Monk Tanking guide to Lvl 30
Note from the author: I made this guide when I was a very new player, and I was upset that the popular idea was that monks could't tank - when I knew different! =P It's a honor to be stickied in this forum. A year later, I've added some new sections, and changed the closing a bit. New readers: I hope you find some of this info useful. Old readers: I hope you find the new changes amusing =D
Purpose of this guide
To increase awareness of a Mnk's ability to be main tank at early levels. There are methods discussed in this guide where your defense can be equal or better than the standard War or Pal tank. Intended for new Monks - most Mnk30+ have already missed the boat on this.
Sub-War is a must for Provoke.
Why tank? (Revised)
1) A monk is not limited to just "damage dealer" at early levels. If you can afford both DD and tank equip, you can assume either as needed. Versatility = faster leveling.
2) Skill up your guard. A Mnk's guard skill becomes harder to raise the higher lvl you get. Why not train guard in PTs while you are still a viable tank at early lvls?
3) To utilize your defensive abilities. At lvl 15, Wars have Berserk, while Mnks have Dodge, Counter, and HP up. If you have superior defense (more on that later), you can be main tank and free up the Wars in your Party to use Berserk.
Not for everyone...
If none of the reasons above call out to you, by all means, disregard this guide. Building a Damage Dealing monk is well-documented and widely practiced. It is the inevitable path of the Monk.
However, if you choose to build/equip a Mnk for tanking til 30, you'll find yourself alot more busy, in control and more responsible. Again, not for everyone...
Doesn't my Defense suck?
No! Mnks gain equivilant armor (to war and pal), just a few lvls later. Look below. It begins at Lvl 10 when you get Voke. (Mnk10/War5)
10-16 Harness. War and Monk are the same
17 Lizard. Wars are better.
18-20 Cotton Gi. You can match Lizard. (One point less than Liz)
21-23 Beetle. Equal to War.
24-28 Chainmail.
29 Soil Gi. Same def as Chain Mail.
30-34 Centurion.
35 Padded Harness. Equal to Centurion.
36 Silver Mail.
There are many points along the path where Mnk armor is just as good as War armor. At times they are not, but there are ways to still be superior.
Equip Def Up.
Tanking is all about the Def number. When equipping to tank, you must invest entirely on def up. Here are the items you want.
Leather Ring (def +1)
Stamina Rings (vit +2)
War Belt +1 (vit +3, hp+4)
Bomb Ring (def +2, hp +15)
Dharmel Mantle
Legionaire Subligar (vit +1)
Tiger Stole
Wolf Mantle +1
Giga Bracelet (def 9, HP+, Str+, Dex-, Agi-)
I prefer Beetle Earring to Shield Earring. Got plenty of HP, and the extra damage helps keep the hate better. The Federation Gi Set(lvl25) is uber, but not listed here cuz they are 40k a piece =O
Correct def gear is the first step. These items alone can make your defense better than most Wars. But if it doesn't...
Food - the great equilizer.
Boiled Crab and Fish Kabobs. They place your defense way above all others. They sell for 5k-6k a stack. The duration is quite long. No whining about the price - this is what you need to the best tank in the group. Learn how to make gil on another guide. Or, don't tank.
Commitment to Excellence, and The Real World vs A Perfect World.
Ppl will say "Pal + Food > Mnk + food". Well, duh. The reality is, I have never seen anyone use def food during my lvling to 30 - which I've done 3 times already. Sure a Mnk can't beat a War or Pal in better gear + food, but these ppl are rare. It's more likely you'll be PT'd up with a bunch of broke-@$$ noobs =D That is why, if you adhere to a commitment to excellence with food + equip, you will have the best def of the group 99% of the time.
Opposition and Blind Prejudice.
A monk built to tank is uncommon, so if you choose this path you will encounter plenty of opposition. No one expects a Mnk to have 40+ more def than the standard tank. But when you got the best def, no one can argue with your numbers - you've earned the right to tank.
Some tips:
- Carry both tank and attack gear. You can quickly assume either role - which is handy when no other tanks are LFG.
- Don't bother tanking with a Pal in the PT. Even if you beat his defense, a Pal does not contribute well as an attacker.
- When tanking, uses your skills with a rhythm to keep the monster's hate. Example: Voke + Boost, Boost + Focus, Boost + Dodge, etc. If you know how to cancel skills, use Boost + Berserk + Weaponskill, then cancel Berserk.
(New!) Issues with Guard. Do you need it?
Guard is a "A" rating skill that is often neglected by new Mnks. It doesn't "skill up" unless you are being hit. A Mnk that levels very fast creates a problem for himself. Evasion caps very quickly, and actually HANDICAPS his attempts to bring up his Guard skill later. He dodges alot, and it becomes frustratingly slow to advance his guard skill.
One could argue that you don't need guard if you never tank. I'm of the mind that I want every aspect of my Mnk to be bad@$$, so I'm very mindful of my Guard. Obsessive soloing is required to bring your guard skill up. Tanking early on shaves some time off you will spend skilling up guard - if you care about it.
(New) Watch out for Pugils!
When tanking from 10-30, the only mobs you need really need to worry about are pugils that do a hi-damage special attack. The only way to survive it is the have the right tank gear and food, AND have the healer keep your HP no lower than 70%. Talk to your healers beforehand. Believe me it sucks when you die to a massive special attack and the mages scream, "See? Monks can't tank!!!" =/ Both Mnk tanks and healers have to do their part.
Tank past 30?
The def gap between Mnks and Wars/Pals begins to show around 40. And, I heard ppl actually start using def food this high up =O Tanking stops being practical at that point. But, it doesn't hurt to have Def Equip + Food around just in case.
A Mnk30/War15 gets Berserk (+ focus). To me, this is when a Mnk can stop tanking, and truely become a Damage Dealer.
Closing
War61 (and climbing) is my main job, but as MNK I tanked from 21 to 50, every chance I got. Here is my Mnk Tank experience in a nutshell: I found it stressful arguing with every random EXP PT that I could tank. However, once the PT would settle in, there would be no more arguing. That's because we would still exp chain 3-4 mobs in a row before resting. (For new players: you only have 60 seconds to kill a mob to make a 5-chain). If your PT can make 4-chains, you are a "functional" tank. In closing, I'd even say that's a "good" tank.
Note from the author: I made this guide when I was a very new player, and I was upset that the popular idea was that monks could't tank - when I knew different! =P It's a honor to be stickied in this forum. A year later, I've added some new sections, and changed the closing a bit. New readers: I hope you find some of this info useful. Old readers: I hope you find the new changes amusing =D
Purpose of this guide
To increase awareness of a Mnk's ability to be main tank at early levels. There are methods discussed in this guide where your defense can be equal or better than the standard War or Pal tank. Intended for new Monks - most Mnk30+ have already missed the boat on this.
Sub-War is a must for Provoke.
Why tank? (Revised)
1) A monk is not limited to just "damage dealer" at early levels. If you can afford both DD and tank equip, you can assume either as needed. Versatility = faster leveling.
2) Skill up your guard. A Mnk's guard skill becomes harder to raise the higher lvl you get. Why not train guard in PTs while you are still a viable tank at early lvls?
3) To utilize your defensive abilities. At lvl 15, Wars have Berserk, while Mnks have Dodge, Counter, and HP up. If you have superior defense (more on that later), you can be main tank and free up the Wars in your Party to use Berserk.
Not for everyone...
If none of the reasons above call out to you, by all means, disregard this guide. Building a Damage Dealing monk is well-documented and widely practiced. It is the inevitable path of the Monk.
However, if you choose to build/equip a Mnk for tanking til 30, you'll find yourself alot more busy, in control and more responsible. Again, not for everyone...
Doesn't my Defense suck?
No! Mnks gain equivilant armor (to war and pal), just a few lvls later. Look below. It begins at Lvl 10 when you get Voke. (Mnk10/War5)
10-16 Harness. War and Monk are the same
17 Lizard. Wars are better.
18-20 Cotton Gi. You can match Lizard. (One point less than Liz)
21-23 Beetle. Equal to War.
24-28 Chainmail.
29 Soil Gi. Same def as Chain Mail.
30-34 Centurion.
35 Padded Harness. Equal to Centurion.
36 Silver Mail.
There are many points along the path where Mnk armor is just as good as War armor. At times they are not, but there are ways to still be superior.
Equip Def Up.
Tanking is all about the Def number. When equipping to tank, you must invest entirely on def up. Here are the items you want.
Leather Ring (def +1)
Stamina Rings (vit +2)
War Belt +1 (vit +3, hp+4)
Bomb Ring (def +2, hp +15)
Dharmel Mantle
Legionaire Subligar (vit +1)
Tiger Stole
Wolf Mantle +1
Giga Bracelet (def 9, HP+, Str+, Dex-, Agi-)
I prefer Beetle Earring to Shield Earring. Got plenty of HP, and the extra damage helps keep the hate better. The Federation Gi Set(lvl25) is uber, but not listed here cuz they are 40k a piece =O
Correct def gear is the first step. These items alone can make your defense better than most Wars. But if it doesn't...
Food - the great equilizer.
Boiled Crab and Fish Kabobs. They place your defense way above all others. They sell for 5k-6k a stack. The duration is quite long. No whining about the price - this is what you need to the best tank in the group. Learn how to make gil on another guide. Or, don't tank.
Commitment to Excellence, and The Real World vs A Perfect World.
Ppl will say "Pal + Food > Mnk + food". Well, duh. The reality is, I have never seen anyone use def food during my lvling to 30 - which I've done 3 times already. Sure a Mnk can't beat a War or Pal in better gear + food, but these ppl are rare. It's more likely you'll be PT'd up with a bunch of broke-@$$ noobs =D That is why, if you adhere to a commitment to excellence with food + equip, you will have the best def of the group 99% of the time.
Opposition and Blind Prejudice.
A monk built to tank is uncommon, so if you choose this path you will encounter plenty of opposition. No one expects a Mnk to have 40+ more def than the standard tank. But when you got the best def, no one can argue with your numbers - you've earned the right to tank.
Some tips:
- Carry both tank and attack gear. You can quickly assume either role - which is handy when no other tanks are LFG.
- Don't bother tanking with a Pal in the PT. Even if you beat his defense, a Pal does not contribute well as an attacker.
- When tanking, uses your skills with a rhythm to keep the monster's hate. Example: Voke + Boost, Boost + Focus, Boost + Dodge, etc. If you know how to cancel skills, use Boost + Berserk + Weaponskill, then cancel Berserk.
(New!) Issues with Guard. Do you need it?
Guard is a "A" rating skill that is often neglected by new Mnks. It doesn't "skill up" unless you are being hit. A Mnk that levels very fast creates a problem for himself. Evasion caps very quickly, and actually HANDICAPS his attempts to bring up his Guard skill later. He dodges alot, and it becomes frustratingly slow to advance his guard skill.
One could argue that you don't need guard if you never tank. I'm of the mind that I want every aspect of my Mnk to be bad@$$, so I'm very mindful of my Guard. Obsessive soloing is required to bring your guard skill up. Tanking early on shaves some time off you will spend skilling up guard - if you care about it.
(New) Watch out for Pugils!
When tanking from 10-30, the only mobs you need really need to worry about are pugils that do a hi-damage special attack. The only way to survive it is the have the right tank gear and food, AND have the healer keep your HP no lower than 70%. Talk to your healers beforehand. Believe me it sucks when you die to a massive special attack and the mages scream, "See? Monks can't tank!!!" =/ Both Mnk tanks and healers have to do their part.
Tank past 30?
The def gap between Mnks and Wars/Pals begins to show around 40. And, I heard ppl actually start using def food this high up =O Tanking stops being practical at that point. But, it doesn't hurt to have Def Equip + Food around just in case.
A Mnk30/War15 gets Berserk (+ focus). To me, this is when a Mnk can stop tanking, and truely become a Damage Dealer.
Closing
War61 (and climbing) is my main job, but as MNK I tanked from 21 to 50, every chance I got. Here is my Mnk Tank experience in a nutshell: I found it stressful arguing with every random EXP PT that I could tank. However, once the PT would settle in, there would be no more arguing. That's because we would still exp chain 3-4 mobs in a row before resting. (For new players: you only have 60 seconds to kill a mob to make a 5-chain). If your PT can make 4-chains, you are a "functional" tank. In closing, I'd even say that's a "good" tank.
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