Tree of Savior Forum

Monk feedback [lvl 177]

So now I’m a 177/2 c2 monk, so I have all the abilities avaliable to the class at the current beta (correct me if I’m wrong).
My current stats are 173/46/8/8/130 (179 with monstrance), current gear is Karacha, +7 Suncus Maul, Riena Plate Armor/Leggings, Roxona Plate Boots, some random plate gloves, Warrior Pedant, a Rapid Bangle and a Bearkaras bracelet.

So the monk is basically a hybrid support/dps class that is decent at any solo activities (Being able to solo all dungeons up to 175 inclusive so far, it takes forever tho), but unwillingly resots to supporting when playing in large groups.

Class’ main strengths are infinite sustain with low SP consumption, huge survivability against constant DPS, and his utility.
Class’ main flaws are low DPS, lack of AOE and huge animation times, so the gameplay is very specific in PvP and is very boring in PvE.

So to the abilities which are on my bar ATM:

Cleric:
Heal
Level 5 heal heals for about 70-80% at level 177 and has two charges, so as you use it on low HP while you’re not dead yet - it heals you to 100% almost always. As it has two charges - it’s able to heal you twice. It’s a very strong spell for a C1 basic class that will stay with Monk forever, and tbh it’s pretty overpowered as it scales only with the target’s HP almost ignoring the INT scaling. By this I mean that you’ll be fine using it even with very low INT. IMO it should be lowered as Monk has way too much survivability as a combat class due to this, and it should be compensated with higher DPS or mobility.

Safety Zone
Another super strong spell that holds 10 attacks at lvl 5. As it blocks attacks, and not some flat damage - it scales with everything people/monsters throw on you. It’s basically a “STOP” button that has it’s counters, but is still amazing.

Deprotected Zone
It was useless even as a Cleric, with Monk it has a highly situational synergy with Hand Knife but that’s it.

Priest:
Sacrament
An ability that gives some damage and a second hit on autoattacks and some abilities. Additional sacrament damage is empowered by Arde/Karacha and Swordsman’s Concentration. Swordies are going to like you for this one, tho it’s pretty useless for the Monk himself later on.

Blessing
+177 Damage for your group. The damage is flat so it diminishes with time but is still noticeable at lvl 177, but I think it will be useless at lvl 200.

Aspersion.
~+40% physical defence that obviously scales with gear. Scaling options are precious in this game so IMO it’s a must have. It doesn’t only increase your own phys. def, but also increases it for your whole group.

Mass Heal
Heals 20% of max HP for your group. A 1 point wonder that scales with the target’s HP just like the usual heal. A must have IMO.

Monstrance
It creates two useless circles and gives something like 10+30% dex. In dex heavy builds the dex gain is noticable. In every build it’s a 1 point wonder and it’s never worth it to put more that one point in it even for support priest builds, let alone the Monk.

Stoneskin
Early on it’s an immortality against physical damage. Even tho it should diminish with time, even at lvl 177 it’s very useful, it also does wonders in PvP against physical DPS classes.

Revive
Basically an anti-oneshot button in PvP or a anti-death button in PvE. As soon as you revive it gives you protection for two seconds that is enough to heal up and you’re back in combat. A must have at least as a 1 point wonder, tho it scales with levels quite well.

Ressurect
A useless ability, since everyone ressurects with iCoins.

Monk:
Double Punch
Monk’s main damage source that consumes 2 stamina per use. What’s good about this ability is that it’s spammable, everything else is a problem.
-It’s very slow so your DPS is bad even on single targets.
-As a result of the slow spamming speed, it consumes DPS at the rate of stamina pill cooldown recharge, and that means that you’re never going to be out of stamina unless you forget about those pills. (It’s handy to have alot of stamina so you won’t need pills while grinding as you’ll charge from the crystals, and you will always forget about those pills on practice.)
-It has tiny AoE and range. About 2-3 times less than an autoattack. It means that in the AoE grind party you’re not a damage dealer and your solo grind will consist of killing mobs 1 by 1.
-You have to press a hotkey every time to use it. You can’t just hold the DP button, you have to press it every time. And as this game is grind heavy at high levels and bosses are huge damage sponges, I’d love to see the one who’s come up with it press “1” for 5 hours straight.

Hand Knife
A medium damage ability with a 21 seconds cooldown, which is pretty useless but has two interesting features. First one is a synergy with Deprotected Zone which would allow you to stun mobs which are usually unstunnable, and deal damage in a bigger radius. And the second feature is a damage reduction attribute that has a 80% chance to proc if maxed. The DZ feature is highly situational, and the proc should have a pricewall and it should have 100% when maxed for obvious reasons. It’s not even negotiable, this change is a must have. And oh yeah, this ability has a super tiny AoE and stuns mobs/players it hits. Don’t hope to hit a player with this tho as you need to literally stand on one’s head for it to work.

Palm Strike
A medium damage strike that can be empowered with a bleeding attribute, has a pretty big AoE and knocks targets back. It’s useful to kite and kill some super dangerious mobs or even packs of mobs, for me it’s a “starter hit” in PvP as it’s the only hit that you can hope to catch a moving target with, and after your foe is knocked down you can prolong it with a HK stun and a 1 Inch Punch Silence, etc.

Energy Blast
A strong hitting long range ability that can be charged on the go. It knocks enemies back and deals considerable damage. It’s downside is that this ability is fired at the direction the character looks/moves, and not at the mouseover location so it can’t be aimed properly. This is a downside of the keyboard centered controls in the game, which can be easily solved with completely scrapping the idea of keyboard centered controls while it’s not too late. This ability can’t be used in PvP as you will never hit anyone with it. Anyone who’s not a complete idiot. So it’s fine for AoE grinding groups, it will be the only Monk damage source there together with Palm strike.

1 Inch Punch
A seemingly overpowered ability. While HK requires ~5 attribute points to have a 80% chance to reduce armor, 1IP silences it’s target for 5 secons with only one cheap attribute point. Plus, it deals 5 times more damage due to it’s dot which damage is not listed in the tooltip. It’s an absolute must have for 1 point silence atleast, but I’ll probably max it.

Gold Finger Flick
The most useless ability the monk skillset has to offer. It theory I thought about it as a ranged semi-spammable ability. but it reality it has a huge 25 seconds CD, hits less than a Double Punch, can’t be aimed properly for the same reason being retarded keyboard centered controls, and on top if that it’s range is not “ranged” it can be described as “almost melee”. It has no attributes but “enhance” and is all-around useless.

I don’t have an Iron Skin and a Golden Bell Shield, tho it’s obvious that they’re a must for 1 point each at least.

Overall monk’s biggest issue is how much better DP should be and it’s huge animation times. It takes ages to buff up and heal, and at the same time you still need to do damage. Monk’s abilities have long cooldowns and DP is boring. It should be spammed faster that way player will have to manage his stamina instead of spamming "1"1 like mad and using stamina pills every time they’re off CD, so it will give the class at least some depth. It would be nice to see class’ abilities to synergize with something, the only synergy it currently has is HK+DZ and it’s weak, highly situational and takes time to setup.

Plus! Some day this game will probably have a decent PvP. Those animation times for everything are huge even for killing monsters. It’s impossible to hit anyone in PvP if he tries to avoid your hits. The only hit you can do it with is Palm Strike, when it’s off CD - you can’t even hit your target as a monk. Good thing the target can’t kill you either due to heals being too OP for a DPS class.

So far this class is probably the best choice for a solo player, but it is boring, lacks depth and synergies, lacks DPS and it’s PvP strategy is mostly cooldown based and defencive due to abilities’ huge animation times and HK and DP’s tiny AoE.

2 Likes

Have you tried using Vubbe fighter gauntlet to see if it helps with the AoE issue?

Also later on when the game is released I don’t think people will have that many iCoins to spam resurrect

I have vubbe fighter gloves and they don’t help much. Even if it affects an autoattack and abilities in the same way, DP’s basic AoE and range is less than autoattack, and on practice it’s not enough with those gloves or without them.

Plus, in most other grind-based MMORPGs you can aggro lots of monsters into one fat pack and then AoE it even with small AoE abilities, but in ToS monsters sometimes stay in place for 5 seconds randomly. or evade, or do whatever else but they often don’t aggro properly, so in order to AoE grind effectively you need a really big AoE. With DP it’s possible to kill 4 monsters at a time TOPS.

What about Necklaces of Glutony or Sloth for Str+10 or Dex+10, instead of warrior

Won’t change much. Neither of them will give more damage, and gear can’t solve monk’s problems such as a tiny DP range and no gapcloser.

im lvl200 monk now, and i cant agree more with you: Monks are underpowered.

but 1thing i had to lol about and disagree, you said:
“Energy Blast
A strong hitting long range ability”

sorry, but energy blast is a joke…

there are some kids on the web, saying: omg look stepharus videos. energyblast OP
and im just like: dude, he was like lvl 175+ well equiped, and killed peoples in pvp
who had lvl 70/80/100max.
AND stepharu used a high skill lvl energyblast, obtained by certain skill buff mechanics, that are NOT availible anymore… (aka old divine might)

right now, the dmg is a joke, the whole mechanic is a joke.
here a lvl 8 energy blast (SuncusMaul + Divine might =+3lvl)

in partydungeons knockback is not a good thing, since the monsters got so much HP, and need to be in range of your other dps/aoe partymembers.
and alot of monk skills have knockback (or trow in the air) effect that can “annoy” and disturb your partyplay.

in generell, monks dps is a joke compaired to other dmg classes.
and support your party? every int spr based cleric priest can do that job too.

i dont see any situation in a party dungeon , where a monk could be usefull
atm its like: “lets replace a monk with a better dps cls, or 2nd linker /AoE caster, or int Spr priest; because monk just sucks”

the side effects of our skills, like bleeding from 1inchPunch or palmstrike, or the rly good deff reduce from handknife ; are “ok” , and MAYBE abit usefull for your partyplay.
but thats all…but not enough to be “important” in your party game play

for me monk is just a “ok” solo class, (that is fun to play, i agree)
but should be replaced by another class to have a more effective party.

my equip:
Riena plate armor
+6 Suncus Maul with 2x lvl5 gems
Arde Dagger
Vubbe figher gauntlets
Legwyn Family Plate greaves (+7 for more evasion) and with 2x lvl5 green gems for more evasion
Zachariel Bangle
Bearkaras Bracelet
+10 str necklace

OKOK my bracelets are bad lol, but better bracelets still wont make any much diffrent to catch up with other dps classes…

1 Like

There’s going to be a patch of the Double punch where you can’t regen stamina whenever you use the skill. You will run out of stamina faster.

i dont agree with u, i`m also a monk and double punch is just op, the weakness of the class is that it cant overkill and bad AOE, but at single target its crazy, i often go world bosses alone and got the cube without group against 2 full groups, with at least 60 stamina plus stamina pills u can spam double punch forever, u actually dont need any other ability, the only thing that u need is to upgrade the atribute to like lv 50, and energy blast is kind weak but really helps on the AOE problem,

Yeah ok buddy. Watch some pvp videos.

man I totally agree with you. I was extremely disappointed with the tiny range of double punch. You pretty much have to be in the monster’s face for it to hit, so that means you spend a lot of time running up to monsters. I cry tears of joy when monsters mob around me. Even my AAs have bigger range than double punch. Though I have to say it crits pretty often which is nice (100ish dex + 30% more with monstrance)

but overall…it’s a boringggg class. in boss fights, just stand there, cast safety wall, spam double punch and AAs and drink coffee while you wait for the boss to die. you don’t even have to move around.

10/10 will go for wizard circle in obt. (dat AOE and range)

int/spr clerics don’t go priest. They go krivis otherwise they would never be able to level effectively unless they are tied to a party at all times.

I am a 180 str/con/dex monk and I have yet to find a group that i could not support on my own. When you learn to cycle your buffs and heals you can keep any group alive. Couple that with golden bell shield + attribute and you can make your whole party immune to damage. Get some spirit gear and support with the best of em.

Offensively, you are a support class so of course it wont be as strong as the three other main dps trees, but you can hold your own. That video you posted with double punch and energy blast is laughable.

  1. What is that player’s attributes?
    2.) Goblin warriors are weak to strike damage. Sick comparison.

I also don’t agree with you about double punch’s being op… its just a skill which cleric really deserved after being so bad and if you compare it with cleric’s attacks to krivis or priest, its pretty good but not op. also playing barbarian or just 2H swords and use a skill, they do a lot more than double punch, has higher aoe, but they have cooldown… however the normal attack from swordmans are at 1k each critical hit while double punch does 900-1.2k hit with critical (yes those example are bad damage, but I compare them at same level)
wizards deals good damage with short cooldown times, however they should hit better since they can die super fast with just a single mistake.
everyone hates archer, but I think they are the most balanced class in the game, while you hit a lot with a skill, the cooldown is ridiculous long.

@ Remiri int gives higher hp recovery for the skill mass heal, heal from cleric and higher damage with cure. spr gives higher damage for aspershion buff, better iron skin, mass heal here as well, monstrance and deproctected zone. Which means, this class really needs a better way to make monk good, in dungeons they are only heal slaves and buff slaves, even if you go krivis you buff them for better crits or doing damage with zaiba… My monk is level 141 and made a barb level 132 which makes me not to play monk at all, unless I wanna heal the party and do at least 20% of the damage that a dps class can do DX!

Here is what I learn as a Monk:

  • If you want Monk as strong as RO then forget it, People didn’t like RO’s Monk with how OP it is (If you ask me I’ve played RO until its newest update in lv 175). I don’t have big issue with Monk in this game with its half-support and half-DPS.
  • Do not go full C3 Priest that 70% people suggest. If you learn full Blessing attributes then lv 5 is enough. Combining Monk with some Sadhu/Krivis/Paladin actually more fun than just plain Monk. If you disagree with those class being INT classes, all you need is 30-40 INT and you’re good with rest stats STR/DEX. Combining Double Punch with Zaibas/Smite giving you more DPS than you think from my test… Krivis and Paladin also get better buffs than Priest, at least their C1…
  • Monk can access Slash (Sword), Strike (Double Punch), and Pierce (Arde/Left Hand Dagger)… So you’re supposed to alter your attacks based on this. Don’t underestimate auto-attacks with Blessing+Deprotect zone…

I agree Monk needs some tweaking, but what I want to say is people always get wrong idea how to build Monk in general. It’s not Monk that have weak damage, it’s barbar that too powerful. I personally don’t want this game will just be RO 3 (because RO1 and RO2 existed) when everyone deal 5-6 digits damage in later updates…

Given the cooldowns on heal and mass heal, and how the majority of the amount they heal is straight up % of HP it leads me to believe they are encouraging hybrid play. The game is balanced to allow STR monks the ability to support effectively.

I am not a heal/buff slave as a monk, I do respectable damage along with cycling cooldowns to keep the group alive. Healing/Support in this game is very ‘hands-off’ and I still have to spam stamina pills in groups since I have that much time to DPS.

Just lay down your heals, use mass heal when needed, and cycle stone skin and revive. Use monstrance for bosses. Max double punch and 5-inch punch, 1 point in palm and knife for the debuffs.

There is a reason 70% of people suggest it, because it works. Blessing 15 is worlds better than 5, consider that every hit is getting the bonus damage.

Monk/Sadhu: Now this is just confusing. INT based auto-attack class with STR based skill class.

Monk/Krivis: Makes a bit more sense but not with Zaibas, your stat points are already spread out between STR and DEX, and you should be getting some CON as well. Adding INT/SPR is spreading it out too thin.

Monk/Paladin: Makes more sense since Regen is good and Smite is another DPS move. Is it worth dropping Priest3 for is questionable. Stone Skin is very powerful and party wide and more ranks in existing skills makes sense.

Priest synergies with Monk very well, so going priest3 is a good decision. Revive 10 is almost brokenly powerful and is worth the extra rank in priest alone.

It depends on the role of the Monk and perhaps future Ranks as well.

The problem with priest stuff is that they are ultimately going to be eating up your synergy with possibly a full time healer/supporter (oracle is going to sure be popular againist a mnk if they go for the same slot)

Current content, bah, any old cleric class can heal the pt, but that’s just barely given the divide, but all those casts are eating up a lot of animation time, which is pretty meh if you’re out there in the front going crazy is better suited for the other side of the support spectrum.

Mass heal alone is going to be annoying since you have to back off to hit the pt, then run back to the front, then back again?

There’s a lot of good buffs in the Karvis/Pld/cleric line that benefits mnk, moe then priest, give or take.

It’s hard to say if you really want to be a part time healer, or a walking damage dealer with debuffs

Yeah it really is hard to say, also yet to see what rank 3 has to offer but right now I can’t sustained DPS due to stamina restrictions. I have 71 stam and even if I spam pills on cooldown I can’t keep it going forever. As better equipment and consumables come along I bet I could sustain it and then justify being full DPS, but for now hybrid support is my way.

-Max Blessing synergizes very well with monk skills. 2x proc off double punch, procs on each bleeding tick from palm strike, as well as the DOT from 5-inch punch, so maximizing that is powerful. Every hit of Energy blast is also affected so it works well with that. There are some scaling concerns but the game is still young.

-Max Sacrament matters less and less as you stop auto-attacking, but at least you can get some dark resistance from it. Debating on keeping it at 5 instead of 10.

-Revive and Stone Skin are game changers, especially for pvp. Revive 10 means I can let everyone die and still be able to sustain support and heals, you just need to educate the party beforehand that they can go crazy with Rev up.

Missing out on Daino and Zalciai can be made up with scrolls if need be.

smite will help with the dps rotation? DP is spammable yar, but really what’s all that SP good for?

Well just like with any rotation you have to ask if the move you are using is worth the time it takes to use it. From what I have seen of smite, you can fit 2 double punches in the time it takes for smite to go off, both are strike damage and double punch alone is measurably more powerful.

Unless you plan to go paladin in later ranks you can only get Smite 5, so I have to compare that to Double Punch 10. Both are the same attack modifier (~500), so it will always be better to use a double punch since it is faster and procs 2x from blessing to Smite’s one.

Also you have to factor that 1 rank in Paladin means one less in Priest, so that is a slight nerf to blessing DPS. It just doesnt make sense to fit in the rotation. Palm Strike, Hand Knife, and 5-in punch all use SP but not that much. Energy Blast is a HUGE sp hog but you are better off double punching on a single target.

It depends on animation time and pt members. If there’s a full time healer around, very likely they will be doing diano, bless, sacriment, revive.

Bless is a short 30 second buff, so you’re just going to spend all that time stuck in animation doing priestly things, this is really important when you’re on a boss rush with your Safety zone running.

and DP is unsustainable, where smite is quite accessible.

When you consider an encounter half the reason for not going priest is half your fight is just sitting around animations and just chasing stragglers. Doubly so if it’s a boss rush eating at that burst.