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Playtest Packet 6: Monk reactions?
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<blockquote data-quote="ECMO3" data-source="post: 9069270" data-attributes="member: 7030563"><p>So I originally read this title as <em>"What do people think about the new Monk Reactions in PT6"</em> .... and I was like <em>"I don't remember many reactions other than revised deflect missiles and slow fall let me see what this thread is about"</em></p><p></p><p>Anyway, now that I understand the question:</p><p></p><p>I like the new Monk, I think it is an improvement to what is already a viable class. I actually like weapon mastery here, where I do not really like it on the Ranger or Paladin, or for that matter the fighter. I give it a B+</p><p></p><p>General comments:</p><p></p><p><strong>1. Unarmed Strike Damage increase: AWESOME</strong> - when combined with changes that already enhance unarmed strrikes. The increased unarmed strike damage is a bonus and to be honest with the improvements to unarmed strikes overall any more would be OP. People are focused on the damage, and if unarmed strikes did not change themselves, this would not be that big of a deal but the power in the new unarmed strikes is the control.</p><p></p><p>2. <strong>Weapon Mastery: Good. </strong> Trading Monk weapon damage for Weapon Mastery is a good trade. Not great or over the top but good. Working with light weapons and nick is going to be top tier damage at low levels, especially if you can take a feat or 1-level fighter dip to get the two weapon fighting style. </p><p></p><p><strong>3. Step of the Wind: Awesome.</strong> This is a huge improvement and when combined with the Monk's speed it will make this the most mobile class by a country mile.</p><p></p><p><strong>4. Deflect missiles -</strong> <strong>Meh:</strong> minor buff but still not worth it. Probably not a good use of Di until high levels and at that point you probably are not going to reduce damage to 0. To tell you the truth, throwing the weapon back should be an option (with Di) any time a ranged attack with a weapon does 0 damage. So on a miss you can throw it back in addition to when you reduce the damage. That would make it better.</p><p></p><p><strong>5. Limiting Stunning Strike: Good</strong> - This is an improvement. I don't know how many times I have seen Monks use FOB and stunning strike 4 times on a turn and then complain they don't have enough Ki. I think this will mean more Di available for Patient Defense which is really generally the best class use of Ki.</p><p></p><p><strong>6. Heightened Metabolism: Bad </strong>- This is designed to elminate the Ki shortage, but it compeltely upside down. It comes online when the shortage is mostly over (especially when changing Stunning Strike). What the Monk needs in Ki is more at levels 2-6. It would have been better if they just scaled Di differently 4Di at level 2, 5Di at levels 3-4, 6 Di at levels 5-6 and then go 1 per level from there.</p><p></p><p><strong>7. Subclasses: Disappointed -</strong> Taking away spells is never a good idea and as such I am not a fan of the new Shadow Monk or Elements Monk. I think they destroyed what was the best Monk subclass with the changes to shadow. This new version may be better in combat in some corner cases where Darkness is not harming the party but overall it is not going to be as effective in all phases of the game. They should have just given the Shadow Monk free darkvision 120' and taken away the requirement to see a target to use shadowstep. Elements Monk kind of lost its niche and is a much more restrictive/somple subclass with fewer options. Way of the hand is improved a bit I think. </p><p></p><p><strong>8. Loss of Ki-Fueled attack: Bad </strong>- Why did they take this away. This was awesome when combined with subclass abilities.</p><p></p><p></p><p>Things I wished they changed but didn't:</p><p></p><p><strong>1. More Monk Weapons: </strong>Glaives (Kumura), Longswords (Kantana) and Flails (Nunchuchs) should all be Monk Weapons.</p><p></p><p><strong>2. I would like to see them get rid of FOB: </strong>FOB does not bring a lot to the class I don't think.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9069270, member: 7030563"] So I originally read this title as [I]"What do people think about the new Monk Reactions in PT6"[/I] .... and I was like [I]"I don't remember many reactions other than revised deflect missiles and slow fall let me see what this thread is about"[/I] Anyway, now that I understand the question: I like the new Monk, I think it is an improvement to what is already a viable class. I actually like weapon mastery here, where I do not really like it on the Ranger or Paladin, or for that matter the fighter. I give it a B+ General comments: [B]1. Unarmed Strike Damage increase: AWESOME[/B] - when combined with changes that already enhance unarmed strrikes. The increased unarmed strike damage is a bonus and to be honest with the improvements to unarmed strikes overall any more would be OP. People are focused on the damage, and if unarmed strikes did not change themselves, this would not be that big of a deal but the power in the new unarmed strikes is the control. 2. [B]Weapon Mastery: Good. [/B] Trading Monk weapon damage for Weapon Mastery is a good trade. Not great or over the top but good. Working with light weapons and nick is going to be top tier damage at low levels, especially if you can take a feat or 1-level fighter dip to get the two weapon fighting style. [B]3. Step of the Wind: Awesome.[/B] This is a huge improvement and when combined with the Monk's speed it will make this the most mobile class by a country mile. [B]4. Deflect missiles -[/B] [B]Meh:[/B] minor buff but still not worth it. Probably not a good use of Di until high levels and at that point you probably are not going to reduce damage to 0. To tell you the truth, throwing the weapon back should be an option (with Di) any time a ranged attack with a weapon does 0 damage. So on a miss you can throw it back in addition to when you reduce the damage. That would make it better. [B]5. Limiting Stunning Strike: Good[/B] - This is an improvement. I don't know how many times I have seen Monks use FOB and stunning strike 4 times on a turn and then complain they don't have enough Ki. I think this will mean more Di available for Patient Defense which is really generally the best class use of Ki. [B]6. Heightened Metabolism: Bad [/B]- This is designed to elminate the Ki shortage, but it compeltely upside down. It comes online when the shortage is mostly over (especially when changing Stunning Strike). What the Monk needs in Ki is more at levels 2-6. It would have been better if they just scaled Di differently 4Di at level 2, 5Di at levels 3-4, 6 Di at levels 5-6 and then go 1 per level from there. [B]7. Subclasses: Disappointed -[/B] Taking away spells is never a good idea and as such I am not a fan of the new Shadow Monk or Elements Monk. I think they destroyed what was the best Monk subclass with the changes to shadow. This new version may be better in combat in some corner cases where Darkness is not harming the party but overall it is not going to be as effective in all phases of the game. They should have just given the Shadow Monk free darkvision 120' and taken away the requirement to see a target to use shadowstep. Elements Monk kind of lost its niche and is a much more restrictive/somple subclass with fewer options. Way of the hand is improved a bit I think. [B]8. Loss of Ki-Fueled attack: Bad [/B]- Why did they take this away. This was awesome when combined with subclass abilities. Things I wished they changed but didn't: [B]1. More Monk Weapons: [/B]Glaives (Kumura), Longswords (Kantana) and Flails (Nunchuchs) should all be Monk Weapons. [B]2. I would like to see them get rid of FOB: [/B]FOB does not bring a lot to the class I don't think. [/QUOTE]
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