Sites explaining? on 07/16/2012 01:54 PM CDT
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So, I rolled up a monk and am completely lost. Where are the posts or links to what the heck MM, UAF, UDF, etc all mean, what impacts what, etc.

I'm training my monk in brawling, dodge, etc but other than that am clueless and am surprised at the lack of discussion on how Monks are leveling, fighting, etc.

Am I just missing a really obvious link to how combat works with this profession now?

Simple questions like:

Should I have both hands open?
Does training in brawling impact my abilities? (Doesn't seem to?)
Are most monks 1x in spells or .5?
Are most monks training lore, etc?

!!!

~True
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Re: Sites explaining? on 07/16/2012 02:04 PM CDT
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Simple questions like:

Should I have both hands open?
Does training in brawling impact my abilities? (Doesn't seem to?)
Are most monks 1x in spells or .5?
Are most monks training lore, etc?

Aye True!
If you look thru the old posts you will see lots of discussion about various stuff.

Brawling definately is a plus.
You can fight both hands open, or use one or two weapons (specific brawling weapons have been approved; the best really being the yierka-spur).
You can buy special boots and gloves in some weapon shops that can be enchanted which will add their enchant and special abilities to your attacks.
Not sure about spell training and lores; I would guess they would train like other melee characers. .5x seem fine.
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Re: Sites explaining? on 07/16/2012 02:25 PM CDT
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Take a look at what people posted in the various threads about what they did in the beta.

Basic UAC is 2 hands open, with gloves and boots for enchant/flare bonuses. Various permutations of brawling weapons are possible. I reckon they aren't worth it most of the time and the balance shifts towards empty hands as you advance in level. Feras has its uses though.

Straight out of the mangler, stats are more important than training, but once you have a few levels you need that 2x brawling.

1x spells is possible but you really have to cut back on other stuff. I was training slightly under 0.5x in the beta, but I reckon most players will want the spells and will sacrifice other things to get them. Don't ignore MnS in your spell training. 101-103 is pretty useful to get early.

You want lore for the Ironskin benefit, which will mean training a lot early but slacking off once you hit whichever seed point suits you.

If you are stretching for spells you probably won't manage 3x dodge and 2x Cman, but otherwise you should be there or there abouts in them.
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Re: Sites explaining? on 07/16/2012 02:26 PM CDT
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>>Are most monks 1x in spells or .5?

This is one that hasn't been answered recently, so I'll take a crack at it. The design is for Monks to train spells anywhere from .333x to .5x, but many players in the Beta were choosing to front-load those into the early levels, and I can't say that's a bad idea. The assumption is that all Monks will have spells 120 and 1220 by the level cap. Training beyond those spells, or training them earlier is of course up to personal preference, but we expect those TPs to go elsewhere.

GameMaster Oscuro
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Re: Sites explaining? on 07/16/2012 02:27 PM CDT
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Thanks guys! Didn't think to look back for the beta stuff but I'll take a peek as I grind. :) Appreciated.

Best,

Jim/Tk
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Re: Sites explaining? on 07/16/2012 03:07 PM CDT
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I was able to maintain about .65x to .7x per level in spells, and my CS was good enough to use Vertigo in Nelemar at cap.

Here's a re-post of my beta test monk training at level 57.

Combat Maneuvers...................| 212 112
Brawling...........................| 212 112
Multi Opponent Combat..............| 120 30
Physical Fitness...................| 156 56
Dodging............................| 268 168
Harness Power......................| 128 34
Mental Lore - Transformation.......| 25 5
Perception.........................| 114 28
Climbing...........................| 114 28
Swimming...........................| 114 28

Spell Lists
Minor Mental.......................| 37

...your Combat Maneuver training is as follows:

Skill name Mnemonic Ranks
Feint feint 5
Surge of Strength surge 3
Evade Mastery emastery 3
Cunning Defense cdefense 4
Burst of Swiftness burst 3
Perfect Self perfectself 3
Flurry of Blows flurry 2

Set up macros for stance offensive, stance defensive, incant 1219, jab, punch, grapple and kick.

-Marstreforn-

A kobold points at you and yells, "Mine! Chasin!"

A kobold swings a short sword at itself!
Blow glances off the kobold's shoulder.
The kobold blushes furiously!
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Re: Sites explaining? on 07/16/2012 03:57 PM CDT
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>So, I rolled up a monk and am completely lost. ~True

Straight from the mangler, I'm loading

2x into Brawling
3x into Dodge
1x into CMan
1x into Physical
1x into Transformation.
1x spells, focusing on Monk. This is mostly to play with since they are new and I'm very familiar with low level 100s.

Note that 102 will give you DS, but it also hinders your attacking ability. Keep that in mind.

I'm fighting with 2 hands open, I keep Iron Skin up at all times, stance/dance normally. I open with a jab and if the message says "opponent is open to XYZ", I tend to follow up with XYZ. Not always, sometimes you gotta let your feet go flying. Your attacks are JAB, PUNCH, GRAPPLE, KICK. Listed in order of power and difficulty to "tier up".

The concept of "tier up" is... really freaking cool. You are, when you boil it down, setting up your foe to take more damage. The more "tiered up" they are, the more damage they take when you hit them. It answers the question "well if Kick is the most powerful, why don't I just bloody kick all the time?" I open with a jab because this may tier up the opponent, which will let me punch or kick or grapple them for more damage. Using faux numbers for discussion, let's say I can kick a Vaalor elf for 5-10 damage reliably. If I jab them (2-5 damage), and "tier up" them up, THEN kick them, I may do 10-15 damage with said kick because they are "tiered up".

If you have a wizard or cleric handy, you can bless/elemental edge/elemental blade certain hand/footwear. You wear them, they add stuff to your ability to kill other stuff. To find said special bits, check armories. I know that Illistim and Solhaven both sell them, if you ask the merchant to DESCRIBE, they will say "suitable for unarmed combat". That's your solid gold right there. They come 0x off the shelf and can be player enchanted.

Whenever buying 0x gear to have enchanted, I recommend buying 3 sets. Wear one, have one set enchanted to 2x (takes about a bit less than a week), have one set to 4x. Having the 2x and 4x enchanted at the same time saves you waiting a bit, and gives you a spare set to donate to someone else as you don your more powerful gear. Smooth fashion transition. Just don't get hasty and alter your 0x. Not that I've ever done this, mind you. ::stare::

- Kevin has been through the mangler a time-or-two.
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Re: Sites explaining? on 07/16/2012 03:59 PM CDT
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I should note that the previous is not a long-term training plan. It's a way to get out of the gate and survive. Mix it up as you go forward.

- Kevin enjoys waffles.
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Re: Sites explaining? on 07/16/2012 04:52 PM CDT
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102 was a good idea early on in the beta. Its a bad idea now. It completely crippled my ability to hunt at level 2. Later on when the penalty is a smaller fraction of your UAF, it should become useable, but the upping of low level creature defenses has put them into the ballpark where the penalty on 102 is extremely nasty.
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Re: Sites explaining? on 07/16/2012 05:34 PM CDT
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Thanks Kevin that was uber helpful! The tiering was what confused me most, but it's rather straightforward now that you prefaced it. :)

Now to find some enchanted gear!
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Re: Sites explaining? on 07/16/2012 05:39 PM CDT
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Can't seem to find brawling gear in the landing. Oversight since it's one of the starting towns? One would assume it'd be there by now?
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Re: Sites explaining? on 07/16/2012 05:42 PM CDT
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True,

The places with brawling accessories for sale were the armory in Solhaven, the weaponshops in TI/TV. I believe Finros just posted that mist harbor, zul, and teras as well all had gear for sale, though he didn't say whether it was weapon or armor shop. Apparently location sold is up to the town guru. While ordering you can DESCRIBE the item in the list and the shop owner will tell you if it works with the ucs.


Lochiven
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Re: Sites explaining? on 07/16/2012 10:07 PM CDT
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Appreciated! not all that interested in hoofing it with the little one to other towns and the landing doesn't have any, so... I suppose I'll take TK shopping and circumvent the intent by swapping gear around. :)
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