After dusting off Ryncletica and exploring more of the nature of the “Dark” monk, I have this to say.
Ninja Spys are awesome.
I’ve played light monks all through my time on DDO. There were ups and downs, things I had to unlearn from my Neverwinter Nights days, and learning more about the exceptions to the game mechanics to which monks can bend, break or be liable.
Let’s go through my initial objections from long past and how they shape up now.
Myth: Dark monks can’t heal themselves as well as light monks.
Fact: Generally true, if you play style consists of terrible impulses to scream-and-leap at mobs. Otherwise, dark monks do fine in self-healing, with the right fighting style combined with enhancements, reaching level 11 and with a few offensive items.
- Dark monks are natural ninjas. Light monks solo well because they can heal themselves of afflictions. Dark monks solo well because mobs don’t know they’re frickin’ there. To wit: I took Ryncletica (L14) into Haywire Foundry on Hard, alone (no hirelings). I sneaked past almost everything to get the two levers to the central golems. Pulled out my smiting handwraps and dispatched the golems (lots of Touch of Death on the red-named), then make a hasty exit. HP never dropped below 1/3, thanks to the information in the next point…
- Dark monks heal wonderfully with vampiric weaponry and prudence. The Vampiric Stonedust Wraps were a no-brainer, but the Vampiric Fury Shortswords are a bonus win. The extra stat damage these do in combination with Improved Two Weapon Fighting and doublestrike will keep a monk’s HP/ki meter well-filled. If you find yourself a little peaked after a fight, use Wholeness of Body and fill yourself up from ki. Of course…
- Ninjas don’t attack mobs. They attack targets. If you can hide and complete a quest without fighting a thing, you still get the XP. A Ninja Spy in One With Shadow/Sneak regenerates ki (Light monks have to wait to get Oremi’s Necklace for that trick) so there’s no reason to rush. In fact, once you can regenerate ki to 50 in your stable pool, you can Touch of Death targets routinely with an assassin’s precision.
If you don’t put points into Hide/Move Silently, you aren’t a ninja. You’re just a monk that likes to kill. Nothing wrong with that, but you lose the benefits of why the dark monk is deadlier than its light cousin.
Myth: Dark monks deal more DPS than their light cousin.
Fact: Depends on where they are, and what they must attack.
The dark monk’s available killing powers generally consist of elemental, force and negative energy. These come from the Earth/Air/Fire/Water strikes, Void Strike, and Touch of Death. (Both monk types get Quivering Palm for another instant-death strike.) The good news is that the dark monk is extremely effective on killing the living, non-aberration kind of foe. Drow. Ogres. Giants. Humans.
But stick a dark monk against these monsters and they will have a harder time because these foes offset a skill to kill or the ability to use a killing technique. These include:
- Undead (dependent on Holy/Undead bane/disrupting weapons, while light monks are designed inherently to hurt the undead)
- Aberrations (Enemies that live on negative energy are unlikely to be killed by it, so Touch of Death is a bad thing to try on them)
- Anything with tremor sense (Dark monks can’t easily bypass spiders)
- Anything that kills you faster than you can kill it. I know this sounds obvious, but one monk ability, to stun something, is less effective against the non-living and problematic with some planar creatures. That means that the light monks have it good with Tomb of Jade, which can encase any extraplanar, non-living and non-construct enemy and effectively stun it. Dark monks (even with vampiric ability) won’t have enough inherent positive energy attacking prowess against such foes. A prepared ninja (like Batman-prepared, with Holy burst weaponry) is a live one at quest’s end.
- Anything that loves to debuff or curse you early and often. (Dark monks must use clickys or potions to offset, which eventually run out, while light monks can remove such afflictions for as long as they can generate ki). Anyone that’s done the end fight with the hyper-cursing red-named bosses in A New Invasion and The Dreaming Dark final quest knows of what I speak.
To wrap up: Ryncletica is awesome to play. I’ve gained sizable appreciation for what dark monks can do. The most interesting challenge to come for her will be in fighting in the Shroud. Dark monks don’t get the damage reduction bypassing while unarmed, so she’s stuck with Metalline of Pure Good/Righteousness shortswords/kamas here until she can get a Tower of Despair ring, add Holy burst to one and wear metalline handwraps. (I do not hold out, ever, on getting Metalline/PG wraps in my lifetime).
Ryncletica has shown me clearly that a dark monk, rightly played, is a very soloable–and powerful–character.