Are monks worth a damn in ToB?
MMMMK
Member Posts: 30
I've been kicking around the idea of running a monk through ToB but I've done several variations on melee fighters before and it's hard to see what the monk actually contributes against the end-game monsters. He can't benefit from Improved Haste so he is mostly relying on Whirlwind, many enemies cannot be stunned (and things like the Celestial Fury make the monk's stunning pretty obsolete) and his quivering palm, which is super cool in theory, is a lot less shiny when there are already several vorpal weapons to pick from in ToB.
Am I missing anything? His magic resistance is good but magic damage has rarely been an issue for me, even in Ascension/SCS.
Thanks
Am I missing anything? His magic resistance is good but magic damage has rarely been an issue for me, even in Ascension/SCS.
Thanks
0
Comments
So that leaves the monk with just their stunning fist, quivering palm, and good MR to make up the difference. I want to like the monk but I just don't see how they can really fit into a party.
* Monk's role? Same as every primary melee class. Run around after the mages and kill the things they leave behind to make you feel useful, or are too minor a threat for them to waste spells on. Aka: Lowly Peon.
* Equip the Scarlet Ninjato in your offhand at an early level.
* Never unequip it until level 18, when you have 4 APR naturally, and even then you probably should keep it for a fifth APR which poisons through stoneskins. Equip Fire Giant's Belt. 22 Strength fists deal 98 damage per round.
* Other lowly peons get to stand in front of the dragon. Do not be the lowly peon that stands in front of the dragon. This is not where anyone sensible wants to stand. Your speciality lowly peon role is to use your mobility to run around the combat and punch targets of opportunity, probably while the mage casts Symbols of Stun right on top of you. Mages appreciate a lowly peon who doesn't get in the way for a change.
* Also, being so easily able to gain completely immunity to magic you're almost as good at surviving against high level mages as other mages are. Your Quivering Palm bypasses stoneskins, as does your stunning blow to crowd control annoying targets (save or stun four times in a single round or get wrecked). Your main job is to shut down and harass spellcasters, hopefully keeping them busy casting spells on you rather than more important people, like the mage. You can even combine this with scouting ahead while stealthed so that you can open the combat with stunning blows. A stunned mage is a dead mage, and one fewer thing for your glorious overlord mages need to worry about.
* Use Gargoyle Boots to get stoneskins. Keep the mirror image shortsword and use it in tough fights. Don't bother trying to tank, just enjoy the added survivability in melee.
* Enjoy your lowly peon.
I never thought about the Quivering Palm and Stunning Blow hitting through Stoneskins like elemental damage does. Nor did I think to use the boots or sword as a one-off to get Stoneskin or Mirror Image =/
I'm tempted to make a run as a DMM (still haven't tried either kit) and bring along Rasaad to see them both.
As someone pointed out, the main thing about monks is that their fists do massive crushing damage. Monk fists do 1-20 base damage at higher levels. For the sake of comparison, a two-handed sword does 1-12 base damage. Note that you can use strength belts/potions to increase your strength, there's even one that raises your strength to 24 - perfect for those boss fights.
Anyway monks also have incredibly high movement speed (even without Haste) and can use stealth. High level monks have no problem getting in/out of melee range or running in/out of combat to abuse stealth.
Overall, Monks make ideal scouts, assassins or skirmisher-type characters.
Besides early game, the problem with monks is that monk movement speed can get addictive. You'll likely end up just parking your party mates under a rock somewhere while you play catch-me-if-you-can-while-I-hit-you-for-30-damage-per-strike with your enemies. Standard fare with gear like strength belts and the Gauntlets of Crushing.
BTW monk unarmed strikes have extended reach, like most two-handed weapons. Keeping them alive is easy if you have a tank like Jaheira.
Does the Thaco penalty hurt though? I suppose the cloak you can get in his quest could help somewhat...
Scarlet Ninja-to is just not that good even just off hand as long as your Thac0 is not good. But once you get the monk gloves in the city of cavern you can equip it (or any other weapon) because for some reason the gloves also gives the thac0 bonus to your offhand if your main hand is your fists.
For the rest of your comment, well, I have played monk quite a lot, both solo and in a party, and it really works till the end of ToB:
In the end, a monk has a natural 78MR. Combined with Ring of Gaxx, hell trials, and the Machine of Lum the Mad, you get 103 MR, basically immune to magic.
Once full stuff with 18 dex, you can have a permanent -17AC. If playing a Dark Moon Monk, which is allegedly the best monk, you can get -20 with their innate cast of blur. You can complement that with a belt of specific AC and Mirror Image and even ToB enemies will have a hard time hitting you.
As for the damage output, well, it is very good.
Two cases: you have played BG1 and used STR tome on your PC. You can then get a natural 22 STR (18base+1 tome+2 hells+1 Machine) and get to 25 through the Headband Righteous magic. In this case, with Righteous magic active you will have a base 4 APR, 43 damage per hit (can be further improved with the Frozen fist ability that adds 2 cold damage per hit and stacks with itself). Thac0 is -16 (I believe the lowest enemy AC is -12 which means you will hit every enemy every hit except of course on a 1)
If you haven't given the STR tome to your character, you can either wield Angurvadal+5 in offhand (22str) and complement to 25 with Righteous magic, use a belt (though AC belt come handy in my opinion), or have 1 less STR (which is 1less damage per hit unbuffed, and 2 less once buffed). I usually take the Angurvadal option.
As for the small adjustments that can be made:
You can equip another headgear once you have cast righteous magic. With the appropriate gear you gain one AC point and lose 1Thac0/Damage (from the permanent bless effect).
You may also consider taking the evil path on the trial that gives either MR or AC. With the amulet of the Seldarine you can still get 103 MR, but you gain an additionnal -2AC which gets you to -22 once buffed (or -23 if you switch hats as well). The cap with 18 dex is -24.
What I call full stuff is:
Gauntlet of Crushing
Headband of the Devout
Amulet of Sensate/Amulet of the Seldarine
Ring of protection+3
Ring of Gaxx
Cloak of the Dark Moon
Night walkers
Belt of specific AC
(Angurvadal off hand if you want it)
If, for some reason, you decide to dual wield, remember that your fists deal much more, thus when you use Whirlwind you should unequip your offhand weapon.
As for the penalty, you're a full THAC0 progression class on Cleric Exp progression. By the SoA cap you have 0 THAC0. With the penalties that's 4 / 8 to hit, which is beyond plentiful for a lowly peon, especially one that's targeting things like mages (and if you're feeling sad in other fights with no mage to punch, just get the party mage to Improved Invisibility you for +4 to hit again).
Note that it is largely irrelevant how well your offhand hits. Sure, more is better, but even at 0 damage (target immune to OH's damage) it is better to use a +APR offhand than some other offhand that just deals more damage/has a higher enchantment level.
That is, of course, assuming that monk fists work like a MH weapon and that you don't have two fists "equipped" while not wielding any weapons. I'm not sure about that since it's been literal years since I last played a Monk, but it would surprise me if it was the case. I'm not 100% certain but I think you could not in fact do that before the EE. Someone correct me if I'm wrong, for the past is dark and full of errors.
Maybe I'll give Monk another try some day. The whole can't-be-hasted thing always put me off, but now with the SR mod IH doesn't double my APR anyway, so... might be worth a shot.
The MR is the same deal that the Rage ability of the Berzerker: it just counter 90% of the magical crowd control of the game, in a single bundle, making you have a LOT less to care about.
That's like... removing 70-80% of the difficulty of the game. Once it reaches 100% it becomes a true game-breaker
Overall SNT is not that good on a monk because:
Early on your Thac0 is not good enough for it to prove useful or better than using your fists only.
Past level 18 it's straight off less good than most magical weapons you can get.
That's, in the end, a short exp range during which SNT is actually useful.
Thanks for pointing that out! I really need to work on Monks a bit, the concept has always intrigued me. It was mentioned earlier that at higher levels, Fists revert back to being a 2h weapon anyway, making OH moot. Is that not the case? I really don't know and I'm at work atm so I can't check myself.
With no offhand weapon equipped I have 4APR
I can equip an offhand weapon, and if I do, I get 5APR (4 from my fist, 1 from offhand). I guess that means Fists are still considered one-handed.
Am I right in assuming that the enchantment level progression of the Fists also adds a static damage bonus? I.e. that a +4 Fist (lvl 25+) deals 1d20+4 damage and not just 1d20 with a +4 enchantment check? What about THAC0 bonus?
Against magic you have a TON of options, from scrolls of protection from magic, to the cloak of mirroring, to the belt of inertial barrier, to DOZENS of protection potions, to gear that provides immunity to various status effects, to the cloak of the sewers (jelly MR).
Meanwhile if a dragon, or just about anything from a difficulty mod fight, decides to go after the squishy character with no stoneskins/protection from magical weapons/etc., that character is screwed. Perhaps not completely because of things like the gargoyle boots or Ras, but still. You are at a severe disadvantage.
That's not to say that MR is an I-Win-Button by any means, but in BG2 at least the bad, nasty spell effects are what give you a hard time. Things beating on your head are easy.
Party-wise, the one with status effect immunity always has Remove Magic ready just in case.
Of the hundreds of runs I've seen over the last decade MR was a factor in maybe a dozen of them. But so far I've seen a grand total of zero runs which did not rely on physical damage protection of some kind (Toughness, Stone/Ironskins, PmfW, Invisibility/Sanctuary, etc)