fiveeauxfour
08-29-2014, 11:34 AM
I found this monk guide while digging deep in the monkly business forums. Enjoy:D
I tried to format it to the best of my ability. Link to the guide itself (http://www.monkly-business.net/forums/showthread.php?t=8621)
Forward
This guide is geared towards players who have a good working comprehension of EverQuest game fundamentals but wish to achieve additional information on classes they might
want to play. If you are a new player in EverQuest, then I suggest reading the EverQuest Manual and looking at our new player section before continuing.
Overview
~The Masters of Melee Damage~
This is a title often given to Monks, and while many rogues would disagree with it, claiming that under the right circumstances they will out-damage a Monk in a fight, no one disagrees that the melee output of those two classes are far above any other.
The path of a Monk is one of poverty and humility. Monks are extremely powerful and agile fighters, but there is a downside to this power. To maintain his full effectiveness, the Monk must stay at 14 weight or below which severely limits his ability to carry coins or items. He is also limited in his armor, only wearing cloth and leather armor types.
As a Monk do not expect to ever have much money, but this is not too much of a problem, seeing as your equipment needs are the least of any fighting class. A completely naked Monk can still fight at 80% - 90% effectiveness, showing how little we are affected by our belongings
So, what is a Monk? A Monk is a hard-hitting fighter who is also agile and good at avoiding getting hit. When he does get hit however, he gets hit hard, and he cannot take much punishment before dying. He has access to some rogue skills (Safe Fall, Sneak, Instill Doubt) and has some unique abilities of his own (Mend and Feign Death). Those last 2 skills are very important to a Monk--more on them later
Monks also lack the Taunt ability, making it difficult for them to get the creature to stop attacking the weaker members of the party
~Monks are not good tanks.~
True and false. Monks have high AC and also the highest defensive skills of any class, making them very hard to hit. This means that they will take less damage. However the Monk has very low hit points, so it seems they are getting hit harder to those who do not realize this.
Example: A Warrior and a Monk attack creature X. In the first fight, the warrior takes the damage. In the second (versus an identical creature), the Monk takes the damage
Fight 1: Warrior takes 1000 damage out of his 2000 hit points, leaving him at half health.
Fight 2: Monk takes 800 damage out of his 1200 hit points, leaving him at a third health
So, at first glance, it would seem that the Monk makes the more efficient tank. Even though he finished on a lower percentage of health, he would heal it back faster or take less mana for a healer to heal him. However, at high levels when clerics get spells which heal to full, regardless of the amount of hit points the target has, the warrior becomes the more efficient damage-absorber, as clerics can heal more for their mana
~Iksar Monks get a tail attack.~
Again, true and false. Some people believe that Iksar get additional attacks than their human counterparts. This is not true.
The Iksars gain an attack with their tail (Tail Rake) at level 25, but it is a direct replacement for the human level 25 skill “Dragon Punch,” and the two skills are identical in performance
Creating a Character can be a daunting undertaking, for it can be straightforward and complex at the same time. You can create your character depending on what type of situation or role you want to classify in.
Race
Another large factor in creating your Character is deciding what race to play.* This is not only a personal choice depending on how you want to role-play, but it will also effect how you play.* Each race has diverse starting attributes, location, and disadvantages over others
One thing to keep in mind is that although stats are very important in EverQuest, the most important thing is that you choose a race that you like, and most importantly, have a roleplaying reason for choosing.* Never choose a race simply for its stats - there are dozens of wood elf and halfling druids out there (many of which were chosen simply for stats) - an adventurous Druid may choose to be a human or half elf, for the sole purpose of being different
~Human~
Humans get a choice of deity, which affects their starting location. Agnostic Monks start in Qeynos, while their brothers who follow Quellious are based in Freeport. Humans have good faction and the best damage output with their fists. However they have no night-vision and heal slowly.
~Iksar~
Iksar follow Cazic Thule and start in Cabilis in Kunark. Iksar have marginally better physical statistics than humans, infravision, regeneration, an AC bonus, and can Forage for food and water. However, they require more experience to level (20% more than humans), are not quite as good with their fists, KOS (killed-on-sight) to every race except their own, and cannot wear plate armor (there are a few plate bracers and gloves which a human Monk can wear that an Iksar cannot).
Attributes
One of the most significant parts of character generation is choosing where to put your bonus points. This will let you further modify your character’s role to be more helpful in diverse situations. A Warrior might add more to his Strength, so he can cut deeper into his quarry. While a Necromancer would be much more interested in increasing his magical powers and spreading the evil deeds with Intelligence. A thing to keep in mind, you can even further increase your attributes with magical items found inside the game, so incase you make a oversight, it is not very hard to correct.
One thing is for sure though--attributes only have a marginal effect on the game when compared to other things, which have a more direct effect. The main ones are Level, AC, and Hit Points. While having good attributes will help you, do not sacrifice AC or HPs for them.
Strength (Useful for Monks)
Influences your maximum and average damage ratios, the more strength you have the more likely you will hit harder. Additional strength will let you learn your offensive faster.
Stamina (Useful for Monks)
Affects how many total hit points you have, and how long you will be able to hold your breath under water, also how fast you lose stamina when wielding weapons.
Agility (Useful for Monks)
Increases how difficult it is to be hit. Also affects how quickly you can learn some defensive skills.
Dexterity (Useful for Monks)
Influences how often your weapon proc (spell) will engage, and how quickly you learn weapon skills. Will also increase how fast you learn rogue skills.
Wisdom (Ineffective for Monks)
Directly affects the amount of mana the priest classes have, including rangers. Also affects how quickly you can learn many skills if your wisdom is higher then intelligence.
Intelligence (Ineffective for Monks)
Directly affects the amount of mana of magi classes, including bards and shadow knights. Also affects how quickly you can learn many skills.
Charisma (Ineffective for Monks)
Affects amount you will be paid for goods by NPC merchants, and how much they will pay you. Also effects saving throw on ccertain bard and enchanter spells (charms in particular)
I tried to format it to the best of my ability. Link to the guide itself (http://www.monkly-business.net/forums/showthread.php?t=8621)
Forward
This guide is geared towards players who have a good working comprehension of EverQuest game fundamentals but wish to achieve additional information on classes they might
want to play. If you are a new player in EverQuest, then I suggest reading the EverQuest Manual and looking at our new player section before continuing.
Overview
~The Masters of Melee Damage~
This is a title often given to Monks, and while many rogues would disagree with it, claiming that under the right circumstances they will out-damage a Monk in a fight, no one disagrees that the melee output of those two classes are far above any other.
The path of a Monk is one of poverty and humility. Monks are extremely powerful and agile fighters, but there is a downside to this power. To maintain his full effectiveness, the Monk must stay at 14 weight or below which severely limits his ability to carry coins or items. He is also limited in his armor, only wearing cloth and leather armor types.
As a Monk do not expect to ever have much money, but this is not too much of a problem, seeing as your equipment needs are the least of any fighting class. A completely naked Monk can still fight at 80% - 90% effectiveness, showing how little we are affected by our belongings
So, what is a Monk? A Monk is a hard-hitting fighter who is also agile and good at avoiding getting hit. When he does get hit however, he gets hit hard, and he cannot take much punishment before dying. He has access to some rogue skills (Safe Fall, Sneak, Instill Doubt) and has some unique abilities of his own (Mend and Feign Death). Those last 2 skills are very important to a Monk--more on them later
Monks also lack the Taunt ability, making it difficult for them to get the creature to stop attacking the weaker members of the party
~Monks are not good tanks.~
True and false. Monks have high AC and also the highest defensive skills of any class, making them very hard to hit. This means that they will take less damage. However the Monk has very low hit points, so it seems they are getting hit harder to those who do not realize this.
Example: A Warrior and a Monk attack creature X. In the first fight, the warrior takes the damage. In the second (versus an identical creature), the Monk takes the damage
Fight 1: Warrior takes 1000 damage out of his 2000 hit points, leaving him at half health.
Fight 2: Monk takes 800 damage out of his 1200 hit points, leaving him at a third health
So, at first glance, it would seem that the Monk makes the more efficient tank. Even though he finished on a lower percentage of health, he would heal it back faster or take less mana for a healer to heal him. However, at high levels when clerics get spells which heal to full, regardless of the amount of hit points the target has, the warrior becomes the more efficient damage-absorber, as clerics can heal more for their mana
~Iksar Monks get a tail attack.~
Again, true and false. Some people believe that Iksar get additional attacks than their human counterparts. This is not true.
The Iksars gain an attack with their tail (Tail Rake) at level 25, but it is a direct replacement for the human level 25 skill “Dragon Punch,” and the two skills are identical in performance
Creating a Character can be a daunting undertaking, for it can be straightforward and complex at the same time. You can create your character depending on what type of situation or role you want to classify in.
Race
Another large factor in creating your Character is deciding what race to play.* This is not only a personal choice depending on how you want to role-play, but it will also effect how you play.* Each race has diverse starting attributes, location, and disadvantages over others
One thing to keep in mind is that although stats are very important in EverQuest, the most important thing is that you choose a race that you like, and most importantly, have a roleplaying reason for choosing.* Never choose a race simply for its stats - there are dozens of wood elf and halfling druids out there (many of which were chosen simply for stats) - an adventurous Druid may choose to be a human or half elf, for the sole purpose of being different
~Human~
Humans get a choice of deity, which affects their starting location. Agnostic Monks start in Qeynos, while their brothers who follow Quellious are based in Freeport. Humans have good faction and the best damage output with their fists. However they have no night-vision and heal slowly.
~Iksar~
Iksar follow Cazic Thule and start in Cabilis in Kunark. Iksar have marginally better physical statistics than humans, infravision, regeneration, an AC bonus, and can Forage for food and water. However, they require more experience to level (20% more than humans), are not quite as good with their fists, KOS (killed-on-sight) to every race except their own, and cannot wear plate armor (there are a few plate bracers and gloves which a human Monk can wear that an Iksar cannot).
Attributes
One of the most significant parts of character generation is choosing where to put your bonus points. This will let you further modify your character’s role to be more helpful in diverse situations. A Warrior might add more to his Strength, so he can cut deeper into his quarry. While a Necromancer would be much more interested in increasing his magical powers and spreading the evil deeds with Intelligence. A thing to keep in mind, you can even further increase your attributes with magical items found inside the game, so incase you make a oversight, it is not very hard to correct.
One thing is for sure though--attributes only have a marginal effect on the game when compared to other things, which have a more direct effect. The main ones are Level, AC, and Hit Points. While having good attributes will help you, do not sacrifice AC or HPs for them.
Strength (Useful for Monks)
Influences your maximum and average damage ratios, the more strength you have the more likely you will hit harder. Additional strength will let you learn your offensive faster.
Stamina (Useful for Monks)
Affects how many total hit points you have, and how long you will be able to hold your breath under water, also how fast you lose stamina when wielding weapons.
Agility (Useful for Monks)
Increases how difficult it is to be hit. Also affects how quickly you can learn some defensive skills.
Dexterity (Useful for Monks)
Influences how often your weapon proc (spell) will engage, and how quickly you learn weapon skills. Will also increase how fast you learn rogue skills.
Wisdom (Ineffective for Monks)
Directly affects the amount of mana the priest classes have, including rangers. Also affects how quickly you can learn many skills if your wisdom is higher then intelligence.
Intelligence (Ineffective for Monks)
Directly affects the amount of mana of magi classes, including bards and shadow knights. Also affects how quickly you can learn many skills.
Charisma (Ineffective for Monks)
Affects amount you will be paid for goods by NPC merchants, and how much they will pay you. Also effects saving throw on ccertain bard and enchanter spells (charms in particular)