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View Full Version : Best Monk Diety, and DPS AA selection


Regpyr
11-15-2006, 10:46 AM
<DIV>OK the name pretty much says it all, I just want to know what the best diety is for a monk, basically im looking for melee DPS increase or utility. second question what is a good combination to maximize my raiding DPS with the new AA line. I dont want to talk about tanking monks, because im not one, so please limit it to a discussion about raid utility and DPS. Thanks!</DIV>

oldNgray
11-15-2006, 09:06 PM
<P>Was wondering the same thing about the diety myself</P> <P> </P> <P>From looking at the new AA lines, I am planning on doing the ones that increase the damages of the kicks and such first, then the fist ones that increase the casting speed of those CA's, and then the ones that lower the power/health costs for CA's, if any points are left will put one into the mongoose stance (just so I have it as an option) and leftovers are going into the heal for when you need to do that emergency patch on the MT <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> </P> <P>/Salute</P>

Shinku
11-15-2006, 10:20 PM
<div></div>I played quite a bit with this in beta, and pretty much echo the 2nd poster here on this forum gave the best results. However, I did deviate in 2 areas. First, I'm a raiding monk. So I'm not used as a tank, nor will I ever be, so I did go dps. But also, since most of my play time is on a raid, I went with the "will of heaven" skills to interconnect the 2. I'm always using it to clear negative spell effects from myself. So the added divine and trauma cures, along with the decrease of casting time of the "heaven" skills is of great benefit for me on raids. I found that the combination final skill is not worth the points by any streach of the imagination. It's damage isn't high enough for starters to even justify the points, and then the fact that I found it actually quite difficult to get it timed to go off when i wanted to was no walk in the park either. So for not even being an "on demand" skill, it's just not worth it. Grabbing the Tsunammi and/or outward calm upgrades are far more valuable for staying alive and doing more dps. Can't do dps when dead.The other area where i deviated from the 2nd poster and used the points elsewhere, is on the "power/health" reduction cost line. Personally, in a raid situation, these have never been an issue. We virtually always have plenty of mana regen in each group, and the health cost of "freezing palm" is already neglegible as it is. It has never been an issue where I "freezing palm" myself to death <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Now if they had increased the damage or recast on those, that would be a different story. But they didn't, so I never even went down this line. I chose other skills that would help surviveablity.  Evade line - *shrug* same thing, I never have a problem with aggro with all the predators and wiz's in raid, even when my dps is averaging 1k because I have a coercer in group. Keep in mind that these decisions were made from a "raiding monk" point of view. I'm sure other templates would be better for "group" or "solo" play.<div></div>