Monk
Monk | |||||||||||||
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Job Base(s): | Acolyte | ||||||||||||
Job Type: | 2-2 | ||||||||||||
Race: | Human | ||||||||||||
Changes At: | St.Capitolina Abby | ||||||||||||
Number of Skills: | 15 | ||||||||||||
Total Skill Points: | 82 | ||||||||||||
Total Quest Skills: | 2 | ||||||||||||
Job Bonuses | |||||||||||||
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Overview
It is said that the faith of the acolyte is not only for the mind, but the path one walks must also be for the body.
It takes more than just the mind, but it also takes confidence, and the time and effort, along with self discipline to be able to change jobs.
For the faith, one must be good until they achieve a disciplined body. Until then, it will take much time and effort. Others have come to fear and respect those who are called Monks.
With combo and separate attacks, the mysterious power of one must not only be physically strong, but also have great strength and tough blow/hits.
Now Rune Migard's King, Tristan the 3rd's proclamation to the large Catholic church's archbishop, in following the bidding of all meanings of faith, wants them to set forth on a war against evil.
Monks are a versatile class that can deal damage in several ways unique to themselves. They are most known for the powerful Asura Strike skill, which has uses in MVP, PVP and WoE scenarios. Most builds are damage-dealers, focusing on maximizing damage via skills such as Occult Impaction and their Combo abilities. Specialized Monk builds can be very efficient for both MVP and WoE purposes.
Job Change Guide
See Monk Job Change Guide for detailed information.
Changing into a Monk from an Acolyte requires the player to complete a number of tasks:
- An item collection test
- A memory test
- Either mushroom collecting or marathon running
- A maze test
After completing these tests, the player will be transformed into a Monk. All of this takes place at the Monk Abbey (prt_monk).
Builds
Basic Leveling / Combo Build
Mostly made for solo leveling fun, this build's aim is ASPD and massive combo skill damage.
AGI and STR is prioritized for higher damage per second, INT is for SP regen and count while DEX is for HIT. Mental Strength is a must for tanking for party situations.
Tactics
These are some tricks that can aid players in battle or make the player enjoy being a Monk more. The first 3 tricks are seen / heard in-game.
- Investigate Step and Finger Offensive
- How to Do it:
- While doing Investigate, clicking on any unoccupied cell (preferably next to you or the enemy) right before casting ends. (With good dex, clicking right after the cast begins usually makes it work)
- Purpose: Bypass the after-skill delay. so you can do other things quicker (ex/ another Investigate). May require some practice.
- Body Relocation Dance
- How to Do it:
- Use Body Relocation on the cell the player is standing on. Then hotkey /doridori and /bangbang (or /bingbing) and press them alternately.
- Purpose:
- None other than the player's sprite will do awkward actions while spinning.
- Attack Cancel
- How to do it:
- While fighting just use Call Spirits, and player will stop attacking (normal Melee attack) immediately.
- Purpose:
- When attacking a monster, it is sometimes hard to stop the attack. Especially if player accidentally KS a monster.
- How to do it:
- Cast Explosion Spirits then Steel Body.
- Purpose:
- While MvPing as a tank, when Steel Body times out, player can use Body Relocation immediately without any spheres. Rinse and repeat and go back to the MvP. This trick negates the need for Fly wings or the Teleport skill anymore because this tactic is far more efficient than Teleporting and finding the MvP to tank it again.
- Pneuma and Safety Wall don't mix
- How to do it:
- Cast Pneuma on Asura Strike target's cell (directly on the target).
- Purpose:
- Disable target's ability to cast Safety Wall on himself.
Using the skill Call Spirits, a monk can summon a number of spirit spheres. At most one can have 5 spirits. Each of them can be used for various skills. They will also prevent it's owner's attacks from missing, as each adds 3 damage that won't miss.
The following skills utilize (consume) spirit spheres:
- Finger Offensive (1 spirit)
- Absorb Spirits (all available)
- Explosion Spirits (5 spirits)
- Asura Strike (5 spirits, with exceptions)
- Blade Stop (1 spirit)
- Body Relocation (1 spirit, unless in Explosion Spirits)
- Combo Finish (1 spirit)
- Steel Body (5 spirits)
- Investigate (1 spirit)
Remember to replenish spirit spheres when they expire. Spheres will remain even after death; however, re-logging or disconnects will rob a character of their spheres, so it is needed to summon them again.
Using the quest-gained skill Spiritual Bestowment, a monk can transfer his spirit spheres to another character of the same party (with the exception for Gunslinger class, who can't receive Spheres since they have "Coins" as their Spheres). The spheres will have the same effect on any job apart from Gunslinger who can't receive them. Spheres can also be obtained through the Greatest General card.
Combo
Monks are known for their combo skills; a row of attacks that occur in a sequence.
The general pattern of combos as a Monk is the following: Triple Attack -> Chain Combo -> Combo Finish -> Asura Strike
After each combo skill, there is a delay period. During this period, the user can trigger the next skill in the sequence. Use the following calculations to find out the delay period: 1.3 - [(AGI*0.004) - (DEX*0.002)] seconds. Make sure the right hotkey is hit at the right time, and the next combo will trigger. For Chain Combo and Combo Finish, as they can't be triggered in any other method aside from a combo (or Blade Stop), the user can simply spam the hotkey once the previous skill triggers.
If a monk would like to use Asura Strike at the end of a combo, he must be in a Explosion Spirits condition and have 5 spirit spheres, before starting the combo sequence. While Asura Strike usually needs 5 spirits, through the combo it is possible to use even with the 4 left after Combo Finish. In this style, Asura Strike is used without a cast period, removing that weakness of the skill. However, since a small amount of SP is used to trigger the combo skills as well, the damage will be lower than a direct cast.
Tip: when chaining Asura Strike in a combo, it is only necessary press the hotkey once. Since it is usually a single-target skill, if it is pressed multiple times, the Asura Strike will cancel and nothing will happen. For this reason, it is needed to concentrate and it cannot be spammed like with Chain Combo and Combo Finish. Remember, the delay starts after the Combo Finish animation is complete. Try pressing the hotkey immediately after seeing the damage from Combo Finish appear.
Equipment
Kingdom Guild Equipments Quests
- Main article: Kingdom Guild
Kingdom Guild Equipment is a great series of starter equipment. All items have 1 slot, carry different bonuses, and are enchantable.
Class Data
Skills
See Acolyte Skills for first class skills.
Skill | Description | Levels | Type | ||
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Adds 1~15 Flee. | 10 | Passive | ||
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Increases critical rate of attacks by 10~20, also enables use of Asura Strike. | 5 | Supportive | ||
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Deals a single attack consuming all of the caster's SP to deal massive damage. Requires 5 Spirit Spheres. You lose all SP and disables SP Regeneration for 3 seconds. | 5 | Offensive | ||
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Increases damage done with knuckle class weapons by 3~30. | 10 | Passive | ||
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For 30~150 seconds, reduce incoming damage you receive by 90%. You move and attack slower, and cannot use active skills. | 5 | Supportive | ||
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Consumes a single spirit sphere to attack a single target (ATK×1~5), damage is higher based on the target's DEF. | 5 | Offensive | ||
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Deals 4 hits in rapid succession to a single target at ATK×3~5, this skill is only usable in the delay after Raging Trifecta Blow. | 5 | Offensive | ||
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Deals up to 6~12× damage to a single target, but is only usable in the delay after Raging Quadruple Blow. | 5 | Offensive | ||
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Enables regular melee attacks to hit a target three times at ATK×1.2~3.0 instead of once at a 30% chance. | 10 | Passive | ||
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Catch an enemy's sword mid-attack in 0.5~1.3 seconds, locking the Monk and the attacker in place for 20~10 seconds. | 5 | Active | ||
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Instantly transports the Monk to a targeted cell as long as a direct path to that cell exists. | 1 | Active | ||
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Enables the Monk to regenerate HP and SP at anytime by sitting even if over 70% weight. | 5 | Passive | ||
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Allows the Monk to recover SP by absorbing previously summoned spirit spheres. | 1 | Supportive | ||
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Allows the Monk to summon 1~5 spirit spheres which enable many powerful attacks. | 5 | Supportive | ||
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Throws 1 spirit sphere at a single target to deal 5 hits of damage. | 5 | Offensive |
Quest Skills
Skill | Description | Levels | Type | Job Level Requirement |
Quest | ||
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Transfers one of the Monk's spirit spheres to another party member. | 1 | Supportive | None | Spiritual Bestowment Quest | ||
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Hit a single target for 300% damage, all nearby targets are knocked back and may be stunned. | 1 | Offensive | None | Excruciating Palm Quest |
Job Bonuses
The Levels in which you receive a certain bonus
Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
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STR | 1 | 2 | 12 | 13 | 26 | 27 | 49 | 50 |
AGI | 5 | 10 | 18 | 23 | 35 | 44 | ||
VIT | 7 | 20 | 25 | 33 | 41 | 46 | ||
INT | 16 | 38 | ||||||
DEX | 4 | 22 | 30 | 43 | ||||
LUK | 15 | 32 | 40 |
ASPD
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Classes of Ragnarok Online | |
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Novice Class | Novice |
First Class | Swordman • Thief • Archer • Mage • Merchant • Acolyte |
Second Class | Knight • Crusader • Assassin • Rogue • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Priest • Monk |
Transcendent Second Class | Lord Knight • Paladin • Assassin Cross • Stalker • Sniper • Clown • Gypsy • High Wizard • Professor • Whitesmith • Creator • High Priest • Champion |
Expanded Class | Ninja |