PDA

View Full Version : Monk Master II Choices / Master II Comparison List


Jessyme
12-05-2005, 04:30 PM
<DIV> <P><STRONG>Monk Master II Choices Master Comparison List and Recommendations</STRONG></P> <P>Hello everyone-</P> <P>Thank you all for the information you so kindly provided regarding Monk Master II’s.<SPAN>  </SPAN>I have decided to consolidate the information and make a Monk Master II List for my guild’s Fighter Forum.<SPAN>  </SPAN></P> <P><SPAN><STRONG><FONT color=#ffff99>Added the Level 64 recommendations (thanks Dred!)  Added PVP monk recommendations for all levels (Disclaimer: I am a 70 PVE monk, so I extrapolated off of Omenaton's comments to fill these sections in.  Any errors or blatent screw-ups in the PVP sections are mine and mine alone.)  Also, I changed some recommendations as some of the combat arts have changed and because I have learned more now as a level 70 monk (I put the original post together as a level 44 monk.)  </FONT></STRONG></SPAN><SPAN><STRONG><FONT color=#ffff99>As always, if you have an opinion as to what is best, or you can fill in some of the missing information, please post.  :smileyhappy:</FONT></STRONG></SPAN></P> <P>What follows is a description of each spell; each spell's effects at App II, App IV, Adept I, Adept III, Master I, and Master II; and recommendations for each Master II level. <SPAN>  </SPAN></P> <P><SPAN><FONT color=#ffff33><FONT color=#ffff99>Note: Epics resist most of the non-damage spell effects. For example:  If a spell causes damage and stuns and knocks down the target, the epic mob will only be affected by the damage.  They will not be affected by the stun or the knock down.  So if you are looking at this from a raid perspective, keep that in mind.</FONT>  </FONT></SPAN></P> <P><SPAN><FONT color=#66ff33>Note 2:  As a general rule, do not upgrade a spell you already have at Master I to Master II, unless of course, they are all at Master 1.  The benefit will be very small.  Any spell, Adept III or lower, generally gets a pretty big benefit from being upgraded to Master II.  So if you have  Spell 1 at Master 1, and Spell 2 at Adept III, and the post recommends Spell 1 as the best choice, upgrade Spell 2 instead.</FONT></SPAN></P> <P>If any of this is incorrect or if you can fill in the missing information, please let me know. <SPAN>  </SPAN>Any help is appreciated.</P> <P>Special thanks to Jarrgoon, Znark, Lareal, Nefalu, Harpax, Balmore, Krische, Neimhidh, SpiritofWolfEQ2, Kulil, Liou Kang, Taveren Kinslayer, Jobeson, Edyil, Kaio, Dnileok, Skidmark, AppleBlossom, ToxicMan, shirka, Silentwolf712, Elinger, Noxium, Cambios, Omenaton, Kollos, Kronadin, Dred, MageChild and Bladewind for sharing their thoughts and making this list possible.<SPAN>  </SPAN></P> <P>Thank you,</P> <P>Quijana</P> <P>70 Froglok Monk of The Lost Coast Privateers, Lucan D'Lere</P> <P> </P> <P><STRONG><U>Level 14 Brawler</U></STRONG></P> <P>Stare- Single target taunt.</P> <P>App II:  Increases threat by 76-94 and is 24% harder to resist.</P> <P>App IV: Increases threat by 85-103 and is 26% harder to resist.</P> <P>Adept I:  Increases threat by 97-118 and is 33% harder to resist.</P> <P>Adept III:  Increases threat by 113-138 and is 40% harder to resist.</P> <P>Master I:  Increases threat by 129-158 and is 48% harder to resist.</P> <P>Master II: Increases threat by 133-163 and is 48% harder to resist.</P> <P><BR>Thrust Kick- A powerful kick that deals crushing damage to target and applies knockdown upon termination on a successful hit that lasts for 2 seconds.  Also blurs targets vision, stuns target, and throws target back.  This works only if the brawler is facing the target and the target is not epic.</P> <P>App II:   </P> <P>App IV:  Inflicts 40-68 crushing damage on target. </P> <P>Adept I:  Inflicts 46-77 crushing damage on target.</P> <P>Adept III:  Inflicts 54-90 crushing damage on target.</P> <P>Master I: Inflicts 60-101 crushing damage on target.</P> <P>Master II:  Inflicts 63-105 crushing damage on target and is 31% harder to resist.  </P> <P> </P> <P>Martial Focus- Self-only buff that increases brawler's Strength and Wisdom.</P> <P>App II:  Increases brawler's strength and wisdom by </P> <P>App IV:  Increases brawler's strength and wisdom by </P> <P>Adept I:  Increases brawler's strength by  and wisdom by </P> <P>Adept III:  Increases brawler's strength by 14.6 and wisdom by 22.</P> <P>Master I:  Increases brawler's strength and wisdom by </P> <P>Master II: Increases brawler's strength by 17.2 and wisdom by 26.</P> <P> </P> <P>Pouncing Leopard- A melee attack that knocks the enemy down and stuns them for a short duration upon a successful hit.  Applies knockdown upon termination that lasts for 4 seconds. Also blurs targets vision and stuns them.</P> <P>App II: </P> <P>App IV:  Inflicts 27-45 crushing damage on target.</P> <P>Adept I:  Inflicts 31-51 crushing damage on target.</P> <P>Adept III: Inflicts 39-66 crushing damage on target.</P> <P>Master I:  Inflicts 40-69 crushing damage on target.</P> <P>Master II:  Inflicts 42-70 crushing damage on target and is 31% harder to resist.</P> <P> </P> <P>COMMENTS:  </P> <DIV>Stare is replaced by Staring Threat at 17.  Adept I version of Staring Threat increases threat by 183-224, far better then Master II of Stare which only increases threat by 133-163.  Since you get your Master II choice at 14 and the new better one is only 3 levels later, it is not worth taking.  </DIV> <DIV> </DIV> <DIV>Thrust Kick is replaced by Plodding Tortoise at 25.  The Adept I version of Plodding Tortoise does 110-184 damage.  Master II of Thrust Kick does 63-105.  Clearly the upgrade at 25 is better. </DIV> <DIV> </DIV> <DIV>Martial Focus is replaced by Karmic Focus at 26.  Adept I of Karmic Focus increases Strength by 24 and Wisdom by 36.  The Master II of Martial Focus increases Strength by 17.2 and Wisdom by 26.  </DIV> <DIV> </DIV> <DIV>Pouncing Leopard is replaced by Rushing Bear at 27.  Adept I of Rushing Bear does 67-113 damage.  The Master II version of Pouncing Leopard  does 42-70 damage, so Rushing Bear Adept I is better then Pouncing Leopard Master II.  However as it is replaced at 27, it is the last of the four choices to be replaced.</DIV> <DIV> </DIV> <DIV>So for sheer longevity, Pouncing Leopard appears to be the best choice since it is replaced the furthest out. Next would be Martial Focus as it is the next furthest out to be replaced.  I would not take Stare due to the short shelf life it has.  </DIV> <P> </P> <P><STRONG><U>Level 24</U></STRONG></P> <P>Sparking Cobra- Point blank area of effect (PBAoE) melee damage that effects all monsters in the area, whether they are part of the encounter or not.<SPAN>  </SPAN>Use with caution.<SPAN>  </SPAN></P> <P>App II:<SPAN>  </SPAN>64-107 damage</P> <P>App IV:<SPAN>  72-120 </SPAN>damage</P> <P>Adept I:<SPAN>  82-137</SPAN> damage</P> <P>Adept III:  96-160 damage</P> <P>Master I:  110-183 damage</P> <P>Master II:</P> <P> </P> <P>Hand Clap- Group taunt that interrupts all enemies in encounter.</P> <P>App II:<SPAN>  </SPAN>Increases threat by 143-175 and is 24% harder to resist.</P> <P>App IV:  Increases threat by 158-194 and is 26% harder to resist.</P> <P>Adept I:<SPAN>  </SPAN>Increases threat by 181-221 and is 33% harder to resist.</P> <P>Adept III:  Increases threat by 211-258 and is 40% harder to resist.</P> <P>Master I:  Increases threat by 241-295 and is 48% harder to resist.</P> <P>Master II:  Increases threat by 249-304 and is 48% harder to resist.</P> <P> </P> <P>Wisdom Of Zephyl - Group haste buff that increases group attack speed.</P> <P>App II:<SPAN>  </SPAN>7.8% group haste</P> <P>App IV:<SPAN>  </SPAN>8.6% group haste</P> <P>Adept I:<SPAN>  </SPAN>9.9% group haste</P> <P>Adept III:  11.5% group haste</P> <P>Master I:<SPAN>  13.1% group haste</SPAN></P> <P>Master II:<SPAN>  </SPAN>13.6%<SPAN>  </SPAN>group haste</P> <P> </P> <P>Grappling Bear -<SPAN>   </SPAN>A melee attack that deals moderate damage and decreases the target's defense if it hits.<SPAN>   </SPAN></P> <P>App II:<SPAN>  </SPAN>85-144 damage and decreases defense by 3.4</P> <P>App IV:<SPAN>  </SPAN>92-153 damage and decreases defense by 3.8</P> <P>Adept I:<SPAN>  </SPAN>105-175 damage and decreases defense by 4.3</P> <P>Adept III:  122-204 damage and decreases defense by 5.0</P> <P>Master I:  140-234 damage and decreases defense by 5.8</P> <P>Master II:<SPAN>  </SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN></SPAN>COMMENTS:</P> <P>General consensus is that Sparking Cobra is generally not worth upgrading to Master II as it can effect out of encounter creatures causing adds if you are not careful.<SPAN>  </SPAN>Very situational use.                  </P> <P><U>Quijana note</U>:  Sparking Cobra has actually become one of my favorite spell lines as a main tank monk.  I have noticed that it helps me maintain agro on group mobs when I am the main tank, though it must be used with care since it will affect anything nearby.  Any monk who is the main tank in a group that contains AE damage dealers (such as Warlocks, etc) knows how hard it can be to keep agro on group mobs.  This spell can help you keep agro long enough to hit each of the mobs and gain some Dragon Advance hatred.  I will body pull the group away from other mobs, hit Hand Clap, then Shocking Hands, then Sparking Cobra.  Worth considering if you are the main tank in your groups and if you already have Hand Clap at Master I.  </P> <P>Hand Clap is very useful for monks who tank.<SPAN>  </SPAN>The preferred upgrade choice for tanking monks.</P> <P>Wisdom of Zephyl is the most popular choice to upgrade to Master II for this level.<SPAN>  </SPAN>It is excellent for DPS monks.<SPAN>  </SPAN>The Master II of Wisdom of Zephyl is better then the Adept I version of its Level 37 replacement, Quiet Purity (the Adept III version of Quiet Purity is 13.7%, only .1% better then Wisdom of Zephyl at Master II), and it is exactly the same as the Adept I version of Calm Tranquility at Level 51.<SPAN>   </SPAN>Lots of longevity as you will still be using this at 50.</P> <P>Grappling Bear is generally not worth upgrading to Master II though it would be a good option for DPS monks who already have Wisdom of Zephyl at Master I.<SPAN>  </SPAN>The decrease in defense is very nice, but the damage is on the low end of the combat arts, though better then some of them.<SPAN>  </SPAN><SPAN>Grappling Bear is replaced at level 38 by Striking Cobra,  while Wisdom of Zephyl will likely still be in use at level 50, maybe into the 60's.   For a DPS monk, Wisdom of Zephyl has excellent longevity and would be the preferred choice.<SPAN> </SPAN></SPAN></P> <P><SPAN><SPAN></SPAN></SPAN><SPAN>For <U>PVP</U> Monks:  Omenaton recommends Grappling Bear Master II for PVP monks.  It reduces opponent's defense and deals out substantial damage.  This is your strongest damage dealing combat art with a nice side effect. In a PvP fight you want to do so much damage as possible as quick as possible to kill your enemy before he kills you.  It can be your finishing move or can be one of the first attacks you use to decrease your enemy's defense and take him down quicker. The choice for PVP monks.</SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN></SPAN><STRONG><U>Level 34</U></STRONG></P> <P>Silent Threat – Single target taunt.<SPAN>  </SPAN></P> <P>App II:<SPAN>  </SPAN>Increases threat by 285-348 and is 24% harder to resist.</P> <P>App IV:<SPAN>  </SPAN>Increases threat by 315-385 and is 26% harder to resist.</P> <P>Adept I:<SPAN>  </SPAN>Increases threat by 360-440 and is 33% harder to resist.</P> <P>Adept III: Increases threat by 427-522 and is 40% harder to resist.</P> <P>Master I:<SPAN>  </SPAN>Increases threat by 480-586 and is 48% harder to resist.</P> <P>Master II:<SPAN>  </SPAN>Increases threat by 495-605 and is 48% harder to resist.</P> <P> </P> <P>Everburning Flame<SPAN>  </SPAN>- Self haste buff that costs health.<SPAN>  All versions of Everburning Flame cost 1% of your health to cast and 1% of your  health every 3.0 seconds to maintain.  </SPAN></P> <P><SPAN></SPAN>App II:<SPAN>  </SPAN>17.5 % self haste.<SPAN>  </SPAN></P> <P>App IV:<SPAN>  </SPAN>19.4 % self haste.</P> <P>Adept I:<SPAN>  </SPAN>22% self haste.</P> <P>Adept III:  26% self haste.</P> <P>Master I:<SPAN>  </SPAN>30 % self haste.</P> <P>Master II:  30% self haste.</P> <P> </P> <P>Martial Discipline - Grants the monk a chance to shield an ally from melee attacks, by allowing the target a chance to use the monk's avoidance check after their own avoidance check. This also increases the monk's deflection skill.<SPAN>  </SPAN></P> <P>App II:<SPAN>  </SPAN>19% chance to shield ally, and deflection increase of 4.6</P> <P>App IV:<SPAN>  </SPAN>22% chance to shield ally, and deflection increase of 5</P> <P>Adept I:<SPAN>  </SPAN>25% chance to shield ally, and deflection increase of 5.8</P> <P>Adept III:  29% chance to shield ally, and deflection increase of 6.7</P> <P>Master I:<SPAN>  </SPAN>33% chance to shield ally, and deflection increase of 7.7</P> <P>Master II:</P> <P> </P> <P>Darting Sparrow- Launches a flurry of five attacks. <SPAN>  </SPAN>If one flurry attack fails, all remaining flurry attacks will fail.<SPAN>  </SPAN></P> <P>App II:<SPAN>  </SPAN>47-79 damage</P> <P>App IV:<SPAN>  </SPAN>53-89 damage</P> <P>Adept I: 61-101 damage</P> <P>Adept III: 71-118 damage</P> <P>Master I:<SPAN>  </SPAN>81-135 damage</P> <P>Master II:</P> <P> </P> <P>COMMENTS:</P> <P>Silent Threat is a good choice to upgrade to Master II for monks who tank.<SPAN>  </SPAN></P> <P>Everburning Flame is the most popular choice to upgrade to Master II for this level, especially for DPS monks and monks who solo a lot.<SPAN>  </SPAN>Also, the Master II version of Everburning Flame is better then the Adept I version of the Level 46 spell, Everburning Fire (26% self haste) and exactly the same as Everburning Fire at Adept III (30% self haste).  Everburning Fire at Master I gives 35% haste, 5% better then Everburning Flame Master II.  Interestingly, all versions of Everburning Flame and Everburning Fire cost the same amount of health:  1% of your health to cast and 1% of your health every 3.0 seconds to maintain.  <SPAN> </SPAN>The choice with longevity.</P> <P>Martial Discipline may well be worth the upgrade if you tend to regularly duo with fragile mage/priest types who get aggro.<SPAN>  </SPAN>My group’s enchanter adores this spell.<SPAN>  </SPAN>It gives the ally a chance to dodge using your avoidance until you can get agro back.<SPAN>  </SPAN>If you tend to duo with a mage/priest agro stealer, this may be the choice for you.<SPAN>  </SPAN>If you tend to group or solo, you are probably better off with Silent Threat or Everburning Flame.</P> <P>Darting Sparrow can be a good choice for DPS and soloing monks.<SPAN>  One thing to note about Darting Sparrow:  if one attack fails, all the attacks that are left in the flurry will fail.  </SPAN>If you are going the DPS route, Everburning Flame might be the better choice.<SPAN>  </SPAN></P> <P><SPAN>For <U>PVP</U> monks:  Darting Sparrow is a great choice for PVP monks as it can allow you to drop your opponent faster.  Everburning Flame might be a good choice as well if the fight is going to be VERY short.  But the loss of 1% of health every 3 seconds can drop you fast in even a moderately long fight.  Darting Sparrow seems the obvious stand out choice for PVP monks.  </SPAN></P> <P> </P> <P><STRONG><U>Level 44</U></STRONG></P> <P>Will Of The Wind- Dispels hostile mental, heat, cold, poison, and disease effects on the monk. This ability can be used while stifled or stunned.<SPAN>  </SPAN></P> <P>App I:<SPAN>  </SPAN>Dispels 40 levels</P> <P>App II:<SPAN>  </SPAN>Dispels 43 levels</P> <P>App IV:<SPAN>  </SPAN>Dispels 48 levels</P> <P>Adept I:<SPAN>  </SPAN>Dispels 55 levels</P> <P>Adept III:  Dispels 64 levels</P> <P>Master I:  Dispels 73 levels</P> <P>Master II:<SPAN>  </SPAN>Dispels 76 levels</P> <P> </P> <P>Dragon Advance- On a successful melee attack this spell has a 50% chance to cast Dragon Stance on target and increase hate with the attacked target.<SPAN>   </SPAN></P> <P>App I:<SPAN>  </SPAN>Increase threat by 127</P> <P>App II:<SPAN>  </SPAN>Increase threat by 137</P> <P>App IV:<SPAN>  </SPAN>Increase threat by 151</P> <P>Adept I:<SPAN>  </SPAN>Increase threat by 173</P> <P>Adept III:  Increases threat by 202</P> <P>Master I:<SPAN>  </SPAN>Increase threat by 231</P> <P>Master II: Increase threat by 238</P> <P> </P> <P>Shocking Hand - For a short duration, the monk's fists become energized with static, unleashing magic damage with every successful melee hit for up to 8 attacks.<SPAN>  </SPAN></P> <P>App II:<SPAN>  </SPAN>30-51 damage per hit</P> <P>App IV:  35-58 damage per hit</P> <P>Adept I:<SPAN>  </SPAN>39-65 damage per hit</P> <P>Adept III:<SPAN>  </SPAN>45-76 damage per hit</P> <P>Master I:  50-83 damage per hit</P> <P>Master II: 53-88 damage per hit</P> <P> </P> <P>Icy Talon - A flying kick attack that freezes (stuns) the opponent on a successful hit and inflicts cold damage.<SPAN>  </SPAN></P> <P>App I:<SPAN>  </SPAN>165-275 damage</P> <P>App II:<SPAN>  </SPAN>178-297 damage</P> <P>App IV:<SPAN>  </SPAN>200-334 damage</P> <P>Adept I: 229-382 damage</P> <P>Adept III:  264-441 damage</P> <P>Master I:  300-500 damage</P> <P>Master II:<SPAN>  </SPAN>310-516 damage</P> <P>COMMENTS:<SPAN>  </SPAN></P> <P>Will of the Wind is a good all around choice for upgrading to Master II.<SPAN>  </SPAN>It is wonderful as the main tank to be able to self-cure stun when the group is stunned and to grab/maintain aggro to keep the group alive until the stun is over. Will of the Wind is useful to self cure in raids including epic mob spells.<SPAN>  </SPAN>It is also VERY useful in duels.<SPAN>  </SPAN>Master II Will of the Wind cures more then the Adept I version of Level 55’s Will of the Sky, so it has nice longevity as well.</P> <P>Dragon Advance is the most popular choice to upgrade to Master II for this level, particularly for tanking monks.<SPAN>  </SPAN>By rotating targets in an encounter and hitting each a few times, a monk can often maintain firm agro control on group mobs when this ability is upgraded to Master II.  Also, Dragon Advance is not replaced until level 56 by Storm Stance which, at Adept I, only does 6 more points of threat per proc then the Master II version of Dragon Advance (Dragon Advance Master II = 238, Storm Stance Adept I = 244), so it has longevity.</P> <P>Shocking Hand is no longer a standout choice for DPS monks.<SPAN>  It can no longer be </SPAN>"loaded and ready to use" unfortunately as it now only lasts for 30 seconds and it has a long one minute recast time.  However it will proc on all successful hits until all 8 procs are used or until 30 seconds expire, so it is "guaranteed" damage where as Icy Talon can miss with it's one attack.   Still a good choice for DPS monks.</P> <P>Icy Talon is a good choice for DPS monks and monks who solo a lot.  Shocking Hands used to be the better choice, but in light of the changes made to that combat art, Icy Talon may be a better choice.  It has a recast time of 30 seconds, so you can get two of these in in the time it would take to get one Shocking Hands off, and it also stuns the enemy.   A good choice for DPS and soloing monks.</P> <P>For <U>PVP</U> monks:  Lots of good choices for a PVP monk here.  Will of the Wind sounds good for PVP: Nice to be able to cure yourself of a dot.  But the long 2 minute recast limits it's usefulness.  Shocking Hand is guaranteed damage, so it is an excellent choice for a PVP monk, though the long one minute recast reduces it's usefulness.  Icy Talon is also a nice choice as it has a short recast time of 30 seconds and deals some sweet stun damage.                                                                                                                     Icy Talon would be my number one choice as a PVP monk, followed by Shocking Hand and then Will of the Wind.  </P> <P><STRONG><U></U></STRONG> </P> <P><STRONG><U>Level 54</U></STRONG></P> <P>Agitate Spirit- Taunt that interrupts and increases the hate of all enemies in an encounter.<SPAN>  </SPAN><SPAN>   </SPAN></P> <P>App II:<SPAN>  </SPAN>Increase hate by 378-462 and is 24% harder to resist.</P> <P>App IV:<SPAN>  </SPAN>Increase hate by 418-511 and is 26% harder to resist.</P> <P>Adept I: Increase hate by 477-584 and is 33% harder to resist.</P> <P>Adept III:<SPAN>  </SPAN>Increase hate by 587-681 and is 40% harder to resist.</P> <P>Master I:<SPAN>  </SPAN>Increase hate by 637-778 and is 48% harder to resist.</P> <P>Master II:<SPAN>  </SPAN>Increase hate by 657-803 and is 48% harder to resist.</P> <P> </P> <P>Calm Tranquility - Increases the attack speed of the group.<SPAN>  </SPAN></P> <P><SPAN>App II:  10.8 group haste.</SPAN></P> <P>App IV:<SPAN>  </SPAN>11.9% group haste.</P> <P>Adept I:<SPAN>  </SPAN>13.6% group haste.</P> <P>Adept III: 15.9% group haste.</P> <P>Master I:  18.2% group haste.</P> <P>Master II:<SPAN>  </SPAN><SPAN> </SPAN>18.7% group haste.</P> <P> </P> <P>Swooping Crane - A powerful kick attack that deals crushing damage, blurs vision, stuns, and knocks the target down on a successful hit.<SPAN>   </SPAN></P> <P>App IV:<SPAN>  </SPAN>254-424 damage.</P> <P>Adept I:<SPAN>  </SPAN>291-485 damage.<SPAN>  </SPAN></P> <P>Adept III:  338-562 damage.</P> <P>Master I:  384-638 damage.</P> <P>Master II:<SPAN>  </SPAN>390-651 damage.<SPAN>  </SPAN></P> <P> </P> <P>Inner Calm – Buff that increases the monk's strength and wisdom.<SPAN>   </SPAN></P> <P><SPAN>App II:  Strength +40, Wisdom +60</SPAN></P> <P>App IV: Strength +44, Wisdom +66</P> <P>Adept I: Strength +50, Wisdom +76</P> <P>Adept III: Strength +59, Wisdom +88</P> <P>Master I:<SPAN>  </SPAN>Strength +67, Wisdom +101</P> <P>Master II:<SPAN>  </SPAN>Strength +69, Wisdom +104</P> <P> </P> <P>COMMENTS:</P> <P>Agitate Spirit is an excellent candidate for upgrade to Master II for monks who tank.<SPAN>  </SPAN></P> <P>Calm Tranquility is a good upgrade choice for DPS monks.<SPAN>  </SPAN>The 18.7% haste boost for the entire group is nice, up 5.1 from Master II of Wisdom of Zephyl at 13.6%.  </P> <P>Swooping Crane is a good choice for soloing monks and for DPS monks who have maxxed out their haste.  If you are seeking DPS, Calm Tranquility is probably a better choice though.  </P> <P>Inner Calm is the most popular all around choice to upgrade to Master II for this level, particularly if you are a monk who raids.<SPAN>  </SPAN>Wisdom increases all resists which are very important for raiding.<SPAN>  </SPAN>Strength increases damage per second and power pool. This is particularly important for monks as monks have the lowest power pool out of all the fighting classes.<SPAN>  </SPAN>Also, casting this buff after pulling the mob generates aggro and helps you keep aggro.   (Applying the information supplied by Jarrgoon in the link below, Inner Calm Master II increases all resists by 312, increases attack by 34.5, increases power pool by 207, increases damage per second by a minimum of 5.5 and a maximum of 17.25)</P> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=24258" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=24258</A></P> <P>For <U>PVP</U> monks:  Swooping Crane is an excellent PVP choice as it stuns and knocksdown your opponent which can be a lifesaver in a duel.  Calm Tranquility is another excellent choice and I would go with this one if I already had Swooping Crane at Adept III or Master I.  Inner Calm would be my third choice, as higher resists and a bigger power pool are invaluable in a duel.  </P></DIV> <P><STRONG><U></U></STRONG> </P> <P><STRONG><U>Level 64 </U></STRONG></P> <P><SPAN>Flailing Centipede- Launches a flurry of five attacks.  If one flurry attack fails, all the remaining flurry attacks fail.</SPAN></P> <P><SPAN>App II:  97-161 damage per flurry attack.</SPAN></P> <P><SPAN>App IV:  107-178 damage per flurry attack.</SPAN></P> <P><SPAN>Adept I:  122-204 damage per flurry attack.</SPAN></P> <P><SPAN>Adept III: 143-238 damage per flurry attack.</SPAN></P> <P><SPAN>Master I: 163-272 damage per flurry attack.</SPAN></P> <P><SPAN>Master II: 193-322 damage per flurry attack.</SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>Crescent Strike- Point blank area of effect attack that inflicts magic damage on enemies in the area, including outside the target encounter.  Use with caution.</SPAN></P> <P><SPAN>App II: Inflicts 242-403 magic damage to targets in the area.</SPAN></P> <P><SPAN>App IV: Inflicts 267-446 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept I: Inflicts 306-510 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept III: Inflicts 357-595 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master I: Inflicts 408-680 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master II: Inflicts 482-804 magic damage to targets in the area.</SPAN></P> <P><SPAN> </P> <P>Challenge- Group Taunt that interrupts and increases that hate of all enemies in an encounter towards the monk.</P> <P>App II:  Increases threat by 559-683 and interrupts the target encounter.</P> <P>App IV: Increases threat by 618-755 and interrupts the target encounter.</P> <P>Adept I: Increases threat by 706-863 and interrupts the target encounter.</P> <P>Adept III:  Increases threat by 824-1007 and interrupts the target encounter.</P> <P>Master I: Increases threat by 941-1151 and interrupts the target encounter.</P> <P>Master II: Increases threat by 971-1187 and interrupts the target encounter.</P> <P><BR>Soaring Dragon- A flying kick attack that deals additional heat damage over time to the target.</P> <P>App II:  Inflicts 67-112 melee damage to target and 67-112 heat damage every 4 seconds for 24 seconds.</P> <P>App IV:  Inflicts 74-124 melee damage to target and 74-124 heat damage every 4 seconds for 24 seconds.</P> <P>Adept I: Inflicts 85-142 melee damage to target and 85-142 heat damage every 4 seconds for 24 seconds.</P> <P>Adept III: Inflicts 99-165 melee damage to target and 99-165 heat damage every 4 seconds for 24 seconds.</P> <P>Master I: Inflicts 113-189 melee damage to target and 113-189 heat damage every 4 seconds for 24 seconds.</P> <P>Master II:  Inflicts 134-223 melee damage to target and 134-223 heat damage every 4 seconds for 24 seconds.</SPAN></P> <P>COMMENTS:  Note: These comments are from Dred (Thanks Dred!) with my comments listed as "Quijana note".  </P> <P><SPAN class=time_text>Crescent Strike is too dangerous for it's worth in my opinion.  A PBAoE attack is dangerous at the best of times and other DPS can fill that role far better (Warlocks mainly, even Palles with Consecrate will outdo a monk for group mob DPS.)  I generally use this as a "time-filler" if I know I'm safe, meaning while every other spell is refreshing, I throw this one out. I don't use it often because generally Auto-Attack is much more reliable.</SPAN></P> <P><SPAN class=time_text><U>Quijana note:</U>   As I noted above for Sparking Cobra, I have really come to respect this line as a main tank, especially when used in concert with the Brawler AA Wisdom line.  I use it all the time.  I have noticed that it helps me maintain agro on group mobs, though it must be used with care since it will affect anything nearby.  Any monk who is the main tank in a group that contains AE damage dealers (such as Warlocks, etc) knows how hard it can be to keep agro on group mobs.  This spell can help you keep agro long enough to hit each of the mobs and gain some Dragon Advance hatred.  I will body pull the group away from other mobs, hit Hand Clap, then Shocking Hands, then Sparking Cobra.  Worth considering if you are the main tank in your groups <EM>and</EM> if you already have Challenge at Master I (as I do.)  This is currently my Master II choice as a main tank.  </P> <P>Soaring Dragon has nice damage, especially over time but I'm reluctant to choose such specific damage (Heat), even though it's 100% guaranteed.  It is a close tie with Flailing Centipede for damage.  </P> <P><U>Quijana note:</U>  Soaring Dragon is guaranteed damage if it lands, whereas Flailing Centipede is not.  If one of the Flailing Centipede hits fails, all of the remaining hits will fail.  Both of these spells have a 30 second recast.  I would still choose Flailing Centipede before Soaring Dragon solely because, if combined with Lunging Cobra and Storming Palm, it is a DPS monster.  </P> <P>Flailing Centipede is pretty much my second choice, our fastest attack, and would have been number one if it combined with Storming Palm (that was nerfed I believe - could be wrong), still, coupled with Lunging Cobra (before you use Flailing - which reduces the mob's defense) you can get almost maximum damage on each of the hits - but only if it lands number one.</P> <P><U>Quijana note:</U>  Storming Palm was nerfed so that it can be no longer locked and loaded for back to back damage like it used to be. However it has a 30 second recast time, as does Flailing Centipede, so the two can still be combined for some very nice damage.  And Lunging Cobra, Storming Palm, then Flailing Centipede is a very sweet DPS combo.  This is an excellent choice for DPS monks, soloing monks, and PVP monks.  </P> <P>Challenge - The Number 1 choice for tanking monks.  Also, it always pays to have the best taunts, regardless if you tank or or not.  Monks are never far behind in the hate stakes and you could be the life of your party if you can grab hate while the MT recovers, it's not that far from a Master 1 Single Taunt from Lvl59 (300 points or so) so can be used in concert with that.</P> <P>For <U>PVP</U> monks:  Flailing Centipede or Soaring Dragon are the clear choices here.  I would go with Flailing Centipede over Soaring Dragon for three reasons:  First, in the combo above it dishes out damage fast, which is crucial in a duel.  Second, Soaring Dragon is heat damage that could come in less handy against opponents with high heat resists, and third, it can be cured.  </P></SPAN> <P><SPAN class=time_text></SPAN> </P> <P>Message Edited by Jessyme on <SPAN class=date_text>05-10-2006</SPAN> <SPAN class=time_text>05:18 AM</SPAN></P> <P>Message Edited by Jessyme on <SPAN class=date_text>05-18-2006</SPAN> <SPAN class=time_text>12:37 PM</SPAN></P> <P>Message Edited by Jessyme on <SPAN class=date_text>05-18-2006</SPAN> <SPAN class=time_text>12:40 PM</SPAN></P> <P>Message Edited by Jessyme on <SPAN class=date_text>11-29-2006</SPAN> <SPAN class=time_text>08:29 PM</SPAN></P><p>Message Edited by Jessyme on <span class=date_text>11-30-2006</span> <span class=time_text>12:49 PM</span>

Xxooo-Coav
12-05-2005, 07:03 PM
<BR> <BLOCKQUOTE> <HR> Jessyme wrote:<BR> <DIV> <P><STRONG><U>Level 54</U></STRONG></P> <P>Agitate Spirit- Taunt that interrupts and increases the hate of all enemies in an encounter.<SPAN>  </SPAN><SPAN>   </SPAN></P> <P>App II:<SPAN>  </SPAN>Increase hate by 378-462</P> <P>App IV:<SPAN>  </SPAN>Increase hate by 418-511</P> <P>Adept I: Increase hate by 477-584</P> <P>Adept III:<SPAN>  </SPAN>Increase hate by 587-681</P> <P>Master I:<SPAN>  </SPAN>Increase hate by 637-778</P> <P>Master II:<SPAN>  </SPAN>Increase hate by 657-803</P> <P> </P> <P>Calm Tranquility - Increases the attack speed of the group.<SPAN>  </SPAN></P> <P>App IV:<SPAN>  </SPAN>11.9% group haste.</P> <P>Adept I:<SPAN>  </SPAN>13.6% group haste.</P> <P>Adept III: 15.9% group haste.</P> <P>Master I:</P> <P>Master II:<SPAN>  </SPAN><SPAN> </SPAN>18.7% group haste.</P> <P> </P> <P>Swooping Crane - A powerful kick attack that deals crushing damage, blurs vision, stuns, and knocks the target down on a successful hit.<SPAN>   </SPAN></P> <P>App IV:<SPAN>  </SPAN>254-424 damage.</P> <P>Adept I:<SPAN>  </SPAN>291-485 damage.<SPAN>  </SPAN></P> <P>Adept III:</P> <P>Master I:</P> <P>Master II:<SPAN>  </SPAN>390-651 damage.<SPAN>  </SPAN></P> <P> </P> <P>Inner Calm – Buff that increases the monk's strength and wisdom.<SPAN>   </SPAN></P> <P>App IV: Strength +44, Wisdom +66</P> <P>Adept I: Strength +50, Wisdom +76</P> <P>Adept III: Strength +59, Wisdom +88</P> <P>Master I:<SPAN>  </SPAN>Strength +67, Wisdom +101</P> <P>Master II:<SPAN>  </SPAN>Strength +69, Wisdom +104</P> <P> </P> <P>COMMENTS:</P> <P>Agitate Spirit is an excellent candidate for upgrade to Master II for monks who tank.<SPAN>  </SPAN></P> <P>Calm Tranquility is a good upgrade choice for DPS monks.<SPAN>  </SPAN>The 18.7% haste boost for the entire group is nice, up 5.1 from Master II of Wisdom of Zephyl at 13.6%.</P> <P>Swooping Crane is generally not worth upgrading. If you are seeking DPS, Calm Tranquility is probably a better choice.</P> <P>Inner Calm is the most popular all around choice to upgrade to Master II for this level, particularly if you are a monk who raids.<SPAN>  </SPAN>Wisdom increases all resists which are very important for raiding.<SPAN>  </SPAN>Strength increases damage per second and power pool. This is particularly important for monks as monks have the lowest power pool out of all the fighting classes.<SPAN>  </SPAN>Also, casting this buff after pulling the mob generates aggro and helps you keep aggro.(Applying the information supplied by Jarrgoon, Inner Calm Master II increases all resists by 312, increases attack by 34.5, increases power pool by 207, increases damage per second by a minimum of 5.5 and a maximum of 17.25)</P> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=24258" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=6&message.id=24258</A></P></DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>Calm Tranquility Master 1 is 18.2% haste. </DIV> <DIV> </DIV> <DIV>As you can see, Calm Tranquility and Inner Calm upgrade from Master 1 to Master 2 is minor at most. </DIV> <DIV>I did (rechoose) Swooping Crane as I had the chance to get master 1 of both CT and IC. I do not tank enough to warrant AS (I do have Adept 3)</DIV>

Bladewind
12-05-2005, 08:39 PM
Very nice hard-numbers comparison <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Thanks for taking the time to compile this info and post it.

ukadd
12-06-2005, 03:18 PM
<DIV>Brilliant, exactly what i've been looking for.  </DIV> <DIV> </DIV> <DIV>I took Inner Calm Master 2, though I just saw Inner Calm Master 1 for sale and brough that so it's respec time.  Think i'l go for the group attack speed increase. </DIV> <DIV> </DIV> <DIV>P.S Brough master 1 Inner Calm for 21gold 42copper! think somone mistyped that one <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></DIV>

Gui Lo
12-06-2005, 03:53 PM
<P>In my opinion the lvl 54 M2 taunt is the best choice. Monks are bad grp tanks ( blabla i know combine StormingPalm+Hydra but thats not enough ). This Taunt will help much. Btw nice post <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P> </P> <P>My 2 cents</P><p>Message Edited by Gui Long on <span class=date_text>12-06-2005</span> <span class=time_text>03:57 PM</span>

Neimhidh
12-06-2005, 07:20 PM
Master 2 dragon advance generates more hate than adept 1 storm stance.

MoonglumHMV
12-06-2005, 07:46 PM
<P>One question I wanted to ask the others...and I'll see if I word this correctly.  Are there choices that you would make for that tier while you were doing them, but then another choice be better for a respec?</P> <P>An example to see if I can convey what I mean.  Level 24 for example...Maybe Hand Clap would be a good/better choice for before it gets replaced, but once you get say level 40 it would be replaced anyway, THEN Wisdom Of Zephyl would be better due to it's longer lifespan (used longer)</P> <P>Sorry if i can't quite type what my brain is thinking, but I think I did at least to a point. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>

Bladewind
12-06-2005, 08:15 PM
<BR> <BLOCKQUOTE> <HR> Neimhidh wrote:<BR>Master 2 dragon advance generates more hate than adept 1 storm stance. <BR> <HR> </BLOCKQUOTE><BR>Not quite. Storm stance beats it by 20ish per proc.

Bladewind
12-06-2005, 08:20 PM
<BR> <BLOCKQUOTE> <HR> MoonglumHMV wrote:<BR> <P>One question I wanted to ask the others...and I'll see if I word this correctly.  Are there choices that you would make for that tier while you were doing them, but then another choice be better for a respec?</P> <P>An example to see if I can convey what I mean.  Level 24 for example...Maybe Hand Clap would be a good/better choice for before it gets replaced, but once you get say level 40 it would be replaced anyway, THEN Wisdom Of Zephyl would be better due to it's longer lifespan (used longer)</P> <P>Sorry if i can't quite type what my brain is thinking, but I think I did at least to a point. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P><BR> <HR> </BLOCKQUOTE><BR>I did precisely this when I dinged 60 yesterday.  I did a respec and chose wisdom of zephyl and everburning flame in place of the lower tier taunt skills I had originally chosen.  I think wisdom of zephyl master 2 gives the same haste as the t6 adept 1 and everburning flame master 2 matches t6 everburning blaze adept 1.  The everburning flame one is very nice since lvl 60 adept 1 arts are difficult to find (because they only drop from 60+ mobs).  I'll eventually upgrade both to adept 3, but this was a  nice stop-gap that allowed me to upgrade other arts that were more of a priority.

Jessyme
12-07-2005, 12:13 AM
<P>Thank you for all the kind words.  I am glad this post is proving useful.</P> <P>I have editted the original post to include Calm Tranquility at Master I.  Thank you Xxooo-Coav for posting the information.  If anyone is able to add any of the other missing information (for example, if you do the respec, perhaps you can jot down the Master II stats for levels 24 and 34) please post it and I will keep this post updated. </P> <P>Neimheidh, I am pretty certain that the information regarding Adept I Storm Stance having 20 more then Dragon Advance at Master II is correct.  However I will check again to make sure.</P> <P>Quijana</P> <P>Lost Coast Privateers, Nektulos</P>

Jessyme
12-07-2005, 12:22 AM
<P>To answer Moonfire's question about the best choices for longevity/ respec at 60:</P> <P>Bladewind writes wisely.  The best longevity/respec choices seem to be:</P> <P>Level 24:  Wisdom of Zephyl.  Master II of Wisdom of Zephyl  is exactly the same as the Adept I version of Calm Tranquility at Level 51.  Very impressive for such a low level Master II.</P> <P>Level 34:  Everburning Flame.  Master II of Everburning Flame is better then the Adept I version of Everburning Fire at level 46 (Still need the haste numbers for Everburning Flame at Master II if anyone has this one).  I do not know if it is better then the Adept I version of Everburning Blaze at level 60.  </P> <P>Level 44:  There has not been a consensus on this one, but I am going to go with Will of the Wind.  Master II Will of the Wind cures more then the Adept I version of the level 55 Will of the Sky, so you will still be using it at level 60.  </P> <P>Level 54:   Whatever fits your playstyle best since none of these get upgraded for now. When the time comes, I would guess that Calm Tranquility or Inner Calm will be the longevity choices.  </P> <P>Hope this helps with any /respecs out there.</P> <P>Quijana</P> <P>Lost Coast Privateers, Nektulos</P>

x0rtrun
12-07-2005, 12:40 AM
Awesome work Jessyme, gonna get this stickied. <div></div>

AppleBlossom
12-07-2005, 11:34 PM
<div></div><hr><hr>Jessyme wrote:<div><p>Wisdom Of Zephyl - Group haste buff that increases group attack speed.</p><p>App II:<span>  </span>7.8% group haste</p><p>App IV:<span>  </span>8.6% group haste</p><p>Adept I:<span>  </span>9.9% group haste</p><p>Adept III:</p><p>Master I:<span>  </span></p><p><b><font color="#ff66ff">Master II:</font><font color="#ff66ff"><span>  </span></font><font color="#ff66ff">13.6%</font><font color="#ff66ff"><span>  </span></font><font color="#ff66ff">group haste</font></b></p><p>Darting Sparrow- Launches a flurry of five attacks. <span>  </span>If one flurry attack fails, all remaining flurry attacks will fail.<span>  </span></p><p>App II:<span>  </span>47-79 damage</p><p>App IV:<span>  </span>53-89 damage</p><p>Adept I: 61-101 damage</p><p>Adept III: 71-118 damage</p><p>Master I:<span>  </span>81-135 damage   <- I suspect this is wrong. Or atleast HOPE it is wrong.</p><p><b><font color="#ff66ff">Master II: 81 - 135 damage</font></b></p><hr>The Adept 3 of Quiet Purity is 13.7% haste and thus sliiiiiiiiightly better than Wisdom of Zephyl. Had I known sooner, I would not have spent that gem on that Adept. <span>:smileysad:</span><span></span></div><div></div>

x0rtrun
12-07-2005, 11:50 PM
I really wish they would change the display system to show the base damage of everything in addition to our stat modified damage. It would make comparison a lot easier. The do this for weapon damage, now if only they'd do it for proc damage, ca damage, and weapon delay. <div></div>

Jessyme
12-08-2005, 04:57 AM
<DIV>Wow, I have never been stickied before!  Thank you!!!!  :smileyvery-happy:</DIV> <DIV> </DIV> <DIV>Mihas, thank you for sharing the information on Quiet Purity.   I have editted the post to include it.</DIV> <DIV> </DIV> <DIV>Regarding Darting Sparrow Master I vs. Master II, I am sure the Master II does more damage then the Master I.  The problem is that you are seeing the damage Quij would do at level 44 with whatever her strength is which is different from your character's level and strength. I tried filling in some of the missing pieces by making a character on another server and checking their market for the missing information, but damage was so different (level 8 fighter vs. level 44 monk) that the damage information was useless.   It would be wonderful if the developers would implement Jarrgoon's suggestion and show a base damage as well as the damage our characters do with their buffs/equipment/stats.  </DIV> <DIV> </DIV> <DIV>I have pulled the information on Adept I Storm Stance and found that it is 244, only 6 better then Master II Dragon Advance at 238.  Editted post to include this.  </DIV> <DIV> </DIV> <DIV>Also editted post to include Hand Clap at App IV, Will of the Wind Master I, and Shocking Hand Master I.</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lost Coast Privateers, Nektulos</DIV>

Bladewind
12-08-2005, 05:20 AM
Everburning Flame Master II is 30% (I think you asked for it a few posts up <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />).  I can also confirm your numbers for Dragon Advance Master 2 and Storm Stance Ad 1.

Jessyme
12-08-2005, 05:28 AM
<DIV>Thank you for the information Bladewind.  I have editted the post to include Everburning Flame Master II.  It is odd that the Master I and Master II of Everburning Flame are exactly the same....  I will have to double-check on Master I again.  One would think they would be different.  :smileyindifferent:</DIV> <DIV> </DIV> <DIV>Thank you for the help!</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lost Coast Privateers, Nektulos</DIV> <DIV> </DIV> <DIV> </DIV>

Bladewind
12-08-2005, 06:01 AM
I think I saw  amaster 1 on the broker last week and it wa sindeed 30 <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  You'd like to see at least a 2% or more increase in the master 2.

Jessyme
12-14-2005, 12:03 AM
<P>Thanks for the confirmation Bladewind.  I have not seen that Everburning Flame Master I again.  I, too, wish there was at least a little difference between the Master I and the Master II.  </P> <P>Editted the post to include Hand Clap Master I and Wisdom of Zephyl Adept III.</P> <P>Quijana</P> <P>Lost Coast Privateers, Nektulos</P>

Jessyme
12-27-2005, 09:48 AM
<DIV>Added missing information for:</DIV> <DIV> </DIV> <DIV>Level 24:  Sparking Cobra, Hand Clap, and Grappling Bear.</DIV> <DIV> </DIV> <DIV>Level 34:  Everburning Flame and Martial Discipline</DIV> <DIV> </DIV> <DIV>Level 44: Will of the Wind, Dragon Advance, and Icy Talon</DIV> <DIV> </DIV> <DIV>Level 54:  Swooping Crane, Calm Tranquility, and Inner Calm.</DIV> <DIV> </DIV> <DIV>Just a few pieces missing now! :smileyvery-happy:</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lost Coast Privateers, Nektulos </DIV>

Rrawl
12-30-2005, 12:31 AM
<P>just an editing note, you've got level 34 everburning flame listed as a group haste affect at each level description</P> <P>while it's correctly identified as a self haste in the main description...</P> <P>Do you have the health per tick costs to list for this skill as well?</P><p>Message Edited by Rrawl on <span class=date_text>12-29-2005</span> <span class=time_text>11:31 AM</span>

Jessyme
12-30-2005, 03:37 AM
<DIV>Thank you for catching that error.  I have editted the post to correctly reflect Everburning Flame as a self haste buff.</DIV> <DIV> </DIV> <DIV>Regarding the health cost, I do not know how much Everburning Flame costs per tick.  Not sure if it is a percentage of health or a set amount of health deducted each tick either.  It seems like a fairly hefty chunk though.  I know that if I am in a steady pull situation with little downtime my health will fall steadily, much faster then my in combat health regen can fix.  I tend to use this one with caution as there have been many a situation where I was taking next to no damage from the mob but my health kept dropping very steadily from the buff.  </DIV> <DIV> </DIV> <DIV>With downtime between pulls and good food it does not seem to be a problem though.  Or if you have healers in the group.</DIV> <DIV> </DIV> <DIV>Quijana</DIV>

Jessyme
12-30-2005, 03:49 AM
<DIV>Rrawl, you got me very curious, so I looked up the health cost for Everburning Flame which is actually included in the spell's description.  All versions of Everburning Flame cost 43 health to cast and 43 health every 3.0 seconds to maintain.  So there is no difference in health drain between versions of Everburning Flame.  Interestingly enough, the health cost is exactly the same for Level 46 Everburning Fire as well.</DIV> <DIV> </DIV> <DIV>Adding this info to the main post as well as more comparison information about Everburning Fire.</DIV> <DIV> </DIV> <DIV>Thanks for bringing it to my attention :smileyhappy:</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <P>Message Edited by Jessyme on <SPAN class=date_text>12-29-2005</SPAN> <SPAN class=time_text>02:55 PM</SPAN></P><p>Message Edited by Jessyme on <span class=date_text>12-29-2005</span> <span class=time_text>02:56 PM</span>

Deila
01-01-2006, 11:42 AM
<DIV>My 33 Monk alt shows the health cost of Everburning Flame app IV at 23 to cast, 23 per tick, not 43. I'll compare that to the master II when he hits 34. It should be the same, staying in line with arts/spells having the same casting cost regardless of quality now, but just to see if there's a typo somewhere in the art descriptions. I've verified that when on, it does indeed take 23 health per 3 seconds at app IV though.</DIV> <DIV> </DIV> <DIV> </DIV>

KnowH
01-01-2006, 11:52 AM
<DIV>The everburning line is indeed a % tick, 1% to be exact.  I was using Everburning Flame M2 (30% haste) but saw Everburning Fire M1 (35% haste) for cheap so I picked it up and they both consume 43 hp, or 1/100 of my 4300 total.</DIV>

Jessyme
01-03-2006, 02:53 AM
<P>Thank you Deila and Baihukhan Vua for the clarification.  </P> <P>I have editted the post to show the cost as 1% of health.  </P> <P>Thanks again,</P> <P>Quijana</P> <P>Lost Coast Privateers, Nektulos</P> <P> </P> <P> </P>

Kaleyen
01-03-2006, 08:53 PM
Ok, I hit 54 over the weekend, and I must say I'm in love with Inner Calm!<div></div>

ShashLigai
01-09-2006, 09:01 PM
<div></div><p>Hey Jess, thanks for the great post and thanks to all the contributers too.</p><p>I wanted to get a little more insight on the Master II issue so I created some plots of the damage and buff values for each of the CA skill levels (app1, app3, ad1, ... etc). To my surprise I found that there is a substantial decline in the rate of increase in the spell effect from Master I to Master II. In other words, although Master II spells do provide more damage and/or buff 'points' than Master I, the difference is small compared to the difference between the Adept line and the and Master I.</p><p>I guess what I am saying is even though we only get a few Master II spells, it is not really a limitation, since you can buy or find Master I spells that have stats that are only slightly less than the Master II versions. This makes the choice of the 'best' Master II spell a little less critical, If you think you picked the wrong upgrade, its ok, don't respec, just buy the Master I spell for the CA you really wanted to upgrade.</p>

x0rtrun
01-10-2006, 09:07 AM
<hr width="100%" size="2">This makes the choice of the 'best' Master II spell a little less critical, If you think you picked the wrong upgrade, its ok, don't respec, just buy the Master I spell for the CA you really wanted to upgrade.<hr width="100%" size="2">Which is exactly what the devs intend. You are open to more choices when there are no clear winners in what to choose.<div></div>

hiLLbiLLyTX
01-13-2006, 06:34 PM
<div></div><p>My Monk dinged 32 last night and I received the Everburning Flame CA.  I'm not sure I like it, nor do I think I want it for my Master II selection when I ding 34.</p><p>I like to solo, and when I use this CA, my health seems to decline more rapidly than I like it to, especially when using my Adept III Offensive stance.  I switch to my Adept III Defensive stance and it was a little better but not by much.</p><p>I am disappointed in this CA.  I keep reading all the hype that this spell is a good choice for a Master II for soloing Monks like myself.  Gosh, I don't know what to think now...lol</p>

Sandheaver
01-13-2006, 10:09 PM
really?  I love the everburning line of buffs.  They help tremendously when it comes to DPS and they help minimize the time it takes to take down mobs.  I always use it solo and I always use it in groups, the haste buff is just too good to turn down <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />but, you are your own player and you should play how you feel comfortable.  i play with everburning, you play without.<div></div>

hiLLbiLLyTX
01-13-2006, 11:42 PM
<div></div><div></div><p>Do you leave the buff on all the time while adventuring, or only when fighting tough heroics?</p><p>I am lvl 32 and was fighting lvl 33 briarpaw bears in the Enchanted Lands and before I killed them, my health was way down in the red with the Everburning Flame on.  When I fought the same mob with the Everburning Flame off, I killed the mob and had only lost 1/2 of my health.</p><p>Maybe I'm not doing something right...:smileysad:</p><p>Message Edited by hiLLbiLLyTX on <span class="date_text">01-13-2006</span><span class="time_text">10:43 AM</span></p>

x0rtrun
01-14-2006, 12:13 AM
What kind of gear do you have? And what's your HP pool like?You may need some upgrades to help take the sting off the HP drain.When soloing I usually turn it off after fights to regen faster. Then turn it back on to fight.The damage increase is very noticeable when using it. If you're taking too much damage that you find you can't us it, you probably need some better gear.<div></div>

hiLLbiLLyTX
01-14-2006, 12:18 AM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><p>Amost all my gear is in the 30+ level and most with STR stats.  My Tunic, leggings and staff are lvl 30 and pristine inbued.</p><p>Dont know what my HP pool is.  I'm a work at the moment...:smileysurprised:</p><p>I also have a pristine imbued ring of strength and agility.  When I get ready to fight, I make sure these two rings are buffed, any master rages are buffed if applicable to the mob, and have my adept III offensive stance selected.  Of course all my other buffs prior to lvl 32 are also buffed up.  And I'm eating and drinking lvl 40 crafted food and water I buy off the broker.  All my CA's are Adept I except for two Adept III's and the Master II I selected when I dinged lvl 24.</p><p>My health is 2,110; Power 1,090; Attack 519: Defense 22</p><p>My Strength is 102 and my agility is 84.</p><p>Help - I should be able to rock and roll on these mobs...:smileymad:</p><p>Message Edited by hiLLbiLLyTX on <span class="date_text">01-13-2006</span><span class="time_text">11:53 AM</span></p>

Jessyme
01-14-2006, 01:31 AM
<div></div><p>Shichea: Thank you!   You are very correct in that there tends to be little, or in some cases (Everburning Flame) no difference between Master I and Master II choices.  That is something to take into account when selecting your Master II's.  Quite often in the recommendations section one Master II is recommended over another, particularly regarding DPS choices.  But if you have a CA at Master I already, upgrading it to Master II is probably a waste.</p><p>HillBill:  I ran into the same dilemma you did and rarely used Everburning unless I was in a group with a healer. Few things that might help:  (1)  Taking the in-combat health regen options makes the health loss not so bad.  Course with monk's low power pool, most monks would tend to go for in-combat power regen rather then health regen. (2)  Click Everburning off when you are not in combat to regen health faster.  (3)  Health regen totems, in addition to food, really help with regenerating health out of combat, plus you can look like a funky animal. </p><p>Your equipment looks good. One thing you might want to consider, though, is a stamina buff ring.  Agility is not the greatest stat right now, and you would likely be better served by having the extra hit points the stamina buff could give you.  When you hit the next tier, seriously consider a stamina ring instead of an agility ring, at least for the time being. </p><p>Quijana</p><p>Lost Coast Privateers, Nektulos</p><p>PS:  Added the level 14 Brawler Master II choices and recommendations and Wisdom of Zephyl Master I.  As always, please add your information/thoughts/recommendations and let me know of any errors you find. Thanks!</p>

hiLLbiLLyTX
01-14-2006, 01:53 AM
<div></div>Jessyme:  Thx for the reply.  So did u still choose the EF Buff Master II at level 34 or did you choose something else?

JudyJudy
01-14-2006, 02:05 AM
<div></div><div></div><blockquote><hr>hiLLbiLLyTX wrote:<div></div><div></div><div></div><div></div><div></div><div></div><div></div><p>Amost all my gear is in the 30+ level and most with STR stats.  My Tunic, leggings and staff are lvl 30 and pristine inbued.</p><p>Dont know what my HP pool is.  I'm a work at the moment...:smileysurprised:</p><p>I also have a pristine imbued ring of strength and agility.  When I get ready to fight, I make sure these two rings are buffed, any master rages are buffed if applicable to the mob, and have my adept III offensive stance selected.  Of course all my other buffs prior to lvl 32 are also buffed up.  And I'm eating and drinking lvl 40 crafted food and water I buy off the broker.  All my CA's are Adept I except for two Adept III's and the Master II I selected when I dinged lvl 24.</p><p>My health is 2,110; Power 1,090; Attack 519: Defense 22</p><p>My Strength is 102 and my agility is 84.</p><p>Help - I should be able to rock and roll on these mobs...:smileymad:</p><p>Message Edited by hiLLbiLLyTX on <span class="date_text">01-13-2006</span><span class="time_text">11:53 AM</span></p><hr></blockquote><p><em>Everything really doesn't look too bad.  You may want to consider increasing your STR and WIS atm, as strength is a huge factor for damage and power pool amount as wisdom boosts your resists which is very handy vs. casting type mobs.</em></p><p><em>Also, if you're finding yourself having trouble with mobs that other monks seem to breeze through (and you've taken into consideration your equipment and combat art quality) - we'll then need to address your CA progression and stance usage.</em></p><p><em>CA progression is important.  Make sure you're not mashing keys just as they refresh, in any order.  This can be a novice player's biggest mistake.</em></p><p><em>For example, if solo'ing try starting with a DoT & Debuff then begin with this progression:  stun, rapid swing line, arctic talon, biting mantis line, then the frozen palm line.  This will perma stun the mob for a lengthy period of time meaning NO damage to you.</em></p><p><em>While you're awaiting for the CA's to refresh (30sec or so) switch to your defensive stance (and skin like mountain line if you have that available at your levels) and wait it out.  Once your big hitters refresh, switch back to your offensive stance and rinse and repeat until the mob and/or mobs are down.</em></p><p><em>Also remember, that after you do stun the targeted mob, make sure you're positioning yourself behind it before you unleash your big CA's as they will all connect as long as the mob is not a brawler type mob.</em></p><p><em>On a side note, I really do enjoy (and often take advantage of) the EF haste line - however, unlike before when I had it on ALL the time, I'm finding myself only using it in groups with a healer.  When solo'ing it can drop your health quicker than if you don't have it on at all - based on how long the fight can last.  Even consecutive short bouts can drop your health relatively fast.</em></p><p><em>I use it when tanking, off-tanking and DPS'ing in a group/raid as long as there is a healer in my group and I let them know I'm using it.</em></p><p><em>Good luck!</em></p><p>Message Edited by JudyJudy on <span class="date_text">01-13-2006</span><span class="time_text">01:07 PM</span></p>

hiLLbiLLyTX
01-14-2006, 02:38 AM
<div><blockquote><p><em>Everything really doesn't look too bad.  You may want to consider increasing your STR and WIS atm, as strength is a huge factor for damage and power pool amount as wisdom boosts your resists which is very handy vs. casting type mobs.</em></p></blockquote><p><em>Also, if you're finding yourself having trouble with mobs that other monks seem to breeze through (and you've taken into consideration your equipment and combat art quality) - we'll then need to address your CA progression and stance usage.</em></p><p><em>CA progression is important.  Make sure you're not mashing keys just as they refresh, in any order.  This can be a novice player's biggest mistake.</em></p><p><em>For example, if solo'ing try starting with a DoT & Debuff then begin with this progression:  stun, rapid swing line, arctic talon, biting mantis line, then the frozen palm line.  This will perma stun the mob for a lengthy period of time meaning NO damage to you.</em></p><p><em>While you're awaiting for the CA's to refresh (30sec or so) switch to your defensive stance (and skin like mountain line if you have that available at your levels) and wait it out.  Once your big hitters refresh, switch back to your offensive stance and rinse and repeat until the mob and/or mobs are down.</em></p><p><em>Also remember, that after you do stun the targeted mob, make sure you're positioning yourself behind it before you unleash your big CA's as they will all connect as long as the mob is not a brawler type mob.</em></p><p><em>On a side note, I really do enjoy (and often take advantage of) the EF haste line - however, unlike before when I had it on ALL the time, I'm finding myself only using it in groups with a healer.  When solo'ing it can drop your health quicker than if you don't have it on at all - based on how long the fight can last.  Even consecutive short bouts can drop your health relatively fast.</em></p><p><em>I use it when tanking, off-tanking and DPS'ing in a group/raid as long as there is a healer in my group and I let them know I'm using it.</em></p><p><em>Good luck!</em></p><p><em>__________________________________________________ ________________________________________________</em></p><p>Thanks Judy.  The alignment of the CA's you propose is very useful.  I will change them when I get home.  Right now I have all my CA's that are Master I's and Adept III's firing off first, followed by the adept 1's.  My thinking was hit the mobs with the higher level spells first for heavy damage first but obviously it doen't work that way.  I guess you can fire off the adept 1's of your stuns and hit later in progression with the adept III's.</p><p>Thx for the heads up...:smileyvery-happy:</p></div><p>Message Edited by hiLLbiLLyTX on <span class="date_text">01-13-2006</span><span class="time_text">01:40 PM</span></p>

Jessyme
01-14-2006, 03:34 PM
<div></div><div></div><p>JudyJudy:  Thank you for listing the CA progression you use and when to change stances in a battle.  Very useful information.  :smileyvery-happy:</p><p>HillBill:  I pretty much go the tank route and pick the taunt line every time on my Master II's because tanking is what I do most.  So I took Silent Threat as my Master II choice.  However I was lucky enough to get Everburning Flame at Master I, and if you are pure DPS then your choice will be between Everburning Flame and Darting Sparrow.  Everburning is a tricky line.  That loss of one percent of your health every 3 seconds can add up fast, and I tend to mostly use it in groups with a healer. </p><p>I will use it while soloing if I am fighting a tough mob and burning the mob down fast will cost me less health then allowing the mob to beat away at me for a longer period of time.  For example, I will not use Everburning on easy mobs that are not doing me much damage, for I find that I actually will end up doing more damage to myself by using Everburning then the mob does if I beat away at it more slowly. Not to mention easy mobs will fall fast anyway, and the extra 30% haste is not going to shave off much time.  Especially if I am chainpulling easy stuff and want minimal downtime,  I will not use Everburning. </p><p>But if I am fighting a tough mob that is dishing me meaningful damage, I will use Everburning to burn the mob down quicker under the theory that the fight ending quicker +1% health loss every 3 seconds will be less damage then no Everburning and the mob gets to beat on me for that extra chunk of time. Hopefully that makes sense.  Not sure if other monks handle it this way, or even that this is the best/correct way to use it while soloing.  But it is my current strategy and it seems to work. </p><p>Quijana</p><p>Lost Coast Privateers, Nektulos</p><p>Message Edited by Jessyme on <span class="date_text">01-14-2006</span><span class="time_text">02:36 AM</span></p>

ToxicMan
02-09-2006, 07:33 PM
Hope this is the right place to ask.At lvl 14 you can choose your first Master Skill or something, so i wonder what is the best choice? or what is the most common to choose? the one you benefit the most from?Thanks in advance.<div></div>

Jessyme
02-10-2006, 01:42 AM
<div>Hello ToxicMan-</div><div> </div><div>If you go to the very first post in this thread and scroll down to the Level 14 part you will see all the choices available as well as my recommendations regarding each choice. </div><div> </div><div>I know that changes were coming with LU19 and the new expansion at the end of this month, and I do not know if the level 14 choices here are still accurate or not.  If they have indeed changed please let me know what the new choices are so I can keep this listing accurate.</div><div> </div><div>Also, the recommendations for level 14 are from me alone, and unfortunately I came up with them as a level 46 monk who was trying to recall what the heck I was like at level 14. </div><div> </div><div>Quijana</div><div>Lost Coast Privateers, New Home of Lucan D'Lere!</div><div> </div><div> </div>

Cyngii
02-10-2006, 01:59 AM
<div></div><blockquote><hr>hiLLbiLLyTX wrote:<div></div>Jessyme:  Thx for the reply.  So did u still choose the EF Buff Master II at level 34 or did you choose something else?<hr></blockquote>I personlly used Everburning Flame master 2 until level 60.  The haste difference between it and Everburning Fire adept 3 is just about the same (might be a difference of like 1%), so couldn't justify upgrading Everburning Fire.  As far as being a huge HP drain, I would say using it or not is very situational while soloing (and almost always turn it off between fights to regen A LOT faster).  In groups there really isn't a reason to not be using it.  Something to try would be using spider stance when you get it.  I rarely solo in the offensive stance since you do take way more hits using it.  I use the spider stance line with EF quite a bit actually. 

ToxicMan
02-10-2006, 04:44 AM
Yes the seem to have changed...The skills i can choose from now is:Stare: Increase Threat by 133-163Trust Kick: Inflicts 58-97 crushing damage on target(and so on)Martial Focus: Increase str of the caster by 17,2 and increase wis of the caster by 26Pouncing Leopard: inflicts  38-64 crushing damage on target(and so on)<div></div>

x0rtrun
02-10-2006, 04:52 AM
At lvl 14 the choices aren't as critical as they are later on.If you tank, the taunt would be good.If you solo, the buff would be good.If you do a mix of both, the damage CAs might be a versatile solution useful in each situation.<div></div>

Silentwolf712
02-27-2006, 02:15 PM
Master II Choices at Level 64:<b>62. Flailing Centipede - flurry of melee attacks</b><b>63. Crescent Strike - AE magic dmg</b><b>64. Challenge - group taunt + interrupt</b><b>64. Soaring Dragon - melee dmg + DOT heat dmg</b><div></div>

Rrawl
02-28-2006, 03:22 AM
<div></div><p>Really kind of disappointed after seeing that the bruisers can choose their proc taunt for master II. )= Oh well, guess that makes the decision easy for me, group taunt it is!</p>

Jessyme
03-09-2006, 01:18 PM
<div></div><div></div><p>First off, LOVE your sig Rrawl! That is a great pic!</p><p>Just added the Master II choices for Level 14 and Level 64.  I put in what descriptions I could, but we are missing the Master II descriptions.  Also, need to check the correct new stats for Martial Focus (level 14) since ToxicMan reports it is a strength/wisdom buff now.  The information that is there for Martial Focus is old and likely wrong.</p><p>Also, no recommendations on these yet.  So if you have used these and have an opinion, please post your wisdom and help your brother/sister monk make their choices down the road. </p><p>As always, if you see any errors please let me know.</p><p>Thank you,</p><p>Quijana</p><p>Lost Coast Privateers, Lucan D'Lere</p><p>Message Edited by Jessyme on <span class="date_text">03-09-2006</span><span class="time_text">12:19 AM</span></p>

Eling
03-14-2006, 01:53 PM
<div></div><p>About 64 lvl</p><p>Challenge M2</p><p>971-1187 </p><p> </p><p>All other = to M1 version (resistability too 48%)</p>

Jessyme
05-09-2006, 12:08 AM
<DIV>Editted to add Level 14 Master recommendations and level 64 Master II of Challenge.  </DIV> <DIV> </DIV> <DIV>As always, if you have an opinion, correction, or can fill in a missing piece, please post.</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lucan D' Lere</DIV>

Noxium
05-09-2006, 06:06 PM
Re the lvl 14 upgrades, I've got em all written down at home - will post when I get back.  Stare is useless, it is replaced a couple of levels laters with something that is better in its basic form!!  The two attacks looked ok, but they did not give a huge boost in my opinion.  I went for Martial Focus, due to its long life, and at lower levels the extra str helps with carrying 8000 copper, your mana pool, and some extra on your resists.<div></div>

Noxium
05-09-2006, 08:06 PM
Stare M2 48% 133-163TK 31% 63-105MF 17.2str 28 wisPL 31% 42-70Hope that helps<div></div>

Jessyme
05-10-2006, 04:21 PM
<DIV>Thank you for posting these Noxium!</DIV> <DIV> </DIV> <DIV>Put in Noxium's info and cleaned up the level 14 recommendations.</DIV> <DIV> </DIV> <DIV>Will doublecheck Martial Focus info as I had your numbers down for Adept I instead of Master II.  </DIV> <DIV> </DIV> <DIV>Thank you again!</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lucan D'Lere</DIV>

Omenat
05-15-2006, 01:22 PM
<P>One comment on the level 24 Master selection.</P> <P>I have chosen "Grappling Bear -<SPAN>   </SPAN>A melee attack that deals moderate damage and decreases the target's defense if it hits."</P> <P>In my opinion on a pvp server this is the best combat art with an upgrade. The reduced defense of the opponent is nice, but not the main reason to choose it. The reason is, it makes a lot of damage. This is your strongest combat art with a nice side effect. In a PvP fight you want to do so much damage as possible so quick as possible to kill your enemy before he kills you. You try to end the fight after used up all your combat arts. If the fight is not over after your combat arts are all used, you could lose if you only have your standard auto attack. A much stronger master combat art like that Grappling Bear helps a lot. It can be your finishing move or can be one of the first attacks to use the defense reduction by the enemy.</P> <P>The group haste buff is nice, but not necessary and do not helps you much in survive in a PvP fight, becaue its doesnt matter much if you got a few points more haste. What counts, are your combat arts. You do the most fight with the combat arts and what counts is the speed of the combat arts, not your haste and not the delay of your weapon. and because of this I think its often better to use the defensive stance than the offensive one (I know, offensive is more fun.)</P>

Cambi
05-15-2006, 09:44 PM
Here are a few additions to your level 14 master I choice lists:Martial Focus:Adept III: Increases brawler's strength by 14.6 and wisdom by 22.Master II: Increases brawler's strength by 17.2 and wisdom by 26.Pouncing Leopard:Adept III: Inflicts 39-66 crushing damage on target.<div></div>

Noxium
05-18-2006, 06:12 PM
Looking at my scrap of paper again, its a bit smudged - go with Cambios's wis 26.Nox<div></div>

Jessyme
05-18-2006, 11:22 PM
<DIV>Thank you Cambios and Noxium for filling in some of the missing Master II information. </DIV> <DIV> </DIV> <DIV>Omenaton, thank you for the PVP monk recommendation.  I have never played PVP, so I did not even think about how their needs would be different from a PVE monk.  If you or any other PVP monks would like to make recommendations for the other Master II levels, please do and I will add them.  I was going to extrapolate from Omenaton's comments and fill the rest out, but it would be more accurate coming from PVP monks since there may be factors that I would not take into account as a PVE monk.</DIV> <DIV> </DIV> <DIV>For example, level 34:  Darting Sparrow or Everburning Flame?  I would guess Darting Sparrow for the extra damage and because EF costs you health to maintain.  But perhaps the health loss is offset by doing faster damage *shrugs*  </DIV> <DIV> </DIV> <DIV>So if a PVP monk would like to make more recommendations, please do.    </DIV> <DIV> </DIV> <DIV>Thank you again to everyone in the monk community for making this list possible and helping to keep it up to date.</DIV> <DIV> </DIV> <DIV>Quijana</DIV> <DIV>Lucan D' Lere</DIV>

dyf
05-19-2006, 06:55 PM
Yeah, I mastered my haste early on, not knowing how little it would do for me in pvp, and it was a big mistake. I master my highest damage ca now whenever I get the opportunity, preferably one t hat is highest level so I get more use out of it.

Vivax
05-20-2006, 06:13 PM
<div></div>Hit 44 yesterday, so read this thread.  I was all set to go for Icy Talon over Shocking Hand, when I noticed that Icy Talon DOES NOT WORK AGAINST EPIC MOBS.  So, to Shocking Hand I went.  After retiring an illusionist for being uselesss against epics, I really don't like running into this again on a new character. <div></div><p>Message Edited by Vivax on <span class=date_text>05-20-2006</span> <span class=time_text>07:14 AM</span>

eyes007
06-13-2006, 06:29 AM
<BR> <BLOCKQUOTE> <HR> Jessyme wrote:<BR> <DIV><STRONG><U>Level 64 </U></STRONG></DIV> <P><SPAN>Flailing Centipede- Launches a flurry of five attacks.  If one flurry attack fails, all the remaining flurry attacks fail.</SPAN></P> <P><SPAN>App II:  97-161 damage per flurry attack.</SPAN></P> <P><SPAN>App IV:  107-178 damage per flurry attack.</SPAN></P> <P><SPAN>Adept I:  122-204 damage per flurry attack.</SPAN></P> <P><SPAN>Adept III: 143-238 damage per flurry attack.</SPAN></P> <P><SPAN>Master I: 163-272 damage per flurry attack.</SPAN></P> <P><SPAN>Master II: </SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>Crescent Strike- Point blank area of effect attack that inflicts magic damage on enemies in the area, including outside the target encounter.  Use with caution.</SPAN></P> <P><SPAN>App II: Inflicts 242-403 magic damage to targets in the area.</SPAN></P> <P><SPAN>App IV: Inflicts 267-446 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept I: Inflicts 306-510 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept III: Inflicts 357-595 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master I: Inflicts 408-680 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master II:</SPAN></P> <P><SPAN> </P> <P>Challenge- Group Taunt that interrupts and increases that hate of all enemies in an encounter towards the monk.</P> <P>App II:  Increases threat by 559-683 and interrupts the target encounter.</P> <P>App IV: Increases threat by 618-755 and interrupts the target encounter.</P> <P>Adept I: Increases threat by 706-863 and interrupts the target encounter.</P> <P>Adept III:  Increases threat by 824-1007 and interrupts the target encounter.</P> <P>Master I: Increases threat by 941-1151 and interrupts the target encounter.</P> <P>Master II: Increases threat by 971-1187 and interrupts the target encounter.</P> <P><BR>Soaring Dragon- A flying kick attack that deals additional heat damage over time to the target.</P> <P>App II:  Inflicts 67-112 melee damage to target and 67-112 heat damage every 4 seconds for 24 seconds.</P> <P>App IV:  Inflicts 74-124 melee damage to target and 74-124 heat damage every 4 seconds for 24 seconds.</P> <P>Adept I: Inflicts 85-142 melee damage to target and 85-142 heat damage every 4 seconds for 24 seconds.</P> <P>Adept III: Inflicts 99-165 melee damage to target and 99-165 heat damage every 4 seconds for 24 seconds.</P> <P>Master I: Inflicts 113-189 melee damage to target and 113-189 heat damage every 4 seconds for 24 seconds.</P> <P>Master II:  </SPAN></P> <P>COMMENTS:  None at this time.  If you have any recommendations/favorites please post your opinion.</P> <HR> </BLOCKQUOTE> <P>After seeing the price of Masters for 60-70 I'm planning on grabbing either Flailing Centipede or Challenge.</P> <P><BR>Crescent Strike is too dangerous for it's worth in my opinion, an AE attack is dangerous at the best of times and others can fill that role far better (Warlocks mainly, even Palles with Consecrate will outdo this). I generally use this as a "time-filler" if I know I'm safe, meaning while every other spell is refreshing, I throw this one out. I don't use it often because generally Auto-Attack is much more reliable.</P> <P>Soaring Dragon has nice damage, especially over time but I'm reluctant to choose such specific damage (Heat), even though it's 100% guaranteed, a close tie with Flailing Centipede for damage amount but Flailing can be done twice in that time if it's successful both times.</P> <P>Flailing Centipede is pretty much my second choice, our fastest attack, and would have been number one if it combined with Storming Palm (that was nerfed I believe - could be wrong), still, coupled with Lunging Cobra (before you use Flailing - which reduces the mob's defense) you can get almost maximum damage on each of the hits - but only if it lands number one.</P> <P>Challenge - Number 1 for sure, always pays to have the best taunts, regardless if you tank or or not, Monks are never far behind in the hate stakes and could be the life of your party if you can grab hate while the MT recovers, it's not that far from a Master 1 Single Taunt from Lvl59 (300 points or so) so can be used in concert with that.</P> <P>Hopefully someone can build on my comments <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Dred</P> <P> </P>

hdm7k
06-19-2006, 07:03 PM
<P>I've been looking for this list... THANKS! I've been trying to balance maintaining aggro and boosting DPS and this list is going to help al lot.</P> <P>I have an Ogre that betrayed to become a Monk. LOVE the STR and STA boosts, although trying to focus on +AGI items is sometimes a pain.</P> <P>I've been trying to upgrade any art that boosts "encounter aggro" first (NOT "aggro everything", don't need adds) and damage second despite the fact that I usually solo. As a result, I can usually hold aggro even when the conjuror jumps in and tosses his 3 AoE spells. (Which seems to [Removed for Content] him off some, but that's tough! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  )</P> <P>My combat strategy is (as puller) that *I* get the first HO, making it either finish with AoE taunt or if I luck out with Crushing Anvil, then the single taunt since it will hit everyone anyway. Then I alternate with the DPS mage trying to hold onto aggro.</P> <P>Any suggestions or ideas for better aggro holding? Or anything else, for that matter...</P> <P> </P> <P>Kneebreaker, The Bazaar</P> <P> </P>

Kollos
06-20-2006, 08:44 AM
<DIV> <P>Just made 64 so here are the ones you dont have.</P> <P>-Cordybock</P> <P><STRONG><U></U></STRONG> </P> <P><STRONG><U>Level 64 </U></STRONG></P> <P><SPAN>Flailing Centipede- Launches a flurry of five attacks.  If one flurry attack fails, all the remaining flurry attacks fail.</SPAN></P> <P><SPAN>App II:  97-161 damage per flurry attack.</SPAN></P> <P><SPAN>App IV:  107-178 damage per flurry attack.</SPAN></P> <P><SPAN>Adept I:  122-204 damage per flurry attack.</SPAN></P> <P><SPAN>Adept III: 143-238 damage per flurry attack.</SPAN></P> <P><SPAN>Master I: 163-272 damage per flurry attack.</SPAN></P> <P><SPAN>Master II: <FONT color=#ff0000>193-322 damage per flurry attack.</FONT></SPAN></P> <P><SPAN></SPAN> </P> <P><SPAN>Crescent Strike- Point blank area of effect attack that inflicts magic damage on enemies in the area, including outside the target encounter.  Use with caution.</SPAN></P> <P><SPAN>App II: Inflicts 242-403 magic damage to targets in the area.</SPAN></P> <P><SPAN>App IV: Inflicts 267-446 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept I: Inflicts 306-510 magic damage to targets in the area.</SPAN></P> <P><SPAN>Adept III: Inflicts 357-595 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master I: Inflicts 408-680 magic damage to targets in the area.</SPAN></P> <P><SPAN>Master II:  <FONT color=#ff0000>Inflicts 482-804 magic damage to targets in the area.</FONT></SPAN></P> <P><SPAN> </P> <P>Challenge- Group Taunt that interrupts and increases that hate of all enemies in an encounter towards the monk.</P> <P>App II:  Increases threat by 559-683 and interrupts the target encounter.</P> <P>App IV: Increases threat by 618-755 and interrupts the target encounter.</P> <P>Adept I: Increases threat by 706-863 and interrupts the target encounter.</P> <P>Adept III:  Increases threat by 824-1007 and interrupts the target encounter.</P> <P>Master I: Increases threat by 941-1151 and interrupts the target encounter.</P> <P>Master II: Increases threat by 971-1187 and interrupts the target encounter.</P> <P><BR>Soaring Dragon- A flying kick attack that deals additional heat damage over time to the target.</P> <P>App II:  Inflicts 67-112 melee damage to target and 67-112 heat damage every 4 seconds for 24 seconds.</P> <P>App IV:  Inflicts 74-124 melee damage to target and 74-124 heat damage every 4 seconds for 24 seconds.</P> <P>Adept I: Inflicts 85-142 melee damage to target and 85-142 heat damage every 4 seconds for 24 seconds.</P> <P>Adept III: Inflicts 99-165 melee damage to target and 99-165 heat damage every 4 seconds for 24 seconds.</P> <P>Master I: Inflicts 113-189 melee damage to target and 113-189 heat damage every 4 seconds for 24 seconds.</P> <P>Master II: <FONT color=#ff0000> Inflicts</FONT> <FONT color=#ff0000>134-223 melee damage to target and 134-223 heat damage every 4 seconds for 24 seconds.</FONT></P> <P><FONT color=#ff0000></FONT> </P> <P><FONT color=#ff0000></FONT></SPAN> </P></DIV>

Kronadin
10-18-2006, 02:26 AM
<P>Soaring Dragon Master II at 102 int:</P> <P>Inflicts 137 - 229 melee damage on target </P> <P>Inflicts 138 - 230 heat damage on target every 4 seconds</P> <P>Power 78</P> <P>Casting 0.5 seconds</P> <P>Recovery 0.5 senconds</P> <P>Recast 30 seconds</P> <P>Duration 24 seconds</P> <P>Range Up to 5.0 meters</P> <P>Resistability 31% harder</P>

Jessyme
10-27-2006, 09:21 PM
<DIV>Thank you for filling in the missing information and for your comments.  I will get the main post updated soon.</DIV> <DIV> </DIV> <DIV>Regarding Kneebreakers aggro question:  This is my main focus as well as I almost always am MT in my groups.  I find that I have no problem holding single target aggro as long as I get the first damage off on the mob (I body pull a lot and the mage/assassin/ranger, etc will sometimes jump the gun and drop a nuke taking aggro, but this is rare).  However maintaining aggro on a group is much worse.  Certainly upgrading your taunts to master 1 or 2 (or at least Adept III) is critical. Tabbing through the mobs and dropping single taunts/CA's on each one also helps.   I've also found that Crescent Strike (used with caution so as not to cause adds) as well as the Wisdom line AE attacks (especially the last one in that line.  I can hold aggro against a warlock on crack with that one) have really made a HUGE difference.  </DIV> <DIV>beware the PBAoE buff in the Wisdom line as it will hit things not in the encounter.</DIV> <DIV> </DIV> <DIV>Hope that helps <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV>Quijana</DIV>

Jessyme
11-30-2006, 09:31 AM
<DIV><SPAN>Finally got this section updated. My apologies for the long delay.  </SPAN></DIV> <DIV><SPAN></SPAN> </DIV> <DIV><SPAN>Added the Level 64 recommendations (thanks Dred!)  </SPAN></DIV> <DIV><SPAN>Added PVP monk recommendations for all levels (Disclaimer: I am a 70 PVE monk, so I extrapolated off of Omenaton's comments to fill these sections in.  Any errors or blatent screw-ups in the PVP sections are mine and mine alone. But if you see one, PLEASE PLEASE post the correction.)  </SPAN></DIV> <DIV><SPAN>Also, I changed some recommendations as some of the combat arts have changed and because I have learned more now as a level 70 monk (I put the original post together as a level 44 monk.)  </SPAN></DIV> <DIV><SPAN></SPAN> </DIV> <DIV><SPAN></SPAN><SPAN>As always, if you have an opinion as to what is best, or you can fill in some of the missing information, please post.</SPAN></DIV> <DIV><SPAN></SPAN> </DIV> <DIV><SPAN>Quijana</SPAN></DIV>

MageChild
11-30-2006, 08:27 PM
<BLOCKQUOTE> <DIV> <P><FONT color=#ffff00><STRONG>Grappling Bear is generally not worth upgrading to Master II.<SPAN>  </SPAN>The decrease in defense is nice, but the damage is on the low end.<SPAN>  </SPAN>Hand Clap or Wisdom of Zephyl are likely better choices.</STRONG><SPAN> </SPAN></FONT></P></DIV></BLOCKQUOTE> <P><SPAN>I tend to disagree with this statement.  Grappling Bear Master does about 145-250 damage at M2, which makes the low end damage better than the average damage of your punch flurry attack (I forget the name of it, but you know which one I mean). That and the lowering of the target's defense makes this a MUST have in your Monk arsenal, regardless if you PvP or not.</SPAN></P> <BLOCKQUOTE> <P><SPAN></SPAN> </P></BLOCKQUOTE> <P><SPAN>The difference in haste for Zephyl is only 0.5% between M1 and 2, which won't make that much of a difference.</SPAN></P> <BLOCKQUOTE> <P><SPAN></SPAN> </P></BLOCKQUOTE> <P><SPAN>I do agree with her revised stated use of the Sparking Cobra line, as it does fairly decent damage, doesn't get resisted a whole lot, and punishes everything in the immediate vicinity. This is good when I have to start being creative with how I am dealing with wanderers and multip group pulls. M1 does good enough damage for this, though, I don't think it worth using your M2 on it, especially if you can manage to get your hands on a M1.</SPAN></P> <BLOCKQUOTE> <P><SPAN></SPAN> </P></BLOCKQUOTE> <P><SPAN>Hand Clap M1 and M2 difference is only 9 more hate.  Not enough to base a M2 on it unless you just can't come up with  M1 for whatever reason.  However, if you haven't been able to find a M1, you need to seriously consider this one, as the hate and resistability difference between Adept 3 and M1 or 2 is painful and very obvious.</SPAN></P><p>Message Edited by MageChild on <span class=date_text>11-30-2006</span> <span class=time_text>07:28 AM</span>

Jessyme
12-01-2006, 01:32 AM
<DIV>Thanks for your reply MageChild.  </DIV> <DIV> </DIV> <DIV>I agree with you that if you can get a spell at Master I, it makes sense to raise something else to Master II.  I tend to assume that people are only upgrading Adept III or lesser spells, but that might not be true.  I have posted that in the beginning of the post to clarify that for anyone that might be confused.  </DIV> <DIV> </DIV> <DIV>I still do believe that Hand Clap does make the most sense for tanking monks, and that Wisdom of Zephyl makes the most sense for DPS monks, particularly at such a low level and because it has such marvelous longevity.  But I will add your comments about it as you make excellent points.  </DIV> <DIV> </DIV> <DIV>Thank you!</DIV> <DIV>Quijana</DIV>