dont get the monk class
ameliaboggins
Member Posts: 287
they seem so dull to play?
feel like a jack of all trades and master of non?
where is their cutting edge?
are they really only for roleplayers and bruce lee fetishers ?!
feel like a jack of all trades and master of non?
where is their cutting edge?
are they really only for roleplayers and bruce lee fetishers ?!
0
Comments
just dont see them superior to swashbuckler or blade.
just something missing from them for me i guess. Also i tend to prefer my melee types dual weilding decent weapons...
I have tried to play one in BG but became bored as he played like a weak fighter. I agree with the comment above on earning your power slowly. Once you start getting the immunities, extra attacks, extra AC, etc. the monk really starts to shine and become a unique play experience. They make great scouts and mage killers.
On the monk specific items, there are some for monks now, but still I wish they had more monk only items like in Neverwinter Nights, e.g. robes, belts, gloves.
SoD makes them a bit more appealing.
1- Do Sun Soul (or Dark Moon) monks get the same bonuses as a normal monks, minus the setbacks listed in the class description? I wanna make a Sun Soul, but don't want to give up the magic resistance and other dandy things the normal monk gets. Should I just play a normal monk?
2- Is there any way to strip the monk of their increased movement speed? I don't want my monk to end up getting miles ahead of the party and walk right into an ambush, only to have to wait around for the rest of the party to catch up..
I never had that much trouble with critical hits, but then again, I don't solo, so my monk always had at least one solid NPC around to help absorb punishment. For most battles, the monk didn't need to do a lot of hit & run, but against really tough opponents with potentially devastating crit hits, the combination of being able to hit & run very effectively and being able to potentially stun the enemy made up for the lack of any critical protection. Takes more work, sure, but then again, one reason I don't really enjoy playing fighters is that they DON'T take much work. Just rush in and start swinging. Boring!
There's another side to this as well. Sure, the monk is more vulnerable to crit hits than most other melee fighters. On the flip side, they become less vulnerable to a lot of other dangers in combat. As the monk progresses, he gets...bonus against missiles, immunity to disease, immunity to slow, immunity to poison, immunity to charm, magic resistance, and immunity to non-magical weapon. And they get a solid self-heal that can help them recover from anything that doesn't immediately kill them. For a vanilla monk, there's also stun, which can render an enemy incapable of striking back. It's easy to forget about all these defensive bonuses, some of which kick in at reasonably low levels and can make a surprising difference. I actually found my monk was surviving better in a lot of fights than my tank-types during SoD and the first half of BG2, even though the tank-types had better overall AC and crit protection.
Also don't forget stealth. Not really that useful at low levels, but once you get it built up a bit, it's quite useful in setting up the fights to your best advantage, especially if you are a vanilla monk with stun or quivering palm available. Nothing quite like sneaking around a horde to the most dangerous individual and popping out of hiding with a stunning blow and/or instant-death-blow. Again, you don't need crit protection against something that can't move or doesn't live long enough to even get one strike in.
Yup, load up your game in EEKeeper, go to the 'effects' tab, and delete the 'movement modifier'. This may have to be removed again at level up (or maybe just the level ups where your movement speed increases). I agree, the movement speed bonus is great when solo'ing but more of a detriment in a party.
This is a very dangerous tool...