Another fun thing about being a Monk is your long-jump ability.
While a few other classes have this now (but with limits and longer cooldowns), the Monk’s Abundant Step is ki-powered and has a short 3-second cooldown, allowing you to chain your jumps from high locations to travel much longer distances than any other class.
One of my favorites is the materialization point in the volcanic ruins of the Twelve after Bazbeau the genie transporter sends you out of Meridia. Familiar to all of us, you’re likely coming from a Vale of Twilight quest run, or the venerable Shroud raid. I run off of this slab, hitting Abundant Step and fly–
Easily “field goaling” the gate near the airship entrance and landing at the airship tower door with extra glide to spare.
Another fun one to do is during the “Tower of Despair” raid. Your team heads up the first tunnel to find a damsel calling for help, standing ahead. You fall in a pit–or you’re supposed to, unless you’re a Monk. You make a jump and watch everyone else in the raid party fall while you’re on the opposite side. I wonder if I could continue on the raid from there because a party returns here after the J&J fight, with the pit (which drops you to the Jailer and Judge) is covered by a flaming force field on the second passingby.
I learned also to climb to the highest point in the high hills around, and the tower above, the Twilight Forge raid entrance.
I can easily get Journal #7 through a series of jumps along the High Road. That’s documented in the wiki, but doing it and completing it are two different things.
I’ve explored, in depth, the hidden back garden within the fallen monastery in the Soami Gardens, near the quest, “Monastery of the Scorpion.” You can’t reach this inner area without a great jump.
In “Let Sleeping Dust Lie,” I can still reach the upper ledge to find the second journal before the first. I can also jump up into the spawning ogre tunnel to remove the ogres when defending Lycosa the spider queen.
The platforms where levers deactivate force fields needed for your party to pass some bridges in the “Vault of Night” raid are no problem for Monks.
I can stand atop the Stormreach Harbor statue and its column of light.
I can leap across the first electrical floor chasm you encounter in “Spies in the House,” to the nearest circular platform, in stealth, without alerting the archer guard there.
Getting around high ledges in the Underdark is absolutely fun.
I’m practically BASE-jumping back to the start if I leap towards there from the highest point of the Storm Horns mountains, guiding for what seems like several minutes.
So when Eveningstar was introduced, I saw my new challenge: the city hall tower, the highest intact building.
I say “intact” because, after I scaled to the top of town hall, I saw my next challenge, the ruins of the Amaunator church.
(You want to know how I got to the top of the tower? That’s very sweet.)
Unfortunately, even a jump from the top of city hall is too short for me to reach the innards of the invisible-walled church ruins. “No desecrations!” I hear the devs say in my imagination. “The Drow have burned it down. You don’t have to go pick through the embers.”
Perhaps the invisible walls are also there because the church sits at the edge of the map toward the King’s Forest.
What places have you found it fun to reach in the course of your adventures?