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Post by FunkySwerve on Jun 14, 2006 15:33:26 GMT
You have to look for someone or something ingame to give them to you. Feel free to ask players ingame, but we don't disclose that info on the forums, so that people will explore a bit. Funky
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Post by Ralkain on Jun 14, 2006 16:00:43 GMT
The reason for taking the 1 monk level is for +8 to ac from tumble and evasion. With the reflex saves that a paladin has they will only fail on a 1. And don't forget cleave, a minor ability, but worth mentioning. A second monk level also adds Deflect Arrows which is very useful in some areas. And all of the above still work while in armor... Dave.
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Post by fusa on Jun 14, 2006 17:36:31 GMT
Might be wrong but thought deflect arrows only defelcted one arrow per round, which I don't think would normally be worth taking another level in monk for. Although I do for a Wm build since anything over 28 wm is useless.
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Post by FunkySwerve on Jun 14, 2006 17:55:51 GMT
Yup, it's once per round. Funky
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Post by Ralkain on Jun 15, 2006 13:36:51 GMT
Might be wrong but thought deflect arrows only defelcted one arrow per round, Yep, its once per round. First, this was in respnose to the poster asking what does 2 monk levels get you (so I was listing what that gave, not the value of taking 2 over 1). I.e., wasn't advocating taking an extra monk level for it. Second, even though it deflects only one, against archery monsters that's almost like a second epic dodge . Very nice in the ssith area... Their highest attack can be avoided... Dave.
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Post by PoAccountM on Jun 17, 2006 18:16:25 GMT
. . . argh. I got to level 29, and I just realized I was putting points into Concentration, not Heal.
>_<;
De-leveling just takes experience away, so I might as well start a new character. Ugh.
EDIT: Ah, not as a big a deal. I see now that it's 3d8, not 4d8 for the fourth level spell, and averaged at a 4 per roll, I can easily make up for in regular damage. Good, good.
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Post by prinny on Jun 23, 2006 2:57:30 GMT
just out of curiosity, what's the benefit of 1 lvl of monk?
Cleave... unarmed... kama and such...
first level evasion is cool and all... but... there's no improved evasion items?
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Post by fusa on Jun 23, 2006 3:03:41 GMT
there's no usable improved evasion items in the game, 1 level of monk is good for evasion especially if you have a high reflex, then if you make the save for reflex throw you take no damage. Its also useful if you dual weild then you can add your wisdom modifer to ac. Also if you take one monk level at 37 or higher then you can take 40 in tumble for an additional 8 ac and max discipline if your class doesn't normally allow it. Discipline is important in several areas, unless you like to be disarmed, stripped and tossed around.
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Post by FunkySwerve on Jun 23, 2006 3:08:39 GMT
first level evasion is cool and all... but... there's no improved evasion items? No, its too powerful a class ability to be given away freely on items. It's one of the very few item props we do not use. HIPS and Immunity to Crits are the only others that come to mind. Funky
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Post by prinny on Jun 23, 2006 3:23:58 GMT
blah...
That's the one thing I hate about these persistant world mods... you invest a lot of time into your first character and then it becomes purely obsolete and broken as it doesn't fit the module... tears.
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Post by chainlink on Jun 23, 2006 12:36:25 GMT
there's no usable improved evasion items in the game, 1 level of monk is good for evasion especially if you have a high reflex, then if you make the save for reflex throw you take no damage. Its also useful if you dual weild then you can add your wisdom modifer to ac. Also if you take one monk level at 37 or higher then you can take 40 in tumble for an additional 8 ac and max discipline if your class doesn't normally allow it. Discipline is important in several areas, unless you like to be disarmed, stripped and tossed around. Yes please, can I be disarmed, stripped and tossed around. Joins front of the queue.
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Post by Delfestra Ruinvorn on Jun 23, 2006 17:38:26 GMT
Personally I'm very glad that improved evasion is limited. Kinda sucks when two or three item effects can essentially make you completely immune to wizards and sorcerers.
Freedom of movement Death immunity Improved evasion
After that, all you can be effected by are IGMS, wilting, and ice storm. And those are easy enough to counter.
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Post by FunkySwerve on Jun 23, 2006 17:46:01 GMT
And Mind Immune and Knock Immune... Funky
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Post by Delfestra Ruinvorn on Jun 23, 2006 21:27:45 GMT
Both of which are nice, but aren't *necessary* to be immune to wizards...Improved Evasion is as good as KD immune for purposes of thunderstrike and gust, both being reflex saves. And you don't need mind immunity for Weird, as death immunity works just as well. Cloud of Bewilderment *might* be a problem in HG, but traditional mods have lower DCs and PCs can get higher saves easily enough for a level 2.
But really, thats one reason why epic rogues are so gross for casters - improved evasion AND slippery mind, toss in the other two items and you can pretty much give a mage the finger.
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Post by FunkySwerve on Jun 23, 2006 22:29:00 GMT
Both of which are nice, but aren't *necessary* to be immune to wizards...Improved Evasion is as good as KD immune for purposes of thunderstrike and gust, both being reflex saves. IE doesn't automatically win reflex saves. It only automatically halves damage on a failed save if there is any damage. It is totally irrelevant to the svaing throw roll. Giving a character IE gives them not a whit of added tprotection from KD effects. Wrong. It respects Mind immune and NOT Death immune. Even level one spells are a factor, because of fail on 1. And there's higher level mind spells, as well, though often overlooked. Confusion, Domination, and Great Thunderclap all have mind saves. [/quote] Funky
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