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Def Monks


tassinvegeta

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I've been wanting to make a monk for awhile now, but one thing has been preventing me from doing so, the fact that theirs really no way for a monk to lag in defense except in drunken with trip and you can't use chakra hits in defensive can you? I have played monks before but after realizing this I abandoned them. I mean against berserkers, rangers, warriors, battlemages, necromancers, dark knights, and vampires (which is alot of classes) all of which throw out huge amounts of melee damage what's will allow you to be able to keep them in battle if you are winning? Is this a balancing act of well they can lag well enough in offensive so in defensive they are made to suck? Or am I missing something that would help out in those defensive stances?

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The trick is this: Be damned sure to master your anatomies. From there, it's all about suprise. Anyone who is decked will be a problem, from their high ac. A general way to go is:

Crane - communers and most other mages

Monkey - with chii bolt this is a good ogre killer

Dragon - Your killer stance for those who are not so well dressed

Tiger - your hunting stance, can also do well against communers and mages if you are dressed well

Against warriors, the two ways to go are horse and dragon. Since you are worried about lag, we can rule out horse. So, I'll pay attention to Dragon. This can be a mean, mean stance with mastered anatomies and some good armor. Your disarm is nasty, although he's probably god a nodisarm weapon, but hey, ever Martineius is walking around dualing just nodrop weapons. A decked warrior WILL kill you if he is hunting you. Because if he's smart he's going to be dual wielding weapons you can't use. However, if you catch him off guard, while he's not hunting you, and he's got some weapons that are not as effective, your chances are much better.

Lead in with a dirt kick, they will most likely dirt back, but now you have two rounds to assess your damage return. Did he destroy you in those two rounds, or did you destroy him? Was it pretty even? If it's close or you were domination, get ready to lead with murder and go for a lag lock. Once he's at big nasty or pretty hurt, now it's time to go for the dragon beauty...kick. Throw out one kick and get ready to chase with trip.

This brief tutorial is assuming that you: have sanc up, you are flying, you do have level 2 chii bolt up (except against magic resistant races), you are wearing max beads, and you are making good use of aliases.

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Sorry Zrothum but I don't agree here.I think that horse stance is fine only for classes that don't have skills like riposte.Because even when you return their damage with the horse stance they can return it back with riposte.Horse is berserkers bane.A skilled good equiped warrior will kill you even in a horse.The mages/comunners bane is monkey.Ten hits/injures/decimates a round is around 100/180 hp.This means that they are gone in seven or four rounds.I never use dragon I think that it sux.

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Dragon is the rox0rs if you have mastered anatomies and you are decently dressed and you are quite well prepared. You are without one of a monks defenses, so yes, expect a little bit of punishment. However, as the battle begins, you should, hopefully, have caught your opponent unprepared (without sanc or flight) with some luck and some hitroll, you will land that dragon strike, follow that round with a kick and get all corpse

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Dark Knight is dragon for sure. Make sure you are flying. Try a disarm if it looks like his weapon isnt nodisarm. If not, just start kicking. They don't have alot of hps and you should have their anatomy mastered. Dragon kicks is VICIOUS. And if you land that chakera...its lights out. Be sure to dirt as well, they dont get blind fighting. Make you you have not only sanctuary, but prot_evil too

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ok so what do you think Monks should do against DKN I believe defensive is the way to go but I still not sure. What do you people think?

Yeah I know what you mean at first glance defense looks best but it isn't. It is offense all the way. Dragon is best. Maybe even crane if you think you can handle the damage.

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Honestly, it depends on how you want to play, and how risky you want to play. In buddha stance, you'll never die, but you'll never get the kill. In dragon stance, you have a chance of getting the kill, but also a chance of dying.

In my fights with Tylith as Narnokles (Behrens describes them as just 'boring' fights) when Tylith was in Buddha, basically it was him just slowly kicking my hp down. A few times, I landed mals (very rarely), but he just 'healed' them away immediately. Neither of us really came close to killing each other.

He did, however, get two kills on me in dragon stance. That being said, I also got two kills on HIM in dragon stance.

So really...it's up to how you want to play it.

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Sorry, Nomak...you'll have to test that one out on your own in game. Saves are very much eq dependent as well as class variable so it would be impossible to give one set number.

If someone wants to stat general ranges they've achieved, fine. But the specifics of stances shouldn't be elaborated on too much.

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Horse is also a good stance against DKs if their weapons aren't magical.

Basically, Despy has it right.

Defensive (Horse/Buddha/Drunken) you will very rarely die, but also rarely get the kill. When you do, it'll feel REALLY good ;).

Offensive is rolling the dice a bit more. You have a chance to get the kill, but a risk of dying as well.

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The only reason I don't play monks is because when you play w/ 20 pinnacles on and you dont have a way to change quickly between stances, it blows. Prepped for that mage? Lookout, here comes a decked giant warrior.

If anything, monks just need a "break" skill allowing them to cancel their current stance, at the cost of 50-100 mana and two round lag. 50/50 chance at 75% prof

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Hrm...

The only reason I don't play monks is because when you play w/ 20 pinnacles on and you dont have a way to change quickly between stances, it blows. Prepped for that mage? Lookout, here comes a decked giant warrior.

If anything, monks just need a "break" skill allowing them to cancel their current stance, at the cost of 50-100 mana and two round lag. 50/50 chance at 75% prof

There actually is a way to break stance. Though it's not always so useful.

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