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Monk AA

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Ssark:
As a monk almost maxed at 7200AA, I often get asked: which AA are important for monks?  Well, as usual, the answer is: it depends.

Monk AA is split into three catagories: Offensive (DPS), Defensive (Survivability), and Pulling.  As you progress, you're going to have to work on all three.  Even if you're primarily a raiding monk, and you figure DPS is you main function, you still need to live through the fight's AEs, occasionally offtanked add, etc.
Here I have a three tables of monk AA: critical, very high, and high priority.  All the AAs not listed may still be important, but not as important as the ones listed here.  This will easily take you into 2000+ AA.  Which order you get the critical ones is up to you, but I'd finish or get close to finishing everything critical before moving onto the next table.

Critical:

Monk AA Name                        Type      Group/Raid      NotesAmbidexterityDPSG/RWe dual wield, make no mistakeCombat Agility 18DEFGUp to 18 is critical, drops off after thisCombat Stability 18DEFGUp to 18 is critical, drops off after thisCritical MendDEFG/RHealing 50% of HPs is niceExtended CrystalpalmDPSROne of two main burnsExtended Speed FocusDPSROne of two main burnsFerocityDPSG/RFists of SteelDPSG/RUsually not a big fan of procs, but it's often and so good it makes 1HB useless on a monkHastened DeathPULG/RFade every 30sHastened MendDEFG/R Mend every 30 seconds!Heightened AwarenessDEFGImitate DeathPULG/ROur fadeInnate Run SpeedPULG/RMoving MountainsPULG/RIncredibly nice pull/split toolNatural DurabilityDEFG/RMust for any classPlanar DurabilityDEFG/R3% of 60k is almost 2k!Planar PowerDPS/DEFG/RJust do thisPurify BodyDEFRCures anything, including "that pull" from the AvatarRapid FeignPULG/RWhen FD fails, you'll wish you put points hereRapid StrikesDPSG/RPure quicknessShielding ResistanceDEFRThis allows you to wield in secondary against nasty DSStonewallPULGFD through spellsUnflinching ResolvePULGStun from behind when pulling = deathWeightless StepsPULG/RRun 8 more or less
Very High:

Monk AA Name        Type      Group/Raid      NotesArmor of WisdomDEFGAC boosts never bad when tankingCombat Agility 32DEFG/RContinue to work this upwardCombat FuryDPSG/RCriticalsCombat Stability 32DEFG/RContinue to work this upwardDiscordant DefianceDEF/PULG/RResist stuff more often, live longerExtended IngenuityDPSG/RSo self-buffs last longer... but more importantly, so does Zan Fi!  Huge boost!General Sturdiness 20DEFG/RAdd some HPs to the mixGrappling StrikeUTIG/RVery handy positioning tool (think: High Priest in Sarith)Hastened Purification of the BodyDEFRFor those repeating status ailmentsHastened Stunning KickDPSG/RThis, plus Masters', lowers re-use from 60 to 9 seconds.Infusion of ThunderDPSG/RPerfect for use with Speed Focus/td]Kick MasteryDPSG/RSo much of monkly DPS is tied to the kicks...Masters' Hastened CombinationDPSG/RThis plus Hastened Stunning Kick lowers Stunning Kick to 9 secondsPhysical EnhancementDEFG/RPretty simply, helps everything defensiveReturn KickDPSGRiposte fires often, extra Flying Kicks never hurtSecond SpireDPSG/RPerfect little 10min refresh boostSinister StrikesDPSG/RSweet passive boostStunning KickDPS/DEFG/RIf the mob is stunnable, greatly lowers the mobs' DPS output, so it's both DPS and DEF!TwinprocDPSGFor those who like to see procsZan Fi's WhistleDPSG/R30% DPS boost when active, see also Extended IngenuityHigh:
Monk AA Name        Type      Group/Raid      NotesBurst of PowerDPSG/RTake triple attack all the way to 500 skill!Combat Agility 45DEFG/RFinish it offCombat Stability 45DEFG/RFinish it offDreamlike MightDPSG/RRaw StrengthEarthern BrawnDPSG/RRaw StrengthEnhanced AggressionDPSG/RParses show this is not as useful as you'd think; get the STR firstExtended Impenetrable DisciplineDEF/PULG/RYou'll thank me one day, when Furro asks you to "tank those four until the tanks get in there"Five Point PalmDPSG/RThis provides a nice little kick every so oftenGeneral Sturdiness 25DEFG/RFinish it offMystical Attuning 8UTLRFor hybrids, this is real important; but we usually have plenty of room for buffsPunch MasteryDPSG/RGet this nearly last; sounds weird, but only affects some special attacksTechnique of Master WuDPSG/RThis fires often at the end, and helps enough!Veiled StrengthDPSG/RRaw StrengthVeteran's WrathDPSG/R
Ok, while this isn't perfect... it's not a bad start.  Feel free to post your own thoughts here, tell me if I missed a big one, or send a /tell in game!

Jube:
Very fair and up to date list, perhaps a quick breakdown of totals to spend for each new ability would be bonus but not
critical to your guide.

If I were to suggest any changes it would be the extended burn disciplines imo are not higher priority over sinister strikes and other raw melee dmg modifiers. I have always believed in more consistent dmg vs. spike dmg.

When asked about starting monk AA's I always say FD are most important, because if you can't keep a steady flow of mobs coming to the group dps is wasted anyway. Hell the majority of group mobs I kill I am only present for 50%-70% of the mobs hps anyway before going out to get another.

Ssark:
Aye, it's a tough call.  Extended are mostly in there for the raid burns, where on a mob like the HP in Sarith you're almost in 100% burn mode.  That's why they have the "R" listed and not "R/G" or "G".

In a standard XP group setting, I'd agree with some of the non-extendeds taking preference.

Also, you'll notice some of the FDs at the top, but in most raids we really don't use them.  Again, this is more for you as a puller in a group, where those tools are invaluable and make you what you are. :)

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