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Knowing Your Monk

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  I have been inspired by Preacher and his Cleric instruction post. So, I've decided that it'd be fun to say some things about what a monk does, and what a monk's job is. After all, what's more important in a dungeon than someone who knows what their doing bringing the stuff for you to kill? If the person doesn't know what they're doing, you're dead, no matter how many clerics you have. Especially in rough places like KC or Chardok. Sure, you have all seen me break some of these rules, and sure it's hard at times to abide by them, but if all is done right, your group will be happy.

1. Know your group's speed. Many groups I have been with have been very annoyed at me because I'm a slow puller. Hehehe. That's because I happen to take a whole lot of care in pulling, and I hate seeing a train plow over my entire party, or at times, even entire zones and wiping out places. Some parties will tell you when to pull, but that's usually at beginning levels. At higher levels, like past 30 or so, they expect you to know when or when not to pull. And they expect constant pulls. This is the kind of thing that I break down with. Don't worry about the rest of your group. They will tell you when NOT to pull. And LISTEN WHEN THEY TELL YOU NOT TO PULL. Pulling too fast can be dangerous. Pulling too slow can be boring. Find a nice in-between. And if there's nothing to pull and people complain to you, screw them, you're doing the best you can. (Sometimes other group members will get touchy and impatient and try to pull for you, like warriors. That can lead to some hellish and panicy stuff.)

2. Like I said, listen to your group. When the group is killing is entirely dependant on you. When the cleric especially says "Hold on pulls", DROP WHAT YOU'RE DOING! FD immediately if you're already in the middle of one. Sometimes the cleric can say it a bit late, but don't worry about it. Once the mob is in your group's aggro range and nobody said anything to you beforehand, it's out of your jurisdiction.

3. Never panic. If you panic, you might do something dumb, like break an important mez, take a wrong turn in a dungeon into an even bigger mess, or run everything you're carrying back to your group. Monks have to be calm. If what you're pulling is over your head, it's your group's fault for telling you to pull in the first place. You were just following orders. Also, always pay attention as to whether mend is up. If you're on the verge of death, a last-minute mend can definitely improve your chances on completing a difficult pull. This reason is why most of the best monks are kinda loopy or crazy or suicidal. They've learned that if you die on a pull, your party won't be mad, but grateful that you didn't bring whatever you pulled that killed you to the group.

4. The second you get FD, work on it! It is THE most important skill a monk can have. FD succeding is what many raids or hunting parties count on during pulls. So it's always good to sit around and work on your skill till it's maxed everytime you level. Make a game of it. I used to mess with people's heads and work on safe fall and FD at the same time by jumping off the top of the gates in WFP and feigning in midair, making it rain corpses : )

5. Know your mobs' agro ranges. Sometimes it's good to fool around in a zone first before pulling there, just to make sure you don't screw up when you get a group. Knowing how far you can be from a mob before they run up to you and attack you is very important. Especially in outdoor zones, when you're dodging past other mobs while pulling another one. This way, you won't get adds. And again, the group will be happy. : ) Also, know whether or not aggroing one mob will aggro others nearby even if you're not in their aggro range. I call these "followers". It can be annoying if you don't know this.

6. Split-pulling. This is a very useful method in many of the lower level dungeons and some of the higher level kiling places. When you're faced with more than one mob in a room or area that has a stationary (constant) positioin, this is useful. Aggro as few of them as you can using your knowledge of agro ranges. Also, make sure you're far enough away from your party to keep from screwing these things up. once you've aggro'd as few mobs as you can, run to a spot safe from that room's aggro range and feign. If the mobs aren't what I like to call "Butt-buddy" spawns, they will leave you one at a time and go back to their spawn point. Once they've gone back to their spot, that means they "forgot" you. If all other mobs get back to their spots before another one, get up, and if it they aren't followers, you will have a single pull. Comlicated, yes, but it's pie once you get used to it. Not useful for wandering spawns or many outdoor zones because most things there wander.

7. Peeling. If for some reason you can't split pull, (wandering spawns, followers, etc) pull as little as you can and run to a safe spot and feign. Wait until the second to last mob is about to leave, and tell the group "peel." The main tank, usually a warrior, will come and aggro the one mob and bring it back to the group, letting the others go wherever they want to go without being bugged. If they are butt-buddies, but not followers, this can be easily done with any ranged weapon by the warrior getting just out of aggro range and using a ranged attack to peel the mob to him.

8. There WILL BE TIMES when you are the last person left in a raid after a huge wipe out because you can FD. These times are boring at times, but if there are others, it can be fun. Have a chat. Get to know your fellow feigner. But don't try to play hero and get out alone unless you're absolutely sure you're getting abandoned (which means these people are jerks and had no business being there in the first place - train them the next time you see them) or they just can't get to you and keep dying as if they're throwing themselves up against a large wall with sharp metal spikes coming out. If you try to play hero, that's just another CR needed, and another bit of exp that you just wasted.

9. Agro. I know about this, even though I don't do anything about it at times when I know it isn't TOO harmful to do nothing about it. Being a monk, you'll be doing a lot of damage. And fast. Sometimes, this can cause problems. Painful problems. This can outtaunt most casters, most meleers, and at times, even the most skilled warrior mashing his taunt button. If the mob aggros on you, and you're being beaten up bad, turn off auto-attack and FD. (Forgot to mention. If you didn't already know, FD will not work in the following cases- if you still have auto-attack on, or if you're in the middle of being cast on by a mob, or sometimes if there's hella lag). Let the main tank get the aggro for a while before getting up and joining in again. Don't feel guilty about not doing anything killing wise. You're actually helping your group by saving the cleric's mana for someone who can TAKE hits. : P

Well, I might have forgotten a few things, but these are the main important things that a monk should know as he grows higher in level. Learn these rules, and you'll be a great monk : ). You'll also get groups and make lots of friends. I don't get many groups. But I blame that on the overpopulation of monks in the game.  ( Bye for now! 
 

 Garrobo--


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