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HOW DO I MONK?

Monk Strategies Noob Combat Optimization

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117 replies to this topic

#21
Giantevilhead

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I find that a two handed weapon is better for Monks than dual wielding/unarmed.

 

Even though the Monk gets bonus damage for their unarmed attacks, since you can't enchant your fists, enchanted weapons are way better. And there are no gloves or magical items that enchant Monk unarmed attacks.

 

If you want to go unarmed, rather than having no weapons, I would suggest putting a weapon in the offhand so you can have two types of damage and get some of the bonuses from the weapon. There's also a bug (feature?) that lets you get the bonus for using a single one handed weapon when you put a one handed weapon in your offhand.


Edited by Giantevilhead, 30 March 2015 - 01:47 AM.


#22
Delgar

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I went DPS monk, and i love it.

Moon godlike (dont know why ppl dont pick this for monk more) the healing you get from it helps the dps monk get wounds and not be low endurance, dumped perception and resolve to get max might, very high dex and int and a few points in con.

the max might helps dps and the healing from moon godlike so it's double dipping stat time!

Ones again i would recomend the moon godlike the healing you get is to good to pass on a monk.

 

I lovie DPS monk too!

Was thinking about moon godlike too man, but after some thought i went a fire godlike for the extra 4 damage reduction. I figured out that i have a priest for heals and it's cool to have better damage reduction after i got some wounds!



#23
polterer

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Moon godlike (dont know why ppl dont pick this for monk more) the healing you get from it helps the dps monk get wounds and not be low endurance, dumped perception and resolve to get max might, very high dex and int and a few points in con.

the max might helps dps and the healing from moon godlike so it's double dipping stat time!

 

Good idea, I was thinking about the same thing! 

 

Wouldn't the healing offset the DR Bonus (I think it's +3) from fire godlike? It would even proc at 75/50/25 and not just after 50%



#24
Migo

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For the moon godlike it will proc every 25% besides 0% :no:

I think this is much better then the 3 DT you get from fire godlike because even without any Con bonus, Monk got really high health and endurance.

for me at lvl 8 with 15 Con the 75% heals you full the 50% get you close to full as well, not to mention it's a really big AOE and heals every one.

The only time i need a priest heal is when the backline takes damage or every enemy wants a piece of my monk, but even then it works really well because of Rooting Pain.

So fare most of the fights are short so i can even send the monk in first and get alot of wounds and not worry much after, because Monk got sooooo much health that you are properly gonna be resting from other party members fatigue before your healths drop to 0.



#25
tnc

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For the moon godlike it will proc every 25% besides 0% :no:
I think this is much better then the 3 DT you get from fire godlike because even without any Con bonus, Monk got really high health and endurance.
for me at lvl 8 with 15 Con the 75% heals you full the 50% get you close to full as well, not to mention it's a really big AOE and heals every one.
The only time i need a priest heal is when the backline takes damage or every enemy wants a piece of my monk, but even then it works really well because of Rooting Pain.
So fare most of the fights are short so i can even send the monk in first and get alot of wounds and not worry much after, because Monk got sooooo much health that you are properly gonna be resting from other party members fatigue before your healths drop to 0.

I am also playing monk dps as my main character and i think its the most fun class coz you can send people flying while at the same time dealing huge damage on single target with swift strike. It gets rly hillarious in some fights where enemy has low fortitude and cant resist your knockdowns. Do you know how much heal you get with that racial ? Is it percentage based or a static number ?

#26
Hatred

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 No one seems to address the  102 damage thing. No enemy has dealt anything like that amount of damage to any of my characters ever. I am wondering if possibly you are doing something wrong, or the game is bugging.


Edited by Hatred, 01 April 2015 - 01:49 AM.


#27
Emptiness

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 No one seems to address the  102 damage thing. No enemy has dealt anything like that amount of damage to any of my characters ever. I am wondering if possibly you are doing something wrong, or the game is bugging.

 

I had a Druid crit Durance for 177 damage with Stag's Horn once.  I assumed that 102 damage from a Xaurip on a normal hit was hyperbole, but if the OP was serious then you're probably right about some bug being involved.


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#28
daammyy

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Do you need to go for weapons at later game? Feels weird.



#29
Icezera

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Does anyone know why they removed the old mechanic of wounds absorbing some damage as a dot so that they can be purged through use of abilities? I thought that was a great mechanic.
 



#30
Delgar

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For the moon godlike it will proc every 25% besides 0% :no:

I think this is much better then the 3 DT you get from fire godlike because even without any Con bonus, Monk got really high health and endurance.

for me at lvl 8 with 15 Con the 75% heals you full the 50% get you close to full as well, not to mention it's a really big AOE and heals every one.

The only time i need a priest heal is when the backline takes damage or every enemy wants a piece of my monk, but even then it works really well because of Rooting Pain.

So fare most of the fights are short so i can even send the monk in first and get alot of wounds and not worry much after, because Monk got sooooo much health that you are properly gonna be resting from other party members fatigue before your healths drop to 0.

what difficulty are you playing tho ?



#31
Ceranai

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Does anyone know why they removed the old mechanic of wounds absorbing some damage as a dot so that they can be purged through use of abilities? I thought that was a great mechanic.
 

probably because they didn't want to give the monk the ability to mitigate more damage than any other class, i mean as it is my monk is tanky as hell, if i could get rid of 20% of incoming damage as well.... having said that i share your disapointment as right now wounds is basically just the opposite of focus rather than being its own unique system



#32
Infares

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If you equip a weapon in your off hand and leave the main hand empty, you get a massive boost to your accuracy at the expense of only auto-attacking with your offhand weapon, but Torment's Reach does hit with both your fist and your offhand weapon.

Taking Weapon Focus: Peasant and equipping a spear in your offhand gets you a ton of crits.


Edited by Infares, 04 April 2015 - 03:20 PM.


#33
Ceranai

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If you equip a weapon in your off hand and leave the main hand empty, you get a massive boost to your accuracy at the expense of only auto-attacking with your offhand weapon, but Torment's Reach does hit with both your fist and your offhand weapon.

true, only worth it if you have a good high hitting one hander.



#34
b0rsuk

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Correct me if I'm wrong, but I think for striking talents a 2-hander would deal the most damage ? As far as I know, dual wield pretty much doubles attack rate. It's not about swinging two weapons in a single strike (like in NWN...). Striking skills tend to do something like 1.5x full attack damage, so a 2-hander sounds optimal.

 

Or, if you REALLY care about those ability strikes, perhaps you would go with a single 1-handed weapon for accuracy bonus ?

 

I have a silly build in my mind.



#35
tnc

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Here's how you get the best dps value as Monk: Get swift strike + two weapon mastery you'll have an insane attack speed with your fists. Upgrade swift strikes (%10 more damage) get the fire damage(%5) per wound ability. You'll do crazy single target damage. Only use your wounds for activating swift strike and some force of anguish here and there. Forget about Torment's Reach that ability sucks dps wise compared to this build and it wastes your precious wounds to deal aoe damage which you don't need. Taking out single dangerous targets and reducing the enemy party's overall dps is always better. Later on you can switch to weapon instead of fists but fists are a lot stronger for the most part because they both give accuracy and damage and attack really fast.


Edited by tnc, 06 April 2015 - 12:47 PM.


#36
b0rsuk

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I'm not asking about best DPS, I'm asking about maximizing the damage from single use ability hits. I'm thinking of a RANGED monk with Dangerous Implement talent:

 

Dangerous Implement (Increases damage done by implements (wands, scepters, rods) by x1.25, but deals 3 Raw damage to self on every attack.)

 

The idea is to generate wounds from afar, then run up and smack enemy in the face. Long Strides for faster movement sounds nice, but I could use higher damage. "Noble" specialization doesn't have a 2-hander. Mace, Rapier, Scepter, Rod, Dagger. So it sounds like no benefit for me from using dual wield. It's either mace for higher damage or rapier for accuracy.

 

And there's a really sweet rod in the Endless Paths.



#37
Climhazzard

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For a good monk build try.

 

16s-12c-16d-10p-8i-16r  or  16-10-16-10-10-16 for better range on torments reach.

 

Balanced offensive and defensive stats, enough intelligence that the range on torment's reach isn't gimped.  I don't use swift strikes, I prefer torments reach, force of anguish, and flaggelant's path.  Play a human for best offensive results.

 

Preferred abilities

 

Torment's reach-  Monk aoe damage, and you can spam it on single targets for good dps too.

Force of anguish-  Very fun ability to use, strong crowd control you can use to protect yourself or party members.

Flaggelant's path-  Teleport to any mob, great for taking out pesky mages, or getting to team members in danger, I love this one.

Rooting pain-  If you get mobbed, this kills weaker enemies by itself.

Turning wheel-  your auto attack damage goes up as you accumulate wounds

 

Preferred talents

 

Weapon focus: Peasant-  Fists actually do great damage, I think sabers have the highest potential for damage with Torments reach though, so I'm going to try Ruffian on my next playthrough.

Lesser wounds-  Essential for monk dps, you really need to be able to spam your abilities.

Two weapon style-  Two weapons for highest full attack damage on torment's reach, it works with fists too, I tested it quite a bit to make sure.

Vulnerable attack-  Most opponents have enough armor to make this worth it.

Duality of mortal presence-  Monk can't be played as glass canon, this talent helps you control incoming damage, turn it off if the mobs are weaker than you.

Superior deflection-  Same as above, except you can't turn it off.

Fast runner-  Entirely optional, I just like running faster to high priority targets.  And the deflection bonus helps a bit when I force engagement attacks to accumulate wounds.

 

Second skin-  Talent received for doing the crucible knights quest line, it adds +2 to damage resistance, which is helpful since I like to wear enchanted clothes or enchanted berathian priest robes, and the blunting belt.

 

 

Tips

 

-In a 1v1 situation, move to force a disengagement attack if you want to accumulate wounds faster.  

-If you carry multiple sets of armor, you can equip the level of armor that helps you best control your wound accumulation rate and endurance.  You don't usually need to wear heavy armor, but it's good to have the option readily available.

-There is no proper cone display for torment's reach like their is other aoe abilities, but be aware that when properly lined up it can hit several targets.

-Use force of anguish to prevent being overwhelmed by multiple opponents.

 

This build is an offensive build, so let your tank or tanks engage first, I prefer to run 3 melee when I have a melee dps class so that he or she is less likely to be overwhelmed.  Try to get at least one guy to engage your monk so you can start accumulating wounds, if you are fighting weaker opponents, try to engage more than one.



#38
tnc

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That's weird but it might work. I just thought of something.. Is it possible to hit your Monk with another one of your characters and generate wound? Coz that might also solve your problem.



#39
peddroelm

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I'm thinking using "draining"  (vampiric) weapons on a DPS monk could work too .. 


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#40
b0rsuk

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"Adventurer" specialization might just work. Two nice 2-hander types to choose from, Wands as an implement. "Noble" has rods and scepters. Yes, there is a wand with a cute spell on critical, but being less limited is nice.

 

On the other hand, I believe there's a Pollaxe with 1.2 damage against prone and stunned, both of which monks can do!







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