I’ll start off by saying that I personally don’t and won’t run an SPR monk or priest 3 monk ever, but I can tell you a lot of things about priest and monk skills.
Priest:
Monstrance: The bonus dex is around 30% of current dex + flat 10 at all skill levels. The dex it takes into account is whoever is receiving the buff, e.g. if you have a ton of dex and your wizard friend has basically none you’ll get a large bonus and he’s probably gonna get around 2 + 10.
What does scale with level is the amount of circles placed using monstrance (1 circle per level, I’m not sure if cast time actually increases with more levels anymore but in beta it used to place the circles one after the after…), and the flat value on the debuff effect.
For most builds you only need level 1. The only reason I can think of taking more than 1 level is so you can debuff a wider area of mobs (-eva and def), but points in priest are already pretty scarce. Also worth noting the enemies have to be in contact with the debuff circle to get the debuff, and that the circle will disappear visually when a friendly player steps over it but passing enemies will still get the debuff.
Blessing: If you decided to build SPR, then 15 is needed. If you’re anything not SPR, just leave it at 3 so you can get the enhance attribute for leveling purposes. The hit count doesn’t seem to include additional lines, so it’ unlikely you’ll ever exhaust the hit count before the duration.
Aspersion: I value phys and mag def much more than I used to in the beta, so to me aspersion is a great skill now since clerics don’t have a manual block like pelts, rodos or memelanders do. Alternatively, you can just assume you and everyone else will buy aspersion from pardoners and spend points elsewhere. In fact, if you’re an SPR build, you probably won’t be able to max aspersion without sacrificing a lot of points from Revieve and Mass Heal since SPR builds will need to max blessing.
If you’re anything not SPR though, it should be easy for you to find the points to put here. Remember that you’ll lose pardoner buffs if you die.
Ressurection: If there’s points max is always great. If you ever make a pardoner in the future though, I would recommend a minimum of 2 for the revieve duration attribute (which even though it increases CD too, ensures there’s less of a downtime between the end of the buff and the CD going off.)
Sacrament: People time and time have said that the bonus dmg from maxing sacrament will add up. IMO, most bosses are going to be dead before the bonus dmg from sacrament equals one double punch from a decent monk. Leave it at 1 for leveling and rebuffing after death purposes, or just none if you really want to.
You probably know how property damage works, but to clarify for others, only the property damage in the skill description will apply to skills. The additional damage line is that extra line on auto attacks.
Revieve: People complain that revieve higher than level 1 is bugged and isn’t giving the bonus duration or HP it’s meant to sometimes. I haven’t experienced that yet, but I don’t doubt it happens.
Regardless, the main point of this skill is that it can stop people from dying. 1 second can still be enough for someone to get facerolled from an aoe and survive long enough to run far away from the boss like an idiot. Any extra duration and HP after the event is a great bonus.
I recommend something like 3 at the very least. I have great success with it even at lv1 on my pardoner, but if you’re not SPR you’ll have plenty of points to max this.
Mass Heal: Heal from Cleric1 doesn’t scale with SPR, just INT. Mass Heal scales from both SPR and INT.
I like it, it deserves at least 1 point on any build. If you’re not an SPR build, you can afford even more points in here. It takes a bit of getting used to with the aiming and timing but it’s convenient since you can heal people on the other side of the boss without walking to them.
Exorcise: Lay down a tile, enemy activates it and takes your magic dmg as damage. The resulting DoT ticks from the debuff are based off skill level + elemental property damage + blessing, they do not factor in magic damage.
But you’re a monk, why would you even need that? 0 and rightfully so.
Stone Skin: It’s a great skill if your only two stats are some CON and lots of SPR. Party members will be able to block physical attacks even without a shield on if the block is high enough.
The raw block granted by skill levels alone will fall off really hard when you level. So only take this if you have lots of SPR, and even then I believe some SPR build people just leave it at 1 since the majority of block will come from your SPR.
If you’ve got no SPR in your build, leave it at 0.
Monk:
Double Punch: Yep, max. Although it’s 0 cd, the limit to how fast you can punch seems to be largely ping related. If you go look at vids of monks in kToS, you’ll find they punch way faster than you probably can.
Both punches (each skill cast = 2 punches) are true multi hits, so ele property and blessing will apply to each punch separately as well as each punch having an independant chance to crit. With the recent patch, using double punch has a chance to inflict a +30% strike damage taken debuff on enemies for around 4 seconds.
Palm Strike: You can get the attribute to remove knockdown, so it’s much easier to use without annoying any party members now. It should be at least 1 to make use of the bleed debuff attribute, which isn’t 100% but is basically free damage. From my very rough testing it should scale with your minimum phys damage, but not skill level.
Hand Knife: With the remove knockdown attribute, you don’t have to fear breaking links with this skill. It should be at least level 1 for the armor break debuff attribute, which isn’t 100% chance either but when it does apply it’s a -100% def debuff on the enemy for around 6 seconds.
There’s a hidden interaction between Hand Knife and Deprotected Zone where attacking enemies with the deprotected zone debuff using hand knife sends a shockwave in a line, which I’m assuming you already knew about. Currently, even with the remove knockdown attribute, the shockwave still knocks enemies up so it can be undesirable.
Energy Blast: Well no matter what I put here anyone would probably max it, and so would I. Anyway, to clear up any questions you might have about it, yes it’s physical (therefore scaling with phys dmg), and yes it can crit. It also has a remove knockdown attribute, although leaving it on would have its own applications for solo play. Oh, it’s also holy element.
One Inch Punch: Has a DoT that increases in duration with higher skill level, and seems to scale with both phys damage and skill level. Not too sure on the scaling but I would recommend a max here for the most duration, and because points in other skills aren’t necessary for PvE. The silence atttribute could also be useful, but it adds to the CD of the skill so I avoid using it (one of the benefits of being diev2 and having a silence statue).
God Finger Flick: Up until recently, it was literally chucking away silver. Now, you chuck away silver to inflict a +50% strike damage taken debuff on an enemy for 5 seconds. Sometimes the targeting gets a bit iffy on mouse mode and perhaps keyboard mode too, but otherwise it’s worth a point solely for the debuff. The debuff won’t stack with the double punch one, they’ll overwrite each other depending on which was applied latest I believe. If you really want to, you could dump your spare points onto here, but you definitely do not have the spare points to max it.
Golden Bell Shield: Invulnerability, but it’s channeling so you can’t do anything during it. There is an attribute which also turns allies nearby you invulnerable while you’re channeling it, but I’ve never tested how big the area is. It has utility, but the CD is also pretty lengthy, so 1 point at the very least is what I would recommend. Since you have a bunch of spare points after maxing double punch, one inch punch, energy blast and leaving nearly everything else at 1, you could take this to max if you really wanted to.
Iron Skin: In terms of PvE, the utility of this skill is so limited that you could say it’s not worth any points at all. For starters, if you’re hit within the very first second or two of channeling, you’re just going to take damage and the channelling will cancel. Secondly, it only works on physical melee attacks, anything projectile or magic (there are mobs that claw you with magic damage) aren’t going to be reflected and you’ll just take damage.
So to use this skill, you need to be 2 seconds ahead of your enemy’s attack in casting it, and the attack needs to be a melee physical attack. There are not that many situations with bosses you’ll find this skill useful, and in dungeons there are always plenty of ranged or magic mobs, so its use is very limited in PvE in general. When it does reflect damage, you won’t take any at least, but like golden bell shield it has a long CD…