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*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: 7985697" data-attributes="member: 7019027"><p>Assuming you have teammates, of course. Even if you don't have any other melee teammates, you can easily force them into a position where they must take an OA stun strike. If you readies your action to just before they leave your reach to WW, it knocks them prone & you get to act on it next turn with advantage. </p><p></p><p>There's damage, yes, but where's the riders? Proning an enemy can be costly to that enemy, they have disadvantage on attacks against you and you have advantage with melee attacks against them. </p><p></p><p>That's called compensating for flying enemies, not excelling. The damage output is okay but I think you fail to realize that proning a target is good for other characters as well as your own. </p><p></p><p>You mean the most common enemy type in the game? Yeah, I'm aware. It's a nice tool in your kit.</p><p></p><p></p><p>That's false. A dragon isn't going to wait doing nothing for 1-4 turns waiting for their recharge to come back. The spellcaster will still cast spells and the ranged fighters will still use their weapons. A smart dragon is going to poke in-and-out of their 10ft reach claw and bite attacks on the spellcasters until they get their recharge back because alive enemies are more dangerous the longer they're left alive. </p><p></p><p></p><p></p><p>Wyverns are CR6, that's definitely worth expending Ki points on. They do alot of damage and have 10ft reach stingers and claws. No need for them to get into your melee range so readying stunning strike doesn't help. </p><p></p><p>Check again, flying sword don't hover and aren't immune to prone. Gargoyles also don't have those features now that I'm looking at them. Neither do genies. Hmmm...the more I look in the MM, the more useful a long distance prone becomes.</p><p></p><p>Searing sunburst is also a save-and-suck ability. At level 11. They save, you get nothing. Sun bolt only lets you do a maximum of three attacks at the cost of a Ki point. Melee lets you do 4 at the same cost. Kensei only gets two shots, meaning you'll have less opportunities to do the extra damage they can do with melee. 4 attack rolls (melee) vs 2 (kensei) means 2 more opportunities to crit.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7985697, member: 7019027"] Assuming you have teammates, of course. Even if you don't have any other melee teammates, you can easily force them into a position where they must take an OA stun strike. If you readies your action to just before they leave your reach to WW, it knocks them prone & you get to act on it next turn with advantage. There's damage, yes, but where's the riders? Proning an enemy can be costly to that enemy, they have disadvantage on attacks against you and you have advantage with melee attacks against them. That's called compensating for flying enemies, not excelling. The damage output is okay but I think you fail to realize that proning a target is good for other characters as well as your own. You mean the most common enemy type in the game? Yeah, I'm aware. It's a nice tool in your kit. That's false. A dragon isn't going to wait doing nothing for 1-4 turns waiting for their recharge to come back. The spellcaster will still cast spells and the ranged fighters will still use their weapons. A smart dragon is going to poke in-and-out of their 10ft reach claw and bite attacks on the spellcasters until they get their recharge back because alive enemies are more dangerous the longer they're left alive. Wyverns are CR6, that's definitely worth expending Ki points on. They do alot of damage and have 10ft reach stingers and claws. No need for them to get into your melee range so readying stunning strike doesn't help. Check again, flying sword don't hover and aren't immune to prone. Gargoyles also don't have those features now that I'm looking at them. Neither do genies. Hmmm...the more I look in the MM, the more useful a long distance prone becomes. Searing sunburst is also a save-and-suck ability. At level 11. They save, you get nothing. Sun bolt only lets you do a maximum of three attacks at the cost of a Ki point. Melee lets you do 4 at the same cost. Kensei only gets two shots, meaning you'll have less opportunities to do the extra damage they can do with melee. 4 attack rolls (melee) vs 2 (kensei) means 2 more opportunities to crit. [/QUOTE]
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4-Element monks are the only monk archetype that excels against flying enemies
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