Solo Pure Monk
[QUOTE=silverdragon72]...chapter one - 1st time it should get interesting is shaengarne bridge map - would bet that you don't manage to save the bridge with your monk !
...anyone knows which damage type unarmed is ? slashing or bludgeoning ?
[/QUOTE]
That's an open challenge
As for bare hand damage type: it's bludgeoning.
...anyone knows which damage type unarmed is ? slashing or bludgeoning ?
[/QUOTE]
That's an open challenge
As for bare hand damage type: it's bludgeoning.
Up the IRONS!
[QUOTE=silverdragon72]hmmm...-...I meant to kill Vreak with that monk...
AFAIR Vrek has a 10/+1 or something like that damage resitance...
and some damage immunities... but can't remember exactly
ok you can throw flaming oils at him but you will need a few and you need to stay on distance to Vrek - so you have to target him while he is running after you....[/QUOTE]
Actually, he claims to be magic resistent, but I don't think that he is. Also, all you have to do is battle him till he lays down to regenerate then step back and toss some burning oil potions on him (usually one will do). That's how I've always beat him.
Yes, I think a solo Monk would be hard, but it's doable. As far as saving the bridge, I think your best bet would be to use inivisibilty as soon as you get on the map and then head for the bridge, dialogue quickly the baddie and start working on the orges attacking the bridge. I know for the most part you can't hide during a fight (or atleast I've never been able to) but inivisibility spell should work regardless.
AFAIR Vrek has a 10/+1 or something like that damage resitance...
and some damage immunities... but can't remember exactly
ok you can throw flaming oils at him but you will need a few and you need to stay on distance to Vrek - so you have to target him while he is running after you....[/QUOTE]
Actually, he claims to be magic resistent, but I don't think that he is. Also, all you have to do is battle him till he lays down to regenerate then step back and toss some burning oil potions on him (usually one will do). That's how I've always beat him.
Yes, I think a solo Monk would be hard, but it's doable. As far as saving the bridge, I think your best bet would be to use inivisibilty as soon as you get on the map and then head for the bridge, dialogue quickly the baddie and start working on the orges attacking the bridge. I know for the most part you can't hide during a fight (or atleast I've never been able to) but inivisibility spell should work regardless.
- silverdragon72
- Posts: 850
- Joined: Wed Jan 28, 2004 4:53 am
- Contact:
.
ok forget about Vrek - not the best example...
...my point is how to kill enemies with 15/+1 or even -/+1 damage resitance with a monk before reaching level 10 !
or enemies using stoneskin or other types of 10+X/- damage reduction (cause you don't deal enough damage especially as small monk)
...and how to handle monsters with bludgeoning damage immunity
.
ok forget about Vrek - not the best example...
...my point is how to kill enemies with 15/+1 or even -/+1 damage resitance with a monk before reaching level 10 !
or enemies using stoneskin or other types of 10+X/- damage reduction (cause you don't deal enough damage especially as small monk)
...and how to handle monsters with bludgeoning damage immunity
.
- Wrath-Of-Egg
- Posts: 1147
- Joined: Wed Jul 07, 2004 9:30 am
- Location: Finland.. or on that other place..
- silverdragon72
- Posts: 850
- Joined: Wed Jan 28, 2004 4:53 am
- Contact:
[QUOTE=Wrath-Of-Egg]it is normal..[/QUOTE]
in normal mode many enemies have damage reduction or damage type immunities also !
have a close look on the information screen - I would guess that ~ 50% of all hits get some kind of damage reduction
...e.g. approximately 50% of the enemies have an immunity or at least a very high damage reduction on piercing damage...
...and ice-temple golems & most skeleton types only take damage from bludgeoning...
...on the otherhand some undead have a damage reduction to bludgeoning
...all in normal mode
.
in normal mode many enemies have damage reduction or damage type immunities also !
have a close look on the information screen - I would guess that ~ 50% of all hits get some kind of damage reduction
...e.g. approximately 50% of the enemies have an immunity or at least a very high damage reduction on piercing damage...
...and ice-temple golems & most skeleton types only take damage from bludgeoning...
...on the otherhand some undead have a damage reduction to bludgeoning
...all in normal mode
.
Well, I just finished the fortress. thet took a long time, but most of the creatures vere unable to tuch me, so exept from the odd stry magic missile, I made it pretty much unharmed.
I was unable to save the bridge, (not that it mattered) mainly because I had to kill an insane amount of badguys alone to get there.
Vrek wasn't a problem at all, I just hit him untill he fell down, and then I used some flaming oil to finish him off. It's hilarious to throw whatever grenade potion I have at the ground in the middle of a brawl, and watch as everybody around my monk dies, while she saves without any problem. she got improved evasion at lvl 9 It's the same with all those enemy mages who are so fond of casting snilloch's snowball swarm.
If I ever meet a creature with blunt immunities, I'll just use my trusty greataxe (remember I said that in the first post?)
I use all my quick weapon slots, one fist (blunt) one greataxe (slashing) one crossbow (missile, piercing) and the last one for whatever shortblade I might have (piercing)
Oh, by the way, with the axe I have a damage potential of 8-19 and it seems like the average hit is between 16-18
I've only had to reload a battle once, that was when I rushed into a room of orcs, headed for the shaman, when my monk suddenly failed her will save against hold person and was quickly ripped to shreds. That kinda sucked. After a quick reload I tried again and was succesful.
Actually the greatest problem I have faced so far is what loot to keep, and what loot to disband, 'cause even my nifty bag of holding isn't bottomless.
I was unable to save the bridge, (not that it mattered) mainly because I had to kill an insane amount of badguys alone to get there.
Vrek wasn't a problem at all, I just hit him untill he fell down, and then I used some flaming oil to finish him off. It's hilarious to throw whatever grenade potion I have at the ground in the middle of a brawl, and watch as everybody around my monk dies, while she saves without any problem. she got improved evasion at lvl 9 It's the same with all those enemy mages who are so fond of casting snilloch's snowball swarm.
If I ever meet a creature with blunt immunities, I'll just use my trusty greataxe (remember I said that in the first post?)
I use all my quick weapon slots, one fist (blunt) one greataxe (slashing) one crossbow (missile, piercing) and the last one for whatever shortblade I might have (piercing)
Oh, by the way, with the axe I have a damage potential of 8-19 and it seems like the average hit is between 16-18
I've only had to reload a battle once, that was when I rushed into a room of orcs, headed for the shaman, when my monk suddenly failed her will save against hold person and was quickly ripped to shreds. That kinda sucked. After a quick reload I tried again and was succesful.
Actually the greatest problem I have faced so far is what loot to keep, and what loot to disband, 'cause even my nifty bag of holding isn't bottomless.
This is my signature.
- silverdragon72
- Posts: 850
- Joined: Wed Jan 28, 2004 4:53 am
- Contact:
Drow will be fine if you only travel/fight at night. Take Rapid Shot as your starting Feat to get the most out of your Bow prof. and max out your Dex and Wis. Drop your Cha as you don't really need it much and boost your strength. You can use your Bow as your main weapon running and shooting until you toughen up a bit.
[url="http://www.mortgagedetroitmichigan.com"]Detroit Mortgage[/url] [url="http://www.evansvilleinforeclosures.com"]Evansville Indiana Foreclosures[/url] [url="http://www.denvercoforeclosures.net"]Denver Co Foreclosures[/url]
- winter sorrow
- Posts: 71
- Joined: Tue Sep 28, 2004 7:15 am
- Contact:
One of my games (party of 3) has a drow monk. Drop charisma and intelligence and boost the rest as much as possible. It is important to boost constitution and strength as much as possible - max it out if you can. Later on you'll probably only boost wisdom to increase the effectiveness of the stunning attacks.
Personally I'd not bother with rapid shot and stick to the heavy crossbows. You'll do as much max damage with a heavy crossbow & bolt at the start than with 2 arrows, and you're more likely to hit. Of course, I'm disregarding the crit hit modifier, but you won't need crit hits much at the start.
Pros of drow compared to deep gnome: basically better all-round stats and better potential at melee; vastly superior will saves vs spells that require a will save.
Pros of deep gnome: some mage spell buffs that are good for the early game and higher AC. The higher wisdom score potential also adds +1 to your roll for the stunning attack, although in practice the drow will only be 0.5 behind due to the ECL adjustment to levels.
So, in short, the deep gnome is harder to catch and hit, while the drow is more effective in melee. What are you going to use your monk for? Decoy or butcher. I'd go for butcher and choose drow.
Personally I'd not bother with rapid shot and stick to the heavy crossbows. You'll do as much max damage with a heavy crossbow & bolt at the start than with 2 arrows, and you're more likely to hit. Of course, I'm disregarding the crit hit modifier, but you won't need crit hits much at the start.
Pros of drow compared to deep gnome: basically better all-round stats and better potential at melee; vastly superior will saves vs spells that require a will save.
Pros of deep gnome: some mage spell buffs that are good for the early game and higher AC. The higher wisdom score potential also adds +1 to your roll for the stunning attack, although in practice the drow will only be 0.5 behind due to the ECL adjustment to levels.
So, in short, the deep gnome is harder to catch and hit, while the drow is more effective in melee. What are you going to use your monk for? Decoy or butcher. I'd go for butcher and choose drow.
I have a question regarding spell resistance.
If, say that an enemy mage casts cloudkill, will my monk be able to fight in that cloudkill once she gets to lvl 13 and get her insane SR? ¨
If that is the case, then I have another question, is it possible to find an item that can cast cloudkill in this game?
If, say that an enemy mage casts cloudkill, will my monk be able to fight in that cloudkill once she gets to lvl 13 and get her insane SR? ¨
If that is the case, then I have another question, is it possible to find an item that can cast cloudkill in this game?
This is my signature.
About the ability to fight inside of a cloudkill, I would say yes. I've already run into a couple cloud spell to don't even affect my drow monk, and I would say that cloudkill will be even simpler to ignore, especially after level 13. The drow monk will have an SR of 11+13 with and additional 11+13, which makes out to be 24+24, which is a total of 48. I'd really like to see that mage that can break that!
And the Cosmic AC said, "LET THERE BE LIGHT!"
[QUOTE=winter sorrow]
Pros of drow compared to deep gnome: basically better all-round stats and better potential at melee; vastly superior will saves vs spells that require a will save.
Pros of deep gnome: some mage spell buffs that are good for the early game and higher AC. The higher wisdom score potential also adds +1 to your roll for the stunning attack, although in practice the drow will only be 0.5 behind due to the ECL adjustment to levels.
So, in short, the deep gnome is harder to catch and hit, while the drow is more effective in melee. What are you going to use your monk for? Decoy or butcher. I'd go for butcher and choose drow.[/QUOTE]
If you take a look a the Deep gnome and the Drow You'll see that while the drow has +2 to will saves, the deep gnome has +2 ALL saves. the Deep gnome also has +4 to AC
So while the Drow have some nice immunities and innate abilities, I think the penalties to being out in the sunlight are to bad to bother with. You can't always control when you want to fight, what if you travel to a new area and are immidiatly suprised by a bunch of badguys in the middle of the day?
So my conclusion is to go with the deep gnome, 'cause the Drow have some nice abilities, but the deep gnome has better. And the lvl adjustment doesn't mean too much when you are soloing anyway.
Pros of drow compared to deep gnome: basically better all-round stats and better potential at melee; vastly superior will saves vs spells that require a will save.
Pros of deep gnome: some mage spell buffs that are good for the early game and higher AC. The higher wisdom score potential also adds +1 to your roll for the stunning attack, although in practice the drow will only be 0.5 behind due to the ECL adjustment to levels.
So, in short, the deep gnome is harder to catch and hit, while the drow is more effective in melee. What are you going to use your monk for? Decoy or butcher. I'd go for butcher and choose drow.[/QUOTE]
If you take a look a the Deep gnome and the Drow You'll see that while the drow has +2 to will saves, the deep gnome has +2 ALL saves. the Deep gnome also has +4 to AC
So while the Drow have some nice immunities and innate abilities, I think the penalties to being out in the sunlight are to bad to bother with. You can't always control when you want to fight, what if you travel to a new area and are immidiatly suprised by a bunch of badguys in the middle of the day?
So my conclusion is to go with the deep gnome, 'cause the Drow have some nice abilities, but the deep gnome has better. And the lvl adjustment doesn't mean too much when you are soloing anyway.
This is my signature.
- winter sorrow
- Posts: 71
- Joined: Tue Sep 28, 2004 7:15 am
- Contact:
Disagree that the daylight penalties are severe enough to sway the decision. I fight in broad daylight with a duergar at the moment and I swat orcs away like flies.
Also, am not sure if the +2 bonus is to ALL saves for the deep gnome. I remember seeing somewhere else that it's a +2 bonus vs illusions or something like that. I will check the game feedback when I next resume play with my party with deep gnome.
I still rate the drow over the deep gnome. Faerie fire is not a bad ability for a solo monk - no save -2 armour penalty spell. And apparently, deep gnome's fists do less damage because the race is smaller.
Also, am not sure if the +2 bonus is to ALL saves for the deep gnome. I remember seeing somewhere else that it's a +2 bonus vs illusions or something like that. I will check the game feedback when I next resume play with my party with deep gnome.
I still rate the drow over the deep gnome. Faerie fire is not a bad ability for a solo monk - no save -2 armour penalty spell. And apparently, deep gnome's fists do less damage because the race is smaller.
- silverdragon72
- Posts: 850
- Joined: Wed Jan 28, 2004 4:53 am
- Contact:
- silverdragon72
- Posts: 850
- Joined: Wed Jan 28, 2004 4:53 am
- Contact: