
#Pillars of eternity monk weapons plus
Your damage mostly comes from having a high Might and Dexterity plus the dual wielding style's sheer attack speed. You do this by letting someone else tank when possible and retaliating with Stunning Blows and Force of Anguish when that isn't feasible. You survive by not being targeted as much as possible. Sometimes you won't get hurt because things aren't attacking you, but you don't mind because you can still help win that way with your decent damage output and stunning blows. There are situations where your damage will be sad because the enemies can't really hurt you but you will not care because you are a tank and can still obviously help win that way. You are no rogue, but every bit of damage counts and overall you deal considerably more damage than the average tank build. Getting knocked down to half endurance barely constitutes an emergency for you in most fights, which allows you to get maximum mileage out of Turning Wheel and Rooting pain.

You survive incoming damage the same way other tanks do: plate, deflection and high natural health. Here's a rough break down of how it tends to work out so it makes a bit more sense: Monks are a bit counter intuitive in that early on tank builds benefit most from taking "damage" powers with their first couple abilities while damage builds really benefit from Stunning Blow and Force of Anguish, which are more along the lines of crowd control/defensive abilities. Then the monk charges in and kills the target. If you aren't building your monk to be a tank, they should enter *after* the Fighter/Barbarian/Paladin do, allowing the tanks to draw aggression. I think perhaps the issue you are running into is not utilizing Stealth properly, and not having the monk be a middle of the group character, behind your tank line. You want to get hit, and then make the enemy explode. As you won't be stacking Deflection to avoid being hit. You also want to just pummel the enemy with as much damage as fast as you can. Ideally, you want to get hit, but not to take a ton of damage. If not, Resolve is good for Defense, and Perception good to interrupt the enemy. The others, you need to sit down and consider, what else do you want? Do you want longer duration self buffs, there's a few the monk gets. Granting you high damage, healing, health and endurance scaling, Fortitude, Reflex, attack speed boost to crank out more dmg faster. Do you want to be a striker, or a tank? If you want to be a striker, go Might>Dex>Con in that order. Resolve, constitution and might are the stats I think prioritized.įrom what I am reading, it depends entirely upon what you want your monk to do. You should look at the description of each class and decide if that stat is worthwhile for the build you are playing. I don't think I have high intellect or dexterity.

I don't have the exact stats on my monk, but I put a fair amount of points in resolve for deflection bonus. I'm level six at this point, so I'd really appreciate the help.

If I charge in ahead, every enemy in the room gangbangs me to death or an archer/gunner blows me away before I even reach combat. What am I doing wrong? If I use the fighters to aggro the enemies, I don't take any damage, meaning I don't take wounds, meaning I can't deal damage. Rinse and repeat, replacing "Xaurip Skirmisher" with any archer, mage or priest. Rest of party wipes the floor with the encounter Take 102 points of damage, fall over and die So I put those points in, and the problem I've run into is that a standard combat is thus: The game told me to put a lot of points in Dexterity and Constitution, which I did, then suggested Might. The problem is, I'm playing a monk, and I have no idea how. Alright, so, first off, I backed the kickstarter and I've been following it since the beginning, I love the setting and the story so far, the plot's great, and aside from being unable to get through the doors in the mad lord's keep I've not run into anything particularly glitchy.
