Arena server for Neverwinter Nights at address eternalwar.us 5121. This PvP server based on Good vs. Evil where players start at level 7 and max at 20. NO expansion paks required. eMail rklesla@gmail.com for an account.
The reason being is monks were supposed to be the nemesis to mages, mages to fighters, fighters to monks. The triangle effect. I'd rather see them get +5 gloves and see how that goes.
Crappy 1d4 weapon? You mean.. awesomely uber +5 weapon. 46 AB with a +5 weapon is godly. There is nothing crappy or needy about that.
Let's add up a monks AB, considering extremes.
15+13+4+1 ( focus )= 33 if you have 36 strength or dex. 36 with level 3 pendant. That's 10 AB less than a barbarian with a +5 weapon, when a monk can't access +5 weapons and still obtain their monklyness.
You say that barbarians have trouble fighting 50 AC, try fighting that with 33 AB.
You can actually reach 37 ab with a monk if you go halfling and are fighting a medium sized creature. Mind you that doesn't mean much against a 50 ac guy with 46 ab. Monk ac won't top 60 so you're pretty much dead as a doornail against them.
I wouldn't mind monks gaining the +5 amulets as they could use the boost. DR tanks will still beat them, AC tanks will still beat them (+2 more ab is nice but when you've got 10-15 ab less then there ac you're f'd) and smart players can put up there spot gear to beat them (they're pretty weak when it comes to ms).
lol why not? Kerrie uses a kukri and I'd say that's damn effective. One can hardly argue with that. d4 isn't just a dagger remember. 18-20 crit range from a kukri doing what? 2 damage less then a d8 weapon. Extremely deadly against clerics/druids/mages as well. I'm pretty sure that qualifies.
I think D&D should of implemented dmg decrements for using weapons that were too small for the race. Such as we get dmg increments for using 2h weapons. Dunno just a thought.
For such a lonely soul, you're having such a nice time.
I think if this is the case and monks are getting AB to be able to fight fighters and such when they alrdy own mages as it is then why not put the KD vloak back in there somewhere for pure wiz/sorcs only??
As The Palaces Burn....
The weak flee in terror.....
The paradox of power and peace will destroy itself.
That's completely un-related to the topic Heavy-Metal. Mages do not need help fighting fighters. Monks get ownt by any high level melee pretty much. They don't even have the upper-hand on mages when it comes down to it. They might be able to pull a two death one kill ratio to any mage with current gear.
The problem with Monks vs. Mages is their speed. A mage cannot react and cast spells, not unlike the problem with corner sneaking.
A fully magically protected mage can stand up to a Monk without serious problems if the Monk don't use cheap tactics like knockdown spam and running away. But usually, a Monk runs away before a spell can be cast. At least, it is perfectly possible to play that way. Monks die on damage shields.
Unbuffed mages are eaten away by Monks because of their speed.
If Monks gain more power, they will eat even fully buffed mages all the time without the need of any clever/cowardous tactics.
Monks do have the upper hand against mages. Just not 100 % of the time.
Tell me what stops the mage to cast a few webs too slow the monk down? Also if the speed was a problem like you say Mages wouldn't spank monks that badly like they do. I had no problem with monks at all when i was making my first mage.
I've never had a problem with monks either. If you know how to play against a monk you'll do perfectly fine. The problem is people try and fight monks like they fight fighters. If someones kd spamming you a mage should be immune to it. Keeping a damage shield up keeps most at bay and casting icestorm at the corner they're running for not on them themselves kills nearly all monks quite quickly.
Hmmm... Let us not make this thread into a Monk power debate.
But I'll check my mage against some Monks ingame (if I ever manage to have some free time nowadays) and try the reality. Perhaps my understanding of fighting Monks isn't updated for the current item/rule setting on this server.
I am pretty sure killing Monks are annoying business if the player do what they can to make a mage's life miserable. It is all too easy to transform into cattle if you use targeted area spells. And I don't really see how it is possible to do anything wrong with a Monk with dispel rods, hide, high attack bonus, divine/magic damage gloves, knockdown, high speed, high saves, spell resistance, immunities, healing, stunning fists, quivering palm, etc. At low levels, a Monk is no good against a mage, but at high levels they can be incredible. And if they do need a boost, it should be only something which is useful in early levels.