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The Book of Five Traditions: A 4e Monk Handbook
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<blockquote data-quote="MwaO" data-source="post: 6703353" data-attributes="member: 12749"><p><strong>General Feats</strong></p><p></p><p><span style="color: #000000"><strong><u>Feat Overview</u></strong></span></p><p><span style="color: #000000">As detailed in the tactics section, monks are designed to use close burst attacks against multiple enemies. This draws more aggression that other strikers. In addition, due to the close burst nature of their best powers, monks are frequently in some of the most dangerous positions strikers can be found in. This means that DPR and Defenses are a monk's two top goals.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><u><strong>DPR Feats</strong></u></span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3714446" target="_blank">Homepage</a>General place to find out about DPR boosting options</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Coordinated Explosion</strong> </span>– If you use a lot of party-friendly close bursts, and have allies in melee with you, this is a solid feat. Otherwise skip it. </span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #0000FF"><strong>Crashing Tempest Style</strong> (</span><strong><span style="color: #FF9900">Club users) </span></strong></span>(PHB3) - If you are holding a club you get a +2 to FoB damage. The FAQ for the PHB3 now specifies clearly that this feat works even if you're not attacking with the club. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Deadly Draw </span><span style="color: #0000FF">(Centered Breath) </span></strong>(PHB3) - For Centered Breath Monks this guarantees combat advantage against 1 or more enemies as long as you hit at least one enemy each turn. This combines well with Nimble Blade, Starblade Flurry, and Defensive Advantage.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Cunning Stalker</span></strong> (HFK) - You get CA if you're the only creature adjacent to the enemy. Thus, you depend on the party not fighting with you and the DM keeping monsters spread out for you to get CA. However, if you consistently go play off by yourself, or your party is light on melee, you could get some <span style="color: #0000FF">good use </span>out of the feat. However, if your party is melee heavy, you should still be able to get flank, though.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF9900">Expertise Feats</span></strong> (Various) An expertise feat should be your first or second feat as a monk. See below for a rundown on the different expertise feats.</span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank"><strong>Expertise Feats</strong></a></span></p><p><span style="color: #000000"><strong>I rate these feats relative to each other. </strong>Any optimized monk needs one of these feats.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Holy Symbol Expertise </strong></span>(HoS)- This feat gives a superior version of Uncanny Dodge and Eyes in the Back of the Head, which helps you fight surrounded. Holy symbols are easy to get if you have a little wisdom or cha by taking a MC avenger, cleric or paladin feat that gives implement proficiency. Only downside is that most divine classes have poor opportunities for minor action or off-action attacks.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Ki Focus Expertise</span> </strong>(HoS) - A little scaling extra damage versus bloodied targets. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Staff Expertise </strong></span>(HFL) - Essential for any staff user, but the benefit isn't useful for most monks. </span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Versatile Expertise </strong></span>(PHB3) - Versatile Expertise has two big advantages - it works with both your ki focus <em>and</em> your weapon of choice. So you can use your Radiant/Frost/Subtle Dagger or your Blurred Ki Focus to make attacks, depending on which one is more useful. Plus, then, if you do need to use a long ranged weapon, you can shoot it with the ki focus.</span></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><strong>Flurry Resounding</strong> (Dr404) - Use flurry again on an AP. As this feat only will typically apply only twice per day, you probably could find something better. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Implement Focus</span></strong> (HFL) - Extra damage is nice for a striker.</span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Improved Monk Unarmed Strike </strong></span>(PHB3) - It gives 1 extra damage to your unarmed basic attacks. Something you'll find really hard to use, even if you specialize in trying to use it. Avoid.</span></p><p></p><p><span style="color: #000000"><strong>Nimble Blade </strong><span style="color: #0000FF"><strong>(Centered Breath</strong></span><strong>) </strong>(PHB) - If you use daggers and have CA a lot, this is a solid feat. Works well with Cunning Stalker, Deadly Draw and frost cheese.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Silvery Glow</strong><span style="color: #000000"> (Dr386) Frost+Radiant damage boost, though requires a specific deity.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Slashing Kama Style</strong></span> (Dr404) Generally just a bad idea and you don't have the hands for it in Paragon. At the minimum, you're giving up either +2 damage to your FoB or an extra target. Why?</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Superior Implement Training</span></strong> (PHB3) - Dagger, Ki Focus, and Quarterstaff users want to take this to get their Accurate implements. +1 to hit! Monks using a Flaming dagger also could do well with an Incendiary Dagger. </span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Popular Superior Implements</a></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Accurate</strong> </span>(PsiP) - It is boring, but it is the biggest accuracy and DPR increase of any superior implement. All implement types a monk would use have this superior implement. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Fluid Ki Focus</span> </strong>(PsiP) - Extra mobility and defense (if you don't already have a shield bonus)</span></p><p></p><p><span style="color: #000000"><strong>Inexorable Ki Focus </strong>(PsiP) - If you primarily attack fort and have some force powers, this could be useful.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Iron Ki Focus</strong> (PsiP) - Some extra damage and bonus forced movement on implement powers. This does NOT affect Centered Breath FoB, as FoB isn't an implement power. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Mighty Ki Focus</strong> (PsiP) - If primarily use reflex attacks, you could make some use out of this. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Mountain Ki Focus </strong>(PsiP) - Extra defense (if you don't already have a shield bonus) and bonus forced movement on implement powers. This does NOT affect Centered Breath FoB, as FoB isn't an implement power.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Serene Ki Focus</strong> (PsiP) - If primarily using Will attacks, especially psychic, you could make some use out of this. Not that many psychic Monk attacks, though.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Transcedent Ki Focus</strong></span> (PsiP) - there are a number of good Monk teleportation attacks, so is concealment and +1 reach with melee attacks more valuable than a +1 to hit? </span></p><p></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Two-Weapon Fighting</strong></span> (PHB) - The +1 damage only applies to weapon attacks as per the recent errata, so this is only useful to open up further feats. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF"><span style="color: #FF0000">Wintertouched</span> </span><span style="color: rgb(0, 0, 0)">(Stone Fist or Iron Soul)</span></strong>(PHB) - If you are a non-Centered Breath Monk using a Frost Weapon and have Lasting Frost, you wil maybe want this overCunning Stalker. Maybe. Otherwise, skip it. Deadly Draw is strictly better for Centered Breath.</span></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Brutal Flurry</strong></span> (PHB3) - If you primarily target 1 target, this is a decent boost to your FoB. However, it is strongly overshadowed by Starblade Flurry unless you've got one of those DMs that constantly makes you fight a single Solo.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Fiery Blood/Icy Heart</span>/Burning Vapors/<span style="color: #00CCFF">Lightning Soul/Thunder's Rumble </span></strong>(HotEC) - Various bonuses to elemental damage and an unusual option attached. Assuming you're doing elemental damage, you want one of these.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Lasting Frost </span></strong>(PHB) - If you're using a Frost Weapon, you want this. Otherwise, skip it.</span></p><p></p><p><span style="color: #000000"><strong>Light Blade Precision</strong> – If you use daggers, it's a decent damage boost against large enemies. Late in the game, most of your enemies will be large.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Reserve Maneuver </strong>- <span style="color: #000000">Good if your Paragon Path's encounter power is poor. The likely want for this is picking up a power that is a multi-tap, such as Drunken Monkey or power that does multiple attacks for Blurred Ki Focus.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Simple Precision</strong>(PHB3) - +1 to hit with at-wills after you hit with an at-will. You have too many encounter powers at this point for this feat to be terribly useful. As you have a lot of multi-attacks, this feat may (ask your DM) allow you to gain +1 to hit with subsequent attack rolls of the same power. In this case, it could be <span style="color: #0000FF">useful</span>. </span></p><p></p><p><span style="color: #000000"><span style="color: #FF9900"><strong>Starblade Flurry </strong></span>(PHB3) - A true must-have if you have a free hand. This is the best striker and control feat monks have to offer. It gives you an additional FoB target that can be up to 5 squares away. Also, you don't need to wield a dagger, only hold a dagger in the off-hand, so everyone but quarterstaff users can benefit from it. CB monks use this to slide enemies into bad spots and suck additional targets into burst range. Iron soul use this to hinder enemies, such as keeping them next to the defender. Stone Fist get a decent amount of extra damage. Even unarmed monks and monks that need a free hand can use this feat by spending a minor to draw a non-magical dagger or shuriken each turn (which gets thrown and leaves them empty-handed again). </span></p><p></p><p><span style="color: #000000"><strong>Two Weapon Opening </strong>– An extra attack on a crit is nice. However, monks have no decent ways of improving critical range and no use for a second melee weapon. Ki Focus monks may be able to make some use out of it, however. Requires a good MBA. Almost strictly inferior to Two-Fisted Shooter.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000">Bow Mastery</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Stone Fist Master </span></strong>(PHB3)<strong><span style="color: #0000FF"> -</span></strong> Your FoBs grants CA to the next attack, which could be your own. A decent leader effect, but not awe-inspiring at this level.</span></p><p></p><p><span style="color: #000000"><span style="color: #008000"><strong>Unarmed Mastery</strong></span>(PHB3) - This is either a <span style="color: #FF0000">trap</span> or a <span style="color: #0000FF">decent feat </span>depending on how your DM interprets Ki Focus. If your DM makes you use a ki focus directly as an implement or allows ki focus to take the form of a weapon, this feat does nothing unless you forgo your enhancement bonus. If your DM allows ki focused weapons as implements, then this feats allows unarmed monks (who use a ki focus) get 19-20 criticals when they make melee attacks. This is the only way to get 19-20 criticals on implement attacks through a feat as a monk. However, it does NOT affect area attacks. </span></p><p></p><p><span style="color: #000000"><u><strong>Defensive Feats</strong></u></span></p><p><span style="color: #000000">I recommend you take 1-3 feats per tier that are defensive in nature.</span></p><p> <span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong><span style="color: #000000">Impro</span>ved Def<span style="color: #00CCFF">enses </span></strong></span>(HFL) - A nice scaling bonus to NADS. This is ok at heroic, <span style="color: #0000FF">good </span>at paragon and <span style="color: #00CCFF">awesome</span> at epic. </span></p><p></p><p><span style="color: #000000"><strong>Iron Parry</strong> (req Iron Soul) (PsiP) - +1 untyped bonus to AC. Given feat starvation, I probably wouldn't take this.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Resilient Focus</span></strong> (HFL) - +2 to saves. This is very nice, especially when combined with Superior Will.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Shielding Whirlwind Style</strong></span> (Dr404) - No CA by being flanked and also cover versus ranged and area attacks (but not versus close attacks). You will be flanked frequently if you use a lot of close bursts, so this is a very good feat for staff users. </span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Superior Will </strong></span>(req 15 wis or cha) (HFL) - If you have the necessary wisdom or charisma, this is an awesome feat from late heroic on through epic tier. It gives a nice scaling bonus to will, and lets you save versus daze and stun at the beginning of your turn even if it isn't a save ends effect. Too bad it only gives you +1 will over Improved Defenses. </span></p><p></p><p><span style="color: #000000"><strong>Toughness </strong>(PHB) - This is a solid feat. However, monks can get defenses high enough that they probably won't need it. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Unarmored Agility </strong></span>(PHB3) - A +2 to AC is too good to pass up. Probably should be your first feat. Depending on your Paragon tier options, it may be a feat that you retrain out of and possibly back into.</span></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong><span style="color: #800080">Defensive Advantage</span> (Centered Breath)</strong> <span style="color: #000000">(PHB) - This is a big bonus to AC that is pretty well constant for Centered Breath with Deadly Draw</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Eyes in the Back of Head </strong>- Flanking doesn't cause CA. If you do a lot of close burst attacks, you will be flanked very frequently, so this is a useful feat. Stone Fist who aren't staff users will prefer this over Uncanny Dodge, as it has no wisdom requirement. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Uncanny Dodge </strong><span style="color: #000000">(req 15 wisdom) (PHB) </span></span>– When you grant CA, enemies don't get the +2 to attack you. So if you are flanked, stunned or dazed, enemies still will have difficulty hitting you. If you do a lot of area attacks, you will be flanked very frequently, so this is a solid feat. The wisdom requirement means this will probably only be taken by Centered Breath. Shielding Whirlwind Style also provides similar effects. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Whirling Iron Defense</strong> (req Iron Soul) (PsiP) - +1 defenses against enemies you hit with FoB. This is a solid feat for an Iron Soul, because it boosts all defenses and, as you should be attacking multiple opponents each turn, it has a very common trigger. </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"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Epic</span> </strong><span style="color: #00CCFF"><strong>Defenses </strong><span style="color: #000000">-</span></span> This consisted of the three Epic Defense feats: <span style="color: #0000FF">Epic Fort</span>, <span style="color: #0000FF">Epic Reflex </span>and <span style="color: #00CCFF">Epic Will.</span> All of them are solid feats, but Epic Will is the most useful because the worst riders (e.g., Daze, Stun and Dominate) tend to attack will. </span></p><p></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><u><strong>Utility Feats</strong></u></span></p><p><span style="color: #000000">Utility feats increase your control over the battlefield, increase your mobility, and allow you additional types of actions. These can be useful to some builds. </span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Fluid Motion </strong></span>(PsiP) - +1 speed bonus than raises to +2 at paragon. Speed is useful for monks, so this could be useful.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Improved Initiative</span></strong>(PHB) - You already have a good initiative modifier, but if you get your defenses high enough, as a monk, you want to convince the monsters to focus fire you and play mock-Defender.</span></p><p></p><p><span style="color: #000000"><span style="color: #993366"><strong>Internalize the Basic Kata</strong></span> (<strong>Ki Focus users</strong>) (DR404). You gain a useable MBA on your OAs and you can trigger FoB on OAs<em> if you didn't already use your FoB during the round</em>. This feat doesn't let you use FoB more than once a round, so it's basically a semi-improved Melee training for Ki Focus users. You lose one hand's worth of items or your level 2 utility power (for fast hands). If you are wielding a quarterstaff in two hands, or decide to drop a weapon in one hand and pick them up via Fast Hands after your OA, then this feats gets a bit better. Remember however that unless you're using a ki focus and one of the ki focus expertise feats, you will lose your primary weapon/implement's enhancement bonus as well as the bonus from your expertise feat. This means that Melee Training could still be better for a significant number of monks. </span></p><p></p><p><span style="color: #000000"><strong>Melee Training – </strong>Probably the best feat option, given most Monks will want two weapons in their hands. Worth considering just getting Babau Gauntlets as most Monks won't be making more than one MBA a turn anyway. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Pointed Step Style </strong>(PHB3) <strong>-</strong> Spear users can have 1 of their FoB targets 2 squares away. However, it does not add any additional FoB targets (until Epic level). As a result, the usefulness of this feat is lessened by Starblade Flurry at paragon. You can use both Starblade Flurry and Pointed Step Style together.</span></p><p></p><p><span style="color: rgb(0, 51, 255)"><strong>Skipping Stone Flurry</strong></span> <span style="color: #000000">(PsiP) - If you have a sling in hand, you can replace a normal FoB target with one up to 10 squares away. Some DMs may make you reload the sling, but by RAW, you don't need to. </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"></span></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><strong>Agile Opportunist </strong>– Depending on your party, this can provide an extra basic attack from time to time. Requires Melee Training. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Centered Intuition</strong></span> (req Centered Breath) (PsiP)- It's a ever so slightly better version of Danger Sense. If you're Centered Breath and only have room for 1 initiative feat, this is the one until Superior Initiative is available.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Danger Sense</strong></span> (PHB) - Rerolling initiative every time can be useful. Approximately as valuable as Improved Initiative.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Dazing Fist</strong> </span>(req Stone Fist) (PsiP) - Daily attacks also daze (save ends). This adds some solid control to Stone Fist. If you've decided to be a Stone Fist over Eternal Tide, this had better be the reason you did so.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Polearm Gamble </strong></span>(PHB) -If you're wielding a polearm, you will want to consider this. Although, you likely want to consider why you're wielding a polearm, also. Requires an MBA. This combines well with Spear Push and Polearm Momentum and Repel Charge. Although again, we're heading off the beaten path in a serious way.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF">Psychic Lock </span>(PHB) - If you have a weapon that can make you do psychic damage, this is a nice way to augment the build. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080">Repel Charge </span>(PHB3) - This is a good way to discourage charging you. It requires a good basic attack. Better in Heroic.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Resounding Thunder</strong> </span>(PHB)- If you are specializing in thunder (e.g., Malec-Keth Janissary), you get to enlarge all your bursts and blasts by 1, which is AWESOME for a monk. </span></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><strong>Blind-Fight </strong>(PHB) - Helps you deal with Invisible enemies, which is important as many monk powers only work against enemies you see.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Centered Breath Master </strong></span>(PHB3) - FoB now slides an additional square, which is very useful. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Form Mastery</strong></span> (PsiP) - Regain an encounter power when you spend an AP. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Long Step </span></strong>(PHB3) - This allows you to shift one extra square, which is nice considering how much monks shift around.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Superior Initiative</strong> </span>(PHB3) - An upgrade to Improved Initiative. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Unfettered Stride</span></strong> (PHB) - Ignoring difficult terrain permanently can be quite handy.</span></p><p></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: #000000"><a href="http://community.wizards.com/content/forum-topic/3735276#" target="_blank">Hide</a></span></p><p><span style="color: #000000"><span style="color: #0000FF">Mark of Passage</span> - A nice bonus to shifting distance</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF">Mark of Storm</span> - This is awesome when combined with Lightning Weapons, especially with Polearms. Stone Fist can also use it with Deadly Draw to gain permanent CA like Centered Breath. Deadly Draw or Polearm Momentum can be used to try to negate charges.</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703353, member: 12749"] [B]General Feats[/B] [COLOR=#000000][B][U]Feat Overview[/U][/B] As detailed in the tactics section, monks are designed to use close burst attacks against multiple enemies. This draws more aggression that other strikers. In addition, due to the close burst nature of their best powers, monks are frequently in some of the most dangerous positions strikers can be found in. This means that DPR and Defenses are a monk's two top goals. [U][B]DPR Feats[/B][/U] [URL="http://community.wizards.com/content/forum-topic/3714446"]Homepage[/URL]General place to find out about DPR boosting options [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#0000FF][B]Coordinated Explosion[/B] [/COLOR]– If you use a lot of party-friendly close bursts, and have allies in melee with you, this is a solid feat. Otherwise skip it. [/COLOR] [COLOR=#000000] [COLOR=#800080][COLOR=#0000FF][B]Crashing Tempest Style[/B] ([/COLOR][B][COLOR=#FF9900]Club users) [/COLOR][/B][/COLOR](PHB3) - If you are holding a club you get a +2 to FoB damage. The FAQ for the PHB3 now specifies clearly that this feat works even if you're not attacking with the club. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Deadly Draw [/COLOR][COLOR=#0000FF](Centered Breath) [/COLOR][/B](PHB3) - For Centered Breath Monks this guarantees combat advantage against 1 or more enemies as long as you hit at least one enemy each turn. This combines well with Nimble Blade, Starblade Flurry, and Defensive Advantage.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Cunning Stalker[/COLOR][/B] (HFK) - You get CA if you're the only creature adjacent to the enemy. Thus, you depend on the party not fighting with you and the DM keeping monsters spread out for you to get CA. However, if you consistently go play off by yourself, or your party is light on melee, you could get some [COLOR=#0000FF]good use [/COLOR]out of the feat. However, if your party is melee heavy, you should still be able to get flank, though.[/COLOR] [COLOR=#000000][B][COLOR=#FF9900]Expertise Feats[/COLOR][/B] (Various) An expertise feat should be your first or second feat as a monk. See below for a rundown on the different expertise feats.[/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#'][B]Expertise Feats[/B][/URL] [B]I rate these feats relative to each other. [/B]Any optimized monk needs one of these feats. [COLOR=#800080][B]Holy Symbol Expertise [/B][/COLOR](HoS)- This feat gives a superior version of Uncanny Dodge and Eyes in the Back of the Head, which helps you fight surrounded. Holy symbols are easy to get if you have a little wisdom or cha by taking a MC avenger, cleric or paladin feat that gives implement proficiency. Only downside is that most divine classes have poor opportunities for minor action or off-action attacks.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Ki Focus Expertise[/COLOR] [/B](HoS) - A little scaling extra damage versus bloodied targets. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Staff Expertise [/B][/COLOR](HFL) - Essential for any staff user, but the benefit isn't useful for most monks. [/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Versatile Expertise [/B][/COLOR](PHB3) - Versatile Expertise has two big advantages - it works with both your ki focus [I]and[/I] your weapon of choice. So you can use your Radiant/Frost/Subtle Dagger or your Blurred Ki Focus to make attacks, depending on which one is more useful. Plus, then, if you do need to use a long ranged weapon, you can shoot it with the ki focus.[/COLOR] [COLOR=#000000][B]Flurry Resounding[/B] (Dr404) - Use flurry again on an AP. As this feat only will typically apply only twice per day, you probably could find something better. [B][COLOR=#0000FF]Implement Focus[/COLOR][/B] (HFL) - Extra damage is nice for a striker.[/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Improved Monk Unarmed Strike [/B][/COLOR](PHB3) - It gives 1 extra damage to your unarmed basic attacks. Something you'll find really hard to use, even if you specialize in trying to use it. Avoid.[/COLOR] [COLOR=#000000][B]Nimble Blade [/B][COLOR=#0000FF][B](Centered Breath[/B][/COLOR][B]) [/B](PHB) - If you use daggers and have CA a lot, this is a solid feat. Works well with Cunning Stalker, Deadly Draw and frost cheese.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Silvery Glow[/B][COLOR=#000000] (Dr386) Frost+Radiant damage boost, though requires a specific deity.[/COLOR][/COLOR] [COLOR=#FF0000][B]Slashing Kama Style[/B][/COLOR] (Dr404) Generally just a bad idea and you don't have the hands for it in Paragon. At the minimum, you're giving up either +2 damage to your FoB or an extra target. Why?[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Superior Implement Training[/COLOR][/B] (PHB3) - Dagger, Ki Focus, and Quarterstaff users want to take this to get their Accurate implements. +1 to hit! Monks using a Flaming dagger also could do well with an Incendiary Dagger. [/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#']Popular Superior Implements[/URL] [COLOR=#00CCFF][B]Accurate[/B] [/COLOR](PsiP) - It is boring, but it is the biggest accuracy and DPR increase of any superior implement. All implement types a monk would use have this superior implement. [/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Fluid Ki Focus[/COLOR] [/B](PsiP) - Extra mobility and defense (if you don't already have a shield bonus)[/COLOR] [COLOR=#000000][B]Inexorable Ki Focus [/B](PsiP) - If you primarily attack fort and have some force powers, this could be useful. [B]Iron Ki Focus[/B] (PsiP) - Some extra damage and bonus forced movement on implement powers. This does NOT affect Centered Breath FoB, as FoB isn't an implement power. [B]Mighty Ki Focus[/B] (PsiP) - If primarily use reflex attacks, you could make some use out of this. [B]Mountain Ki Focus [/B](PsiP) - Extra defense (if you don't already have a shield bonus) and bonus forced movement on implement powers. This does NOT affect Centered Breath FoB, as FoB isn't an implement power. [B]Serene Ki Focus[/B] (PsiP) - If primarily using Will attacks, especially psychic, you could make some use out of this. Not that many psychic Monk attacks, though. [COLOR=#800080][B]Transcedent Ki Focus[/B][/COLOR] (PsiP) - there are a number of good Monk teleportation attacks, so is concealment and +1 reach with melee attacks more valuable than a +1 to hit? [/COLOR] [COLOR=#000000][COLOR=#800080][B]Two-Weapon Fighting[/B][/COLOR] (PHB) - The +1 damage only applies to weapon attacks as per the recent errata, so this is only useful to open up further feats. [/COLOR] [COLOR=#000000][B][COLOR=#00CCFF][COLOR=#FF0000]Wintertouched[/COLOR] [/COLOR][COLOR=rgb(0, 0, 0)](Stone Fist or Iron Soul)[/COLOR][/B](PHB) - If you are a non-Centered Breath Monk using a Frost Weapon and have Lasting Frost, you wil maybe want this overCunning Stalker. Maybe. Otherwise, skip it. Deadly Draw is strictly better for Centered Breath.[/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#800080][B]Brutal Flurry[/B][/COLOR] (PHB3) - If you primarily target 1 target, this is a decent boost to your FoB. However, it is strongly overshadowed by Starblade Flurry unless you've got one of those DMs that constantly makes you fight a single Solo.[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Fiery Blood/Icy Heart[/COLOR]/Burning Vapors/[COLOR=#00CCFF]Lightning Soul/Thunder's Rumble [/COLOR][/B](HotEC) - Various bonuses to elemental damage and an unusual option attached. Assuming you're doing elemental damage, you want one of these.[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Lasting Frost [/COLOR][/B](PHB) - If you're using a Frost Weapon, you want this. Otherwise, skip it.[/COLOR] [COLOR=#000000][B]Light Blade Precision[/B] – If you use daggers, it's a decent damage boost against large enemies. Late in the game, most of your enemies will be large. [COLOR=#0000FF][B]Reserve Maneuver [/B]- [COLOR=#000000]Good if your Paragon Path's encounter power is poor. The likely want for this is picking up a power that is a multi-tap, such as Drunken Monkey or power that does multiple attacks for Blurred Ki Focus.[/COLOR][/COLOR] [B]Simple Precision[/B](PHB3) - +1 to hit with at-wills after you hit with an at-will. You have too many encounter powers at this point for this feat to be terribly useful. As you have a lot of multi-attacks, this feat may (ask your DM) allow you to gain +1 to hit with subsequent attack rolls of the same power. In this case, it could be [COLOR=#0000FF]useful[/COLOR]. [/COLOR] [COLOR=#000000][COLOR=#FF9900][B]Starblade Flurry [/B][/COLOR](PHB3) - A true must-have if you have a free hand. This is the best striker and control feat monks have to offer. It gives you an additional FoB target that can be up to 5 squares away. Also, you don't need to wield a dagger, only hold a dagger in the off-hand, so everyone but quarterstaff users can benefit from it. CB monks use this to slide enemies into bad spots and suck additional targets into burst range. Iron soul use this to hinder enemies, such as keeping them next to the defender. Stone Fist get a decent amount of extra damage. Even unarmed monks and monks that need a free hand can use this feat by spending a minor to draw a non-magical dagger or shuriken each turn (which gets thrown and leaves them empty-handed again). [/COLOR] [COLOR=#000000][B]Two Weapon Opening [/B]– An extra attack on a crit is nice. However, monks have no decent ways of improving critical range and no use for a second melee weapon. Ki Focus monks may be able to make some use out of it, however. Requires a good MBA. Almost strictly inferior to Two-Fisted Shooter. [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] Bow Mastery [B][COLOR=#0000FF]Stone Fist Master [/COLOR][/B](PHB3)[B][COLOR=#0000FF] -[/COLOR][/B] Your FoBs grants CA to the next attack, which could be your own. A decent leader effect, but not awe-inspiring at this level.[/COLOR] [COLOR=#000000][COLOR=#008000][B]Unarmed Mastery[/B][/COLOR](PHB3) - This is either a [COLOR=#FF0000]trap[/COLOR] or a [COLOR=#0000FF]decent feat [/COLOR]depending on how your DM interprets Ki Focus. If your DM makes you use a ki focus directly as an implement or allows ki focus to take the form of a weapon, this feat does nothing unless you forgo your enhancement bonus. If your DM allows ki focused weapons as implements, then this feats allows unarmed monks (who use a ki focus) get 19-20 criticals when they make melee attacks. This is the only way to get 19-20 criticals on implement attacks through a feat as a monk. However, it does NOT affect area attacks. [/COLOR] [COLOR=#000000][U][B]Defensive Feats[/B][/U] I recommend you take 1-3 feats per tier that are defensive in nature. [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#0000FF][B][COLOR=#000000]Impro[/COLOR]ved Def[COLOR=#00CCFF]enses [/COLOR][/B][/COLOR](HFL) - A nice scaling bonus to NADS. This is ok at heroic, [COLOR=#0000FF]good [/COLOR]at paragon and [COLOR=#00CCFF]awesome[/COLOR] at epic. [/COLOR] [COLOR=#000000][B]Iron Parry[/B] (req Iron Soul) (PsiP) - +1 untyped bonus to AC. Given feat starvation, I probably wouldn't take this. [B][COLOR=#0000FF]Resilient Focus[/COLOR][/B] (HFL) - +2 to saves. This is very nice, especially when combined with Superior Will.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Shielding Whirlwind Style[/B][/COLOR] (Dr404) - No CA by being flanked and also cover versus ranged and area attacks (but not versus close attacks). You will be flanked frequently if you use a lot of close bursts, so this is a very good feat for staff users. [/COLOR] [COLOR=#000000] [COLOR=#00CCFF][B]Superior Will [/B][/COLOR](req 15 wis or cha) (HFL) - If you have the necessary wisdom or charisma, this is an awesome feat from late heroic on through epic tier. It gives a nice scaling bonus to will, and lets you save versus daze and stun at the beginning of your turn even if it isn't a save ends effect. Too bad it only gives you +1 will over Improved Defenses. [/COLOR] [COLOR=#000000][B]Toughness [/B](PHB) - This is a solid feat. However, monks can get defenses high enough that they probably won't need it. [COLOR=#00CCFF][B]Unarmored Agility [/B][/COLOR](PHB3) - A +2 to AC is too good to pass up. Probably should be your first feat. Depending on your Paragon tier options, it may be a feat that you retrain out of and possibly back into.[/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#0000FF][B][COLOR=#800080]Defensive Advantage[/COLOR] (Centered Breath)[/B] [COLOR=#000000](PHB) - This is a big bonus to AC that is pretty well constant for Centered Breath with Deadly Draw[/COLOR][/COLOR] [B]Eyes in the Back of Head [/B]- Flanking doesn't cause CA. If you do a lot of close burst attacks, you will be flanked very frequently, so this is a useful feat. Stone Fist who aren't staff users will prefer this over Uncanny Dodge, as it has no wisdom requirement. [COLOR=#0000FF][B]Uncanny Dodge [/B][COLOR=#000000](req 15 wisdom) (PHB) [/COLOR][/COLOR]– When you grant CA, enemies don't get the +2 to attack you. So if you are flanked, stunned or dazed, enemies still will have difficulty hitting you. If you do a lot of area attacks, you will be flanked very frequently, so this is a solid feat. The wisdom requirement means this will probably only be taken by Centered Breath. Shielding Whirlwind Style also provides similar effects. [B]Whirling Iron Defense[/B] (req Iron Soul) (PsiP) - +1 defenses against enemies you hit with FoB. This is a solid feat for an Iron Soul, because it boosts all defenses and, as you should be attacking multiple opponents each turn, it has a very common trigger. [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [B][COLOR=#0000FF]Epic[/COLOR] [/B][COLOR=#00CCFF][B]Defenses [/B][COLOR=#000000]-[/COLOR][/COLOR] This consisted of the three Epic Defense feats: [COLOR=#0000FF]Epic Fort[/COLOR], [COLOR=#0000FF]Epic Reflex [/COLOR]and [COLOR=#00CCFF]Epic Will.[/COLOR] All of them are solid feats, but Epic Will is the most useful because the worst riders (e.g., Daze, Stun and Dominate) tend to attack will. [/COLOR] [COLOR=#000000][U][B]Utility Feats[/B][/U] Utility feats increase your control over the battlefield, increase your mobility, and allow you additional types of actions. These can be useful to some builds. [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#0000FF][B]Fluid Motion [/B][/COLOR](PsiP) - +1 speed bonus than raises to +2 at paragon. Speed is useful for monks, so this could be useful.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Improved Initiative[/COLOR][/B](PHB) - You already have a good initiative modifier, but if you get your defenses high enough, as a monk, you want to convince the monsters to focus fire you and play mock-Defender.[/COLOR] [COLOR=#000000][COLOR=#993366][B]Internalize the Basic Kata[/B][/COLOR] ([B]Ki Focus users[/B]) (DR404). You gain a useable MBA on your OAs and you can trigger FoB on OAs[I] if you didn't already use your FoB during the round[/I]. This feat doesn't let you use FoB more than once a round, so it's basically a semi-improved Melee training for Ki Focus users. You lose one hand's worth of items or your level 2 utility power (for fast hands). If you are wielding a quarterstaff in two hands, or decide to drop a weapon in one hand and pick them up via Fast Hands after your OA, then this feats gets a bit better. Remember however that unless you're using a ki focus and one of the ki focus expertise feats, you will lose your primary weapon/implement's enhancement bonus as well as the bonus from your expertise feat. This means that Melee Training could still be better for a significant number of monks. [/COLOR] [COLOR=#000000][B]Melee Training – [/B]Probably the best feat option, given most Monks will want two weapons in their hands. Worth considering just getting Babau Gauntlets as most Monks won't be making more than one MBA a turn anyway. [B]Pointed Step Style [/B](PHB3) [B]-[/B] Spear users can have 1 of their FoB targets 2 squares away. However, it does not add any additional FoB targets (until Epic level). As a result, the usefulness of this feat is lessened by Starblade Flurry at paragon. You can use both Starblade Flurry and Pointed Step Style together.[/COLOR] [COLOR=rgb(0, 51, 255)][B]Skipping Stone Flurry[/B][/COLOR][COLOR=rgb(41, 105, 176)][B] [/B][/COLOR][COLOR=#000000](PsiP) - If you have a sling in hand, you can replace a normal FoB target with one up to 10 squares away. Some DMs may make you reload the sling, but by RAW, you don't need to. [URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [B]Agile Opportunist [/B]– Depending on your party, this can provide an extra basic attack from time to time. Requires Melee Training. [COLOR=#00CCFF][B]Centered Intuition[/B][/COLOR] (req Centered Breath) (PsiP)- It's a ever so slightly better version of Danger Sense. If you're Centered Breath and only have room for 1 initiative feat, this is the one until Superior Initiative is available.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Danger Sense[/B][/COLOR] (PHB) - Rerolling initiative every time can be useful. Approximately as valuable as Improved Initiative.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Dazing Fist[/B] [/COLOR](req Stone Fist) (PsiP) - Daily attacks also daze (save ends). This adds some solid control to Stone Fist. If you've decided to be a Stone Fist over Eternal Tide, this had better be the reason you did so.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Polearm Gamble [/B][/COLOR](PHB) -If you're wielding a polearm, you will want to consider this. Although, you likely want to consider why you're wielding a polearm, also. Requires an MBA. This combines well with Spear Push and Polearm Momentum and Repel Charge. Although again, we're heading off the beaten path in a serious way.[/COLOR] [COLOR=#000000][COLOR=#0000FF]Psychic Lock [/COLOR](PHB) - If you have a weapon that can make you do psychic damage, this is a nice way to augment the build. [/COLOR] [COLOR=#000000][COLOR=#800080]Repel Charge [/COLOR](PHB3) - This is a good way to discourage charging you. It requires a good basic attack. Better in Heroic.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Resounding Thunder[/B] [/COLOR](PHB)- If you are specializing in thunder (e.g., Malec-Keth Janissary), you get to enlarge all your bursts and blasts by 1, which is AWESOME for a monk. [/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [B]Blind-Fight [/B](PHB) - Helps you deal with Invisible enemies, which is important as many monk powers only work against enemies you see. [COLOR=#00CCFF][B]Centered Breath Master [/B][/COLOR](PHB3) - FoB now slides an additional square, which is very useful. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Form Mastery[/B][/COLOR] (PsiP) - Regain an encounter power when you spend an AP. [/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Long Step [/COLOR][/B](PHB3) - This allows you to shift one extra square, which is nice considering how much monks shift around.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Superior Initiative[/B] [/COLOR](PHB3) - An upgrade to Improved Initiative. [/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Unfettered Stride[/COLOR][/B] (PHB) - Ignoring difficult terrain permanently can be quite handy.[/COLOR] [COLOR=#000000][URL='http://community.wizards.com/content/forum-topic/3735276#']Hide[/URL] [COLOR=#0000FF]Mark of Passage[/COLOR] - A nice bonus to shifting distance[/COLOR] [COLOR=#000000][COLOR=#0000FF]Mark of Storm[/COLOR] - This is awesome when combined with Lightning Weapons, especially with Polearms. Stone Fist can also use it with Deadly Draw to gain permanent CA like Centered Breath. Deadly Draw or Polearm Momentum can be used to try to negate charges.[/COLOR] [/QUOTE]
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