This discipline greatly reduces the attack delay on a Monk's set 1 special attacks.
Impenetrable Discipline 72 2 ticks (0:12) 90 per second This discipline is an upgrade to Earthwalk Discipline. The difference from one rank to the next is not currently known.
Scaledfist Discipline 74 10 ticks (1:00) 30-32 per second
  • 30 per second
  • 31 per second
  • 32 per second
This discipline is an upgrade to Ashenhand Discipline.
  • Rank one increases the Monk's special attack damage by 180%
  • Rank two increases the Monk's special attack damage by 188%
  • Rank three increases the Monk's special attack damage by 195%
Crystalpalm Discipline 79 5 ticks (0:30) 120 per second This discipline is an upgrade to Innerflame Discipline. At this time, this discipline is not an upgrade over Speed Focus Discipline for higher-end Monks.
  • Rank one increases minimum damage modifier by 468%, and overall damage modifier by 117%
  • Rank two increases minimum damage modifier by 492%, and overall damage modifier by 123%
  • Rank three increases minimum damage modifier by 516%, and overall damage modifier by 129%

[edit] Feign Death

Acquired at level 17 for Monks, many players consider Feign Death to be the single most powerful ability in the game. Able to drop all aggro with the click of a button is highly coveted, as only a few classes get the ability, including Monks, Necromancers, Shadow Knights, Bards, and Rogues. The one major drawback of Feign Death is that it will be broken, and all NPCs will once again be able to tell you are alive, if any detrimental spell is cast on you. Throughout the evolution of the game, AAs were added to reduce the cooldown timer on Feign Death by up to 50%, to allow players to Feign Death even through resisted spells (100% of the time) and successfully landed spells (50% of the time), and then to increase your chances of staying feigned through landed spells. There was also a change made to the game that allowed a player who was feigned for two full minutes to drop all aggro completely; previously, to achieve the same effect, a player would have to /q and log back in. Feign Death was originally intended as a method of ducking out of combat if the situation leaves your favor; however, it is far more commonly used as a method of pulling, or for lowering yourself on the hate list of a mob.

[edit] Mend

Acquired at level 1, Monks get a skill called Mend. Extremely powerful, this skill has an eight-minute cooldown timer, and, when successful, heals the Monk for 25% of his or her maximum hitpoints. Early on, this skill will fail (or even, less commonly, critically fail, which causes you to lose 25% of your maximum hitpoints) nearly every time. However, with a skill cap of 200, your chance of success is equal to skill / 200, so it starts to become reliable around skill level 100. Until 200 (or the cap for your level, which is equal to (level * 5) + 5), however, it is advisable to hit this skill every time it is available, for the purpose of raising the skill.

[edit] Stealth

Similar to Rogues, Bards, and several other classes, Monks get the Sneak skill at level 13. Unlike Rogues, Monks do not get Hide to go with it; Hide combined with Sneak makes a player invisible from all angles. However, Sneak will still make a player invisible to any mobs that player is behind. Coupled with Feign Death, this makes Monks extremely good at getting by a group of mobs stealthily. Of course, the Monk also has the option of simply running through the group of mobs, aggroing each and every one, and simply feigning for two minutes.

[edit] Pacify

With the discipline revamp, Monks received a line of combat abilities that are similar to the Pacify line that Clerics, Enchanters, and Paladins get. Each of these abilities lasts for three ticks, with a twenty-second recast timer. This means that a Monk is only capable of pacifying one mob at a time. Nevertheless, for a skilled puller, that is more than enough.

  • Phantom Zephyr (level 35) - pacifies up to level 50.
  • Phantom Wind (level 50) - pacifies up to level 58.
  • Phantom Echo (level 57) - pacifies up to level 61.
  • Phantom Call (level 64) - pacifies up to level 65 (range 150).
  • Phantom Shadow (level 65) - pacifies up to level 65 (range 200).
  • Ancient Phantom Chaos (level 65) - pacifies up to level 65 (range 300).
  • Phantom Cry (level 69) - pacifies up to level 70 - note that starting with Phantom Cry, these abilities only stop mobs from assisting - not from directly aggroing.
  • Phantom Silhouette (level 71) - pacifies up to level 75. There are three ranks of this ability; each one reduces the mob's assist radius more than the last.

[edit] Other Skills

  • Bind Wound (level 1) - a very simple method of healing, this allows a player who is out of combat to bandage their own or another player's wounds. By default, you can only bandage up to 25% of a player's maximum HP, but the use of First Aid AAs can remedy that. However, generally, by level 51, a player probably will not be using Bind Wound anymore.
  • Sense Heading (level 1) - this skill has been deprecated considerably over the years. Originally, players with a high enough skill could reliably use this skill as a sort of compass, as it would tell the player to some extent what direction they were facing if successful (always successful above 100 skill). However, with the addition of the in-game compass (whose accuracy was dependent upon your Sense Heading skill) and in-game map (on which your character's icon was a correctly-oriented arrow rather than a + if your Sense Heading skill was sufficient), Sony eventually just set all new characters' Sense Heading skill levels to 200 by default.
  • Safe Fall (level 3) - this skill allows a player to negate some or all of the damage (the amount is directly dependent upon the character's Safe Fall skill level) taken from falling.
  • Instill Doubt (level 18) - this ability allows a player to induce fear upon an opponent. While not often used in higher-level areas for the fear, if the skill succeeds but the fear is resisted (due to immunity or spell resistance), the hate gained is significant. This skill can be practiced on any PC or NPC, including PCs you are not currently dueling and non-aggro NPCs.
  • Disarm (level 27) - this skill allows a player to knock their opponent's weapon out of their hand. If that opponent is an NPC, the weapon will fall to the ground, allowing the player to simply pick it up, or let it lie there until it decays; if that opponent is a PC, the weapon will be moved to the first available inventory slot. This skill, like Instill Doubt, can be practiced on any PC or NPC, in or out of combat. Disarm is also useful for a small amount of additional hate.

[edit] History

[edit] See Also

[edit] External Links

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