Revised Monk Available in Compendium


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Still have some at-will stuff (Acrobat Boots) and daily stuff (Keoghtem's Ointment), but then the rest can be per encounter like:

Power (Item): Free Action. Use when you hit with a melee attack. That attack deals +5 damage.
Power (Item): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Power (Item): Free Action. Use when you hit with an attack. This attack bypasses any resistance (but not immunity) of its targets.
Power (Item): Free Action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying the attack's effects.

I'm a fan of these types myself. My take is, if I can't use a magic item that often, at least make it reliable. Getting to apply an effect after a hit is a lot more useful than having to charge up and pray I hit.
 

I'm a fan of these types myself. My take is, if I can't use a magic item that often, at least make it reliable. Getting to apply an effect after a hit is a lot more useful than having to charge up and pray I hit.

I did like, either in AV1 or 2, several items that had a cool power that was only expended if it worked (I think one gave you a save, one gave you a chance to regain a power, etc). It means it will come in handy at some point during the day - but necessary the moment you really want it to.
 

Other thing: Would be good to see a errata article for some dragon and dungeon articles, don't you guys think?!

Yeah - it sounds like several updates hit at the same time, but weren't posted in the main article. However (and I might be imagining this), I think they said they would start including the article errata in future updates.
 

Other thing: Would be good to see a errata article for some dragon and dungeon articles, don't you guys think?!

MrMyth said:
Yeah - it sounds like several updates hit at the same time, but weren't posted in the main article. However (and I might be imagining this), I think they said they would start including the article errata in future updates.

The DDI magazines have received errata over time, first in the compiled issues and then in the Compendium and CB. I'll see if I can find the post again, but I think that the plan is for the updates to include a listing of which magazines have been updated, but that the update won't include the actual errata.
 


You can find the errata/rules changes for the DDi material by searching for errata in the compendium.
That's good to know, and gives the following entries from DDi sources:

Items
Dr 365 Goring Weapon

Creatures
Dr 374 Orc Darkblade

Feats
Dr 368 Bola Training
Dr 368 Net Training
Dr 368 Whip Training
Dr 379 Mastered Technique

Powers
Dr 367 Alluring Lights
Dr 372 Doomcaller's Promise
Dr 379 Bitter Harvest
Dr 379 Hurricane Strike
Dr 379 Line in the Sand
Dr 379 Time to Die
Dr 379 Warding Steel
Dr 379 Wicked Strike
 


There is another thread here specifically about monk changes.

I like the application of the ki focus to the monk -- it just makes sense, even more so than for the assassin. Though I think losing weapon attacks (and the +3 proficiency bonus of the unarmed strike) hurts the monk against brutes, artillery, skirmishers, and lurkers, because of the smaller gap between AC and Reflex on those monsters; however, it helps against soldiers, controllers, and minions.

I also like the increased damage of Flurry of Blows, and the ability to slide certain targets anywhere (so you can make some space to move away). I am curious to see more weapon-specific monk feats. Combined with the ki focus, I can imagine (perhaps still impractical, though) a monk picking up weapons from fallen foes (or drawing his own) and doing cool stuff in a fight.

Finally, I am glad Quivering Palm is back :) After all, the origin of the power formerly known as Heart-Sundering Strike was pretty obvious.

I didn't notice many damage increases, except for turning most [W] to d10. I am eager to see to the stone fist monk, because I want to see how their striker damage compares.
 
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I am wondering if we'll see a bunch of half-elves running around with monk at-wills. If they can apply whatever enhancement they have on a proficient weapon, then getting a decent attack (close burst enemies only, 1d8+Dex? Snag) along with a good movement ability (shift 2 as a move? Snag) is pretty cool.

At any rate, it does seem like they satisfied a lot of my concerns about the monk. I'm really digging the change to flurry, and they upped a lot of the implement damage. I think feats like that spear one could be a ton of fun. I really want to see the Str build.
 

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