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The Book of Five Traditions: A 4e Monk Handbook
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<blockquote data-quote="MwaO" data-source="post: 6703348" data-attributes="member: 12749"><p><strong>Heroic Powers</strong></p><p></p><p><span style="color: #000000"><strong><u>At-wills</u></strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - All monks should take Five Storms or Steel Wind. I much prefer Five Storms, but both are great multi-attacking power that complement each other well. Then look to how you can exploit either Lion's Den or maybe Blistering Flourish - for Centered Breath Monks, Lion's Den can easily be a triple damage instance, allowing for near Ranger-Twin Strike level damage. DW monks should all take Blistering Flourish. Paragon Centered Breath should get a 12 Con and Lion's Den. For other traditions, I recommend Dragon's Tail, Fallen Needle, or Lion's Den. Maybe Crane's Wings for a Str-based Monk.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Blistering Flourish</span> <span style="color: #FF9900">(Desert Wind) </span></strong>(HoEC) Attacks reflex for standard damage and all subsequent melee attacks deal your charisma in extra damage until the end of next turn. As your FoB is a melee attack occuring after this attack, this is the most damaging single target at-will that monks have, but only DW monks can really use it. Many DW monks will consider using this every other attack. ETV: Some DMs will rule that Blistering Flourish's extra damage stacks with itself. If they do, it is insanely gold for Desert Wind. Note that the initial attack does not actually do fire damage, which both means it can be typed fire damage by a Flaming Weapon and similar items and that unless that happens, the initial damage roll won't work with Fiery Blood, Sarifal's Blessing or other fire options based on doing fire damage.</span></p><p></p><p><span style="color: #000000"><strong>Crane’s Wings </strong>(PHB3)- This power contains some mismatched elements. It attacks Fort, which you shouldn't use on the front line, and adds a push, which is useful on the front line, to put enemies in damaging zones, and to break grabs. For<span style="color: #0000FF"><strong> Str-based</strong></span> Monks, the <strong><span style="color: #00CCFF"><span style="color: #800080">Movement Technique</span> </span></strong>gives a +5 bonus to jump and allows you to jump father than your speed. This allows you to potentially move faster than your speed, potentially negate the slowed condition (even on non-Str Monks), and get past difficult terrain and other obstacles. However, it is important to note that you can't use the jump bonus as part of a larger move action. The attack itself is especially good for push builds, polearm builds, and campaigns with a lot of dangerous terrain (like cliffs). In addition, for Centered Breath, you can slide the opponent before you push him, so you have a good deal of control of where he goes. Keep in-mind that when you hit with an attack that pushes, you must apply your flurry of blows before the push, which is allowed as the movement would invalidate FoB, and not after completely resolving the triggering attack's hit line as you normally would. </span></p><p></p><p><span style="color: #000000"><strong>Crashing Wave</strong> <strong><span style="color: #0000FF">(ET and SF)</span> </strong>(HoEC) Attacks fort for standard damage and slides 1, which is useful. If you're an ET or SF monk, the movement technique gives you the longest at-will shift in the game (by mid paragon), but isn't usable by other monks. Centered Breath Monks could use this for Polearm Momentum tricks.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Dancing</span></strong><span style="color: #800080"><strong>Cobra </strong></span>(PHB3)- It attacks reflex, gives good damage, and adds wisdom to to damage if you provoke an OA from the target, which can be <strong>useful for durable Centered Breath </strong>on marked enemies, especially in the <strong>Heroic Tier</strong>. The problem is that Fallen Needle is almost strictly superior unless you manage to utilize the OA capabilities.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Dragon’s Tail </strong></span>(PHB3)- It attacks fort and knocks prone. When combined with a decent MBA, this power can be devastating against the back line, because it causes them to lose their move action standing up. This forces them to choose between making poor melee attacks and provoking an OA by using ranged attacks. On the downside, the <strong>Movement Technique</strong> isn't nearly as useful as other techniques. Overall, it's a bit specialized, but a very nice power. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Fallen Needle</span></strong> (D389) - It attacks reflex, gives good damage, and gives a -2 penalty to attack you. This is a nice attack that blends offense and defense nicely. In addition, the <strong><span style="color: #00CCFF">Movement Technique </span></strong>is very flexible and useful as monks don't have much pressure on their minor actions. It can be used to get another shift or another move 3 as a minor, so it is useful both to simply move more (e.g., speed+3), to disengage (e.g., shift away, then move your speed), to ignore the effects of slow (as the movement doesn't rely on your speed), and to move, attack, and then move again.</span></p><p></p><p><span style="color: #000000"><span style="color: #FF9900"><strong>Five Storms</strong></span> (PHB3)- It's a close burst 1 at-will versus reflex that targets only enemies and does decent damage. This power is supremely suited to laying down hurt in the front line. It also is great that you get to pick how many creatures you place in its range, so you can easily control the amount of extra aggro you draw by using the power. As an area attack, it also allows you to negate concealment penalties. To make a great technique even better, the <strong><span style="color: #00CCFF">Movement Technique </span></strong>lets you shift 2, which is equivalent to an Epic feat. This is a virtually a must-have for any monk.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Lion's Den</span> (Iron Soul, Centered Breath, </strong></span><span style="color: #ff8c00"><strong>WereX+Slide</strong></span><span style="color: #000000"><strong>)</strong> (PsiP)- It attacks reflex for relatively poor damage. However, you get to deal your constitution modifer if an enemy becomes adjacent to you. The <strong><span style="color: #0000FF">Movement Technique</span></strong> gives you a small defense boost and single shift. Overall, the power appears only useful for Iron Souls, but Centered Breath WereX can really do a lot of damage with this one, once you hit 11th and easily have a 12 Con. i.e. Lion's Den(do +1d10), Centered Breath(do +1d10), slide target to adjacent square(do 1+1d10 more) - it isn't hard to hit optimized CharOp values in terms of damage and would be <strong>Gold</strong> for such a character. We generally avoid this on CharOp, but Mark of Storm can solve the slide problem for Lion's Den and would work really well as a result.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Steel Wind</span></strong> (PsiP)- It's a close blast 2 versus reflex that targets only enemies and does decent damage. This power isn't quite as well suited as Five Storms for laying down massive hurt in the front line, but it is close. To make a great technique even better, the <strong><span style="color: #00CCFF">Movement Technique </span></strong>lets you move your speed+2 <em>and</em> end a mark. </span></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Level 1: Encounter</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u>- Call up the Savage Wind, Drunken Monkey, and Open the Gates of Battle are all a little situational, but are all solid powers. Call up the Savage Wind is great for setting up a nova wrong. Drunken Monkey is a lot of fun, especially if you can spawn all three attacks. Iron souls also may be drawn to Swift River Floods. Desert Wind may like Light the Fire. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Awaken the Slumbering Hurt<span style="color: #0000FF">(Stone Fist, Eternal Tide)</span> </strong></span>– (PHB3) It targets a single target's fortitude, making it more useful versus the back line. Versus bloodied targets it gives you extra Strength damage to this attack and your next one(i.e. Flurry). For Stone Fist and Eternal Tide monks, it is kind of the opposite of Open the Gates of Battle. 2d8+(Str*2) = 15. Open the Gates of Battle = 3d10 = 16.5. I think I'd rather do more damage up front to bloody the target in the first place than have to wait to use my encounter power. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Balance Restored</span> <span style="color: #800080">(SF or ET)</span> </strong>(HoEC) - Attacks fort for low damage and a push equal to half your strength modifier. You generally want enemies close by as a monk, so not very helpful. The MT allows a shift 1 and knock the next enemy that hits you prone. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Call up the Savage Wind</strong> </span>(HoEC) - A close blast 3 that attacks fort for low damage. The effect slides enemies one, which allows for you to set up a nice nova round. The MT lets you ignore difficult terrain. Overall, a very useful power. Auto-proning with Polearm Momentum, too is easily possible.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000"><strong><span style="color: #0000FF">Drunken Monkey <span style="color: #00CCFF">(Centered Breath)</span></span> </strong>(PHB3)</span></span> – It targets will, and causes the target to attack an enemy (including itself) with your wisdom as a bonus. This means it is powerful and highly accurate, especially for Centered Breath. If the target is marked by a Fighter, Warden, or Assualt Swordmage (but not a Paladin, Battlemind or Knight), the attack will also kick in the defender's punishment. In other words, Drunken Monkey will frequently grant 3 attacks. Overall, this is a fun and very damaging power when used in right situation. It also stays useful as you level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Eagle Claw</span> (Stone Fist, Eternal Tide)</strong> (PsiP) - Attacks fortitude for normal damage. The target also take a penalty to AC equal to your str. Too bad you don't have any attacks versus AC! Perhaps could be useful in the right party or the right build. At least the movement technique lets you fly. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Gentle Rainfall</strong></span> (D398) - It's Five Storms with 1 extra damage. After damage is resolves, you shift 1 for every enemy you hit. The mobility is nice, but there are better options.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Laughing Wind</span></strong> (PsiP) -It targets fortitude and you can slide enemies ending their turn adjacent to you your wisdom modifier. The problem is that it should be used against the back line, and the back line will typically not want to stay adjacent to you. Some hilarity could ensue if you had two Monks with this power and an opponent who gets damaged when moved, say due to Lifedrinking Covenant.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Light the Fire </span><span style="color: #0000FF">(Desert Wind)</span></strong> (HoEC)- A single target attack versus reflex for normal damage. If you have charisma, it start a fire damage aura regardless of whether you hit, this gives DW monks solid single target damage for level 1 and solid minion killing ability. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Open the Gates of Battle</strong> <span style="color: #000000">(PHB3)</span></span> –It targets reflex so it's a generally useful power. It also does 3d10 if a target isn't damaged, which is great at level 1. This may mean you are spreading around damage, but at least it is nice damage. This power however rapidly loses power as you level</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Rising Storm </strong></span>(PHB3) – It is a single target power that attacks fortitude, meaning it should be only used on the back line. It also does strength damage to adjacent enemies, but there probably won't be any because you're attacking the back line. The only good thing about this power is the <span style="color: #0000FF">Movement Technique,</span> which lets you fly. </span></p><p></p><p><span style="color: #000000"><strong>Scattering of Leaves</strong> (PsiP) - A unusual attack against reflex, that spawns a secondary attack versus fort against a different target if you hit. It also has a few different slide and push effects built in. <strong><span style="color: #0000FF">Blurred Ki Focus</span> </strong>likes this power. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Stinging Nettles</strong></span> (PsiP) - It attacks fortitude and you do your con damage to adjacent enemies that hit you. The problem is that it should be used against the back line, and the back line typically won't attack you when they're adjacent. Monks also shouldn't get hit a lot. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Swift River Floods</span> (Iron Soul + mace/staff) </strong>(PsiP) - <span style="color: #0000FF"><span style="color: #000000">Attacks reflex for average damage + slow. Iron souls who use a mace/staff get to add their con to damage, which is solid damage for level 1. Doesn't keep value, even for Iron Souls, very long.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Level 1 Daily:</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Masterful Spiral and Spinning Leopard Maneuver are awesome powers. Risen Sun gives a nice level 1 aura. Stunning Palm provides nice utility and control. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Cacophonous Shout </span></strong>(PsiP) -A close blast 3 that targets fortitude for average damage and a small push. It's not party friendly, and should be used on the back line, which won't cluster much. Overall, it's weak for a daily. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Cyclone Surge</span></strong> (HoEC) A blast 1 against 1 creature that immobilizes and does weak damage. You then get a sustainable zone that slides any creature in it. </span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Harmonious Thunder <span style="color: #800080">(Stone Fist, Eternal Tide) </span></strong></span>(PHB3) - This power attacks the fortitude of two adjacent enemies for decent damage. The two targets then become linked and once per turn, one takes str damage when the other is damaged. To make this work well, you would need some very special circumstances (two backliners adjacent to you with a lot of hp) and then everyone spreads damage around, which is tactically disadvantageous. </span></p><p></p><p><span style="color: #000000"><strong>Lashing Rain</strong> (PsiP) - It attacks fortitude for average damage and a small slide. It also gives a stance slows you, but does 5 damage and a slide adjacent if an enemy becomes adjacent to you. Overall, the attack is weak, but the stance could be fun, especially if other party members can move enemies adjacent to you. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Masterful Spiral </strong></span>(PHB3) - This is a close burst 2 that targets reflex for solid damage. This means you should be able to target most of the enemies you're fighting for some solid damage. I've seen a level one monk do over 100 total damage with this power. As an area attack, it ignores marks and all concealment. It also allows puts you in a stance that gives +1 to you melee reach. This will affect all your single target powers, but not Flurry of Blows or you area powers. This is an awesome pick. </span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Reflection in the Water</strong> </span>(HoEC) Weak damage and a stance that gives easy flanking. Very weak for a daily. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Risen Sun</strong></span> (HoEC) A party-friendly blast 3 that does fire damage. The kicker is an aura that does dex damage once per turn, which is nice. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><span style="color: #000000"><span style="color: #00CCFF"><strong>Spinning Leopard Maneuver</strong> </span>(PHB3)</span></span> - Shift your speed and attack the reflex of all enemies you move adjacent to for poor damage. This will allow you add in your melee only bonuses, like Iron Armbands of Power. However, this power can be shut down by difficult terrain or if enemies are blocking you, like the front line frequently does. On the plus side, it allows you to attack a whole battlefield if the enemies are strung out in none burst formation. Although it's a very nice power, especially for elves, it does significantly less damage than Masterful Spiral.</span></p><p></p><p><span style="color: #000000"><strong>Steel Avalanche</strong> (PsiP) -A party friendly close blast 3 that attacks reflex and does solid damage. It also grants a -2 to hit (save ends) and a decent shift. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong><span style="color: #00CCFF">Stunning Palm</span></strong></span> (PsiP) - This is a strange, but nice attack. It grants a stance that makes you immune to stun and daze, which is incredible versus some enemies (especially at paragon tier). You can end the stance by making an attack versus fortitude that stuns (save ends). Overall, it's a useful power that <span style="color: #00CCFF">levels <strong><em>extremely</em></strong> well</span>. Monks won't run into much dazing and stunning until later in their career, but at low levels it is a Stun(save ends), and at Paragon, it would be one of the best utility powers ever against certain opponents.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Whirling Mantis Step</strong></span> (PHB3) – It attacks fortitude, so it's typically only good versus the back line. It lets you slide enemies 1, and then attack up to three adjacent enemies. The problem is that you could attack more enemies for more damage and with higher accuracy via Masterful Spiral or Spinning Leopard Maneuver. However, with <strong><span style="color: #00CCFF">Deadly Draw,</span></strong> you could offset your relative attack penalty (from attacking the front line's fortitude) with combat advantage. Clumping the enemies together also allows you to action point and use another multi-attack power.</span></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Utility 2:</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Overall, a relatively situational selection of powers at this levels. Cat and Mouse is amazing if you have any melee capability whatsoever(and why don't you have a minor action melee attack?). Swift flight is probably the best of rest, especially for Centered Breath, as flying can very useful. Reed in the Wind and Supreme Flurry will be somewhat useful for most monks. You might also look carefully at Skill Powers, such as Agile Recovery, or Multi-Classing to see if you could get something more useful. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Agile Recovery </span></strong>(req training in acrobats) (PHB3)- This Skill Power lets you stand up from prone as a minor. As monks have little use for minor actions, which makes this a generally useful skill power. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Careful Stride</span> </strong>(PHB3) – You can ignore difficult terrain and liquids while you move your speed. You should be able to boost your speed or jump over most difficult terrain already. You also can't use this power to let you shift through difficult terrain. Overall, this is a very situationally power.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Cat and Mouse</strong> <span style="color: #00CCFF"><strong>(Centered Breath, Eternal Tide) </strong></span></span>(HoEC) When you hit with a melee attack, you get a shift and total conceal against that one enemy, which tends to make them wander off and potentially provoke an OA. Where this is really great is when you have a power that has forced movement and you want to shift up to them and then apply Flurry of Blows without losing your melee target. It only gets better in Paragon, as you can then push/slide a target near another enemy, shift next to both enemies, and then FoB both of them.</span></p><p></p><p><span style="color: #000000"><strong>Deflect Arrow</strong> (Dr404) Superior cover against ranged <em>weapon</em> attacks as an interupt. There are a decent number of archers in low heroic, which makes this <span style="color: #0000FF">useful</span> at level 2 when you can get it. However, few monsters make weapon attacks, so this power won't be used much<span style="color: #800080"> past low heroic</span>. Typically though, you'll want to retrain this power once you get out of low heroic.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Eye in the Sky</span> <span style="color: #0000FF">(Desert Wind)</span></strong> (HoEC) A stance that lets you shift if an enemy becomes adjacent, and gives a little defense against them. This is best for DW monks who can shift away from enemies as part of their FoB. </span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><strong>Fall of Wind</strong> (PsiP) - You reduce your fall damage by a significant portion. Combined with acrobatics (assuming it stacks), you should eventually be able to leap off buildings and not take any damage. Anyone else like Underworld?</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Fast Hands</strong> (req training in Thievery) (PHB3)- Can be used to pick up or switch items quickly once per round. For example, you could pick up an item you dropped to use Internalize the Basic Kata.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Fighting Fury </span>(<span style="color: #008000">Stone Fist, Eternal Tide</span>) </strong>(PsiP) - Your unarmed melee attacks deal extra strength damage. Too bad it doesn't affect burst or blast attack, or this would be really awesome for Stone Fist. This power is only useful for unarmed Stone Fist if the DM allows Ki Focused weapons (like both CBs and CS do) or until they get a decent Ki Focus. If your DM doesn't allow Ki Focused weapons, then you won't be making unarmed attacks if you use a ki focus, so this stance should be trained out quickly as it soon will be useless.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Grasp the Wind </strong><span style="color: #000000">(PHB3) - You shift instead of being forced to move</span><strong>. </strong><span style="color: #000000">This could be useful in some situations. However, most forced movement doesn't effect monks much due to their incredible mobility.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Harmonious Discipline</strong></span><span style="color: #800080"><strong> (Centered Breath) </strong></span>(PHB3) – You gain your wisdom in Temps and then your wisdom as a damage bonus on your next melee attack when the temps are gone. The problem is that you can't predict when the temps will be gone, so the damage bonus it isn't very useful. In addition, the damage bonus only applies to melee attacks and not your nice burst powers. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Reed in the Wind</strong> </span>(HoEC) Dex in thp and CA versus one enemy each encounter. This will be useful in every fight at low levels, but you will need to retrain out of it at higher levels. </span></p><p></p><p><span style="color: #000000"><strong>Supreme Flurry </strong>(PHB3) – Once per day, you get to apply your Flurry again after a decent shift. This power gets <span style="color: #0000FF">better as you level</span>. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Swift Flight</strong> </span><span style="color: #00CCFF"><strong>(Centered Breath) </strong></span>(PHB3) - You fly you speed + your wisdom mod, and fall if you don't end the movement touching the ground. This makes it impossible to use to attack fliers, which is one of the main reasons you'll want to fly. However, it still lets you fly a good distance, especially if you're Centered Breath. This helps get over large amounts of difficult terrain, and around obstacles like cliffs. I find there is at least one round per combat that a fly would be nice.</span></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Encounter 3:</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u>- Eternal Mountain is clearly the best choice at this level for most monks. Some Stone Fist may like Resounding Strike. Some Iron Fist may like Undeniable Incitement. Some Desert Wind may like Burning Brand. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Bonecrusher</strong> (HoEC) A single target attack versus fortitude that gives a small penalty to defenses. Movement utility adds some defense.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Burning Brand<span style="color: #0000FF"> (<span style="color: #00CCFF">Desert Wind</span>, Centered Breath)</span> </strong>(HoEC) A single target attack versus reflex. For DW monks, your FoB will immediately trigger additional charisma damage versus that enemy and every enemy adjacent to it, which makes it a damaging attack for the level. While Centered Breath won't stack up the Cha damage very high, it can make sure to clump enemies such that lots of them take extra damage.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Dance of Swords </strong></span>(PHB3) – It's a single target attack that gives a bonus if you should have used a multi-target attack. </span></p><p></p><p><span style="color: #000000"><strong>Enduring Champion</strong> (PHB3) – It's a single target attack versus fort, so it's useful for against the back line. If you hit you get a save with your wisdom as a bonus, and the enemy takes wisdom extra damage. The movement technique lets you provoke to gain more speed on this turn and the next. Generally not worth it unless you can reliably avoid Opportunity Attacks. Overall, if you have a decent wisdom, this is a nice attack to use versus the back line. Of course, you could have been proning them with Eternal Mountain.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Eternal Mountain </strong></span>(PHB3) – This is close burst that attacks fortitude that prones. It also does decent damage. The prone effect means that enemies will have a hard time moving away from the monk, which increases the monk's DPR the next turn. The Movement Technique also gives resistance to all damage equal to your strength to help you avoid getting crushed by drawing so much aggro. Overall, the power is useful but inaccurate versus the front line and devastating if the back line clusters up. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Falling Hammer in Repose</span></strong> (D398) - Attacks fortitude for decent damage and a push. It is best for the backline, and the backline wants to get away from you. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Frozen Moment (</strong></span>HoEC)- A single target attack versus fort that immobilizes. The selling point is the 3+str resist, but Eternal Mountain has a similar power and is superior. </span></p><p></p><p><span style="color: #000000"><strong>Inner Eye Opened</strong> (PsiP) - You are blinded and gain blindsight, which means it's nice versus invisible and concealed foes, but it also means you grant CA. At least it attacks will, so it's accurate. It also may provide two different damage rolls, so you could ask your DM whether the "plus 1d8 psychic" indicate a different damage roll or not. Shouldn't be too likely though. If it does provide two damage rolls, the power is <span style="color: #0000FF">better<span style="color: #000000">, and it will keep getting better <strong><span style="color: #00CCFF">as you level</span></strong>.</span> </span> </span></p><p></p><p><span style="color: #000000"><strong>Resounding Strike</strong> <span style="color: #0000FF"><strong>(Stone Fist, Eternal Tide) </strong></span>(PsiP) - It attacks fort and does 3+str mod the next time the target takes damage, which would seem to include FoB during that turn. It is a damaging single target attack for Stone Fist. </span></p><p></p><p><span style="color: #000000"><strong>Springing Drake Assualt</strong> (PsiP) -Attacks reflex for ok damage and gives a slide 2. Iron Soul may get a bit larger slide. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Twin Thunders </strong></span>(PHB3) – This attacks fort, and damages a adjacent enemy that you didn't target. The Movement Technique is a strong escape/positioning power though. This is overshadowed by Eternal Mountain. </span></p><p></p><p><span style="color: #000000"><strong>Undeniable Incitement <span style="color: #0000FF">(Iron Soul) </span></strong>(PsiP) - This attacks will for relatively poor damage, but knocks the target prone and gives a small AC bonus. Iron Soul may get a larger AC bonus.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Wind Through the Willows</strong></span> (Dr 404) - A non-party friendly close blast that attacks reflex for decent damage, slows and blocks charges. This makes it hard for enemies to move away from you, setting you up to hit more enemies in your bursts on the following turn. The movement power allows you to move critters into the blast (e.g., if one you were flanked). </span></p><p></p><p></p><p><span style="color: #000000"><strong>Daily 5:</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Water Gives Way is clearly the best power at this level, which isn't hard as the rest of the powers are pretty lackluster except for Calm Before the Storm. I'd strongly consider picking up an extra 1st level Daily if you dislike Water Gives Way for some crazy reason.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><span style="color: #0000FF"><strong>Calm Before the Storm </strong></span><span style="color: #000000">(HoEC) - A lackluster attack, but it gives you a stance that lets you interrupt enemies that attack next to you, do damage to them, and knock them prone. Too bad the initial attack sucks so much, because the the stance is awesome.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Deadly Cobra Strike </strong></span>(PHB3) – It attacks fortitude and gives weak ongoing damage of the most resisted type. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Disrupting Fist </strong></span>(PsiP) - This is Stunning Fist's "special" big brother. It creates a stance that gives +2 damage to melee attacks, and you can end it to make an attack versus fortitude for poor damage that dazes (save ends). </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Freeze the Life Blood</strong></span> (PsiP) - An attack versus reflex for relatively low damage that immobilizes (save ends). The selling point is if an enemy ends their turn next to the target they take dex cold damage. However, the secondary damage is completely avoidable, immobilization is pretty useless condition if the enemy is in the middle of the action. Plus, you probably would have been better off using a multi-target power. </span></p><p></p><p><span style="color: #000000"><strong>One Hundred Leaves </strong>(PHB3) - It's a close blast 3 versus reflex with a push 2. It's not party friendly and attacks a much smaller area than Masterful Spiral. At least you get an addition Flurry of Blows Target for two turns. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Overwhelming Mountain Strike</span> </strong>(HoEC) - Inferior to Stunning Palm. </span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Resonating Fist</strong></span><span style="color: #800080"><strong> (Stone Fist, Eternal Tide)</strong></span> (PsiP) - This power attack fort, and does the same poor damage regardless of whether you hit or miss. If you hit, you also inflict vulnerability to all damage equal to your strength mod. Even Stone Fist require a decent amount of party support to make this power worth it.</span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Salamander Charge</strong> </span>(HoEC)- A lame zone that lasts for 1 turn and a charge that does less damage than most encounter powers. Even if you could ensure they take the zone damage twice, the damage is still only equivalent to a decent melee encounter power. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Steel Warrior Technique </strong></span>(PHB3) - If you didn't feel the enemies loved you enough already, please take this power. Everyone else can avoid it. On the plus side, it does decent damage.</span></p><p></p><p><span style="color: #000000"><strong>Supreme Avalanche Combination </strong>(PHB3) - It's a single target power that attack fortitude for ok daily damage. This makes it only useful versus the backline. Too bad the power's main draw is sliding the target when you hit it for the rest of the encounter, and the back line doesn't care much if it's slid. This is a good power for <span style="color: #0000FF">polearm/sliding</span> builds </span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Thunderbolt Surge</strong></span> (PsiP)- A ranged power that does relatively low daily damage and prones enemies adjacent to the target. Oh, and you can't use FoB unless you take an OA. This power is simply full of fail.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Water Give Way</strong></span> (Dr 404) An off-turn quasi reliable attack with decent damage that, as it interupts being hit, allows you to slide the enemy into a square it can't attack you from, invalidating the hit. </span></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Utility 6:</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Quicksilver Motion and you're done. Centered Defense is probably the best of the other powers at this level. Purifying Meditation is also very useful. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Abundant Step</strong></span> (PsiP) - CA if an enemy misses you. This is really weak for a level 6 utility.</span></p><p></p><p><span style="color: #000000"><strong>Airborne Form</strong> (PsiP) - A stance that increase your speed, and makes you insubstantial when you move. Some builds may like this one.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Break the Dawn</strong> (HoEC)- Shift away as a reaction to being hit. Most monks won't use this each encounter. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Centered Defense </strong></span>(PHB3) A stance that gives +2 to all defenses for an entire encounter. Use this before using a big multi-target daily and go to town. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Echoing Thunder </strong></span>(PHB3) Push every enemy in a close burst 2 but your flurry target once an encounter. As most monks want to cluster enemies to lay down the hurt with multi-targeting attacks, this power is going very situational.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Fresh Start</strong></span> (HoEC) Spend a healing surge on your turn as a daily. Good defenses are better than daily self-healing. </span></p><p></p><p><span style="color: #000000"><strong>Iron Heart Endurance</strong> (PsiP) - Double your con mod worth of temporary HP isn't bad. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Leap of the Heavens </strong></span>(PHB3) +10 to jump and count as a running start. Too bad movement is still capped by your speed, and there are way better powers at this level. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Purifying Meditation </strong></span>(PHB3) – A saving throw with a wisdom bonus is nice.</span></p><p></p><p><span style="color: #000000"><span style="color: #FF9900"><strong>Quicksilver Motion</strong> </span>(PsiP) - Move your speed as a free action. This power lets a Monk choose where to engage enemies on round 1 and is great for making optimized Monks get their Novas off. If you think this power isn't great for your Monk, your Monk probably has something wrong with it.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Roll the Bolder</strong></span> <strong>(Centered Breath)</strong> (HoEC) A stance that enlarges your forced movement by 2. You probably have better stances by now, but CB monks may be able to use it in some parties. </span></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Encounter 7</strong></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - It's a pretty lackluster level. I'd honestly probably take ther level 3 burst power I didn't already have (which is probably Wind Through the Willows), although I'd also consider Strike the Avalanche or Mountainfall Stomp . </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Arc of the Flashing Storm <span style="color: #0000FF">(Iron Soul)</span></strong> (PsiP) - It attacks reflex for decent damage and a push 2. It also gives a small attack penalty. You get a big penalty specifically against you if you're an Iron Soul using a mace/staff which is potentially helpful. The movement technique is a nice teleport. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Brilliant Counterstrike</strong></span> (Dr 404) - A melee attack versus reflex for normal damage. If you hit you can do 1d8 damage against every other adjacent creature that attacks you. It is a multi-attack similar to Thundering Howl if you can make sure opponents want to attack you. If only there was a level 13 power that ought to make opponents dazed and adjacent to you...the set of conditions required to make it work is why it is only Dark Blue.</span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Deafening Howl</strong><span style="color: #000000"> (HotEC) - the Movement option is the only reason one should ever consider this power. Almost strictly inferior as an attack option compared to a few 1st and 3rd level options.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Feeding the Doves</strong> (PsiP) - It's Five Storms with a secondary attack that attacks everyone in a burst 2 that wasn't attacked the by Five Storms. If the secondary attack hits, it does a little damage and then pushes them 2 squares (when it would be better to pull them). The only major benefit is that it gives two big chances to trigger FoB which makes <span style="color: #0000FF"><strong>Blurred Ki Focus</strong></span> users happy. It does helps clean minions. It seems weak for an encounter, otherwise.</span></p><p></p><p><span style="color: #000000"><strong>Fiery Serpent<span style="color: #0000FF">(Desert Wind)</span> </strong>(HotEC) - pseudo auto-hit power, usable at range, and gives a boost to fire damage with the movement technique.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Fist of One Hundred Strikes </span></strong>(PHB3) – Two attacks versus reflex against different targets with a 1 square shift rider and low damage. Not impressive as it only is slightly more damaging than five storms, and it can attack fewer targets. Melee attack specialists might get a bit more from this power as it's the first monk melee encounter power with more than one attack, but it's still pretty weak. <strong>Blurred Ki Focus</strong> users might like it.</span></p><p></p><p><span style="color: rgb(84, 172, 210)"><strong>Giant's Grasp</strong></span><span style="color: #000000"><strong><span style="color: #0000FF"> <span style="color: #000000">- </span></span></strong><span style="color: #0000FF"><span style="color: #000000">an interesting power for some massive repositioning with the movement power, especially if you're a fast monk or there's a zone nearby that triggers more than once a turn. That's not what makes it Sky Blue — what makes it Sky Blue and maybe Gold is that once you grab someone, the movement technique says this "You move up to your speed. If you are grabbing a creature, the creature moves with you." i.e. it doesn't force move the creature, the creature simply moves, so it provokes from your allies...</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Grasping Tide</strong> (PHB3) Attacks reflex for low damage. The main selling point is the daze, which is mostly useful to keep the backline from moving or to move around the front without proking an OA. It's not a very strikery power. The movement power too, can be used to do some sliding into zones and out again.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Mountainfall Stomp</strong></span><strong> (Stone Fist or Ki Focus users)</strong> (PsiP) - Attacks fortitude for low damage and knocks the enemy prone. If they stand, you get an OA. This is decent for Stone Fist and those with an MBA.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Strike the Avalanche</span> (Centered Breath) </strong>(PHB3) – Attacks Fortitude for decent damage, and then you slide him your wisdom modifier into other enemies like a bowling ball. Overall, this suggests the power should be used against the back line. The Movement Technique allows you to move up on the enemies you've proned without proking. Too bad you probably will have to move to attack the back line target, as using the full technique could screw up the back line some. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Titan's Step</span> (Stone Fist)</strong> (PHB3) – Attacks reflex for decent damage and you push him your strength. The movement technique is a big jump that creates some difficult terrain in in burst 1.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Two Falling Feathers </span></strong>(D398) - Attacks reflex for decent damage and a slide adjacent to you. This seems a little weak for the level and there are better forced movement powers available.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Unity of Steel</span> (Iron Soul) </strong>(PsiP) - Attacks reflex for decent damage, and little bonus damage for each ally adjacent to the target. Iron Soul using a dagger/spear get an accuracy bonus. </span></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Daily 9</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Lightning Leap and Tsunami Throw rewrote this level. Twilight Touch and Crane Dance aren't bad either. Both do similar things, but Twilight Touch's blindness rider is superior. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Crane Dance </strong></span>(PHB3) It targets reflex for encounter level damage with a prone rider. However, you can hit up to 4 enemies that can be fairly spread out. The damage is low for a striker daily at this level. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Finishing Move</span></strong> (PsiP)- It attacks fort for decent damage and the target is slowed and has penalty to hit (save ends both). It is an ok attack against the back line, but it seems weak for a striker daily. </span></p><p></p><p><span style="color: #000000"><strong>Flying Tiger Assualt</strong> (PsiP)- This is a fun attack versus reflex that does decent damage. You fly your speed, land, then attack. If you hit, you get a big push and if you miss, you still get an ok push. I'm image a lot of casters on ledges falling to their doom when I read this power.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Immolating Fist</span><span style="color: #0000FF"><strong>(Desert Wind)</strong></span></strong> (PsiP)- Starts a stance that gives small resist fire and 5 fire damage on you melee attacks. You can end the stance to make a fairly weak attack versus reflex that does some splash damage. Monks specializing in single target (i.e., melee attacks) might enjoy this. Other monks should have quite a few better stances at this level. The attack part may qualify for being two damage rolls, at which point it can do a<span style="color: #00CCFF"> lot of extra damage<span style="color: #000000"> given the stance.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Lightning Leap </strong><span style="color: #000000">(HotEC) - Awesome multi-attack power, great for demolishing a clustered group of enemies. Thunder even. Yes, you could jump and attack other enemies, but why would you want to? Close to Gold for paragon Centered Breath characters, who can slide other additional enemies into the range of the second burst.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Relentless Hound Technique </strong></span>(PHB3) – This is a strange power. You attack reflex for encounter level damage, follow the enemy around for a turn as a free action, and can hit him again as an interrupt. This isn't impressive as a striker daily.</span></p><p></p><p><span style="color: #000000"><strong>Stone Juggernaut</strong> (HotEC) - a utility+at-will that does an extra d6 of damage masquerading as a Daily Attack power. A very good utility.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Stone Warrior Training</span></strong> (Dr 404) - A leader power that give a buff to damage to one ally if you have a decent strength score and are both attacking the same target. Way too conditional in the context that you're giving up a daily.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Strength to Weakness </span></strong>(PHB3) Hits for around 20 ongoing damage. This power sucks because targets that have enough HP to make this power useful on a failed save are the ones that will most likely save. Plus, the enemy probably won't be living for more than 2-3 turns.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF">Tsunami Throw </span>(HotEC) - an auto-push/prone and multi-attack as an immediate reaction. If only it were on your turn...turns <strong><span style="color: #0000FF">Blue</span></strong> as you level unless you can force creatures to want to be adjacent to you.</span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Twilight Touch </span></strong>(PHB3) – Attacks the reflex of up to 3 targets and blinds. It does encounter level damage, but blinding the front line is still sweet. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Uncommon Clarity</strong></span> (PsiP) It's an accurate attack versus reflex with a slightly expanded crit range and just above encounter level damage. If you miss, you can daze yourself to try the attack again with a to hit penalty. Again, it seems a bit lacking for a striker daily. </span></p><p></p><p></p><p></p><p></p><p><span style="color: #000000">Utility 10:</span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Iron Dragon Defense is probably the strongest power at this level, but Iron Heart Resilience lets you play warden versus saving throws for one encounter a day. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong><span style="color: #FF0000">Adamant Soul </span></strong>(PsiP) - A much worse version of Iron Dragon Defense. </span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong>Adamantine Bones</strong> (PsiP)- Resist 5 damage for a turn could be useful from time to time. </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong><span style="color: #FF0000">Confirmation of Spirit </span><span style="color: #800080">(Centered Breath)</span></strong> (PsiP) Regain some hp when you hit based on your wisdom. Again, it's inferior to Iron Dragon Defense. </span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong>Elemental Resistance</strong> (HotEC) - situational, but lets you potentially resist certain encounters very well.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong><span style="color: #800080">Flame's Blessing (<span style="color: #000000">Desert Wind</span>) </span></strong><span style="color: #800080"><span style="color: #000000">(HotEC) - Decent for Desert Wind Monks. The minor action and daily parts are why it isn't especially great even for them.</span></span></span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><span style="color: #000000"><strong>Internal Power</strong></span></span>(PHB3) – Spend a surge as a daily. This provides less healing per day than Iron Dragon Defense prevents, but some Stone Fists may still find this power useful.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Iron Dragon Defense (<span style="color: #00CCFF">Centered Breath)</span></strong></span>(PHB3) – Reduce the damage of an attack by 10+wisdom as an interrupt. This will save you 1.5-3 surges worth of damage per day. </span></p><p></p><p><span style="color: #000000"><strong>Iron Heart Resilience </strong>(PsiP)- Make saving throws at the beginning of you turn at -3, and again at the end of your turn with no penalty. It's like you're a warden without polymorph powers and with actual damage. The only problem being, is that you need to use it before you know you need it. That and there are some better stances out there.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Mirrored Pursuit</strong> </span>(HotEC) - might be good for the right hybrid monk, but usually, why do you care if you're marking an opponent or using that reaction.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Spider Technique </span></strong>(PHB3) – You can climb your speed as an at-will. Thematic, but it is starting to be outclassed at this level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Spring Up </span></strong>(PHB3) – It's an inferior version of the level 2 skill power Agile Recovery. UBER! </span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703348, member: 12749"] [B]Heroic Powers[/B] [COLOR=#000000][B][U]At-wills[/U][/B] [U][B]Overview[/B][/U] - All monks should take Five Storms or Steel Wind. I much prefer Five Storms, but both are great multi-attacking power that complement each other well. Then look to how you can exploit either Lion's Den or maybe Blistering Flourish - for Centered Breath Monks, Lion's Den can easily be a triple damage instance, allowing for near Ranger-Twin Strike level damage. DW monks should all take Blistering Flourish. Paragon Centered Breath should get a 12 Con and Lion's Den. For other traditions, I recommend Dragon's Tail, Fallen Needle, or Lion's Den. Maybe Crane's Wings for a Str-based Monk. [B][COLOR=#800080]Blistering Flourish[/COLOR] [COLOR=#FF9900](Desert Wind) [/COLOR][/B](HoEC) Attacks reflex for standard damage and all subsequent melee attacks deal your charisma in extra damage until the end of next turn. As your FoB is a melee attack occuring after this attack, this is the most damaging single target at-will that monks have, but only DW monks can really use it. Many DW monks will consider using this every other attack. ETV: Some DMs will rule that Blistering Flourish's extra damage stacks with itself. If they do, it is insanely gold for Desert Wind. Note that the initial attack does not actually do fire damage, which both means it can be typed fire damage by a Flaming Weapon and similar items and that unless that happens, the initial damage roll won't work with Fiery Blood, Sarifal's Blessing or other fire options based on doing fire damage.[/COLOR] [COLOR=#000000][B]Crane’s Wings [/B](PHB3)- This power contains some mismatched elements. It attacks Fort, which you shouldn't use on the front line, and adds a push, which is useful on the front line, to put enemies in damaging zones, and to break grabs. For[COLOR=#0000FF][B] Str-based[/B][/COLOR] Monks, the [B][COLOR=#00CCFF][COLOR=#800080]Movement Technique[/COLOR] [/COLOR][/B]gives a +5 bonus to jump and allows you to jump father than your speed. This allows you to potentially move faster than your speed, potentially negate the slowed condition (even on non-Str Monks), and get past difficult terrain and other obstacles. However, it is important to note that you can't use the jump bonus as part of a larger move action. The attack itself is especially good for push builds, polearm builds, and campaigns with a lot of dangerous terrain (like cliffs). In addition, for Centered Breath, you can slide the opponent before you push him, so you have a good deal of control of where he goes. Keep in-mind that when you hit with an attack that pushes, you must apply your flurry of blows before the push, which is allowed as the movement would invalidate FoB, and not after completely resolving the triggering attack's hit line as you normally would. [/COLOR] [COLOR=#000000][B]Crashing Wave[/B] [B][COLOR=#0000FF](ET and SF)[/COLOR] [/B](HoEC) Attacks fort for standard damage and slides 1, which is useful. If you're an ET or SF monk, the movement technique gives you the longest at-will shift in the game (by mid paragon), but isn't usable by other monks. Centered Breath Monks could use this for Polearm Momentum tricks.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Dancing[/COLOR][/B][COLOR=#800080][B]Cobra [/B][/COLOR](PHB3)- It attacks reflex, gives good damage, and adds wisdom to to damage if you provoke an OA from the target, which can be [B]useful for durable Centered Breath [/B]on marked enemies, especially in the [B]Heroic Tier[/B]. The problem is that Fallen Needle is almost strictly superior unless you manage to utilize the OA capabilities.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Dragon’s Tail [/B][/COLOR](PHB3)- It attacks fort and knocks prone. When combined with a decent MBA, this power can be devastating against the back line, because it causes them to lose their move action standing up. This forces them to choose between making poor melee attacks and provoking an OA by using ranged attacks. On the downside, the [B]Movement Technique[/B] isn't nearly as useful as other techniques. Overall, it's a bit specialized, but a very nice power. [/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Fallen Needle[/COLOR][/B] (D389) - It attacks reflex, gives good damage, and gives a -2 penalty to attack you. This is a nice attack that blends offense and defense nicely. In addition, the [B][COLOR=#00CCFF]Movement Technique [/COLOR][/B]is very flexible and useful as monks don't have much pressure on their minor actions. It can be used to get another shift or another move 3 as a minor, so it is useful both to simply move more (e.g., speed+3), to disengage (e.g., shift away, then move your speed), to ignore the effects of slow (as the movement doesn't rely on your speed), and to move, attack, and then move again.[/COLOR] [COLOR=#000000][COLOR=#FF9900][B]Five Storms[/B][/COLOR] (PHB3)- It's a close burst 1 at-will versus reflex that targets only enemies and does decent damage. This power is supremely suited to laying down hurt in the front line. It also is great that you get to pick how many creatures you place in its range, so you can easily control the amount of extra aggro you draw by using the power. As an area attack, it also allows you to negate concealment penalties. To make a great technique even better, the [B][COLOR=#00CCFF]Movement Technique [/COLOR][/B]lets you shift 2, which is equivalent to an Epic feat. This is a virtually a must-have for any monk.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Lion's Den[/COLOR] (Iron Soul, Centered Breath, [/B][/COLOR][COLOR=#ff8c00][B]WereX+Slide[/B][/COLOR][COLOR=#000000][B])[/B] (PsiP)- It attacks reflex for relatively poor damage. However, you get to deal your constitution modifer if an enemy becomes adjacent to you. The [B][COLOR=#0000FF]Movement Technique[/COLOR][/B] gives you a small defense boost and single shift. Overall, the power appears only useful for Iron Souls, but Centered Breath WereX can really do a lot of damage with this one, once you hit 11th and easily have a 12 Con. i.e. Lion's Den(do +1d10), Centered Breath(do +1d10), slide target to adjacent square(do 1+1d10 more) - it isn't hard to hit optimized CharOp values in terms of damage and would be [B]Gold[/B] for such a character. We generally avoid this on CharOp, but Mark of Storm can solve the slide problem for Lion's Den and would work really well as a result.[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Steel Wind[/COLOR][/B] (PsiP)- It's a close blast 2 versus reflex that targets only enemies and does decent damage. This power isn't quite as well suited as Five Storms for laying down massive hurt in the front line, but it is close. To make a great technique even better, the [B][COLOR=#00CCFF]Movement Technique [/COLOR][/B]lets you move your speed+2 [I]and[/I] end a mark. [/COLOR] [COLOR=#000000][B]Level 1: Encounter[/B] [U][B]Overview[/B][/U]- Call up the Savage Wind, Drunken Monkey, and Open the Gates of Battle are all a little situational, but are all solid powers. Call up the Savage Wind is great for setting up a nova wrong. Drunken Monkey is a lot of fun, especially if you can spawn all three attacks. Iron souls also may be drawn to Swift River Floods. Desert Wind may like Light the Fire. [COLOR=#800080][B]Awaken the Slumbering Hurt[COLOR=#0000FF](Stone Fist, Eternal Tide)[/COLOR] [/B][/COLOR]– (PHB3) It targets a single target's fortitude, making it more useful versus the back line. Versus bloodied targets it gives you extra Strength damage to this attack and your next one(i.e. Flurry). For Stone Fist and Eternal Tide monks, it is kind of the opposite of Open the Gates of Battle. 2d8+(Str*2) = 15. Open the Gates of Battle = 3d10 = 16.5. I think I'd rather do more damage up front to bloody the target in the first place than have to wait to use my encounter power. [/COLOR] [COLOR=#000000][B][COLOR=#FF0000]Balance Restored[/COLOR] [COLOR=#800080](SF or ET)[/COLOR] [/B](HoEC) - Attacks fort for low damage and a push equal to half your strength modifier. You generally want enemies close by as a monk, so not very helpful. The MT allows a shift 1 and knock the next enemy that hits you prone. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Call up the Savage Wind[/B] [/COLOR](HoEC) - A close blast 3 that attacks fort for low damage. The effect slides enemies one, which allows for you to set up a nice nova round. The MT lets you ignore difficult terrain. Overall, a very useful power. Auto-proning with Polearm Momentum, too is easily possible.[/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000][B][COLOR=#0000FF]Drunken Monkey [COLOR=#00CCFF](Centered Breath)[/COLOR][/COLOR] [/B](PHB3)[/COLOR][/COLOR] – It targets will, and causes the target to attack an enemy (including itself) with your wisdom as a bonus. This means it is powerful and highly accurate, especially for Centered Breath. If the target is marked by a Fighter, Warden, or Assualt Swordmage (but not a Paladin, Battlemind or Knight), the attack will also kick in the defender's punishment. In other words, Drunken Monkey will frequently grant 3 attacks. Overall, this is a fun and very damaging power when used in right situation. It also stays useful as you level.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Eagle Claw[/COLOR] (Stone Fist, Eternal Tide)[/B] (PsiP) - Attacks fortitude for normal damage. The target also take a penalty to AC equal to your str. Too bad you don't have any attacks versus AC! Perhaps could be useful in the right party or the right build. At least the movement technique lets you fly. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Gentle Rainfall[/B][/COLOR] (D398) - It's Five Storms with 1 extra damage. After damage is resolves, you shift 1 for every enemy you hit. The mobility is nice, but there are better options.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Laughing Wind[/COLOR][/B] (PsiP) -It targets fortitude and you can slide enemies ending their turn adjacent to you your wisdom modifier. The problem is that it should be used against the back line, and the back line will typically not want to stay adjacent to you. Some hilarity could ensue if you had two Monks with this power and an opponent who gets damaged when moved, say due to Lifedrinking Covenant.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Light the Fire [/COLOR][COLOR=#0000FF](Desert Wind)[/COLOR][/B] (HoEC)- A single target attack versus reflex for normal damage. If you have charisma, it start a fire damage aura regardless of whether you hit, this gives DW monks solid single target damage for level 1 and solid minion killing ability. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Open the Gates of Battle[/B] [COLOR=#000000](PHB3)[/COLOR][/COLOR] –It targets reflex so it's a generally useful power. It also does 3d10 if a target isn't damaged, which is great at level 1. This may mean you are spreading around damage, but at least it is nice damage. This power however rapidly loses power as you level [COLOR=#800080][B]Rising Storm [/B][/COLOR](PHB3) – It is a single target power that attacks fortitude, meaning it should be only used on the back line. It also does strength damage to adjacent enemies, but there probably won't be any because you're attacking the back line. The only good thing about this power is the [COLOR=#0000FF]Movement Technique,[/COLOR] which lets you fly. [/COLOR] [COLOR=#000000][B]Scattering of Leaves[/B] (PsiP) - A unusual attack against reflex, that spawns a secondary attack versus fort against a different target if you hit. It also has a few different slide and push effects built in. [B][COLOR=#0000FF]Blurred Ki Focus[/COLOR] [/B]likes this power. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Stinging Nettles[/B][/COLOR] (PsiP) - It attacks fortitude and you do your con damage to adjacent enemies that hit you. The problem is that it should be used against the back line, and the back line typically won't attack you when they're adjacent. Monks also shouldn't get hit a lot. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Swift River Floods[/COLOR] (Iron Soul + mace/staff) [/B](PsiP) - [COLOR=#0000FF][COLOR=#000000]Attacks reflex for average damage + slow. Iron souls who use a mace/staff get to add their con to damage, which is solid damage for level 1. Doesn't keep value, even for Iron Souls, very long.[/COLOR][/COLOR] [B]Level 1 Daily:[/B] [U][B]Overview[/B][/U] - Masterful Spiral and Spinning Leopard Maneuver are awesome powers. Risen Sun gives a nice level 1 aura. Stunning Palm provides nice utility and control. [B][COLOR=#800080]Cacophonous Shout [/COLOR][/B](PsiP) -A close blast 3 that targets fortitude for average damage and a small push. It's not party friendly, and should be used on the back line, which won't cluster much. Overall, it's weak for a daily. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Cyclone Surge[/COLOR][/B] (HoEC) A blast 1 against 1 creature that immobilizes and does weak damage. You then get a sustainable zone that slides any creature in it. [/COLOR] [COLOR=#000000] [COLOR=#FF0000][B]Harmonious Thunder [COLOR=#800080](Stone Fist, Eternal Tide) [/COLOR][/B][/COLOR](PHB3) - This power attacks the fortitude of two adjacent enemies for decent damage. The two targets then become linked and once per turn, one takes str damage when the other is damaged. To make this work well, you would need some very special circumstances (two backliners adjacent to you with a lot of hp) and then everyone spreads damage around, which is tactically disadvantageous. [/COLOR] [COLOR=#000000][B]Lashing Rain[/B] (PsiP) - It attacks fortitude for average damage and a small slide. It also gives a stance slows you, but does 5 damage and a slide adjacent if an enemy becomes adjacent to you. Overall, the attack is weak, but the stance could be fun, especially if other party members can move enemies adjacent to you. [COLOR=#00CCFF][B]Masterful Spiral [/B][/COLOR](PHB3) - This is a close burst 2 that targets reflex for solid damage. This means you should be able to target most of the enemies you're fighting for some solid damage. I've seen a level one monk do over 100 total damage with this power. As an area attack, it ignores marks and all concealment. It also allows puts you in a stance that gives +1 to you melee reach. This will affect all your single target powers, but not Flurry of Blows or you area powers. This is an awesome pick. [/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Reflection in the Water[/B] [/COLOR](HoEC) Weak damage and a stance that gives easy flanking. Very weak for a daily. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Risen Sun[/B][/COLOR] (HoEC) A party-friendly blast 3 that does fire damage. The kicker is an aura that does dex damage once per turn, which is nice. [/COLOR] [COLOR=#000000][COLOR=#0000FF][COLOR=#000000][COLOR=#00CCFF][B]Spinning Leopard Maneuver[/B] [/COLOR](PHB3)[/COLOR][/COLOR] - Shift your speed and attack the reflex of all enemies you move adjacent to for poor damage. This will allow you add in your melee only bonuses, like Iron Armbands of Power. However, this power can be shut down by difficult terrain or if enemies are blocking you, like the front line frequently does. On the plus side, it allows you to attack a whole battlefield if the enemies are strung out in none burst formation. Although it's a very nice power, especially for elves, it does significantly less damage than Masterful Spiral.[/COLOR] [COLOR=#000000][B]Steel Avalanche[/B] (PsiP) -A party friendly close blast 3 that attacks reflex and does solid damage. It also grants a -2 to hit (save ends) and a decent shift. [COLOR=#0000FF][B][COLOR=#00CCFF]Stunning Palm[/COLOR][/B][/COLOR] (PsiP) - This is a strange, but nice attack. It grants a stance that makes you immune to stun and daze, which is incredible versus some enemies (especially at paragon tier). You can end the stance by making an attack versus fortitude that stuns (save ends). Overall, it's a useful power that [COLOR=#00CCFF]levels [B][I]extremely[/I][/B] well[/COLOR]. Monks won't run into much dazing and stunning until later in their career, but at low levels it is a Stun(save ends), and at Paragon, it would be one of the best utility powers ever against certain opponents.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Whirling Mantis Step[/B][/COLOR] (PHB3) – It attacks fortitude, so it's typically only good versus the back line. It lets you slide enemies 1, and then attack up to three adjacent enemies. The problem is that you could attack more enemies for more damage and with higher accuracy via Masterful Spiral or Spinning Leopard Maneuver. However, with [B][COLOR=#00CCFF]Deadly Draw,[/COLOR][/B] you could offset your relative attack penalty (from attacking the front line's fortitude) with combat advantage. Clumping the enemies together also allows you to action point and use another multi-attack power.[/COLOR] [COLOR=#000000][B]Utility 2:[/B] [U][B]Overview[/B][/U] - Overall, a relatively situational selection of powers at this levels. Cat and Mouse is amazing if you have any melee capability whatsoever(and why don't you have a minor action melee attack?). Swift flight is probably the best of rest, especially for Centered Breath, as flying can very useful. Reed in the Wind and Supreme Flurry will be somewhat useful for most monks. You might also look carefully at Skill Powers, such as Agile Recovery, or Multi-Classing to see if you could get something more useful. [B][COLOR=#0000FF]Agile Recovery [/COLOR][/B](req training in acrobats) (PHB3)- This Skill Power lets you stand up from prone as a minor. As monks have little use for minor actions, which makes this a generally useful skill power. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Careful Stride[/COLOR] [/B](PHB3) – You can ignore difficult terrain and liquids while you move your speed. You should be able to boost your speed or jump over most difficult terrain already. You also can't use this power to let you shift through difficult terrain. Overall, this is a very situationally power.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Cat and Mouse[/B] [COLOR=#00CCFF][B](Centered Breath, Eternal Tide) [/B][/COLOR][/COLOR](HoEC) When you hit with a melee attack, you get a shift and total conceal against that one enemy, which tends to make them wander off and potentially provoke an OA. Where this is really great is when you have a power that has forced movement and you want to shift up to them and then apply Flurry of Blows without losing your melee target. It only gets better in Paragon, as you can then push/slide a target near another enemy, shift next to both enemies, and then FoB both of them.[/COLOR] [COLOR=#000000][B]Deflect Arrow[/B] (Dr404) Superior cover against ranged [I]weapon[/I] attacks as an interupt. There are a decent number of archers in low heroic, which makes this [COLOR=#0000FF]useful[/COLOR] at level 2 when you can get it. However, few monsters make weapon attacks, so this power won't be used much[COLOR=#800080] past low heroic[/COLOR]. Typically though, you'll want to retrain this power once you get out of low heroic.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Eye in the Sky[/COLOR] [COLOR=#0000FF](Desert Wind)[/COLOR][/B] (HoEC) A stance that lets you shift if an enemy becomes adjacent, and gives a little defense against them. This is best for DW monks who can shift away from enemies as part of their FoB. [/COLOR] [COLOR=#000000] [B]Fall of Wind[/B] (PsiP) - You reduce your fall damage by a significant portion. Combined with acrobatics (assuming it stacks), you should eventually be able to leap off buildings and not take any damage. Anyone else like Underworld? [B]Fast Hands[/B] (req training in Thievery) (PHB3)- Can be used to pick up or switch items quickly once per round. For example, you could pick up an item you dropped to use Internalize the Basic Kata. [B][COLOR=#FF0000]Fighting Fury [/COLOR]([COLOR=#008000]Stone Fist, Eternal Tide[/COLOR]) [/B](PsiP) - Your unarmed melee attacks deal extra strength damage. Too bad it doesn't affect burst or blast attack, or this would be really awesome for Stone Fist. This power is only useful for unarmed Stone Fist if the DM allows Ki Focused weapons (like both CBs and CS do) or until they get a decent Ki Focus. If your DM doesn't allow Ki Focused weapons, then you won't be making unarmed attacks if you use a ki focus, so this stance should be trained out quickly as it soon will be useless.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Grasp the Wind [/B][COLOR=#000000](PHB3) - You shift instead of being forced to move[/COLOR][B]. [/B][COLOR=#000000]This could be useful in some situations. However, most forced movement doesn't effect monks much due to their incredible mobility.[/COLOR][/COLOR] [COLOR=#FF0000][B]Harmonious Discipline[/B][/COLOR][COLOR=#800080][B] (Centered Breath) [/B][/COLOR](PHB3) – You gain your wisdom in Temps and then your wisdom as a damage bonus on your next melee attack when the temps are gone. The problem is that you can't predict when the temps will be gone, so the damage bonus it isn't very useful. In addition, the damage bonus only applies to melee attacks and not your nice burst powers. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Reed in the Wind[/B] [/COLOR](HoEC) Dex in thp and CA versus one enemy each encounter. This will be useful in every fight at low levels, but you will need to retrain out of it at higher levels. [/COLOR] [COLOR=#000000][B]Supreme Flurry [/B](PHB3) – Once per day, you get to apply your Flurry again after a decent shift. This power gets [COLOR=#0000FF]better as you level[/COLOR]. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Swift Flight[/B] [/COLOR][COLOR=#00CCFF][B](Centered Breath) [/B][/COLOR](PHB3) - You fly you speed + your wisdom mod, and fall if you don't end the movement touching the ground. This makes it impossible to use to attack fliers, which is one of the main reasons you'll want to fly. However, it still lets you fly a good distance, especially if you're Centered Breath. This helps get over large amounts of difficult terrain, and around obstacles like cliffs. I find there is at least one round per combat that a fly would be nice.[/COLOR] [COLOR=#000000][B]Encounter 3:[/B] [U][B]Overview[/B][/U]- Eternal Mountain is clearly the best choice at this level for most monks. Some Stone Fist may like Resounding Strike. Some Iron Fist may like Undeniable Incitement. Some Desert Wind may like Burning Brand. [B]Bonecrusher[/B] (HoEC) A single target attack versus fortitude that gives a small penalty to defenses. Movement utility adds some defense. [B]Burning Brand[COLOR=#0000FF] ([COLOR=#00CCFF]Desert Wind[/COLOR], Centered Breath)[/COLOR] [/B](HoEC) A single target attack versus reflex. For DW monks, your FoB will immediately trigger additional charisma damage versus that enemy and every enemy adjacent to it, which makes it a damaging attack for the level. While Centered Breath won't stack up the Cha damage very high, it can make sure to clump enemies such that lots of them take extra damage.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Dance of Swords [/B][/COLOR](PHB3) – It's a single target attack that gives a bonus if you should have used a multi-target attack. [/COLOR] [COLOR=#000000][B]Enduring Champion[/B] (PHB3) – It's a single target attack versus fort, so it's useful for against the back line. If you hit you get a save with your wisdom as a bonus, and the enemy takes wisdom extra damage. The movement technique lets you provoke to gain more speed on this turn and the next. Generally not worth it unless you can reliably avoid Opportunity Attacks. Overall, if you have a decent wisdom, this is a nice attack to use versus the back line. Of course, you could have been proning them with Eternal Mountain. [COLOR=#00CCFF][B]Eternal Mountain [/B][/COLOR](PHB3) – This is close burst that attacks fortitude that prones. It also does decent damage. The prone effect means that enemies will have a hard time moving away from the monk, which increases the monk's DPR the next turn. The Movement Technique also gives resistance to all damage equal to your strength to help you avoid getting crushed by drawing so much aggro. Overall, the power is useful but inaccurate versus the front line and devastating if the back line clusters up. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Falling Hammer in Repose[/COLOR][/B] (D398) - Attacks fortitude for decent damage and a push. It is best for the backline, and the backline wants to get away from you. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Frozen Moment ([/B][/COLOR]HoEC)- A single target attack versus fort that immobilizes. The selling point is the 3+str resist, but Eternal Mountain has a similar power and is superior. [/COLOR] [COLOR=#000000][B]Inner Eye Opened[/B] (PsiP) - You are blinded and gain blindsight, which means it's nice versus invisible and concealed foes, but it also means you grant CA. At least it attacks will, so it's accurate. It also may provide two different damage rolls, so you could ask your DM whether the "plus 1d8 psychic" indicate a different damage roll or not. Shouldn't be too likely though. If it does provide two damage rolls, the power is [COLOR=#0000FF]better[COLOR=#000000], and it will keep getting better [B][COLOR=#00CCFF]as you level[/COLOR][/B].[/COLOR] [/COLOR] [/COLOR] [COLOR=#000000][B]Resounding Strike[/B] [COLOR=#0000FF][B](Stone Fist, Eternal Tide) [/B][/COLOR](PsiP) - It attacks fort and does 3+str mod the next time the target takes damage, which would seem to include FoB during that turn. It is a damaging single target attack for Stone Fist. [/COLOR] [COLOR=#000000][B]Springing Drake Assualt[/B] (PsiP) -Attacks reflex for ok damage and gives a slide 2. Iron Soul may get a bit larger slide. [COLOR=#800080][B]Twin Thunders [/B][/COLOR](PHB3) – This attacks fort, and damages a adjacent enemy that you didn't target. The Movement Technique is a strong escape/positioning power though. This is overshadowed by Eternal Mountain. [/COLOR] [COLOR=#000000][B]Undeniable Incitement [COLOR=#0000FF](Iron Soul) [/COLOR][/B](PsiP) - This attacks will for relatively poor damage, but knocks the target prone and gives a small AC bonus. Iron Soul may get a larger AC bonus.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Wind Through the Willows[/B][/COLOR] (Dr 404) - A non-party friendly close blast that attacks reflex for decent damage, slows and blocks charges. This makes it hard for enemies to move away from you, setting you up to hit more enemies in your bursts on the following turn. The movement power allows you to move critters into the blast (e.g., if one you were flanked). [/COLOR] [COLOR=#000000][B]Daily 5:[/B] [U][B]Overview[/B][/U] - Water Gives Way is clearly the best power at this level, which isn't hard as the rest of the powers are pretty lackluster except for Calm Before the Storm. I'd strongly consider picking up an extra 1st level Daily if you dislike Water Gives Way for some crazy reason. [COLOR=#00CCFF][COLOR=#0000FF][B]Calm Before the Storm [/B][/COLOR][COLOR=#000000](HoEC) - A lackluster attack, but it gives you a stance that lets you interrupt enemies that attack next to you, do damage to them, and knock them prone. Too bad the initial attack sucks so much, because the the stance is awesome.[/COLOR][/COLOR] [COLOR=#800080][B]Deadly Cobra Strike [/B][/COLOR](PHB3) – It attacks fortitude and gives weak ongoing damage of the most resisted type. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Disrupting Fist [/B][/COLOR](PsiP) - This is Stunning Fist's "special" big brother. It creates a stance that gives +2 damage to melee attacks, and you can end it to make an attack versus fortitude for poor damage that dazes (save ends). [/COLOR] [COLOR=#000000][COLOR=#800080][B]Freeze the Life Blood[/B][/COLOR] (PsiP) - An attack versus reflex for relatively low damage that immobilizes (save ends). The selling point is if an enemy ends their turn next to the target they take dex cold damage. However, the secondary damage is completely avoidable, immobilization is pretty useless condition if the enemy is in the middle of the action. Plus, you probably would have been better off using a multi-target power. [/COLOR] [COLOR=#000000][B]One Hundred Leaves [/B](PHB3) - It's a close blast 3 versus reflex with a push 2. It's not party friendly and attacks a much smaller area than Masterful Spiral. At least you get an addition Flurry of Blows Target for two turns. [B][COLOR=#FF0000]Overwhelming Mountain Strike[/COLOR] [/B](HoEC) - Inferior to Stunning Palm. [/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Resonating Fist[/B][/COLOR][COLOR=#800080][B] (Stone Fist, Eternal Tide)[/B][/COLOR] (PsiP) - This power attack fort, and does the same poor damage regardless of whether you hit or miss. If you hit, you also inflict vulnerability to all damage equal to your strength mod. Even Stone Fist require a decent amount of party support to make this power worth it.[/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Salamander Charge[/B] [/COLOR](HoEC)- A lame zone that lasts for 1 turn and a charge that does less damage than most encounter powers. Even if you could ensure they take the zone damage twice, the damage is still only equivalent to a decent melee encounter power. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Steel Warrior Technique [/B][/COLOR](PHB3) - If you didn't feel the enemies loved you enough already, please take this power. Everyone else can avoid it. On the plus side, it does decent damage.[/COLOR] [COLOR=#000000][B]Supreme Avalanche Combination [/B](PHB3) - It's a single target power that attack fortitude for ok daily damage. This makes it only useful versus the backline. Too bad the power's main draw is sliding the target when you hit it for the rest of the encounter, and the back line doesn't care much if it's slid. This is a good power for [COLOR=#0000FF]polearm/sliding[/COLOR] builds [/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Thunderbolt Surge[/B][/COLOR] (PsiP)- A ranged power that does relatively low daily damage and prones enemies adjacent to the target. Oh, and you can't use FoB unless you take an OA. This power is simply full of fail.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Water Give Way[/B][/COLOR] (Dr 404) An off-turn quasi reliable attack with decent damage that, as it interupts being hit, allows you to slide the enemy into a square it can't attack you from, invalidating the hit. [/COLOR] [COLOR=#000000][B]Utility 6:[/B] [U][B]Overview[/B][/U] - Quicksilver Motion and you're done. Centered Defense is probably the best of the other powers at this level. Purifying Meditation is also very useful. [COLOR=#800080][B]Abundant Step[/B][/COLOR] (PsiP) - CA if an enemy misses you. This is really weak for a level 6 utility.[/COLOR] [COLOR=#000000][B]Airborne Form[/B] (PsiP) - A stance that increase your speed, and makes you insubstantial when you move. Some builds may like this one. [B]Break the Dawn[/B] (HoEC)- Shift away as a reaction to being hit. Most monks won't use this each encounter. [COLOR=#00CCFF][B]Centered Defense [/B][/COLOR](PHB3) A stance that gives +2 to all defenses for an entire encounter. Use this before using a big multi-target daily and go to town. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Echoing Thunder [/B][/COLOR](PHB3) Push every enemy in a close burst 2 but your flurry target once an encounter. As most monks want to cluster enemies to lay down the hurt with multi-targeting attacks, this power is going very situational.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Fresh Start[/B][/COLOR] (HoEC) Spend a healing surge on your turn as a daily. Good defenses are better than daily self-healing. [/COLOR] [COLOR=#000000][B]Iron Heart Endurance[/B] (PsiP) - Double your con mod worth of temporary HP isn't bad. [COLOR=#800080][B]Leap of the Heavens [/B][/COLOR](PHB3) +10 to jump and count as a running start. Too bad movement is still capped by your speed, and there are way better powers at this level. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Purifying Meditation [/B][/COLOR](PHB3) – A saving throw with a wisdom bonus is nice.[/COLOR] [COLOR=#000000][COLOR=#FF9900][B]Quicksilver Motion[/B] [/COLOR](PsiP) - Move your speed as a free action. This power lets a Monk choose where to engage enemies on round 1 and is great for making optimized Monks get their Novas off. If you think this power isn't great for your Monk, your Monk probably has something wrong with it.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Roll the Bolder[/B][/COLOR] [B](Centered Breath)[/B] (HoEC) A stance that enlarges your forced movement by 2. You probably have better stances by now, but CB monks may be able to use it in some parties. [/COLOR] [COLOR=#000000][B]Encounter 7[/B] [U][B]Overview[/B][/U] - It's a pretty lackluster level. I'd honestly probably take ther level 3 burst power I didn't already have (which is probably Wind Through the Willows), although I'd also consider Strike the Avalanche or Mountainfall Stomp . [B]Arc of the Flashing Storm [COLOR=#0000FF](Iron Soul)[/COLOR][/B] (PsiP) - It attacks reflex for decent damage and a push 2. It also gives a small attack penalty. You get a big penalty specifically against you if you're an Iron Soul using a mace/staff which is potentially helpful. The movement technique is a nice teleport. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Brilliant Counterstrike[/B][/COLOR] (Dr 404) - A melee attack versus reflex for normal damage. If you hit you can do 1d8 damage against every other adjacent creature that attacks you. It is a multi-attack similar to Thundering Howl if you can make sure opponents want to attack you. If only there was a level 13 power that ought to make opponents dazed and adjacent to you...the set of conditions required to make it work is why it is only Dark Blue.[/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Deafening Howl[/B][COLOR=#000000] (HotEC) - the Movement option is the only reason one should ever consider this power. Almost strictly inferior as an attack option compared to a few 1st and 3rd level options.[/COLOR][/COLOR] [B]Feeding the Doves[/B] (PsiP) - It's Five Storms with a secondary attack that attacks everyone in a burst 2 that wasn't attacked the by Five Storms. If the secondary attack hits, it does a little damage and then pushes them 2 squares (when it would be better to pull them). The only major benefit is that it gives two big chances to trigger FoB which makes [COLOR=#0000FF][B]Blurred Ki Focus[/B][/COLOR] users happy. It does helps clean minions. It seems weak for an encounter, otherwise.[/COLOR] [COLOR=#000000][B]Fiery Serpent[COLOR=#0000FF](Desert Wind)[/COLOR] [/B](HotEC) - pseudo auto-hit power, usable at range, and gives a boost to fire damage with the movement technique.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Fist of One Hundred Strikes [/COLOR][/B](PHB3) – Two attacks versus reflex against different targets with a 1 square shift rider and low damage. Not impressive as it only is slightly more damaging than five storms, and it can attack fewer targets. Melee attack specialists might get a bit more from this power as it's the first monk melee encounter power with more than one attack, but it's still pretty weak. [B]Blurred Ki Focus[/B] users might like it.[/COLOR] [COLOR=rgb(84, 172, 210)][B]Giant's Grasp[/B][/COLOR][COLOR=#000000][B][COLOR=#0000FF] [COLOR=#000000]- [/COLOR][/COLOR][/B][COLOR=#0000FF][COLOR=#000000]an interesting power for some massive repositioning with the movement power, especially if you're a fast monk or there's a zone nearby that triggers more than once a turn. That's not what makes it Sky Blue — what makes it Sky Blue and maybe Gold is that once you grab someone, the movement technique says this "You move up to your speed. If you are grabbing a creature, the creature moves with you." i.e. it doesn't force move the creature, the creature simply moves, so it provokes from your allies...[/COLOR][/COLOR] [B]Grasping Tide[/B] (PHB3) Attacks reflex for low damage. The main selling point is the daze, which is mostly useful to keep the backline from moving or to move around the front without proking an OA. It's not a very strikery power. The movement power too, can be used to do some sliding into zones and out again. [COLOR=#800080][B]Mountainfall Stomp[/B][/COLOR][B] (Stone Fist or Ki Focus users)[/B] (PsiP) - Attacks fortitude for low damage and knocks the enemy prone. If they stand, you get an OA. This is decent for Stone Fist and those with an MBA.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Strike the Avalanche[/COLOR] (Centered Breath) [/B](PHB3) – Attacks Fortitude for decent damage, and then you slide him your wisdom modifier into other enemies like a bowling ball. Overall, this suggests the power should be used against the back line. The Movement Technique allows you to move up on the enemies you've proned without proking. Too bad you probably will have to move to attack the back line target, as using the full technique could screw up the back line some. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Titan's Step[/COLOR] (Stone Fist)[/B] (PHB3) – Attacks reflex for decent damage and you push him your strength. The movement technique is a big jump that creates some difficult terrain in in burst 1.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Two Falling Feathers [/COLOR][/B](D398) - Attacks reflex for decent damage and a slide adjacent to you. This seems a little weak for the level and there are better forced movement powers available.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Unity of Steel[/COLOR] (Iron Soul) [/B](PsiP) - Attacks reflex for decent damage, and little bonus damage for each ally adjacent to the target. Iron Soul using a dagger/spear get an accuracy bonus. [/COLOR] [COLOR=#000000][B]Daily 9[/B] [U][B]Overview[/B][/U] - Lightning Leap and Tsunami Throw rewrote this level. Twilight Touch and Crane Dance aren't bad either. Both do similar things, but Twilight Touch's blindness rider is superior. [COLOR=#0000FF][B]Crane Dance [/B][/COLOR](PHB3) It targets reflex for encounter level damage with a prone rider. However, you can hit up to 4 enemies that can be fairly spread out. The damage is low for a striker daily at this level. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Finishing Move[/COLOR][/B] (PsiP)- It attacks fort for decent damage and the target is slowed and has penalty to hit (save ends both). It is an ok attack against the back line, but it seems weak for a striker daily. [/COLOR] [COLOR=#000000][B]Flying Tiger Assualt[/B] (PsiP)- This is a fun attack versus reflex that does decent damage. You fly your speed, land, then attack. If you hit, you get a big push and if you miss, you still get an ok push. I'm image a lot of casters on ledges falling to their doom when I read this power. [B][COLOR=#800080]Immolating Fist[/COLOR][COLOR=#0000FF][B](Desert Wind)[/B][/COLOR][/B] (PsiP)- Starts a stance that gives small resist fire and 5 fire damage on you melee attacks. You can end the stance to make a fairly weak attack versus reflex that does some splash damage. Monks specializing in single target (i.e., melee attacks) might enjoy this. Other monks should have quite a few better stances at this level. The attack part may qualify for being two damage rolls, at which point it can do a[COLOR=#00CCFF] lot of extra damage[COLOR=#000000] given the stance.[/COLOR][/COLOR] [COLOR=#00CCFF][B]Lightning Leap [/B][COLOR=#000000](HotEC) - Awesome multi-attack power, great for demolishing a clustered group of enemies. Thunder even. Yes, you could jump and attack other enemies, but why would you want to? Close to Gold for paragon Centered Breath characters, who can slide other additional enemies into the range of the second burst.[/COLOR][/COLOR] [COLOR=#800080][B]Relentless Hound Technique [/B][/COLOR](PHB3) – This is a strange power. You attack reflex for encounter level damage, follow the enemy around for a turn as a free action, and can hit him again as an interrupt. This isn't impressive as a striker daily.[/COLOR] [COLOR=#000000][B]Stone Juggernaut[/B] (HotEC) - a utility+at-will that does an extra d6 of damage masquerading as a Daily Attack power. A very good utility. [B][COLOR=#FF0000]Stone Warrior Training[/COLOR][/B] (Dr 404) - A leader power that give a buff to damage to one ally if you have a decent strength score and are both attacking the same target. Way too conditional in the context that you're giving up a daily.[/COLOR] [COLOR=#000000][B][COLOR=#FF0000]Strength to Weakness [/COLOR][/B](PHB3) Hits for around 20 ongoing damage. This power sucks because targets that have enough HP to make this power useful on a failed save are the ones that will most likely save. Plus, the enemy probably won't be living for more than 2-3 turns.[/COLOR] [COLOR=#000000][COLOR=#00CCFF]Tsunami Throw [/COLOR](HotEC) - an auto-push/prone and multi-attack as an immediate reaction. If only it were on your turn...turns [B][COLOR=#0000FF]Blue[/COLOR][/B] as you level unless you can force creatures to want to be adjacent to you.[/COLOR] [COLOR=#000000] [B][COLOR=#0000FF]Twilight Touch [/COLOR][/B](PHB3) – Attacks the reflex of up to 3 targets and blinds. It does encounter level damage, but blinding the front line is still sweet. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Uncommon Clarity[/B][/COLOR] (PsiP) It's an accurate attack versus reflex with a slightly expanded crit range and just above encounter level damage. If you miss, you can daze yourself to try the attack again with a to hit penalty. Again, it seems a bit lacking for a striker daily. [/COLOR] [COLOR=#000000]Utility 10: [U][B]Overview[/B][/U] - Iron Dragon Defense is probably the strongest power at this level, but Iron Heart Resilience lets you play warden versus saving throws for one encounter a day. [COLOR=#FF0000][COLOR=#000000][B][COLOR=#FF0000]Adamant Soul [/COLOR][/B](PsiP) - A much worse version of Iron Dragon Defense. [/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#FF0000][COLOR=#000000][B]Adamantine Bones[/B] (PsiP)- Resist 5 damage for a turn could be useful from time to time. [/COLOR][/COLOR] [COLOR=#FF0000][COLOR=#000000][B][COLOR=#FF0000]Confirmation of Spirit [/COLOR][COLOR=#800080](Centered Breath)[/COLOR][/B] (PsiP) Regain some hp when you hit based on your wisdom. Again, it's inferior to Iron Dragon Defense. [/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#FF0000][COLOR=#000000][B]Elemental Resistance[/B] (HotEC) - situational, but lets you potentially resist certain encounters very well.[/COLOR][/COLOR] [COLOR=#FF0000][COLOR=#000000][B][COLOR=#800080]Flame's Blessing ([COLOR=#000000]Desert Wind[/COLOR]) [/COLOR][/B][COLOR=#800080][COLOR=#000000](HotEC) - Decent for Desert Wind Monks. The minor action and daily parts are why it isn't especially great even for them.[/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#FF0000][COLOR=#000000][B]Internal Power[/B][/COLOR][/COLOR](PHB3) – Spend a surge as a daily. This provides less healing per day than Iron Dragon Defense prevents, but some Stone Fists may still find this power useful. [COLOR=#0000FF][B]Iron Dragon Defense ([COLOR=#00CCFF]Centered Breath)[/COLOR][/B][/COLOR](PHB3) – Reduce the damage of an attack by 10+wisdom as an interrupt. This will save you 1.5-3 surges worth of damage per day. [/COLOR] [COLOR=#000000][B]Iron Heart Resilience [/B](PsiP)- Make saving throws at the beginning of you turn at -3, and again at the end of your turn with no penalty. It's like you're a warden without polymorph powers and with actual damage. The only problem being, is that you need to use it before you know you need it. That and there are some better stances out there. [COLOR=#800080][B]Mirrored Pursuit[/B] [/COLOR](HotEC) - might be good for the right hybrid monk, but usually, why do you care if you're marking an opponent or using that reaction.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Spider Technique [/COLOR][/B](PHB3) – You can climb your speed as an at-will. Thematic, but it is starting to be outclassed at this level.[/COLOR] [COLOR=#000000][B][COLOR=#FF0000]Spring Up [/COLOR][/B](PHB3) – It's an inferior version of the level 2 skill power Agile Recovery. UBER! [/COLOR] [/QUOTE]
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