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goodspeed
09-19-2013, 10:43 PM
the last build I did was 2 mnk, (get the water stance, couple feats) but this time around I was thinking of 2 rog with the tree's the way they are, poisons and speed and dmg boosts. What do ya think? I mean hell its not like feats are tight anymore nor a crucial extra couple reflex with the gear out now.

goodspeed
09-21-2013, 02:20 PM
alrighty so the consensus is monk is far more useless now in its role of splashing for evasion. rog wins.

Singular
09-21-2013, 10:59 PM
alrighty so the consensus is monk is far more useless now in its role of splashing for evasion. rog wins.

Will 2 levels of monk give you the faster running speed? If so, go monk :)

Lord_Balon
10-17-2013, 09:43 AM
I'm also thinking of splashing 2 lvls of Rogue to my Artificer build, mostly to gain evasion. I think an added bonus would be for the sneak attack damage and improved trap searching but I might be missing something. Are there other benefits I'm not thinking of or are there downsides that I'm not taking into consideration.

Thanks!!

Panzermeyer
10-17-2013, 09:58 AM
It is difficult to say which is better, it depends on your build.

If your build is int based, then absolutely go with 2 lvls of rogue. And start with Rogue to get maximum skill points.

If your build is wis based, the absolutely go monk.

Other than that, it really depends on your build. Are you feat starved, well monk might likely be better as you get two feats, but then again only if the monk feats fit into your build plan.

Are you looking for trapping skills as well, then go rogue.

At the end are your reflex saves going to suck? Well then don't splash at all for evasion cause it would not be worth it. =)

Sarzor
10-18-2013, 12:13 PM
I was trying to figure this out myself. The way I see it is:

Monk
- Gains SA from Ninja spy tree, but to get 2nd tier not much there which is useful, other trees are useless
- Could get 5 force power from Henshin tree, but rest of tree is useless
- Could get HAmp from shintao, but tree isn't useful
- Gain 2 feats, which are nice, but what would you take? Precision and toughness? Dodge? Nice bonus, but you don't get anything outstanding
- Don't get the extra skill points from rogue, but I'm not entirely convinced I care, as artificers get plenty of points, especially on an INT build
- Free feats are meh since not centered
- 4% free dodge is pretty sweet

Rogue
- Extra skill points, but not sure if needed
- SA from assassin, but not alot good in 1st tier to get 2nd SA level
- SA from level 1 rogue, which is good
- Increased SA range from deepwood, and an expensive +2/1 hit/damage from there too

Basically monk gets 4% dodge and some kinda-useful bonus feats vs. rogue getting some SA damage. I guess in my mind I'd say monk is kinda useful since 4% dodge and some feats are better than 1d6 SA damage (the other 2d6 even out between ninja and assassin). Note that I'm thinking for a largely ranged toon. Melee is a whole different ball of wax.

Lonnbeimnech
10-18-2013, 12:28 PM
2 monk gives
2 feats, could take toughness twice for 56 extra hp, or dodge and mobility for 5% more dodge
4% dodge

from henshin
+3 will save from contimplation
+5 hp from patient tortoise
+5 force and fire spell power

from nnja spy
two sneek die damage
+3 reflex save from agility
+3% dodge from acrobatic

from shintao
+3 fort save and 15 hp from conditioning

MartinusWyllt
10-18-2013, 01:16 PM
With rogue you can stay true neutral and use superior stability. A little less useful since the ML got jacked up, but still useful.

jakedamus
11-27-2013, 06:21 PM
With rogue you can stay true neutral and use superior stability. A little less useful since the ML got jacked up, but still useful.

I went rogue over monk. The decision came soley down to Superior Stability vs. Monk feats. Having SS at low levels is pretty cool - but not essential.