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Building a better Monk
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<blockquote data-quote="Eltab" data-source="post: 7159193" data-attributes="member: 6803337"><p>In my experience, the Monk is intended to be a 'status effect Striker' after L5. You stun an enemy and let your Tank friends (or archer Ranger / archer Rogue) get crits on the barely-resisting target.</p><p></p><p>At lower levels - most of my play time - a monk is a 'Fisher battlecruiser' (4e Skirmisher), not a 'fast battleship'. You really want to use your speed to get in-and-out, leaving the enemy with tactical decisions to make. Don't stop at point-blank range from a Bruiser, because you have no armor and not a whole lot of HP to avoid/absorb punishment. </p><p>Coordinate: you and the Tank and a Rogue can take turns clobbering an enemy, each in your own way, until he goes down. </p><p>Or you can fly through the enemy's front line and go after a squishier-than-you Artillery in their rear.</p><p>I've also found that using Martial Arts is like having Advantage on a normal attack roll: <em>something or other</em> will hit each turn, even if it's only the d4 "death of 1000 cuts" attack.</p><p></p><p>My worst day as a Monk: after trying to show off my naturally-high Acrobatics (be all Jackie Chan and jump up on a pile of crates) but rolling a '2', I was flat on my back ahead of the group Tank (blocking his forward progress) and in a square next to an enemy guard. Of course the guard pounded me into the pavement and ran yelling for help, knowing that nobody could catch him before he found reinforcements.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7159193, member: 6803337"] In my experience, the Monk is intended to be a 'status effect Striker' after L5. You stun an enemy and let your Tank friends (or archer Ranger / archer Rogue) get crits on the barely-resisting target. At lower levels - most of my play time - a monk is a 'Fisher battlecruiser' (4e Skirmisher), not a 'fast battleship'. You really want to use your speed to get in-and-out, leaving the enemy with tactical decisions to make. Don't stop at point-blank range from a Bruiser, because you have no armor and not a whole lot of HP to avoid/absorb punishment. Coordinate: you and the Tank and a Rogue can take turns clobbering an enemy, each in your own way, until he goes down. Or you can fly through the enemy's front line and go after a squishier-than-you Artillery in their rear. I've also found that using Martial Arts is like having Advantage on a normal attack roll: [I]something or other[/I] will hit each turn, even if it's only the d4 "death of 1000 cuts" attack. My worst day as a Monk: after trying to show off my naturally-high Acrobatics (be all Jackie Chan and jump up on a pile of crates) but rolling a '2', I was flat on my back ahead of the group Tank (blocking his forward progress) and in a square next to an enemy guard. Of course the guard pounded me into the pavement and ran yelling for help, knowing that nobody could catch him before he found reinforcements. [/QUOTE]
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