Monk Tanking Encarta-4.6. Gates of Discord Abilities2010.04.30. // Uncategorized

Although there are quite a few worthwhile Gates Abilities, they all have very high purchase costs. As a consequence, it’s usually best to invest in abilities prior to these, unless there’s a special circumstance in which you need an ability to meet a guild requirement, or feel that a certain ability is imperative to have sooner rather than later. Due to the high cost of the abilities, you’re usually better off purchasing other abilities first, getting more use out of your points. In some cases though, the effect is very worth the high cost, and those cases are detailed below.
4.6.1. Swift Journey
Swift Journey further increases your innate run speed (2 levels, 5 points for the first level, 10 for the second), on top of what Innate Run Speed already granted you (Innate Run Speed 3 is required to purchase Swift Journey). The added speed is useful for getting around, but it’s mostly utilized when pulling monsters in Gates areas. Many Gates monsters run faster than Innate Run Speed 3, and you’ll be run down while pulling unless you buy Swift Journey. If you’re a puller and you find yourself getting run down in Gates areas (especially if you pull for large raids), you should definitely invest in Swift Journey.
4.6.2. Stonewall
Each level of Stonewall (5 levels, costing 3,6,9,12, and then 15 points) increases a monk’s chance of a spell not interrupting his/her Feign Death by 20%, for a total
45
immunity for spells to break Feign Death when the ability is completely bought. Although the increasing skill levels carry a hefty price tag, for monks who pull on raids (and even in groups), this skill is both a timesaver and a lifesaver. For an experienced monk without this ability, the most frustrating obstacle to making a good pull is a caster, because if luck doesn’t fall your way, a single caster could spell a dead monk and a spoiled pull. With full Stonewall, casters actually become easier to split instead of harder, because they stand still to cast. If you’re planning on pulling for raids, Stonewall should be high on your priority Psu Meseta list after you’ve gotten the most important abilities from previous expansions.
4.6.3. Heightened Awareness
Each level of Heightened Awareness (5 levels, costing 3 points per level) first gives a monk the ability to block attacks from behind, and then raises the probability of that happening. This is an extremely useful ability, because as always, the key to playing a monk well is not being hit. If you’re pulling and a monster closes the gap and starts attacking you, not getting hit/stunned is very important if the pull is going to still be successful. Although this ability Phantasy Star Universe Meseta doesn’t make as much of a dramatic difference as Stonewall does, it’s still very useful.

 

Monk Tanking Encarta-4.7.-4.82010.04.30. // Uncategorized

OOW General Abilities are a mixed bag. Some of the abilities are very specialized, such as the tradeskill abilities, and shouldn’t be touched unless you’re very serious about a particular tradeskill. Some aren’t worth your time no matter how you slice them, but there are a few that are worth investing in.
4.7.1. Eternal Breath
Although I haven’t made mention of any of the breathing abilities prior to this one, if you’ve decided to get them anyway Eternal Breath is worth the 5 points to purchase it. 46
One of the larger hassles of the game is having to purchase an EB (enduring breath) item for underwater dungeons (such as Kedge Keep and the Plane of Water), and then having to take off good gear to wear it. Having this AA removes that requirement, and boosts your effectiveness in underwater areas. If you haven’t invested in breathing abilities up until OOW abilities then don’t worry about this ability, but if you have, make sure to purchase Eternal Breath.
4.7.2. Origin
For 7 ability points, Origin allows your monk to Gate back to his/her starting city. Although it’s not quite as convenient as a true Gate to your bind point, it’s still a nice utility to have around if you don’t carry a Gate potion, or are stuck in a position in which a running/feign flopping escape would be difficult.
4.7.3. Chaotic Potential / Discordant Defiance
These two abilities allow for a monk to increase his/her maximum stat and resistance cap, respectively, by 5 points Metin2 Yang per every level purchased in each (5 levels in each ability total). At five points it’s on the expensive side, but if you find you’re always maxing out your stats during groups and raids, investing in these abilities can help realize the full potential of your items.
4.7.4. Mystical Attuning
Mystical Attuning increases a monk’s maximum buff slots by 1 slot per ability level gained (5 levels, 5 points per level). If you’re a raiding monk, you might find that between crap buffs, real buffs, and leaving slots open for detrimental effects, you run out of space, and having a couple extra buff slots would be a godsend. If that’s the case, then purchasing one or two levels of this ability comes recommended. If you’re not a monk who’s constantly running Metin2 Money out of buff slots, then feel free to pass this ability by.

Most of the Archetype abilities are continuations upon previous ability lines. Veteran’s Wrath is enhanced Combat Fury, Deathblow is enhanced Finishing Blow, and so on. Out of the abilities available, the only ones that are reallyMetin2 Gold worth your points are Reflexive Mastery and Defensive Instincts; continuations upon the Combat Agility and Combat Stability lines. Each ability has 5 levels and costs 5 points per level, so although purchasing the full abilities Metin2 Power Leveling will cost 50 points total, if you’ve reached this level in alternate advancement, the price is well worth it.

Monk Tanking Encarta-4.4-4.52010.04.28. // Uncategorized

Planar Abilities are available to all classes. Much like general abilities, most of the abilities under this category aren’t overly important, as buffs can max out (or come close to maxing out) your base statistics and resistances. The one ability that’s worth the buy is Planar Power. Each level of Planar Power increases your maximum stat cap by five, for a total of +25 to all stats if you buy all five levels. Raising the cap matters most because it allows for increased stamina, which provides increased hitpoints (the most important stat for a monk).

Most of the Monk Planar Abilities are abilities that enhance archetypal abilities that you’ve bought in the past. Some upgrades are more important than others though, and there are also some abilities that are both new and useful. The best of these abilities are detailed below.

Innate Defense is a continuation upon the Combat Stability ability; to train in Innate Defense (up to five total, at a cost of three points each), you must have already bought all the Combat Stability levels. Purchasing points in Innate Defense further increases the mitigation of damage that you are dealt, increasing the chance that you’ll stay alive once you’ve been hit, or minimizing the damage you’ll take over an extended fight with a creature. Staying alive is good, and so is this ability.

Lightning Reflexes is a continuation on the Combat Agility ability; to purchase Lightning Reflexes points (up to five total, at a cost of three points each), you must have already bought all of the Combat Agility levels. Lightning Reflexes further increases your innate ability to avoid being hit, which is extremely important to monks. Although we can mitigate hits decently well, the monk that stays alive longest is the monk that doesn’t get hit. Buying all the points available in Lightning Reflexes is a very good move.

Mending of the Tranquil increases the chance of performing a Critical Mend, up to a 50% chance of a Critical Mend when the ability is fully purchased. To train in Mending of the Tranquil (three levels, costing three points for the first, six for the second, and nine for the third), you must have already bought all the Critical Mend levels. Mending of the Tranquil is important because beingLuna Gold  able to perform a critical mend 50% of the time is a wonderful aid to pulling, and to relieving pressure from healers in groups. Because a
critical mend heals 50% of your life total, including buffs, when it works it effectively gives the monk 150% of his/her hitpoints every six minutes. Hitpoints are what keep you alive, and one less heal for the monk is one more heal for someone else. Maxing out the critical mend line by purchasing this ability fully is a worthy path to follow.

Each level of Ferocity (3 point cost per level) increases your chances of performing a Double Attack on any given attack. If you’re looking to increase your DPS, this is one of the best all-around abilities to invest in, because you use the Double Attack skill whether you’re using hand to hand, 1 hand blunt, or Luna Online Gold 2 hand blunt weapons. If you decide you’d rather spend your points investing in defensive and pulling abilities then Ferocity isn’t for you, but if more damage is your aim, then Ferocity should be high on your list.

Technique of Master Wu is another good way to increase damage output, although it’s not quite as effective as Ferocity. Each level of Technique (5 levels total, 2 points per level) raises the chance of performing a follow-up special attack after performing an initial special attack. So for example, with 3 points in Technique, after performing a Flying Kick you then have a 60% chance of performing another random special attack (Flying Kick, Eagle Strike, etc), and then if the 2nd Luna Power Leveling attack lands, you have a 60% chance of performing a 3rd random special attack. With all levels bought you have a 100% chance of landing 3 attacks if they all land, which does increase your damage noticeably. Again, it’s not quite as effective as Ferocity, but if you’re looking to boost your damage per second, this is a good ability to purchase.

Ingenuity gives your weapons the ability to perform critical strikes with their “procs” (the slang term for a when a weapon’s special effect goes off). Each level (3 total, 1 point for the first, 2 for the second, and 3 for the third) increases the effectiveness of the critical strike by about 33%, for a 100% Luna Online Power Leveling increase total. Although not especially necessary, having the ability can be very useful when using weapons with lifetapping procs, or with high damage procs. Plus, the low cost of the ability makes it a very small hassle to pick up, for the utility it provides.

Monk Tanking Encarta-4.3.2-4.3.42010.04.28. // Uncategorized

Level 1 – 5% chance to perform a critical mend. (3-point cost)
Level 2 – 10% chance to perform a critical mend. (6-point cost)
Level 3 – 25% chance to perform a critical mend. (9-point cost)
Critical Mend is an amazing ability for a monk to have, especially because if you upgrade the ability completely through Mending of the Tranquil, you have a 50% chance to perform a Critical Mend. A Critical Mend is a Mend that heals you for 50% of your life total, instead of 25%. This comes in incredibly handy while pulling difficult encounters, soloing, grouping, and almost everything else as well. It’s very well worth the 18 points

Dragon Punch adds a knockback effect to your Dragon Punch/Tail Rake ability that’s almost never resisted (it even lands reliably on Quarm, the boss monster of the Planes
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of Power expansion pack). The effect bumps whatever creature you strike back a couple feet, which is a wonderful tool forGW Gold positioning monsters on raids. Although the ability isn’t of much use for a monk who primarily groups, if you’re planning on becoming an avid raider, you’ll find that Dragon Punch will come in handy.

Level 1 – Reduce reuse timer by 10% (3-point cost)
Level 2 – Increase reduction to 25% (6-point cost)
Level 3 – Increase reduction to 50% (9-point cost)
Rapid Feign us among one of the most useful abilities available to monks, and is a common requirement for most high-end GW Money guilds. One of the monk’s primary roles in raids or groups is to pull monsters effectively, and lowering the refresh time on Feign Death is one of the most effective ways to enhance your pulling ability. PurchasingGuild Wars Gold all three points in this ability will save your life more times than you’ll be able to count.

Monk Tanking Encarta-4.3.Class Abilities2010.04.26. // Uncategorized

4.3. Class Abilities
 

Monk class abilities are as a whole very, very

useful. There’s no set rate for purchasing

them; some cost more than others. Some are

virtually useless and not worth the points;

those being Acrobatics (if you’re consistently

falling far enough to kill yourself at level 59+,

it’s a miracle that your IQ allows you to use a

computer keyboard), Double Riposte (monks

shouldn’t be getting hit from the front; they’re

not tanks), and Return Kick (same reason as

Double Riposte). The rest of the abilities are

quite nice, and most likely worth the time to

buy.
 

Monk Tanking Encarta-4.3.1.Ambidexterity (9-point2010.04.26. // Uncategorized

4.3.1. Ambidexterity (9-point cost)
 

Ambidexterity increases the chance of a

successful dual wield on every attack. If

you’re a monk that primarily dual wields (as

opposed to using a 2-hand weapon), then

this ability is worth investing in. A monk’s

role is to do damage, and this ability

significantly helps to boost that damage

rating.

Monk Tanking Encarta-4.2.4.Finishing Blow2010.04.22. // Uncategorized

4.2.4. Finishing Blow
 

Level 1 – 1% chance to perform a finishing blow.
Level 2 – 2% chance to perform a finishing blow.
Level 3 – 5% chance to perform a finishing blow.
Finishing Blow is an ability that most monks don’t bother with, but is worth mentioning. If a monster is under 10% of its life and running away, Finishing Blow (and it’s enhancements from other AA abilities) allows for the monk to kill the fleeing monster with one attack. As I stated before, most monks don’t bother with this line of abilities though, because if a monster is fleeing, the extra few seconds it takes to kill the monster normally isn’t too important.

Monk Tanking Encarta-4.2.5.Improved Natural Durabi2010.04.22. // Uncategorized

4.2.5. Improved Natural Durability
 

Level 1 – Increases hitpoints 2% from base.

Level 2 – Increases hitpoints 5% from base.

Level 3 – Increases hitpoints 10% from base.

Natural Durability is one of the most important

archetype abilities available to the monk. Aside

from skill, damage output and hitpoints are the

measure of a monk, and Natural Durability

provides the largest increase in hitpoints

available to any monk. Buy all three levels of

this skill, for sure.

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Monk Tanking Encarta-4.2.3.Combat Stability2010.04.22. // Uncategorized

4.2.3. Combat Stability
 

Level 1 – Increases damage mitigation by 2%.
Level 2 – Raises damage mitigation to 5%.
Level 3 – Raises damage mitigation to 10%.
Combat Stability is another important ability to get for a monk. You’re only good to a group or a raid if you’re alive, and mitigating damage is the best way to stay alive, if you
get hit. Although it’s not as important as Combat Agility, it’s a close second, and you should be sure to purchase all three levels.

Monk Tanking Encarta-4.2.2.Combat Fury2010.04.22. // Uncategorized

4.2.2. Combat Fury
 

Level 1 – Allows the monk to score critical hits.
Level 2 – Increases the chance to score a critical hit.
Level 3 – Further increases the chance to score a critical hit.
Combat Fury is an optional ability; it doesn’t make too much of a difference in your overall damage output, but it’s fun to be able to connect with a critical hit once in a while. If you decide to buy the Combat Fury chain and all its upgrades you will notice a significant amount of critical hits, but if you’re trying to maximize your damage output, the points are best spent elsewhere. Most monks get level 1 so that they are able to perform a critical hit, and then move on to more important skills.