After several Monk playthroughs, it's unavoidable.

Monk is just way, way too squishy and something needs to change.

Evade is pretty useless unless it's at like 90%. Being one-shot 50% of the time doing literally ANYTHING endgame is rough.

Not only that, getting the runes I need is also pretty much a hassle.

Runes aren't dropping enough. Resists are too difficult to manage, and being artificially forced to do so isn't fun. At all. To anybody, I'm willing to wager.

NOBODY likes gearing for defense. So it needs to be as painless as possible.
Last bumped15 нояб. 2025 г., 06:48:31
I'm sorry that your gear is bad and you're having trouble balancing resistances. It is the case that you need to find these rolls on gear and hunt down supplementing runes. There is some resistances you can opt into from various campaign quest buffs so if you haven't taken advantage of those, I recommend looking into that, but otherwise you're just going to have to bite the bullet and Grind for Gear in the Game. I suppose it is unfortunate that there was no way for you to know this would be the case.

If you're playing a melee monk I hope you are also using energy shield along with your evasion, and if so, the ghost dance reservation buff - it does as lot of heavy lifting in terms of making monk feel "tanky" in the endgame even if you have a lot of energy shield.

Try not to worry so much about the percentage value displayed to you in the character sheet, it's better to be more concerned with the actual numerical value.

My personal opinion is you should have at least 3.5k es on top of a life pool and ~15-17k evasion with ghost dance to feel good as a melee quarterstaff monk as a bare minimum for late endgame maps. I usually hit these values by getting ~300% evasion on the tree and somewhere in between 200-300% increased ES as well after farming a bit for some gear and working up to those numbers. I play ssf and I've never needed to go into t1 waystones feeling unprepared gear-wise as long as I didn't rush progression through the campaign.

I also recommend the "meditate" ascendancy if you are playing as an invoker - it is a great way to recoup ES in any downtime moments and also pump up your ES to above it's baseline before a dangerous encounter. With enough evasion as well as running ghost dance, you can use it while engaged in combat like a life pot usually because the recharge only stops when you take damage - which won't happen if you're evading, or have enough evasion that a hit + ghost dance proc causes you to gain es rather than take damage.

It might be wise to also look into deflection - I find this to be a much more complementary affix for monks that lean harder into evasion than ES. You can get it on the tree but it makes a big difference if you have some good rolls on your gear as well.

There's also a quarterstaff base type that offers some block chance which can be enhanced by tree nodes, including if you anoint them on your amulet if you are not near those nodes in the tree, and the ascendancy point for Monk that turns half of your evasion into armour. You will lose some evasion, which means that something like ghost dance will restore less es on hit, but the hits will be smaller anyways - this is a balancing act between how you want to manage your defences. If you are light on ES, it might be useful to have some armour to mitigate physical damage, or to have it complement your deflection, as armour works better the smaller the hit is it's trying to mitigate.

Don't discount the value of things like freeze, stun, blind, electrocute - you need some form of crowd control. Skills like frozen locus can be prepped before you do things like pop a breach or open an essence to make the initial mobs instantly freeze (or maybe even explode) and can give you room to maneuver.

And finally - don't forget to dodge roll, stay out of the fire and other ground effects that you didn't put there, and don't get hit :)
Последняя редакция: karsey#2995. Время: 12 нояб. 2025 г., 16:43:36
Скрытый текст
"
karsey#2995 написал:
I'm sorry that your gear is bad and you're having trouble balancing resistances. It is the case that you need to find these rolls on gear and hunt down supplementing runes. There is some resistances you can opt into from various campaign quest buffs so if you haven't taken advantage of those, I recommend looking into that, but otherwise you're just going to have to bite the bullet and Grind for Gear in the Game. I suppose it is unfortunate that there was no way for you to know this would be the case.

If you're playing a melee monk I hope you are also using energy shield along with your evasion, and if so, the ghost dance reservation buff - it does as lot of heavy lifting in terms of making monk feel "tanky" in the endgame even if you have a lot of energy shield.

Try not to worry so much about the percentage value displayed to you in the character sheet, it's better to be more concerned with the actual numerical value.

My personal opinion is you should have at least 3.5k es on top of a life pool and ~15-17k evasion with ghost dance to feel good as a melee quarterstaff monk as a bare minimum for late endgame maps. I usually hit these values by getting ~300% evasion on the tree and somewhere in between 200-300% increased ES as well after farming a bit for some gear and working up to those numbers. I play ssf and I've never needed to go into t1 waystones feeling unprepared gear-wise as long as I didn't rush progression through the campaign.

I also recommend the "meditate" ascendancy if you are playing as an invoker - it is a great way to recoup ES in any downtime moments and also pump up your ES to above it's baseline before a dangerous encounter. With enough evasion as well as running ghost dance, you can use it while engaged in combat like a life pot usually because the recharge only stops when you take damage - which won't happen if you're evading, or have enough evasion that a hit + ghost dance proc causes you to gain es rather than take damage.

It might be wise to also look into deflection - I find this to be a much more complementary affix for monks that lean harder into evasion than ES. You can get it on the tree but it makes a big difference if you have some good rolls on your gear as well.

There's also a quarterstaff base type that offers some block chance which can be enhanced by tree nodes, including if you anoint them on your amulet if you are not near those nodes in the tree, and the ascendancy point for Monk that turns half of your evasion into armour. You will lose some evasion, which means that something like ghost dance will restore less es on hit, but the hits will be smaller anyways - this is a balancing act between how you want to manage your defences. If you are light on ES, it might be useful to have some armour to mitigate physical damage, or to have it complement your deflection, as armour works better the smaller the hit is it's trying to mitigate.

Don't discount the value of things like freeze, stun, blind, electrocute - you need some form of crowd control. Skills like frozen locus can be prepped before you do things like pop a breach or open an essence to make the initial mobs instantly freeze (or maybe even explode) and can give you room to maneuver.

And finally - don't forget to dodge roll, stay out of the fire and other ground effects that you didn't put there, and don't get hit :)


Too lazy to just tell him to invest more into ES than EV?
Monk starts in a good position in the passive tree fot stacking ES and EV. Not really understanding this complaint.
I think the main problem that make you feel squishy might be if you're using melee? This season have been rough for melee player overall with all sort of new monster damage type that require a more active gameplay.

I play mostly monks with all sort of weapons and i find it very strong and very tanky in end game. My only problem i had was when i tryed pure evasion on him.
I believe it's actualy one of the tankiest class because of the EV/ES combo and ghost dance/wind dancer.

If you are struggling Karsey got you covered with a lot of good advices.
SSF player
Not sure I agree monk is squishy, but I would like to have more options/layers of defense available.

I remember trying to figure out my low life build after the bleed-applied-through-ES change. As far as I know, there is 1 option to not die from bleed as a low life build and its to wear multiple bleed charms and run in terror from bleed effects.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
I was very squishy on my monk(with a lot of evasion and all resistances 75%+), but after I switched to 1hp build (Chaos Inoculation) and invested more into Energy Shield, it completely changed my gameplay. Now I rarely die, but this change introduced some new challenges for me, like trying get my Energy shield to reload faster, etc. but it was worth it
Ya I dunno I was playing Acolyte of Chayula as my main... using CI and Essentia Sanguis to convert life leech to energy shield leech and I was pretty much immortal.

Eventually I switched my main to a Witch build because that's what I do every patch. Along with the fact that being immortal gets kind of boring...
Well this is one way to tell people you don't understand the game..... Maybe ask for help instead of giving your wrong analysis
Последняя редакция: baconbyte#0146. Время: 14 нояб. 2025 г., 06:12:04
so sorry to know that...

I can't comment on Monk, because I don't hate myself enough yet to play with any Evasion Toon character.

But.

i sugest to play witch. just try it. best of luck for you my man.

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