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shawnvw
04-28-2008, 03:37 PM
I'd like to be ready when Monks become available. I'll be reading my Player's Handbook; where (especially on these forums) can I read more about how Monks will be implemented?

TheForum_man
04-28-2008, 03:56 PM
hmm...well, i am still somewhat new to this game, only three months online, but i would like to know more. I would assume that someone else will comment this with more info, but i wanna know when i will start having front flippin karate choppin halflings in my party. Of course that is a sterotype. Of course someone is gonna be a regular ol funny guy and make a dwarf. Or a warforged. Point is, i don't know much about the monk, even when it is coming out, and i would like to know more.

Falco_Easts
04-28-2008, 06:31 PM
Best spot for info so far is last weeks WDA.
http://forums.ddo.com/showthread.php?&postid=1675474#post1675474

Should be out late May.

Angelus_dead
04-28-2008, 08:07 PM
I'd like to be ready when Monks become available. I'll be reading my Player's Handbook; where (especially on these forums) can I read more about how Monks will be implemented?
Here is a thread with details (http://forums.ddo.com/showthread.php?t=140895) from the character sheets of an example DDO monk from over a month ago. Of course, Turbine has had time to change monks since then- and they needed to, because the example shown needed a lot of work.

Since that demonstration, the only announced monk change has been the addition of Spell Resistance as per the D&D rules.

Lorien_the_First_One
04-28-2008, 09:08 PM
I'd like to be ready when Monks become available. I'll be reading my Player's Handbook; where (especially on these forums) can I read more about how Monks will be implemented?

Throw out the PH, from what we've seen so far I'm guessing the monks won't look like D&D monks...

Invalid_86
04-28-2008, 10:12 PM
Throw out the PH, from what we've seen so far I'm guessing the monks won't look like D&D monks...


Kinda the opposite of what should be happening in a D&D game, no?

Lorien_the_First_One
04-28-2008, 11:13 PM
Kinda the opposite of what should be happening in a D&D game, no?

Yup... but when one of the highlighted items is a bar that gives you a powerup when you are hit or hit someone...that screams cheesy video game, not anything from D&D. Too bad really, this game gets less and less D&D with every mod.

Nigel137
04-28-2008, 11:39 PM
I refuse to ever roll a warforged for that very reason. I don't remember any robots in my pen and paper games!

I also have an inner aversion to the titan, a huge robot and a laser cannon! Good grief. Hey Turbine: these are not improvements to the game.

Uska
04-28-2008, 11:49 PM
I refuse to ever roll a warforged for that very reason. I don't remember any robots in my pen and paper games!

I also have an inner aversion to the titan, a huge robot and a laser cannon! Good grief. Hey Turbine: these are not improvements to the game.

They arent robots and are very much in pen and paper now, good grief...Eberron is much more orignal and trumps the realms by far

MrCow
04-28-2008, 11:52 PM
I don't remember any robots in my pen and paper games!

Where would you put Inevitables (http://www.d20srd.org/srd/monsters/inevitable.htm), a sentient construct that was in the first 3.5 monster manual (such as the Marut)?

FluffyCalico
04-28-2008, 11:52 PM
Monks are highly stat dependant. DDO will either make their AC useful and you will need a dex monk or they will make ac useless and give them some sick stupid ability to make up for it requiring a str build. Which becomes true likely won't been know until months after relase and the bugs are worked out and the super alterations put in place. Which will leave the half that guess wrong rerolling.

Twerpp
04-29-2008, 12:43 AM
I refuse to ever roll a warforged for that very reason. I don't remember any robots in my pen and paper games!

I also have an inner aversion to the titan, a huge robot and a laser cannon! Good grief. Hey Turbine: these are not improvements to the game.

Dude, D&D changes...you gotta get used to it. 4th Ed anyone?

Uska
04-29-2008, 01:05 AM
Dude, D&D changes...you gotta get used to it. 4th Ed anyone?

Even though I like orignal dnd the best and then 1st ed ad&d I am very excited about 4th ed and have it pre-ordered already.

Nigel137
04-29-2008, 02:16 PM
Duuuuuude, yeah. Every change is a good one. Where are my space ships and nuclear warheads? I can't wait til those come out!

Illuminati
04-29-2008, 02:28 PM
I hope this weeks WDA actually has something good about monks.

KaKa
04-29-2008, 02:37 PM
From some of the mod 7 interviews I have read a few of them have hinted at monks being able to go down an elemental path ie. fire,wind, earth,water. So from that bit of info it appears that monk builds will vary greatly depending on the enhancement system more then anything else. Really no one will have a good idea about DDO monks unless we get a monk sneak peek article or when Risia is updated with Mod 7.

Angelus_dead
04-29-2008, 02:43 PM
From some of the mod 7 interviews I have read a few of them have hinted at monks being able to go down an elemental path ie. fire,wind, earth,water. So from that bit of info it appears that monk builds will vary greatly
From what we've seen, they're not really part of the build.

Monks get stances they can activate one at a time, and the example stances so far are based on four elements. Selecting a stance allows you to trade off your ability scores against each other, plus get other effects:
Air: +dex -con, Earth +con -dex
Fire: +str -wis, Water: +wis -str

We do not know how the monk gets more stances. Maybe it's like a "build" thing, where you have to decide between spending your APs on FireIII and EarthII, or maybe all monks will get all the stances once their level is high enough, and you only have to make a choice about what's going to be more useful for the current quest.

KaKa
04-29-2008, 03:08 PM
From what we've seen, they're not really part of the build.

Monks get stances they can activate one at a time, and the example stances so far are based on four elements. Selecting a stance allows you to trade off your ability scores against each other, plus get other effects:
Air: +dex -con, Earth +con -dex
Fire: +str -wis, Water: +wis -str

We do not know how the monk gets more stances. Maybe it's like a "build" thing, where you have to decide between spending your APs on FireIII and EarthII, or maybe all monks will get all the stances once their level is high enough, and you only have to make a choice about what's going to be more useful for the current quest.

Theres obviously an article or something I missed somewhere, which is odd because I'm usually on top of things. Would you be kind enough to link the information on stances I don't know where to find it and I didn't hear that part yet?

Angelus_dead
04-29-2008, 03:32 PM
Would you be kind enough to link the information on stances I don't know where to find it and I didn't hear that part yet?

Stances (toggles, exclusive with each other):
Lesser Wind- +2 dex, -2 con, +10% melee/thrown speed, -10% melee hate
Lesser Mountain- +2 con, -2 dex, DR 2/-, -20% run speed, +1 Ki on hit, +2 Ki on crit
Lesser Sun- +2 str, -2 wis, +1 Ki on hit, +2 Ki on crit
Lesser Sea- +2 wis, -2 str, +2 saves, +X AC

Class feats
AC Bonus
Diamond Body
Diamond Soul
Fast Movement: when centered (unarmored, unencumbered, and wielding monk weapons) you run faster for every 3 monk levels you possess
Flurry of Blows (passive) note, in PnP it is a toggle, but not here
Improved Evasion
Improved Trip (selected as bonus feat?)
Ki Strike- Damage: your unarmed strikes gain a +1 damage bonus (3x times)
Ki Strike- Lawful: your unarmed melee attacks are lawful for the purpose of damage reduction
Ki Strike- Magic: your unarmed melee attacks are magic for the purpose of damage reduction
Meditation (active): your elightenment allows you to regenerate Ki at a faster rate
Purity Of Body: You have gained control over your body's immune system and are unaffected by all diseases.
Slow Fall
Still Mind: your training and meditation improves your resistance to mind-effecting attacks.
Stunning Blow (bonus?) (no mention of wisdom bonus)
Stunning Fist: active. cooldown 10 sec. Ki cost 13. Fortitude DC 32. A quick unarmed striked to vulnerable areas that causes your target to be staggered for a brief period of time.
Unarmed Strike: when centered (unarmored, unencumbered, and wielding monk weapons) your hands and feet are lethal weapons
Wholeness of Body: Your body and mind are your own, and you cannot be animated as undead.
(Quivering Palm was conspicuously absent, even though it's expected at monk15)

Numbers Scores
The demo monk had str 30 dex 32 con 11 int 14 wis 24 cha 13. (That means a total str+wis mod of +17, so base stun DC 15)
Minus enhancement bonuses from items, the stats were 24 26 11 8 18 10.

178 hp, 0 sp, 125 ki. (Separate sp and ki values) (apparently hp 20 base + 8 ran1 + 120 mnk15 + 30 false life = 178)
Saves 12, 23, 17. (Minus ability mods and luck trinket is 11, 11, 9, as expected for mkn15/ran1)
AC 49 (10 + 6 armor + 4 deflection + 11 dex + 7 wis + 3 class features + 3 dodge + 3 natural = 47 expected)
BAB 14 (higher than the 12 expected for monk15/ranger1)
SR 0 (devs later said this will change)

salmag
04-29-2008, 08:53 PM
What is TRULY known about monks?

They are long overdue, about 2 years. As are druids, gnomes, half-orcs, half-elves, changelings, kalashtar, and shifters.
All should have been included from the get-go. This is Eberron, isn't it?

:rolleyes:

Nevthial
04-29-2008, 08:59 PM
Duuuuuude, yeah. Every change is a good one. Where are my space ships and nuclear warheads? I can't wait til those come out!

That would be the crashed generation ship located in the Barrier Peaks outside of Greyhawk. It was introduced around 1977 & a module : Expedition to the Barrier Peaks came out a few years later. :)




I really hope Monks are going to be fun to play and not overly cumbersome......

Invalid_86
04-29-2008, 11:55 PM
Yup... but when one of the highlighted items is a bar that gives you a powerup when you are hit or hit someone...that screams cheesy video game, not anything from D&D. Too bad really, this game gets less and less D&D with every mod.

That was what I was thinking when I saw the teaser video- cheesy video game monk that has little to do with DnD monks.

Granted we haven't seen them yet, and it may blow us away but...........considering how well other deviations from the core rules have gone I won't get my hopes up, and sadly when we do get previews of it on Risia it will be too late to make a real change to them if they are off the deep end.

goom
04-30-2008, 10:02 AM
What is TRULY known about monks?

They are long overdue, about 2 years. As are druids, gnomes, half-orcs, half-elves, changelings, kalashtar, and shifters.
All should have been included from the get-go. This is Eberron, isn't it?

:rolleyes:


Agreed. But you forgot to mention the Artificer Class, without which Warforged remain gimped.