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Кто в пик
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Diversity and Inclusivity request
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Senpai Bunny
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почините сервера(
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progression possible from pc to ps5??
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willakadirk1
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Event Forecast: August 2025
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NSLucs
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垃圾游戏,退游!!!
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ttii88
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India Time for Open Beta on 14TH
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AP0THICx
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Almost two months after release
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EnthalpyFlow
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Fishing bug
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CallMeBlackSh33p
13
the best class for a frontline melee attacker?
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Raz
Monk out damages every martial class in the game by a massive margin. It isn't even close. Specifically Open Hand Monk AND Four Elements Monk (their version of Scorching Ray for some reason is coded as a Unarmed Attack so gets buffed by ANY gear that buffs Unarmed Attacks and melee damage and you trigger Extra Attack off it). It's weird it does that, because all of the other Four Element spells do not.

Earlier poster says a Fighter gets 4 attacks as an Eldritch Knight with GWM. Monks do that same kind of damage at Lv6. Level. Six. Six. Not Lv11 like the Fighter, nearly half its level earlier than them.

Since Monk does not require to go beyond Lv6 (probably want to take Lv7 so that AoE spells on a successful DEX Save do no damage) in Open Hand (Ki Resonance is the 9th Lv perk along with increasing your fisting from a 1d6 to a 1d8. The 1d8 isn't that big of a deal to miss out on, Ki Detonation can be nice as it's a 3d6 AoE explosion that each Explosion tags everyone within 5m of it so if decently grouped up and you tagged 3 or more people, that is 9d6 or more in damage) you have an easier time multiclassing. 4 attacks as Pure monk. 6 Attacks once you gain Stillness of Mind for 2 turns (effect last 3 turns but it's a bonus action to use) that also heals you per turn. Another 2 attacks with the Helmet of Grit. ANOTHER 2 attacks if multi'd into Thief. Haste and drugs from Nine Fingers' bar for two more actions for 2 more attacks on Honour Mode. We are at 12 attacks. 2 more attacks if multi'd into Fighter for Action Surge. It would be 15 but you cannot stack Bloodlust with Cloud Giant Elixirs.

So let's say the Monk has 18 WIS, Boots of Kushigo, Helldusk Gloves (Soulcatchers are better but that's a Raphael fight away) with Manifestation active along with Tavern Brawler.

Base damage per punch is;
1d6 +16 (STR) +4 (WIS)

Manifestation is;
1d4 +8

Helldusk is;
1d6

Damage range of;
35 ~ 48 per-punch. They get this damage range directly at Lv6 because you start seeing Derryth, ya know, the Dwarf ar the Mycpnid colony, and Blurrg, ya know, the Bugbear in the same place, selling Cloud Giant Fingers. They sell them as single fingers when they appear but it isn't hard to farm them by resetting their inventory. I wound up making 7 Cloud Giant Potions before hitting Act 2 (Wizard Transmutation Hireling to double alchemic creations at a high success rate because I dumped his INT for WIS).

That's the math for Open Hand Monk. Way of the Four Elements gets even MORE attacks because of the stupid Fangs of the Fire Serpent but their downside is they burn even more Ki Points than Open Hand and you probably do want to go full class because of more Ki Point on top of Lv9 giving your Fire Serpent another ray.

Fire Serpent, if you got Tavern Brawler, would do;
1d8 (Bludgeoning) +16 (STR) +4 (WIS) + 1d10 (Fire) per beam. You get a fourth beam at Lv9. This triggers Extra Attack. That's 8 beams on a dumbass looking at you funny, not including your Flurry of Blows you still get as a Bonus Action. You can then go 3 Lvs into Champion since said beams are Attack Rolls to reduce your critical threshold, grab the Deadshot for another decrease, equip the Undermountain King dagger since your Action is normally used on Fire Snake anyways to further reduce it.

All of this and unless you have been blinded or imposed Disadvantage somehow, you'd have a hit success rate of 95% with no -5 penalty bogging you down.

Monk quite literally is in a category of its own.
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