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General Tabletop Discussion
*Dungeons & Dragons
4-Element monks are the only monk archetype that excels against flying enemies
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<blockquote data-quote="Asisreo" data-source="post: 7985477" data-attributes="member: 7019027"><p>Kensei doesn't give up melee abilities but it's basically an all-or-nothing. Think about combos in a fighting game. Some moves are good at neutral due to frame data and others are good for hit-confirms and combos. Kensei has good "Frame Data" as they don't expend much to be effective in a neutral environment (using decent ranged options) but they have to continuously use their weaker options since they can't always commit to their better moves (stunning strike and flurry of blows and BA unarmed strikes are still higher priority than your ranged optiond). </p><p></p><p>4-element monks are combo characters that expend resources to set both them and their teammates up for better power. They can anti-air a flyer and attack on get up with their stunning strike flurry of blows combo. Uh...I mean they can knock a character prone and use their stunning strike flurry with advantage next turn to basically finish their enemy off. They can even make pillars of ice and stuff to protect themselves and teammates with battlefield control that any monk couldn't have. </p><p></p><p>It's a bit of a fallacy to compare a monk's archetype with an entire other class because the other class doesn't get the other stuff a monk can. Like I said, fullcasters usually aren't as tanky as a monk and monks are actually quite the good mage killers, too. A 4-Element monk can easily shut down a mage or archmage's flying spell. </p><p></p><p>You definitely don't build an entire character around getting hold person by going monk but it can certainly be a nice tool to have to further your "Mage Killer" status as a monk.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7985477, member: 7019027"] Kensei doesn't give up melee abilities but it's basically an all-or-nothing. Think about combos in a fighting game. Some moves are good at neutral due to frame data and others are good for hit-confirms and combos. Kensei has good "Frame Data" as they don't expend much to be effective in a neutral environment (using decent ranged options) but they have to continuously use their weaker options since they can't always commit to their better moves (stunning strike and flurry of blows and BA unarmed strikes are still higher priority than your ranged optiond). 4-element monks are combo characters that expend resources to set both them and their teammates up for better power. They can anti-air a flyer and attack on get up with their stunning strike flurry of blows combo. Uh...I mean they can knock a character prone and use their stunning strike flurry with advantage next turn to basically finish their enemy off. They can even make pillars of ice and stuff to protect themselves and teammates with battlefield control that any monk couldn't have. It's a bit of a fallacy to compare a monk's archetype with an entire other class because the other class doesn't get the other stuff a monk can. Like I said, fullcasters usually aren't as tanky as a monk and monks are actually quite the good mage killers, too. A 4-Element monk can easily shut down a mage or archmage's flying spell. You definitely don't build an entire character around getting hold person by going monk but it can certainly be a nice tool to have to further your "Mage Killer" status as a monk. [/QUOTE]
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4-Element monks are the only monk archetype that excels against flying enemies
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