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Thread: Monk quests

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    Community Member Rakuda13's Avatar
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    Default Monk quests

    Just started playing monk class,are there quests that people expect a monk to have a major part? I usaly play a trapper and there are some quests people just dont do without a trapper. Sleeping dust has that really big jump,is there some other quests like that?
    Thanks in advance!

  2. #2
    Community Member dozkal-mo's Avatar
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    Quote Originally Posted by Rakuda13 View Post
    Just started playing monk class,are there quests that people expect a monk to have a major part? I usaly play a trapper and there are some quests people just dont do without a trapper. Sleeping dust has that really big jump,is there some other quests like that?
    Thanks in advance!
    That depends; some monks can tank and they're useful for that. Other times people need someone that can evade while fighting. As for specifically monk? Not that I'm aware of.
    Officer and Webmaster for Fallen Immortals, a guild of Thelanis.

    Toons: Aryllia (main), Dayanmak, Devhead, Gezgin, Kutsal Ruh, Toprak

  3. #3

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    Quote Originally Posted by Rakuda13 View Post
    Just started playing monk class,are there quests that people expect a monk to have a major part? I usaly play a trapper and there are some quests people just dont do without a trapper. Sleeping dust has that really big jump,is there some other quests like that?
    Thanks in advance!
    There are quite a few quests where a Monk has a singular skill that aids the party. These include:

    * In "Ascension Chamber," a Ninja Spy Monk's ability to run over water makes completing one of the raid's objectives easier to do.
    * In "Tower of Despair," a Light Monk's "Grasp the Earth Dragon" finishing move gives anti-stunning buffs to all in the party against the two devil bosses there.
    * In the final quest of "The Dreaming Dark" chain of the same name, the Light Monk's anti-stun ability helps greatly in the end-fight.

    In all quests:

    * A Light Monk's "Aligning the Heavens" finisher is always welcome by reducing the spell cost for buffing or general use for all casters by 25% for one minute. In quests where shrines are very far away or few, this can help conserve resources.
    * A Light Monk's Fists of Light is a vampiric curse that all melees enjoy, returning 1-3 HP per hit on a cursed enemy. Related, a Light Monk's Healing Ki is a mass heal effect to supplement heals while in battle.
    * A Light Monk also can give 20% concealment and increases in saves for one minute. These buffs, while brief, cannot be dispelled by anything (like Bard songs).
    * A Dark Monk's Fists of Darkness, the Touch of Despair curse and related debuff attacks increase elemental damage and negative energy vulnerability as well as decreasing fortification and the enemy's ability to heal.
    * A Dark Monk's Touch of Death is a 500-point negative energy killing strike (made nastier if they used Touch of Despair).
    * Any Monk is a good "trap finder" when a Rogue isn't in party. Equipped with Evasion (and later, Improved Evasion) they can often safely leap into a likely trap to set it off so as others behind can try to traverse it in the safest way possible with as little damage as possible.
    * Ninja Spy Monks with proper points to Hide and Move Silently are superior scouts. By Level 15, they gain a one-hit assassination strike. Ninja Spies can make themselves invisible at will.

    There's much more to a Monk's role than slugging it out. They do that well, too.

    Note that Monk's mystical power, ki, regenerates as you fight, continually. What does not kill you makes you stronger, and you can often outlast enemies in places where others are low on mana or health potions.
    Last edited by Spencerian; 04-09-2013 at 08:16 AM. Reason: Correction
    Editor, The Book of Syncletica: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
    The Order of Syncletica: A DDO-flavored blog on Monks and gameplay and more
    (formerly known as Spencerian)

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