Monk - question in class advantages in ToB
Monk - question in class advantages in ToB
Since ToB is coming to stores soon, I thought of starting a new game with a monk being the lead character. However, I don't know if it's worth it as I have no idea if his special class advantages (i.e magic res. +3% per level) will progress beyond level 20.
Does the manual in ToB or anyone, anyhow knows anything about progress in monks abilities for 20+ levels? Also, does he gain any new ones? For example, will his fists ever be considered a +4 or +5 weapon in higher levels?
Thanks in advance.
Does the manual in ToB or anyone, anyhow knows anything about progress in monks abilities for 20+ levels? Also, does he gain any new ones? For example, will his fists ever be considered a +4 or +5 weapon in higher levels?
Thanks in advance.
78%... that is lvl 26, right? What about the next levels? I know many people believe monk is overpowered, but the final 78% just isn't fair ! It makes the monk not worth playing beyond lvl 26 - there is nothing to expect for (from a roleplaying advancement point of view).
Share your thoughts please !!
Share your thoughts please !!
Remember, though, the monk's prime advantage is not just in his/her MR, rather it is in his/her utility. Sure, the WS gains more MR over time, but still, can the WS sneak? Can the WS detect traps? Can the WS use the Kick a** monk stuff ( bracers, ioun stone, ninja-to ). I think not.
"Never, EVER, stop in the middle of a hoe-down"
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"For all sad words of tongue or pen, the saddest are these:
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-Homer Simpson
"For all sad words of tongue or pen, the saddest are these:
It might have been"
-John Greenleaf Whittier
Still after level 26 your MR caps but you still get bonuses to your armor class so you can get insanely low armor classes eventually. I finished the end battle in ToB singlehanded with my monk! (invisibility potions, hide in shadows, quivering palm, smite, critical strike and use guerilla tactics) Monks can use the Amulet of Power and there is a bunch of good monk stuff in the game.
Yes, you will be able to get healed by your allies. However, some cleric spells like protections from undead will be resisted by your monk. In the end, I ended up with a -16 AC...still got hit a lot but then again I could move very quickly. Didn't need haste or boots of speed....though boots of avoidence may have been something good to have. BTW from where you are starting, monks cannot be hasted nor slowed. They are immune to poison and disease. These things do not come with a WS inately. You'll need magical enchantments for those benefits. Believe me, you'll have plenty of places to get slowed, poisoned, diseased, or the like. Plus depending on your equipment, you can have a MR over 100, though I don't know if that really helps any. I ended with 108 or 105.
So, if I get it right, most of you think 78% MR (maybe a little more using magical equipment) is acceptably balanced, meaning that it is high enough for defending against enemy spells but also allows for several protective spells that otherwise with MR over 100% would be resisted? Thats my conclusion so far.
However, the question to be answered now is ; Is about 80% MR the perfect percentage, and if not, which one is it?
However, the question to be answered now is ; Is about 80% MR the perfect percentage, and if not, which one is it?
I don't think it matters. If I'm a monk, I don't need protective spells. The only ones that I care about are chant, bless,and defensive harmony. They all work. I don't need protection from the elements because I'm already magically resistant (at least I haven't had any problems with elemental damage) and I am already immune to poison. The only thing I'd be concerned about is level drain, which can be rectified with an amulet. But even at 100 MR some enemy spells will still affect you, so once again it really doesn't matter whether it caps at 78 or 80. If you are trying to use protective spells, you'll find yourself reloading a lot even at 76.