House of the 30 Chambers
A Humble Treatise of Wuxia
Greetings, weary wanderer. It is not every day someone makes it out to a distant place such as this, and never without reason. Do you seek to become wulin? to master the ten-thousand styles and defend the world with the might of your martial and spiritual prowess? Then it seems you have come to the right place... though be warned the path of the true warrior is fraught with peril.
Why Walk the Way? - The Sales Pitch
The only striker in the PHB3, the monk has some big shoes to fill with the forebearers in 4E having carved out solid niches for themselves. Rangers have their focus-fire strength, rogues have so nasty burst damage with their hobbling tricks, warlocks play a mean controller game, sorcerers drop AoEs, avengers are super-accurate, and assassins... but what about monks? Well, they have several things going for them:
- Defenses: Despite being relegated to cloth armor by default, a monk can approach the highest AC totals in the game in every tier. Further, their boosting of the other defenses is second to none. Along with their powers, you are no glass cannon, capable of deflecting and absorbing blows in a fashion that will make some defenders envious.
- Mobility: The full-discipline power format makes it so each at-will and encounter attack you pick in-class comes with its own mini-utility power that boosts your speed, grants shifting or jumps, and eventually even teleportation. Combined with the movement built into several of their attacks, you can be where ever you want to be.
- Consistent Damage: As we've learned with rangers and avengers, more attack rolls are better; more chances to hit and crit are going to improve damage output majorly. One of the issues of using multi-target attacks is that you can't necessarily apply extra damage on the same target reliably, though. The Flurry of Blows meta-feature solves this by giving you a boost on any hit that you can apply to any adjacent target, combining many of the advantages of both striker schools.
Of course, these benefits are meant to offset the inherent risks that come with these powers. You cannot be a coward to play a monk; you're doing your best work when you're in the middle of the action, potentially attacking every monster in the fight every single turn. Understanding the strengths of your party-mates and understanding how much support you can get if you get overwhelmed is the difference between a legend and a corpse.
The Order of the Heavens - Rating System
The system to be used here is pretty close to the standard used with other classes:
Red: Mechanically inferior.
Purple: Niche. Generally poor with some odd or infrequent usefulness. The blurb will usually cover these cases.
Black: Proficient. While it's not amazing, you should not suffer mechanically for this choice.
Blue: Exemplary. Choose these guilt-free.
Sky Blue: Astounding. Usually a centerpiece for a path or otherwise just a clearly superior mechanical choice.
Gold: Ridiculous. Reserved for absolutely clear choices. Blatantly powerful options likely to receive errata will fall under this color.
Along with a standard color rating on the option name, powers will be followed with parenthises that callout defenses attacked and any stat used as a rider. Further, each power will have a proceeding line such as the following:
Brawler / Marauder | Hunter / Trickster
For each path (discussed in the next post), this line calls out my rating for its value in that sort of build. The primary rating will generally, but not always, be an aggregate of the path ratings. For non-power sections, the path line may be used if it seems useful for communication.
The Median Points - Guide Layout
In order to aid navigation, these links go to the headers of each of the following sections.