Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then.I just had to throw omnislash in there even though there's already Whispers in the Wind. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. The punch attack skills count as new "monk combo" attacks meaning that their recovery is 0. He'll rob your house, he'll eff your wife. They are pretty flexible and durable.A monk is love, a monk is life. Or put him in padded and use him like a rogue flanking the frontline. You could put him in heavy plate with a shield on switch, maybe a endurance drain weapon on the other, and have him stand in the middle of the fray. You could put a shield in one for when you want to slow down the rate of incoming damage. A super high deflection would preclude generating wounds but if you are not taking damage you can tank forever and just auto-attack beat down the mob.Ī monk using fists has two additional empty weapon slots. Monks are unique in that they need to take damage in order to generate wounds that are then turned into large bursts of damage via torments and FoA. A monk could perform well in this role, would have less engagements than a fighter but would output some good damage with nice AoE cones, would probably need heavy armor to take the brunt of the enemy horde. The crowd killing is more spread amongst your team and might need more than one frontline melee. With this you can not hold back the hordes for ever like the deflection tank but you can hold them long enough for your higher damage output to put the crowd down. Two handed fighters in heavy armor, spec'd for damage while still running defender modal. I'd recommend this approach for anyone who will be in melee on the front lines.ģ.) Offensive (or good enough for long enough) tanking - Here your frontline melee tries to get as much DR as possible and as much deflection while trying for maximum damage. Works best when combined with deflection tanking as the number of hits are small and those are mitigated by your DR. One super tank might be enough to hold the front while the five glass cannons obliterate the crowd.Ģ.) DR (Damage Reduction) tanking - you get the heaviest armor and just eat the incoming hits. This type of tanking requires the other members of the team to do all the killing. Fighters and Paladins have the most class specific talents to assist in reaching this plateau. Shields help/required to get to this level. Tanking can mean different things to different people.ġ.) Deflection tanking - you have so much deflection that enemies just can't hit you, 120+. How about tanking? would i need a shield or an armor? One of the PotD solo videos of the final boss was a monk using fists and spears. If you are using other builds, like tank or CC, then I'm not sure what the best route is, but fists are definitely viable in most cases. But didn't really get better than fists until the end of the game. The strongest option for a torment's reach dps build by endgame is probably dual sabers, using resolution and purgatory sabers, I used it to endgame with one of my monks and it was a bit stronger than fists for sure. There's only enough materials available in the game to enchant one or two unique weapons up to superb status. You can save your enchanting materials for other characters, and you can save any weapons you find for other characters. What I mean is, is that your fists are equal to a superb weapon by level 9 or 10, you don't have to find any weapon and equip it. ![]() In my opinion the main advantage of fists is that you never have to enchant them, of course the main downside to fists is that you can't. By endgame they are about equal to superb weapons with a lash enchant, but lack additional unique enchants like endurance drain and crit multiplier so are ultimately not as strong as some unique weapon options. They gain bonuses as you level up so they stay viable through the game. ![]() Fists are as fast as fast speed weapons, and do as much damage as average speed weapons.
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