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<blockquote data-quote="Erechel" data-source="post: 6423497" data-attributes="member: 6784868"><p>I feel like the Monk of Four Elements has a lot of potential, but in the core manual it sucks a bit. Maybe I'm too "Avatar" themed, but I feel like it's not a lot different from the Open Hand: stun punch, Perfect Self and such are great for a general class, but, if you are more interested in playing a badass/wise character like Airoh it's a bit limited. See, for example, the Fangs of the Fire Snake: it pretty much suck compared to a Cantrip like Fire Burst... and you have to pay precious ki for it. Yes, you could make a Flurry, but at 2 ki points; otherwise you can make two d4 "fire" attacks at 1 ki point, but still 10 feet range isn't a lot, and a good archer kills the monk from far away if has two attacks or enough firepower. I don't really like another "caster" in the group, and I pretty much liked more a "bender" type. How much cooler will be if a monk could re-route a fire ball (for example), use "earth bending" to change the battle scenario (maybe creating some cover), or use the swiftness of an Airbender to make great leaps, or something like that? Of course, this could be far too OP without proper balance, but the ki-spent will be more worthy. After all, a simple mage can cast a fireball that deals huge amounts of damage at level 5, and at level 1 can use infinite Fire Bursts.</p><p>I am playing as a DM, and two of my players chose to play w4 monks, but primarily by Avatar's love, not because of combat mechanics. </p><p>Also, I would like more non-combat abilities to the w4 monks: leaps, terrain control, climatic resistance, improved swiming and such. This powers could easily replace other general Monk powers, instead of costing Feats or something. Maybe they need something like a required power, or a Elemental primary discipline to make proper builds.</p><p>Sorry for my English, I'm from Argentina</p></blockquote><p></p>
[QUOTE="Erechel, post: 6423497, member: 6784868"] I feel like the Monk of Four Elements has a lot of potential, but in the core manual it sucks a bit. Maybe I'm too "Avatar" themed, but I feel like it's not a lot different from the Open Hand: stun punch, Perfect Self and such are great for a general class, but, if you are more interested in playing a badass/wise character like Airoh it's a bit limited. See, for example, the Fangs of the Fire Snake: it pretty much suck compared to a Cantrip like Fire Burst... and you have to pay precious ki for it. Yes, you could make a Flurry, but at 2 ki points; otherwise you can make two d4 "fire" attacks at 1 ki point, but still 10 feet range isn't a lot, and a good archer kills the monk from far away if has two attacks or enough firepower. I don't really like another "caster" in the group, and I pretty much liked more a "bender" type. How much cooler will be if a monk could re-route a fire ball (for example), use "earth bending" to change the battle scenario (maybe creating some cover), or use the swiftness of an Airbender to make great leaps, or something like that? Of course, this could be far too OP without proper balance, but the ki-spent will be more worthy. After all, a simple mage can cast a fireball that deals huge amounts of damage at level 5, and at level 1 can use infinite Fire Bursts. I am playing as a DM, and two of my players chose to play w4 monks, but primarily by Avatar's love, not because of combat mechanics. Also, I would like more non-combat abilities to the w4 monks: leaps, terrain control, climatic resistance, improved swiming and such. This powers could easily replace other general Monk powers, instead of costing Feats or something. Maybe they need something like a required power, or a Elemental primary discipline to make proper builds. Sorry for my English, I'm from Argentina [/QUOTE]
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