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Monk Class FAQ Print E-mail
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Written by Kaji   
Thursday, 18 January 2007

VanguardMonks.com Monk FAQ - Version 0.2 - revised 2007-01-30
 

 

Introduction


Monks are offensive martial fighters whose primary purpose is to add Damage Per Second (DPS), buffs, and debuffs to the encounter.  Rather than attacking from the safety of range or stealth, monks prefer to go toe-to-toe with their enemies, delivering devastating physical attacks using their bodies as lethal weapons.

In a group setting, a monk's secondary abilities shine:  Many other classes in Vanguard have powerful special attacks that can only be executed on a weakened foe, such as one that is off-balance or stunned.  These classes typically rely on another member of the group to reveal the weakness in order to exploit it.  Monks are considered by many to be one of the best classes at providing such opportunities, but can (in some cases) exploit vulnerabilities that they themselves have exposed.

"Monks are going to be very good at causing their opponents to suffer from vulnerabilities that other classes can then take advantage of."  - Darrin McPherson (aka Talisker), Senior Game Designer, Fanguard 2006

 

Jin

Jin, also referred to as "Inner Focus," is a special pool that is used to perform special abilities.  When a monk performs certain abilities that cost endurance, Jin is generated as a byproduct.  JIn can in turn be used to execute other attacks that do not cost endurance.  Unlike endurance, this pool does not regenerate on it's own - a monk must first execute endurance-based attacks in order to execute Jin-based ones.

 

Races & Attributes

Strength:

  • Average melee DPS
  • Carrying capacity

Constitution:

  • Hit points
  • Resistance to magic attacks

Dexterity:

  • Melee critical hit bonus
  • Chance to completely evade a melee or magic attack
  • Chance to defend using defensive abilities
  • Chance to recognize and react to enemy abilities

Vitality:

  • Increases healing effectiveness
  • Bonus to health regeneration
  • Bonus to energy regeneration
  • Bonus to unmounted movement speed 

Intelligence:

  • Increases spell damage
  • Chance to identify spells and recognize tactics
  • Chance to detect enemies and perceive what they are doing in combat
  • Chance to counter enemy spells
  • Chance to prevent enemies from countering your spells

Wisdom:

  • Spell critical hit bonus
  • Increases energy
  • Chance to identify spells and magical tactics
  • Chance to detect enemies and perceive what they are doing in combat
  • Chance to counter enemy spells


Starting at level 10, you will gain 20 points per level to improve your attributes.  6 of them are placed automatically - one per attribute (STR, CON, DEX, VIT, INT, and WIS).  Some races have bonuses that affect the placement of the remaining 14 points - Kojani, Qaliathari, and Mordebi Humans can spend them freely (with a soft-cap of 5 per attribute), while Half Elves, Orcs, Goblins, Raki, and Dark Elves have 4 points allocated according to the characteristics of that race - leaving them with 10 spend-able points per level, and a soft-cap of 4 per attribute (which is applied after the bonus.)

The following table illustrates the point allocation, bonus, and soft-cap for each race:

RaceAttribute Bonus Soft Cap Per Attribute Available Points Per Level 
Kojani Human (none) 514
Half Elf
+2 DEX, +1 VIT, +1 WIS410
Orc
+2 STR, +2 CON
4
10
Goblin
+3 VIT, +1 INT
410
Raki
+1 DEX, +2 VIT, +1 INT
410
Qaliathari Human
(none)
514
Dark Elf
+1 DEX, +1 WIS, +2 INT
410
Mordebi Human
(none)514

 

  

Martial Styles

At level 15, monks can choose one of three martial styles.  These styles give the monk access to special abilities particular to that style.  In beta, it was possible to switch styles.  The devs have stated that this will remain in the game, but the task will not be an easy one.  The three styles are:

Dragon Style

  • Hard/External style, focused on offense, using single and multiple target attacks
  • Stances:  Heavenly Dragon, Stone Dragon

Drunken Style

  • Mixed style, focused on defense, evasion and agro management
  • Stances: Drunken Fist, Drunken Sway 

Harmonious Body Style

  • Soft/Internal style, focused on redirection and debilitation
  • Stances: Tiger, Crane


For more information on the skills available to each style, see the "Mastery" skills in the monk ability list .

 

Other Special Abilities

Attack Chains

Monks have several 3-part attack chains that can significantly increase their DPS.  When certain abilities land a critical hit, another offensive skill might become available that does much more damage than the first.  When this second ability lands a critical hit, a third becomes available.  These are known as Openers, Finishers, and Advanced Finishers.  Most Finishers can follow any opener, but Advanced Finishers follow certain Finishers.

For example, you might execute Crescent Kick followed by Flying Kick then Kick of the Heavens.  You could execute any Opener in place of Crescent Kick, but Advanced Finishers such as Kick of the Heavens is only available after Flying Kick, Divine Avalanche always follows Divine Typhoon, and so on.

Ignore Pain

At level 10, a monk can train "Ignore Pain I" - an ability that instantly allows a monk to heal a small amount of damage.  If used at the right time, this ability has the potential to turn a grave situation into a victory.

Feign Death

In Everquest, monks had a class-defining special ability that allowed them to fake their own death.  Many players were happy to learn that this ability was carried over into Vanguard.  Many group and raid pulling tactics require that the mobs be separated, or "split."  This is accomplished by pulling them to a safe location by a class that can feign death.  Once they separate, the main tank will then engage one of the mobs, while the other(s) walk back to their spawn point.  It is expected that this tactic will also work to some degree of success in Vanguard.  This ability will be available from any monk trainer at level 14.

"And Monks are BAD A$$" - Darrin McPherson (aka Talisker), Senior Game Designer, Official Vanguard Forum 2005


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Comments (9)
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1 -  Written by arseniy chvetsov (Registered)18-01-2007 11:49
wow, but...
wow i think this is gr8. tells me more about how our class works than any other... even slikyvenom's. but... here is the but. there r a few but not many spelling issues in the course of the text. like the 8th word in attribute is classs, but from the context it should really be class. oh and btw if u dont like this comment then delete it i dotn really mind :D
2 -  Written by Kaji (Registered)18-01-2007 13:02
Re: wow, but...
*cough* Version 0.1 :x  
 
I'll run it through a spell-checker. I'll admit my spelling is horrible, and it probably needs some other minor revisions. I'm more interested in the accuracy of the information at this point.
3 -  Written by Rollo (Registered)20-01-2007 19:10
awesomeO
nice info so far :) 
 
gotta change the attribute caps now since the new patch, i reckon its easier to understand in terms of max points you can allocate per level, the soft cap is 5+racial modifier or 6 for human the 18xlevel caps is the attribute cap after modifiers such as buffs and equipment. 
 
you may want to add some stuff about weaknesses too they still confuse me ;)
4 -  Written by ChoppSuey (Registered)30-01-2007 16:59
awesomeO
Great Info! Keep it up Kaji! :grin
5 -  Written by Blackfist, Quiet, Spiritweaver (Registered)20-02-2007 01:07
****
sweet...could use some trainer locations...I'd help with that...but umm...I'm sort of here because I need them....guess if I do happen to stumble across another I'll post back..found two so far, but one is on a different continent (orc homeland), and the other I can't remember where is (I think in the area around the dark elf homeland) :p
6 -  Written by Blackfist, Quiet, Spiritweaver (Registered)20-02-2007 01:25
monk trainer
Orc Homeland, Martok (-21, 13)
7 -  Written by Kaliko (Registered)25-02-2007 04:37
Attributes for Races off possibly?
Hey I'm not completely sure but I am a Raki Monk and I think that the attribute distribution for at least my race might be a little off anyway just thought you might want to check it out and confirm the info
8 -  Written by katon (Registered)13-03-2007 21:00
feign death
awesome job on this 
im wondering about feign death. i dont use it too much but when i use it alot i seem to keep the mobs on me. is this like an attack where there is a chance to miss or if used too much in a short time (say 30 mins) it becomes less effective?
9 -  Written by Severance (Registered)07-04-2007 23:17
Weaknesses
I was playing tonight and have somewhat figured out the weaknesses Monks can use at level 26 ( dragon style ) . When fighting, monks have 4 skills at 26 that add weaknesses, but only two skills combined exploit one weakness. The 4 skills are Boundless Fists IV, Six Dragon Strikes II, Crescent Kick III, and Ashen Hands IV. 
 
Now I need to explain weaknesses from what I have figured out. For example, Boundless Fists IV has two weaknesses, Enraged which is added when used, and Dazed which is exploited. Now to exploit a weakness on a mob, the mob would have to have the weakness dazed under it. I don't know what class adds the dazed effect but I do know that when you use Boundless Fists IV you will add Enraged which then can be linked up to Six Dragon Strike II. This skill adds Shaken and exploits Enraged, which will deal additional damage that is not normally dealt.  
 
So, to do some additional damage, use Boundless Fists IV then follow it with a Six Dragon Strike II. Make sure you have a combat log so you can see how much additional damage is being dealt. If you have any questions email me.

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Last Updated ( Tuesday, 30 January 2007 )