Get the Desktop App for Battle.net Now
- All your games in 1 place
- Log in once
- Automatic game updates
since you are lazy krinu, I did the monk's part for you:
- Small and large AoE performance: Monks are currently the king of aoe dmg. Their cleave dmg is very high due to keg smash (also very bursty). And their sustained aoe dmg, specially in large packs is extremelly high with a combination of Rushing Jade Wind + Spinning crane Kick and Keg Smash.
- Versatility to handle different types of dmg: Monks have a very good toolkit of defensive abilities. Guard is amazing for big bursts, for magic dmg, and as a "panick button". Elusive brew is great for everything that is avoidable, Dampen Harm is great to smooth big hits, and Diffuse Magic makes you practically immune to magic dmg for 6 seconds.
- Mobility: Monks are very, very good at getting from point A to point B quickly. They have roll which is amazing for quick repositioning, Transcedence (which is akin to warlocks teleport) and Tiger lust (Talent) which is sort of a Hand of Freedom + Sprint ability on a 30sec cd.
- Enemy control: They can choose between 2 aoe stuns (leg sweep = melee and Charging Ox Wave = ranged) and also have Clash, which is a charge + deathgrip that stuns everything around it's "clashing" point. Monks also have a ranged disarm, a ranged instant CC, an aoe disorient (breath of fire glyphed), which is quite handy to stop several aoe casts, and they apply slows to pretty much everything they are tanking. So if things start to go sour, they can quickly disengage the fight with roll and get some breathing room to be healed while enemies slowly walk towards him. That aoe slow can also be applied from distance, which gives Monks the ability to kite large packs of enemies while the group aoe them. Combined with their high mobility, monks are one of the best tanks to control the battlefield.
- Good at dealing with high/predictable dmg: Stagger can smooth out the dmg of very big hits, and Dampem Harm is extremelly good with timed big dmg skills. They also have short bursts of very high avoidance (elusive brew) that is extremelly usefull if the attack is avoidable.
- Self Healing and group utility: While monks don't have a self healing as powerfull as DKs, they have a very descent healing kit, that coupled with Guards from the Ox Statue (they are super big absorb shields that proc on your group based on the dmg you do), and a defensive raid cooldown, monks provide a very descent group utility.
- Dots/Constant low dmg: Monks are not very friendly with dot mechanics, or many sources of low dmg. It plays against our strenghts (high/predictable dmg). Monk's defensive kit is great at dealing with bursts, but not very good when that dmg is spread out.
- Tanking too much aoe: While monks can do a LOT of aoe dmg, they are inferior to warriors and paladins when it comes to mitigating dmg on aoe. Their cooldowns can be VERY good for aoe tanking, but overall they are more tricky to play in that situation, since they require a much higher micro-management of resources to not be blown up during aoe. So fights with high dmg from many adds are still handled better by paladins/warriors.
- Skill micro-management and player skill requirement: Monks have an excellent set of defensive abilities, but they require a very high micro-management and attention from the player to use them well. There's a very big difference between the "average" and the "excellent" monk in terms of performance. Monks also have the disadvantage of being the weakest tank if caught off guard, without their defenses up. So the room for mistake is smaller compared to other tanks, and the consequences of playing badly are significantly worse.
Edited by Leeflow on 5/17/2013 10:09 AM PDT
Threats of violence. We take these seriously and will alert the proper authorities.
Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.
Harassing or discriminatory language. This will not be tolerated.