Hello there,
This thread is by no means a guide of any sort (or perhaps worthy of that title), but the 'Monk' and all it's concepts (Final Fantasy origins) is my favorite class, and so, I'd like to share what little I've gathered since becoming one in Avabel Online to anyone curious, or looking for info. Please feel free to share anything I am missing if you also own a monk.
Firstly, you'll need a lot of patience, or 18 gems for a restat once you've reached 50 (and have your crystals), and that's not counting the additional 12 you'll need to reset your skills, as monks can't use 95% of the acolyte skills (save passives). That means you'll be auto attacking your way to 50. So yeah—patience.
To become a monk, you require 35 Hard & Sharp Crystals. It's no suprise what skills the monks get, so I'll only elab on my experiences thus far with them.
Wave Knuckles - This skill is a burst type damage skill that knocks enemies back a small distance. Fairly good damage I imagine when maxed. Lvl 6 branches:
A - Fire power type, greater force. (I'm guessing that means more raw dmg)
B - Increase your own critical chance for a duration.
C - Decrease enemy DEF for a duration.
Metal Knuckle Blows - This is a very fun spell. Right off the bat it does a considerable amount of dmg; the last of the three being the hardest hitting. It only uses SP for the 1st hit, the follow-ups are free if you press it in sequence. Lvl 6 branches:
A - Less SP usage.
B - Faster casting (can move).
C - Combo style: where more dmg as you hit. (This one, I'm not sure I notice a difference).
Flash Knuckle Bomb - This one is tricky; and seemed underwhelming until you reach lvl 6. It does an animation that looks like many punches, but does 2 hits.... 2? Really? But here's the tricky part. Lvl 6 branches:
A - Additional input releases a powerful uppercut. (It really is. It's on par with the last hit of the 3 hit combo skill)
B - Additional input releases a fore fist. (Now, I know that doesn't at all sound like something you want to be releasing in a game where children might be at play, but it's a dash forward punch attack, which is a bit delayed).
C - Additional input releases wide range kicks. (Yes, kicks. Plural. So, I'm hoping it's a good looking multi-hit fast branch) [Thanks to forum member Vogue, it has now been confirmed this branch's kick is an AoE and only one, not many, with a slight knock back.]
And our passive: Which gives us a chance to heal as we attack. Now, that might sound amazing, but here's the shocker—it isn't. If you have no matk, there will be no healing done today. The monk has the biggest disadvantage of all other classes currently, both in class synergy, and relation with our previous class (you're a "fighter" with 100% matk skills). I have sent ASOBIMO an email expressing suggestions for the monk passive, here's hoping they will consider.
I suggested they change the passive to give monks something like 50% of attack power as matk. That eliminates the need to have a pitiful random heal, and enables us to make use of some of our aco skills if needed (floor 10—you know the annoying buggers I'm thinking of), as well as create a more levelled field for monks in comparison to others' passives.
Feel free to share any missing info of your own monks, or ask any questions.
* PVP Experience *
Slow. Slow. Holy Gundam Wing you're slow. I joined a TDM earlier today and was up against Gladiators, S Raiders and I guess Snipers. I couldn't at all hit anyone with my spells(barely). All their skills are either AOEs, dash forward type spells or simply wide arc attacks. With the monk, I find I have to be right up in a target's face to be able to hit them—if they haven't dodged away, or dashed through you with an attack as they pass by.
Wave Knuckles has this animation at the start of it's cast that is honestly about .5 ~ 1 second long before casting the blow. It does seem to have a good long range, but goes forward and only hits 1 target(at random if many). (Updated to hit more than one target)
Metal Knuckle Blows, though I am not spec'd for the fast type, can't seem at all to hit anyone older than 2 weeks in the game. It has a very short attack hit box. And it's sequences pretty much locks you going in one direction—enough time for the afore mentioned classes to dish out some kind of attack.(This skill's casting animation was increased considerably in subsequent updates)
Flash Knuckle Bomb is about the only decent skill to employ if you want to stand a chance at getting a hit off. Though it too has this delay as the character stops in it's tracks to start the animation, it isn't as bad as the others. But, again, the hitbox is very small. A target almost has to be right inside/infront of you for it to connect.
Those are of course my findings. The possibility is there that I also simply suck at pvp due to inexperience. But that aside, I pride myself in being able to distinguish whether or not a class is at all capable to stand toe-to-toe with other implementations of a game. The monk may not at all be there yet.
Thanks for reading.
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