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The Monk And You- An All Around Guide To Monks.

Discussion in 'Priest Guides' started by Inpachi, Aug 10, 2010.

  1. Inpachi New Member

    Alright so here is the deal after reading Starks guide on Saders which i found AMAZING i thought i might do one on Monks. And MAYBE much later on one on Exorcists.

    As you probably may notice this guide follows pretty much the same template as Starks guide.

    Also its not finished yet i will be adding to it every day until its finished. So thank you for the inspiration Stark and without further ado here is the start of it.





    The Monk And You

    [IMG]

    What is a Monk?

    The Monk is a Priest whose talents lie in hand-to-hand pummeling. As he smashes his weapons into the ground, he creates a holy ring, within which his stats increase. The Monk is also highly trained in evasive techniques such as ducking and swaying, striking his floundering enemies with blessed force.
    His subclass cosmetic feature is fiery blue hands.

    Basically think of Dudley from Street Fighter and you get a monk.

    Why should I be a monk?

    If you like the Boxing style of fighting close up and personal with lots of flashy combos. That can do VERY well in both PVP and PVE. Then the Monk might be for you.

    However piece of advice Monks are not easy to master they have A LOT of combos that will take time to master. Also they are not Tanks you better be dodging nearly constantly. If you want a tank I recommend a Exorcist or a Crusader. And if you want a easy class then I recommend you choose a Mechanic or a gunner in general.




    Lets Fight Like Gentlemen. @->->--

    Glossary Of Terms

    • PVP- Player Vs Player, Basically just VS Mode.
    • PVE- Player Vs Environment, Basically just Story Or Arcade Mode.
    • Wakeup- Refers to when an enemy gets up after being knocked down.
    • Liver Blow- Ducking Body Blow, I just prefer to call it Liver Blow.
    • Poke- Usually a range skill that is used as a blocker that the opponent must move around to get them where you want them to be.
    • Juggle- A succession of Ariel combos that allows you to keep a enemy in the air while continuing to do more damage to them.

    Monk Skills

    This is so you know what it’s like to be a Monk and the generally accepted max levels for these skills as a level 50 Monk.

    Notice: Please be aware that any skill that i do not include inside this section should be assumed not worthy of learning at all.
    Also keep in mind these optimal levels are for PVP. Even if you make this build PVE it will still work. It just wont work as well as a build strictly for PVE.

    Attacks



    [IMG] Liver Blow- Delivers a body blow while ducking. Has a chance to immobilize and stun the enemy; higher ranks increase the chance and the levels of enemies that may be affected by the stun/immobilize.

    Optimal Level: It is recommended to MAX this skill due to the higher chance of stunning an enemy.

    [IMG] Ducking Straight Punch- Delivers a straight punch while ducking so as to throw the enemy far away.

    Optimal Level: Either keep this at level 1 or MAX it. You can do either. If you do not max it and instead choose to keep it at one you can use those extra SP points into another optional skill.

    [IMG] Ducking Uppercut- Moves forward while ducking and deliver an uppercut to an enemy to launch it high into the air

    Optimal Level: It is recommended to keep this at level 10 because the launching height becomes too high otherwise. Especially during Shadow Clone.

    [IMG] Lucky Straight Punch- Moves forward throwing a straight punch that lands up to three times. The last hit deals more damage and has increased critical rate.

    Optimal Level: It is preferred to keep this at level 5 to learn Exquisite Combo. You can learn the cancel if you wish but it is generally not learned.

    [IMG] Smasher- Grabs an enemy and throws him after dashing forward a set distance. Any enemies that are in the way of the dash takes damage.

    Optimal Level: This is your main Go Too grab you should get it to level 5 and learn its cancel.

    [IMG] Second Uppercut- Follows the Monk's dash attack (sliding smash) with an uppercut. Grants Super Armor during the animation of the uppercut.

    Optimal Level: Same as "Dashing Uppercut" It is not recommended to get this past level 10.

    [IMG] Chopping Hammer- Slides forward right after Sway and strikes the enemy in a downward motion. Enemies hit by this skill are smashed into the ground, then launched into the air from the recoil.

    Optimal Level: It is recommended to MAX this for the damage.

    [IMG] Exquisite Combo- Throws a jab, a straight punch, and a hook in quick succession. If the hook lands, it increases the faze duration suffered by the enemy.

    Optimal Level: Recommended to Max this and learn its cancel.

    [IMG] Twister Of Judgment- The Monk performs an uppercut, which summons a twister that chases enemies and deals damage. Deals extra damage to demon, undead, and spirit type monsters.

    Optimal Level: Recommended level 1 or MAX.

    [IMG] Hurricane 'N' Roll- Pulls surrounding enemies toward the Monk, who delivers consecutive right and left hooks before blowing enemies away with powerful uppercuts. Use the arrow keys to move forward and backward during these attacks. Repeatedly press the attack key to extend the duration of the skill.

    Optimal Level: It is recommended to keep this at level 1.


    Optional Attack Skills

    [IMG] Giant Weapon Launcher- The Exorcist swings his giant weapon in an arch, launching enemies in front of him into the air and damaging all enemies caught in the arch.

    Optimal Level: Level 1 or 5. However if you do choose to get it to level 5 then it is HIGHLY recommended you learn its cancel. It has its uses but since Monks are unequipped with there weapon at most times it is not a must.

    [IMG] Phoenix Hammer- Jumps then comes crashing down with his giant weapon, creating a shockwave that deals damage and knocks down enemies.

    Cannot be used while Will Driver is active.

    Optimal Level: This should either not be learned at all or be at level 1. Again it has its uses but i do not recommend learning it myself.

    [IMG] Furious Grab- Summons a demonic hand that inflicts damage on enemies coming into contact with it.

    The demonic hand strikes enemies while stretching out and grabbing them. Enemies are immobilized upon being grabbed at a set rate.

    Optimal Level: It is recommended that you learn this skill. It has many uses. It can be used as a Mid Range poke. A sorta make shift wall. It can be used as a continuation to combos, just be creative and you will see how magnificent this skill can be. I recommend if you plan on using it just as a continuation to your combos to keep it at 1. BUT if you plan on using it as a poke or as a way to interrupt/counter an opponents approach at you then to max it.


    Passives & Buffs.

    Notice: Some of these are not Passives Or Buffs they are kinda in between the 2 that is why they are added here a Example would be Sacred Counter.

    [IMG] Will Mastery_Cross- Increases the physical defense and light resistance of allies within the spell's aura if Will Driver is cast with a cross equipped.

    Optimal Level: It is not recommended to learn this skill.Due to the fact that the lower damage just means that enemys can juggle you better. The "Mastery" that is used most often is the Totem Mastery . Because it is the most useful.

    [IMG] Will Mastery_Rosary- Increases the magic defense and water resistance of allies within the spell's aura if Will Driver is cast with a rosary equipped.

    Optimal Level: It is not recommended that you learn this skill. This one is completely useless DO NOT learn it.

    [IMG] Will Mastery_Totem- Increases the hit recovery and attack speed of allies within the spell's aura if Will Driver is cast with a totem equipped.

    Optimal Level: It is recommended that you either not learn this skill or Max it at level 10. It is useful because of the increased Attack Speed and Hit Recovery which equals to more chances to get out of a enemy combo and more chances to do a long combo on them.

    [IMG] Will Mastery_Battle Axe- Decreases the hit recovery and evasion rate of enemies and increases the fire resistance of allies within the spell's aura if Will Driver is cast with a battle axe equipped.

    Optimal Level: It is not recommended that you learn this skill. However it does have some use. It is just over shadowed by Totem Mastery.

    [IMG] Will Mastery_Scythe- Decreases the physical attack of enemies and increases the shadow resistance of allies within the spell's aura if Will Driver is cast with a scythe equipped.

    Optimal Level: It is not recommended that you learn this skill. For the same reasons as the Cross Mastery. BUT it also could be useful since Scythes have a Fast or Faster attack speed with the Daiquiri Unique Scythe. Which that could be useful when using your weapon. However i still think it is over shadowed by the Totem Mastery. + The same thing could be accomplished just by switching to a scythe after you place your totem in the floor, but anyways i digress.

    [IMG] Quick Parry- Increases the Monk's evasion rate for a short duration after using any of the following skills: Ducking Straight Punch, Ducking Body Blow, Ducking Uppercut, Exquisite Combo, Sacred Counter, Chopping Hammer.

    Optimal Level: It is recommended to MAX this skill. Extra evasion is ALWAYS welcome.

    [IMG] Slow Heal- Slowly regenerates the selected ally's HP over a period of time.

    Optimal Level: Should not be learned at all or you should MAX It. Since Monks have so much more SP then they normally would after the Priest Patch where the whole game changes. It is possible to max this skill it however at MAX level only heals about 300+. I find it completely useless in the higher levels.

    [IMG] Strike- Increases the physical attack and hit rate of a selected ally.

    Optimal Level: It is recommended to either not learn this skill at all or Max it. The extra hit rate can be nice!

    [IMG] Cure- Removes abnormal statuses on allies in range.

    Optimal Level- It is recommended to either not learn this skill at all or Max it. It maxes at level 1. It has its uses and if you have some left over SP by all means learn it, it might save you one day. Or it might just take up space for all eternity..

    [IMG] Wisdom Blessing- Increases the magical attack, intelligence, vitality, and spirit of a selected ally.

    Optimal Level: It is recommended that DO NOT learn this skill. Monks just don't have enough magic skills to use this properly and the extra vitality is not needed.

    [IMG] Physical Critical Hit- Focuses your mind to increase your Physical Critical Hit Rate.

    Optimal Level: This one has been highly debated. And it really comes down to preference in the end. It adds a total of 10 extra Crit Chance at MAX. In my own opinion I find this skill to be a waste of SP. However if you are one of those people that like to hit hard and even harder then this skill might be worth MAXING. So either don't learn it at all or MAX it.

    [IMG] Ducking Dash- The Monk crouches and slides forward. The direction of Ducking Dash can be controlled with the arrow keys.


    Optimal Level: It is a MUST that you learn this skill along with it's cancel. This skill is part of the backbone to ALL Monks.

    [IMG] Sway- Slides the Monk backward, dodging attacks. The direction of Sway can be controlled with the arrow keys.

    Optimal Level: It is a MUST that you learn this skill along with it's cancel. It becomes a LIFE SAVER in many situations and many combos just cant exist without it. It is basically Backstep on steroids.

    [IMG] Backstep- Takes a step back to evade enemy attacks.

    Optimal Level: This skill is debatable in most other classes this along with its cancel are learned. However since Monks have Sway which is basically Backstep on steroids and is talored to monks i don't see use for this skill. However i have heard that this skill could be used as a sort of fake-out to an opponent. But even so it is still not recommended that you learn the Cancel if you learn this skill at all.

    [IMG] Leap- Increases your Jump Strength by 20% for the duration of this skill.

    Optimal Level: This one is debatable too. It can be either not learned at all or level 1 or 2. It is useful to avoid some of the higher level enemy skills. It is entirely up to you if you wish to learn it or not. Or Classes such as the Slayer Classes have more use for this than us.

    [IMG] Quick Rebound- Enables your character to quickly rebound up to a sitting position after getting knocked down, ignoring the enemy's attacks, to seek an opportunity to counterattack.

    Optimal Level: This skill MUST be learned. Invincibility Frames for a 1 or 2 seconds on wake up is priceless. Worth 50 SP let alone the 10 COUNT EM JUST 10 SP it takes to MAX this skill. Learn This Skill.

    [IMG] Sacred Counter/AKA Cross Counter- The Monk enters a state of prayerful contemplation. If he is attacked, he counterattacks with a sliding attack that deals extra damage to demon, undead, and spirit type monsters. The monk takes reduced damage while in this state.

    Optimal Level: It is recommended to either this skill at 1 or MAX it. I find it just as useful at level 1 than at MAXED. It is your decision tho.

    [IMG] Shadow Clone- Summons a shadow image that mimics the Monk's every move and attack for extra damage.

    Optimal Level: It is recommended to either get this skill to level 5 or MAX it. It is one of the unique skills that makes Monks who they are. When you first learn it it has its uses but its when you learn Double Shadow Clone that's when things get interesting.

    [IMG] Double Shadow- This allows you to have 2 Shadow Clones at one time.

    Optimal Level: It is a MUST to max this. With this skill learned Shadow Clone just became Infinitely better. This allows you to do insanely long and INCREDIBLY powerful combos. You can kill a person in one long stretch of combos with this skill. Such a wonderful skill!

    Here is a Example build that would give you a BASIC idea of what the usual build looks like.

    http://www.aradsociety.com/planner/...wJbwIkwHqwGbvGnvRjuDbvFbvIlwKbvHbvMfvKguEbvLb

    However that is not the ONLY build you can make. Follow my advice above and experiment and find something that might fit you better personally.
    Also even tho it says there is 51 SP left. There is reportedly another 30 SP that is not shown so it is actually 81 SP. However i have not confirmed this.

    And with that we are done with the Skill section now onto the Equipment section. If you would follow me Sir. @->->--
  2. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    Needs more pictures, and skills, and equipment... and content.
  3. conewicci I dun goofed.

    The Monk And You- A All Around Guide To Monks.

    I can help out with this guide, just ask about what you need.
  4. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    Did i not just say i would update it daily? Hold your horses man.. I cant do the entire thing in one day.. The pictures will probably be added last. They will be added when i get into the combo section.
  5. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    I made my asura guide all at once then added content from what was missing. Can't say it was the best way but thats how I did it.
    I'm expecting something good here because I play my monk vigorously and I am pretty darn good at it.
  6. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    Well i cant guarentee you the best guide for Monks on the planet.. I am not not the best Monk in the entire world by any means.. I will just do my best to do a general guide for Monks...

    By all means if you see something that is wrong PM me and i will check that info and change it. I am just human i make mistakes like everyone else.
  7. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    I'm not asking you to be perfect, but for the sake of good information, I want this forum to provide insightful and useful guides to people who want to try out a new class.

    Points I would suggest adding here:
    - Make the guide memorable with a catchphrase i.e. STRAIGHT PUNCH LIKE A MAN 101
    - Do not base your guide on your build alone.
    - Adress points about the class most people do not find out until shown or told about. (I prefer to call myself an In-fighter. The DnF name for monk.)
    - Use the SSA wiki for everything technical related.
    - And put up this picture.
    [IMG]

    Edit: And your going to end up doing this twice btw because priest patch is on its way.
  8. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    Alright how does that look? I think it looks nicer.
  9. conewicci I dun goofed.

    The Monk And You- A All Around Guide To Monks.

    ... Wrong information though.

    LSP should be just left at 5, cancel CAN be gotten, but it's not used by most currently.

    Ducking Straight can be basically maxed or left at 1, depending on your build.

    Smasher should be left at 5 and cancel. Not really used for damage, it's used as a grab instead.

    Chopping Hammer NEEDS MAXED. It's not an uppercut, it has a rebound effect instead, but anyways... it's maxed for damage, and used for damage mainly. Yes, the rebound effect can be incorporated into combos, but it should be maxed.
  10. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    Your title is spelled with bad grammer. An all around, Not A all around.
    Ducking straight only needs to be 1 for reqs and no higher for any purpose other than uneeded damage and pve.
    Ducking uppercut only needs to be 5 but is better maxed because launch trade offs are better and you have more time on your skills to setup and for cool downs because a monk's launching skills are not 2-4 seconds like every other class.
    Lucky straight should only be 5 for reqs. Else its pve or unessissary damage.
    Smasher, once again, only 5 for cancel and any higher is uneeded or pve.
    2nd Uppercut is same as ducking upper. Its cooldown might be low but you can't cancel other moves into it. Thus other launchers need more launch.
    Chopping hammer should be maxed for the launch, as well as how it gets faster with more super armor frames.

    I have no idea why you leave everything around 10.
  11. Tempo Tasteless

    The Monk And You- A All Around Guide To Monks.

    this looks like Post-SI material.
  12. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    I think it might be best if i leave out the Optimal Level section.. Because everything you just said i disagree with... And im sure plenty of people will have different opinions as well. Ill just add a later section with some of the most common builds.

    Cause to be honest im basing this off my build. Which is slightly different than most of the builds i found when i first started my monk and did research. I based my build around my own personal preferences. It doesn't stray too far from the norm tho.

    And yea i realized that grammar mistake after i already Hit enter. I would change it but i dont think you can change Thread Title names..
  13. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    That is unacceptable. For it to be a guide, you need to point out the optimal points of each skill.

    If you disagree with what I, or geenareeno had said, you need to explain to us why and justify the reasoning it needs to be put at that level.
    And as like I had said in my earlier post, you cannot base it off your own build. This is make sure your guide is diverse and works for other people and not just you alone.
  14. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    I suppose your right. I wanted to make the advice a bit different than the usually accepted Cookie Cutter builds. But i guess to make it a all around guide i will have to add those cookie cutter choices and then add later on that. These are all examples and by all means you can change them to fit your own play style better.

    And you are right the reasons behind me think your choices are wrong is because i have made my build so it fits me perfectly. And thats not how a guide should be built on personal preferences. So i will add the Optimal Level section again and do it right this time.
  15. conewicci I dun goofed.

    The Monk And You- A All Around Guide To Monks.

    Er... Uppers shouldn't be maxed. Level 10 is considered the best level to leave them at, so when you put Shadow on, you don't over launch them. Also, Ducking Straight Punch is fine to max because of the amount of SP we have, I personally did that and it's amazing (didn't have to sacrifice anything for it either.) Chopping, once again, should be maxed for damage. The extra launch is nice, but the main reason people even use the skill is for damage.
  16. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    There is a fine line between what is cookie cutter and what is simply unessissary.
    Cookie cutter is like telling a person to go GS/LS on a weapon master because it is more effective than anything else. While this is true, it is also very uninformative of anything else about the class. Explaining the 'merits and pitfalls' is what a guide is all about, and thus must adress the different playstyles/points/skills yadayada.

    There are supposedly "perfect builds" that get their ass raped by builds made for specific equipment. The 100% evasion asura video comes to mind.

    Mine are 5 and they still launch too high with shadow clone. They are still optimal at max as long as your shadow boxing is XXX stop XXX stop repeat.
    Why spend SP on ducking straight when I don't need to? It's a one point wonder. If you have extra sp then that does not fit into the import basics.
    Its about playstyle, and all optimal levels should be considered.
  17. conewicci I dun goofed.

    The Monk And You- A All Around Guide To Monks.

    I'm saying with the extra SP we have, raising Ducking Straight is viable.

    Maxing the uppers just over launches them. Level 10 uppers work well with no attack speed avatars and no Shadow on, and they also work well with Shadow, where they don't fly up lolsuperhigh.

    At level 5 it shouldn't over launch them... that's like saying the uppercut from our x attack over launches them... :confused:
  18. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

  19. Inpachi New Member

    The Monk And You- A All Around Guide To Monks.

    Alright edited it again. I have a question tho since im sure this forum has a character limit for posts how will i add multiple posts? Should i just ask a mod to put my posts near each other after i am finished with each section?
  20. BlanixTheBlood Perfect hair

    The Monk And You- A All Around Guide To Monks.

    This forum does not have a character limit. The other guides that do have multiple posts 'just in case'.
    Notice my asura guide is one gigantic post.

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