Sorry for being the annoying guy that always keeps asking questions but what about Perception on the Dark Moon Monk? "+2 saving throws VS Illusion spells"... since when does one ever make a saving throw against illusion spells?! The only one I could find in the whole spell list would be 'Blindness' since this is the only spell in the illusion school which is cast against an enemy target..
@OperativeNL - as of the new patch, it seems that Dark Moon Monks are getting the same skill as Thieves - detect illusion. My DMM has 24 points in it (by default). It will probably work as Thieve's skill = detects illusions, doors, invisibility etc. I regrettably don't have real details, what that skill actually does.
I posted this screenshot somewhere else, but just for fellow monk-players:
Yes...the Feldpost thugs are dead. That's a Dark Moon Monk, and he is Lawful Evil, so he had to follow his contract thru. Once the contract was completed, Silke was fair game though. Garrick and Rasaad did not agree. Yes, what killed Silke is the Dark Moon Monk's new replacement for Chill Hand - +2 cold damage to all fist attacks. That's what I call "Cold Fisting". Yes, I like the new Dark Moon Monk.
Sorry for being the annoying guy that always keeps asking questions but what about Perception on the Dark Moon Monk? "+2 saving throws VS Illusion spells"... since when does one ever make a saving throw against illusion spells?! The only one I could find in the whole spell list would be 'Blindness' since this is the only spell in the illusion school which is cast against an enemy target..
That would be it. Unless enemies start casting deafness
@elminster - in the new patch, the DMM gets a Thieves' skill "Detect Illusion". The value and viability of this new skill and the +2 against illusion bonus is still to be found out. For me (so far) - it seems useless.
@elminster - in the new patch, the DMM gets a Thieves' skill "Detect Illusion". The value and viability of this new skill and the +2 against illusion bonus is still to be found out. For me (so far) - it seems useless.
Sorry do you mean the +2 illusion bonus is useless or the detect illusion skill? If you focus all your points into the skill it will eventually be useful in BG2. As for the +2 against illusion spells well I suppose there are certain creatures that cause blindness. Not many mind you.
@elminster - I mean both. I don't think I have seen any other creature than a Mephit (start of BG2) who would cast blindness. Not even mages do that. And the Skill - I never really thought it useful not even in BG2, so these 2 "advantages" of the kit are pretty... meh.
Yo man, just wanted to say thanks for this awesome guide, started a new playthrough with dark moon monk yesterday, been enjoying myself very much Edit: Ye so I've missed my actual question, I had a little bit of time yesterday so I wanted to get my monk stats as high as possible, my maxroll was 91, is this correct or are here some guys who got it higher?
@S3nsenmann - as far as I know, you can even get to 100 or so, but it is very unlikely. 94 is very good. I personally don't play min-maxed characters. (As I mentioned, my monk had 18 only in Strength, everything else was lower). You don't need stats that high to beat the game, it's just a little easier.
For monks - 18/17/15 STR/DEX/CON is enough. At the end of the game, you will have 19/18/16 (19 DEX does not give you any real bonuses to AC compared to 18 DEX anyway and anything above 16 CON is also moot - you are not a fighter. Unless you'd want to use the Claw of Kazgaroth. In that case I'd recommend 17CON as starting)
I have also played a DMM and quite like it. Haven't finished the game yet though - planning to write an update about Dark Moon and Sun Soul Monks.
...for comparison - Dorn with same buffs had 85HitPoints, THAC0 2, 2APR, -7AC (with Gauntlets of Dexterity), average dmg with Rancor(+2) 18-27. Insane Blackguard kit buffs+immunities. Yes...arguably a little bit better, but very comparative.
You are aware you are comparing a protagonist with an NPC having a default weapon, right? A bit manipulative of you, I'd say
The cold hard fact is BGEE/BG2EE Monks are weak. Playable, and even soloable, sure enough. But comparatively speaking, that's a very weak and inconvenient (meta-wise) class, that sadly doesn't get much better with the addition of Sun & Moon kits. It's easy to forget just how ridiculously weak Monks are if you play a Monk for a long while and, so to speak, fall in love with the class. However, next time you decide to play... well, just about anything, possibly excluding single-classed Beastmaster or Wizard Slayer, you are going to feel the huge difference.
You are aware you are comparing a protagonist with an NPC having a default weapon, right? A bit manipulative of you, I'd say
People on this forum routinely argue by comparing a min-maxed powergamer's wet dream CHARNAME with a NPC to show that their half-orc EE-keepered multiclass Berserker/Cleric with DUHM, under Berserk and dual wielding 3 two handed swords does 2 dmg per round more to prove they are right.
I am comparing a non-munchkin Monk with an already over-powered NPC with the same buffs, on the same level and with comparable gear to show the gap is quite slim. And no, I am not the slightest bit sorry.
P.S. : powered-up(+2) Dorn's default sword is one of the best in game. The other best weapon is the Spider's Bane (also a +2). I might have given him the +3 World's Edge, but that's arguably the best weapon in-game. Compare that to Monk's +0 fist at level 8. I am trying to show that Monks can be viable and fun and give some tips for other players. You, on the other hand seem to be just trying to prove me wrong.
Well, making you feel sorry wasn't very high on my priority list, in all honesty What I was saying, however, is that your comparison contains a logical fallacy: your Monk is a protagonist, Dorn is an NPC. By definition, any comparison between the two is meaningless. As it stands, your protagonist was slightly inferior to an NPC with a default weapon equipped.
And no, Rancor is not one of the best weapons in BGEE by any standards, and neither is World's Edge, given its late availability. Especially not for Dorn, who should obviously be dual-wielding because of Poison Weapon.
By the way, I explicitly state in my reply that monks are "playable, and even soloable". And your guide is fine, unless you start trying to make people think Monks are something (= a strong efficient class; because that was the whole point of that comparison with Dorn, correct?) they are not. Most definitely not.
@Tisamon - Sorry mate, but when you encounter Dorn, he will have 2 pips in Two-handers and 2 in Two-handed-weapons. Till lvl 8, he will get another 2 pips to distribute and if I wanted him to dual-wield anything with efficiency, I would need at least 4 pips.
Unless you cheat and EEKeeper him, Two-handers are the best choice for him. But if you are willing to EEkeeper Dorn, why stop there and not give him more CON? or Dex, so I don't have to use the 18DEX gauntlets to get better AC? And then we are getting into the usual power-gamer nitpicking, which actually defies what I said right at the start of my guide.
"What is this guide NOT for: for powergamers who seek to min-max APR, weapon average damage and tirelessly argue about 0.15% median damage increase."
...I seriously don't want to go there. It is your opinion, just like the one below is mine. This is not a competitive MMORPG, this is an old-school RPG, where you can just steamroll everything with a min-maxed Fighter kit, or have some fun with other non-OP classes. My guide is about the latter. But yes - just as you said - the game is soloable with a Monk.
My opinion is, that Monk is viable and can be very powerful and the sole purpose of this, is (as have I already said) to share some tips and tricks with other players that want to play a Monk.
Regarding Dorn the dual-wielder: you conveniently forget the obvious fact his superhuman Str compensates for bad off-hand THAC0. An extra attack with Poison Weapon = weapon dmg + 12 dmg at the very least. Two stars into scimitars, and dual-wield Rashad's Talon/Icingdeath. There can be no doubt which setup is stronger, 2H or DW, it's a matter of elementary math. It's worthy to remember we are not talking BG2 here: 99% of the enemies in BGEE (everyone except Sarevok and a couple of monsters at the lower levels of Durlag's tower) cannot boast half-decent AC.
Regarding Monks: above, I have already stated my position in a clear enough way, I believe. I have understood your position as well. There is absolutely nothing to add to that, so it's an end of discussion (such as it was) from my perspective
@Tisamon - I did not "conveniently forget". I just wouldn't drop Dorn's (mainhand and offhand) THAC0 so much just for the sake of dual-wielding and was always content with his two-handers. They suit him more.
@Tisamon If you're going to make a bizarre claim like that you'd better back it up instead of making assertions about "obvious facts" and "elementary math". Superhuman strength is not going to compensate for -8 to the offhand. Despite your claims about AC THAC0 makes a big difference in BGEE.
You only get two uses of poison weapon per day and it's not worth it to dual wield just for that. If you want to maximize poison weapon on Dorn put pips in longbow and use arrows of detonation.
Many characters can dual wield better than Dorn, but Dorn is the best user of Spider's Bane.
Comparing a PC to an NPC is perfectly valid. Dorn is a strong NPC and non-monk players might assume that a PC monk is comparable to Rasaad rather than a strong NPC.
>Superhuman strength is not going to compensate for -8 to the offhand.
By itself, no. Combined with warrior THAC0 and weapon specialization - yes, surely.
>Despite your claims about AC THAC0 makes a big difference in BGEE.
No, it doesn't in the vast majority of normal scenarios (level 1 mage trying to hit a full plate guard with his quarterstaff is not a normal scenario). I've done (and recorded -- speaking of backing things up, friend) enough solo runs to know that practically, and digged enough into the CRE files while modding/looking up in-game info to know that theoretically. Despite your claims to the contrary, facts remain facts
>You only get two uses of poison weapon per day and it's not worth it to dual wield just for that.
I think you misunderstand Poison Weapon mechanics. Two uses/day = 1 turn. Now, do your battles typically last more? Or are you playing no-rest runs exclusively, perhaps? In a nutshell, Poison Weapon is the strongest damage enhancement in the whole game. It translates into at least +12 damage dealt per hit. More attacks = potentially more hits. Typically low enemy AC = prioritize ApR over THAC0. I believe I've made my reasoning as clear as I could now.
>If you want to maximize poison weapon on Dorn put pips in longbow and use arrows of detonation.
Uh-huh. Do you know how many Arrows of Detonation are there in the game? 14 accessible ones. That's one hell of maximization you are suggesting, I say. Speaking of bizzare claims, indeed...
@Tisamon "Yes, surely" is not good enough. -8 is a noticeable difference. There are plenty of enemies in plate and with SCS mage and cleric buffs you're not going to have a high chance to hit with -8 to your thac0. I know how to read CRE files too, you know?
No, I understand Poison Weapon mechanics. You can't poison an enemy you don't hit. 2 uses/day is long enough for one battle or two but you've used up your poison for the day. Maybe you rest after every fight, but for players like me it means we need to manage our resources.
"Typically low enemy AC = prioritize ApR over THAC0" - that's not true at all. If anything APR is better against high AC because you hit them regardless of your THAC0.
You can still use poison on regular arrows or your sword. 14 arrows of detonation is enough.
>SCS mage and cleric buffs you're not going to have a high chance to hit with -8 to your thac0.
How come we are discussing SCS now, all of a sudden? If you prefer to play SCS, that's your right, but... come on, it's a mod. Not even a semi-official one, like Ascension for BG2. That's nonsense, excuse me. I struggle to find any semblance of logic in your reasoning, and I fail miserably....
>Maybe you rest after every fight, but for players like me it means we need to manage our resources.
Gosh. What's wrong with resting after each battle, now? Not to mention that in a no-reload run you sort of have to, unless you are feeling extremely lucky.
>If anything APR is better against high AC because you hit them regardless of your THAC0.
Oh, really... When I talk about low AC, I evidently don't mean venerable dragon-like -14 Low=bad, as per normal usage, not as per technical AD&D jargon.
>You can still use poison on regular arrows or your sword. 14 arrows of detonation is enough.
Enough for what? To be honest, I did two solo no-reload runs with ranged poison-users ( and and they manage just fine without using a single Arrow of Detonation. That said, after playing a melee dual-wielding poison user extensively, I can tell the difference in damage output is huge, while safety concerns (distance) become largely tangential if you have a very early/very easily accessible combination of Ankheg Plate, RoP +1 and Girdle of Piercing equipped.
Anyway, our discussion has gone completely off-topic, kind sir. As far as I can see, it's also a pointless one. Therefore, I remove myself from its course unilaterally
@Tisamon It is a mod, but who are you to say that playing unmodded is the right way? You're missing the point - everyone plays with their own mods and restrictions. I'm not criticizing you for playing an easier game or using lots of cheese. But you can't assume that your playstyle is the only relevant one.
You don't notice the drawbacks of -8 thac0 because you fight easier enemies, but that doesn't mean it doesn't exist. Nor do you have to use Arrows of Detonation and you can beat the game without using poison weapon at all... but that doesn't mean it's not effective. I question whether you've actually tried dual-wielding Dorn without proficiency points because it seems your experience is largely based on your dual-wielding PC.
Anyways, I won't derail the thread further either. I only wanted to call you out on your mistakes because you were completely missing Southpaw's point in addition to being overly aggressive about it.
>I'm not criticizing you for playing an easier game or using lots of cheese. But you can't assume that your >playstyle is the only relevant one.
An easier game? How so? Do a solo hardcore run on Insane and tell me exactly what a cakewalk it is Anyway, that's not the point. What I wanted to say is that there are mods, playstyles, and whatnot, and then there is a vanilla game, which sets the standard, the starting point, the default. It goes without saying that a vanilla 1.2.0, not that semi-updated SCS mod, is our main reference point when we discuss BGEE. To claim it's just one of the many equivalent playstyles is... ugh, very democratic of you, I guess, but not very clever.
>to being overly aggressive about it
Me being what? I don't know what your standards in this respect are, friend. Truth be told, I don't even think _you_ are aggressive, just misguided somewhat/not very competent, and so trying to compensate for a lack of firm understanding with a harsh commanding tone It's mildly amusing, and I surely don't take offence. Now, I was much more tactful and politically correct in my discussion with Southpaw than you are now -- and judging from the tone of his replies, he didn't take offence, either.
@Tisamon - I agree with @nano upon the point that I personally think having Dorn dual-wield without proficiency points is gimping him greatly. Yes, his poison weapon is awesome, but better spent with a Longbow (that goes well with the 2-handers). A PC Blackguard dual-wielding is awesome.
On the other hand. APR is important and SCS-un-modded BGEE game has very many enemies with high AC. But the ones that you actually need to hit hard and use poison against (bosses etc) do not.
Anyway...let's leave this discussion here now please. Or start another thread. Thank you.
Thanks for the excellent guide, @Southpaw. It has inspired me to play a DMM in BGEE. Planning to form a trio with Rasaad and whatever NPC I need for the various quests. I guess the suggested point allocation at levelup is everything in Move Silently?
@Fafnir - yes. Preferably. Monks can't disarm traps so the trap finding is not really useful. However, being able to stalk and attack from the shadows gives you a surprise advantage in some fights. (Especially if you open with a special ability like Stunning Fist or Quivering Palm you can get a one-hit-kill) Dark Moon Monk can invest a bit into the Detect Illusion skill too.
Great Guide Southpaw ! Found it really usefull ! But I've got some Questions... I just wanted to know if you (or anyone else) could enlighten me/us about the various Kits of the Monk ?
Is it better to play a "Regular" Monk ? A Dark Moon one ? Or a Soul Sun one ? What are the Pros/Cons on each Kit, abilities, etc ? I just can't decide which one to choose at the moment, and really want to start my First Monk Class .
Thanks again for your Guide, & will come back to you for your answers, or please, guide me on a similar thread about those questions, I wasn't able to find it. (Sorry, I'm not a native English speaker, I hope I'm understood...)
@Dexion The big pro to the unkitted Monk is stunning fist, which neither of the kits get. Save or be stunned is a powerful effect, as it means every attack will hit the enemy for its duration; it loses some utility as enemy saving throws get better, but at the same time your APR is also improving, giving you more chances to apply it, and you can use it more often. Dark Moon Monks trade this ability for one that gives extra cold damage on their attacks, so they are better at consistent damage. Sun Soul Monks trade it for the ability to shoot blasts of fire, which gives them some AoE burst damage.
At higher levels, Dark Moon Monks trade Lay on Hands, which heals the monk, for a variety of defensive spells like blur and mirror image, so if you prefer to prevent damage rather than heal it, the DMM might be more appealing. The Sun Soul Monk trades Quivering Palm, which is a save or die, for more fire-based attacks, so if you prefer reliable burst damage to a single hit which can swing the battle or fail utterly, the Sun Soul Monk might be more appealing. Also, a few of the SSM's special attacks are particularly potent against undead, which is appeal for the first half of BG2, where undead are constantly coming out of the woodwork to attack you.
@Dexion - I am playing BGEE with a DarkMoonMonk(main character) and a SunSoulMonk (Rasaad) to fully explore both kits, but haven't beaten the game with them yet. (They both just got 6th level) Regrettably. I actually plan to post an update about these 2 kits, once I finish at least BGEE.
So far, I would say that all 3 kits (Sun Soul, normal, Dark Moon) are quite balanced in power. they have just a different flavour. I'll try to shortly describe them:
Sun Soul Monk (Lawful Good) Fiery monk with access to a ranged attack and several fire-based power-ups. Bonuses to fight against undead. A bit more offensive than other 2 kits because he has not defensive tricks at all. Think a Sayian from DragonballZ.
Kitless Monk (any alignment, but suits Lawful Neutral the best) Standard martial artist that does feels more like a standard fighter and does not rely on magical abilities like his kits counterparts. The only defensive trick he has up his sleeve is Stunning Fist that renders the enemy paralyzed. I hear this gets largely resisted in BG2, but in BGEE, it's quite viable. Think of a standard boxer or MMArtist.
Dark Moon Monk (Lawful Evil) A monk with cold-based attacks and some magical tricks. A bit better defense than other monk kits due to the spells he gets (Blur, Blindness, Mirror Image). Trades Stunning Fist for cold-powered attacks which are actually better, especially on higher levels, when most enemies just resist the stun. (There's no save against +2 cold damage to each (!) attack for a couple of rounds). Also, trades Lay on Hands for Vampiric Touch which is sometimes better. Think an unarmed assassin.
Hope that helps when deciding. I have finished the game with a kitless monk and they are good. Dark Moon Monk seems to be a bit more fun though. Sun Soul Monk - you've got Rasaad for that.
Comments
Sorry for being the annoying guy that always keeps asking questions but what about Perception on the Dark Moon Monk? "+2 saving throws VS Illusion spells"... since when does one ever make a saving throw against illusion spells?! The only one I could find in the whole spell list would be 'Blindness' since this is the only spell in the illusion school which is cast against an enemy target..
Yes...the Feldpost thugs are dead. That's a Dark Moon Monk, and he is Lawful Evil, so he had to follow his contract thru. Once the contract was completed, Silke was fair game though. Garrick and Rasaad did not agree.
Yes, what killed Silke is the Dark Moon Monk's new replacement for Chill Hand - +2 cold damage to all fist attacks. That's what I call "Cold Fisting".
Yes, I like the new Dark Moon Monk.
The value and viability of this new skill and the +2 against illusion bonus is still to be found out.
For me (so far) - it seems useless.
Edit: Ye so I've missed my actual question, I had a little bit of time yesterday so I wanted to get my monk stats as high as possible, my maxroll was 91, is this correct or are here some guys who got it higher?
94 is very good. I personally don't play min-maxed characters. (As I mentioned, my monk had 18 only in Strength, everything else was lower). You don't need stats that high to beat the game, it's just a little easier.
For monks - 18/17/15 STR/DEX/CON is enough. At the end of the game, you will have 19/18/16
(19 DEX does not give you any real bonuses to AC compared to 18 DEX anyway and anything above 16 CON is also moot - you are not a fighter. Unless you'd want to use the Claw of Kazgaroth. In that case I'd recommend 17CON as starting)
I have also played a DMM and quite like it. Haven't finished the game yet though - planning to write an update about Dark Moon and Sun Soul Monks.
The cold hard fact is BGEE/BG2EE Monks are weak. Playable, and even soloable, sure enough. But comparatively speaking, that's a very weak and inconvenient (meta-wise) class, that sadly doesn't get much better with the addition of Sun & Moon kits. It's easy to forget just how ridiculously weak Monks are if you play a Monk for a long while and, so to speak, fall in love with the class. However, next time you decide to play... well, just about anything, possibly excluding single-classed Beastmaster or Wizard Slayer, you are going to feel the huge difference.
I am comparing a non-munchkin Monk with an already over-powered NPC with the same buffs, on the same level and with comparable gear to show the gap is quite slim.
And no, I am not the slightest bit sorry.
P.S. : powered-up(+2) Dorn's default sword is one of the best in game. The other best weapon is the Spider's Bane (also a +2). I might have given him the +3 World's Edge, but that's arguably the best weapon in-game. Compare that to Monk's +0 fist at level 8.
I am trying to show that Monks can be viable and fun and give some tips for other players. You, on the other hand seem to be just trying to prove me wrong.
And no, Rancor is not one of the best weapons in BGEE by any standards, and neither is World's Edge, given its late availability. Especially not for Dorn, who should obviously be dual-wielding because of Poison Weapon.
By the way, I explicitly state in my reply that monks are "playable, and even soloable". And your guide is fine, unless you start trying to make people think Monks are something (= a strong efficient class; because that was the whole point of that comparison with Dorn, correct?) they are not. Most definitely not.
Unless you cheat and EEKeeper him, Two-handers are the best choice for him. But if you are willing to EEkeeper Dorn, why stop there and not give him more CON? or Dex, so I don't have to use the 18DEX gauntlets to get better AC?
And then we are getting into the usual power-gamer nitpicking, which actually defies what I said right at the start of my guide.
...I seriously don't want to go there. It is your opinion, just like the one below is mine.
This is not a competitive MMORPG, this is an old-school RPG, where you can just steamroll everything with a min-maxed Fighter kit, or have some fun with other non-OP classes. My guide is about the latter.
But yes - just as you said - the game is soloable with a Monk.
My opinion is, that Monk is viable and can be very powerful and the sole purpose of this, is (as have I already said) to share some tips and tricks with other players that want to play a Monk.
Regarding Monks: above, I have already stated my position in a clear enough way, I believe. I have understood your position as well. There is absolutely nothing to add to that, so it's an end of discussion (such as it was) from my perspective
They suit him more.
Except for that ... agreed.
You only get two uses of poison weapon per day and it's not worth it to dual wield just for that. If you want to maximize poison weapon on Dorn put pips in longbow and use arrows of detonation.
Many characters can dual wield better than Dorn, but Dorn is the best user of Spider's Bane.
Comparing a PC to an NPC is perfectly valid. Dorn is a strong NPC and non-monk players might assume that a PC monk is comparable to Rasaad rather than a strong NPC.
>Superhuman strength is not going to compensate for -8 to the offhand.
By itself, no. Combined with warrior THAC0 and weapon specialization - yes, surely.
>Despite your claims about AC THAC0 makes a big difference in BGEE.
No, it doesn't in the vast majority of normal scenarios (level 1 mage trying to hit a full plate guard with his quarterstaff is not a normal scenario). I've done (and recorded -- speaking of backing things up, friend) enough solo runs to know that practically, and digged enough into the CRE files while modding/looking up in-game info to know that theoretically. Despite your claims to the contrary, facts remain facts
>You only get two uses of poison weapon per day and it's not worth it to dual wield just for that.
I think you misunderstand Poison Weapon mechanics. Two uses/day = 1 turn. Now, do your battles typically last more? Or are you playing no-rest runs exclusively, perhaps? In a nutshell, Poison Weapon is the strongest damage enhancement in the whole game. It translates into at least +12 damage dealt per hit. More attacks = potentially more hits. Typically low enemy AC = prioritize ApR over THAC0. I believe I've made my reasoning as clear as I could now.
>If you want to maximize poison weapon on Dorn put pips in longbow and use arrows of detonation.
Uh-huh. Do you know how many Arrows of Detonation are there in the game? 14 accessible ones. That's one hell of maximization you are suggesting, I say. Speaking of bizzare claims, indeed...
No, I understand Poison Weapon mechanics. You can't poison an enemy you don't hit. 2 uses/day is long enough for one battle or two but you've used up your poison for the day. Maybe you rest after every fight, but for players like me it means we need to manage our resources.
"Typically low enemy AC = prioritize ApR over THAC0" - that's not true at all. If anything APR is better against high AC because you hit them regardless of your THAC0.
You can still use poison on regular arrows or your sword. 14 arrows of detonation is enough.
And don't discount Spider's Bane.
>SCS mage and cleric buffs you're not going to have a high chance to hit with -8 to your thac0.
How come we are discussing SCS now, all of a sudden? If you prefer to play SCS, that's your right, but... come on, it's a mod. Not even a semi-official one, like Ascension for BG2. That's nonsense, excuse me. I struggle to find any semblance of logic in your reasoning, and I fail miserably....
>Maybe you rest after every fight, but for players like me it means we need to manage our resources.
Gosh. What's wrong with resting after each battle, now? Not to mention that in a no-reload run you sort of have to, unless you are feeling extremely lucky.
>If anything APR is better against high AC because you hit them regardless of your THAC0.
Oh, really... When I talk about low AC, I evidently don't mean venerable dragon-like -14 Low=bad, as per normal usage, not as per technical AD&D jargon.
>You can still use poison on regular arrows or your sword. 14 arrows of detonation is enough.
Enough for what? To be honest, I did two solo no-reload runs with ranged poison-users ( and and they manage just fine without using a single Arrow of Detonation. That said, after playing a melee dual-wielding poison user extensively, I can tell the difference in damage output is huge, while safety concerns (distance) become largely tangential if you have a very early/very easily accessible combination of Ankheg Plate, RoP +1 and Girdle of Piercing equipped.
Anyway, our discussion has gone completely off-topic, kind sir. As far as I can see, it's also a pointless one. Therefore, I remove myself from its course unilaterally
You don't notice the drawbacks of -8 thac0 because you fight easier enemies, but that doesn't mean it doesn't exist. Nor do you have to use Arrows of Detonation and you can beat the game without using poison weapon at all... but that doesn't mean it's not effective. I question whether you've actually tried dual-wielding Dorn without proficiency points because it seems your experience is largely based on your dual-wielding PC.
Anyways, I won't derail the thread further either. I only wanted to call you out on your mistakes because you were completely missing Southpaw's point in addition to being overly aggressive about it.
>I'm not criticizing you for playing an easier game or using lots of cheese. But you can't assume that your >playstyle is the only relevant one.
An easier game? How so? Do a solo hardcore run on Insane and tell me exactly what a cakewalk it is Anyway, that's not the point. What I wanted to say is that there are mods, playstyles, and whatnot, and then there is a vanilla game, which sets the standard, the starting point, the default. It goes without saying that a vanilla 1.2.0, not that semi-updated SCS mod, is our main reference point when we discuss BGEE. To claim it's just one of the many equivalent playstyles is... ugh, very democratic of you, I guess, but not very clever.
>to being overly aggressive about it
Me being what? I don't know what your standards in this respect are, friend. Truth be told, I don't even think _you_ are aggressive, just misguided somewhat/not very competent, and so trying to compensate for a lack of firm understanding with a harsh commanding tone It's mildly amusing, and I surely don't take offence. Now, I was much more tactful and politically correct in my discussion with Southpaw than you are now -- and judging from the tone of his replies, he didn't take offence, either.
I really am done with the subject so... no hard feelings, alright?
On the other hand. APR is important and SCS-un-modded BGEE game has very many enemies with high AC. But the ones that you actually need to hit hard and use poison against (bosses etc) do not.
Anyway...let's leave this discussion here now please. Or start another thread.
Thank you.
Planning to form a trio with Rasaad and whatever NPC I need for the various quests.
I guess the suggested point allocation at levelup is everything in Move Silently?
Dark Moon Monk can invest a bit into the Detect Illusion skill too.
Great Guide Southpaw ! Found it really usefull !
But I've got some Questions... I just wanted to know if you (or anyone else) could enlighten me/us about the various Kits of the Monk ?
Is it better to play a "Regular" Monk ? A Dark Moon one ? Or a Soul Sun one ?
What are the Pros/Cons on each Kit, abilities, etc ?
I just can't decide which one to choose at the moment, and really want to start my First Monk Class .
Thanks again for your Guide, & will come back to you for your answers, or please, guide me on a similar thread about those questions, I wasn't able to find it.
(Sorry, I'm not a native English speaker, I hope I'm understood...)
Bye ! Dex.
At higher levels, Dark Moon Monks trade Lay on Hands, which heals the monk, for a variety of defensive spells like blur and mirror image, so if you prefer to prevent damage rather than heal it, the DMM might be more appealing. The Sun Soul Monk trades Quivering Palm, which is a save or die, for more fire-based attacks, so if you prefer reliable burst damage to a single hit which can swing the battle or fail utterly, the Sun Soul Monk might be more appealing. Also, a few of the SSM's special attacks are particularly potent against undead, which is appeal for the first half of BG2, where undead are constantly coming out of the woodwork to attack you.
Regrettably.
I actually plan to post an update about these 2 kits, once I finish at least BGEE.
So far, I would say that all 3 kits (Sun Soul, normal, Dark Moon) are quite balanced in power. they have just a different flavour.
I'll try to shortly describe them:
Sun Soul Monk (Lawful Good)
Fiery monk with access to a ranged attack and several fire-based power-ups. Bonuses to fight against undead. A bit more offensive than other 2 kits because he has not defensive tricks at all.
Think a Sayian from DragonballZ.
Kitless Monk (any alignment, but suits Lawful Neutral the best)
Standard martial artist that does feels more like a standard fighter and does not rely on magical abilities like his kits counterparts. The only defensive trick he has up his sleeve is Stunning Fist that renders the enemy paralyzed. I hear this gets largely resisted in BG2, but in BGEE, it's quite viable.
Think of a standard boxer or MMArtist.
Dark Moon Monk (Lawful Evil)
A monk with cold-based attacks and some magical tricks. A bit better defense than other monk kits due to the spells he gets (Blur, Blindness, Mirror Image). Trades Stunning Fist for cold-powered attacks which are actually better, especially on higher levels, when most enemies just resist the stun. (There's no save against +2 cold damage to each (!) attack for a couple of rounds). Also, trades Lay on Hands for Vampiric Touch which is sometimes better.
Think an unarmed assassin.
Hope that helps when deciding. I have finished the game with a kitless monk and they are good. Dark Moon Monk seems to be a bit more fun though. Sun Soul Monk - you've got Rasaad for that.