View Full Version : Clonk Staff Build?

10-15-2013, 09:02 AM
I made my first clonk a couple of weeks ago and as fun as it is, yesterday I was wondering if using a qstaff would be "better". I guess the biggest loss from using handwraps is losing Stunning Fist. Is the attack speed and special staff attacks in the monk tree good enough to make up for it?

This would also beg the question, would it be desirable to go more than 2 monk levels? With three levels, you open up Candlelight (which seems pretty darn nice) and an extra +1 to-hit and damage on the third tier. Or would it be "best" to go with a 15/5 level split and go all the way to the top of the monk tree? Obviously, you would lose healing aura, but you still maintain the healing burst.

Taking a look at GMOF, this seems to be a pretty fun addition. Anyone else thought of this? Is it viable or would I be watering down the cleric to much?

Thanks for sharing your thoughts!

10-15-2013, 12:31 PM
On my wis based clonk, Id definitely miss stunning first. Maybe if you go horc str-based clonk, perhaps in legendary dreadnought with sireth and dance of flowers twisted, it would make more sense. 3 monk levels dont cost you much, you still get your lvl 9 spells. Another idea would be 2 monk 1 rogue, but im not that familiar with staff acrobat stuff.

ah, and warpriest ameliorating strike double procs with 2 weapon fighting, so heals twice if you go twf. But of course, you could skip the higher tier warpriest stuff, freeing up some AP.