Monk

Monk combines strong active defenses, frequent combat skills, Feign Death, Mend, and Striker-compatible burst. It contributes both damage and encounter-control utility without adding a spellcasting resource layer.

Overview

Primary Role

Mobile melee damage, avoidance, combat skills, and self-recovery

Resource Profile

Endurance-driven martial package.

Damage Profile

See Melee, Spells, and the class details below for the delivery families this class supplies.

Multiclass Function

The class contributes its skills, spells, passives, stance access, and invocation access to the active loadout; overlapping mechanics use their own cap and stacking rules.

Primary Attributes

For component definitions, see Stats & Attributes and Attack Resolution.

Stances

Invocations

Class Details

Striker interaction

Developer demonstrations describe three-times weapon-skill ability damage and five-times non-weapon combat-skill damage in that beta build. T1

Feign Death and Mend

Developers highlighted Feign Death, Hide/Sneak interactions, and a shorter Mend cooldown as part of a successful pure-melee loadout. T1

Broad avoidance

Monk receives early Dodge plus Block and Riposte, supporting evasive melee play. T2

High-frequency melee abilities

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Feign Death encounter control

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Self-healing through Mend

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Striker and Evasive stance access

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Strengths by Level Range

These breakpoints identify spells, abilities, or skills that materially change the class’s damage, control, recovery, or group value. They are highlights rather than a complete spell list.T2

Levels 1–19

  • Dual wield, Mend, special attacks, Double Attack, and Feign Death arrive early (1: Dual Wield, 1: Mend, 10: Tiger Claw, 15: Double Attack, 17: Feign Death).
  • This creates a high-activity damage kit with an immediate escape and pulling tool.

Levels 20–34

  • The special-attack chain expands through several independent damage abilities (20: Eagle Strike, 25: Dragon Punch/Tail Rake, 27: Disarm, 30: Flying Kick).
  • Striker Stance is especially valuable when the loadout can cycle multiple independently reusing combat skills.

Levels 35–50

  • Riposte and Triple Attack increase late front-line efficiency (35: Riposte, 46: Triple Attack).
  • Late Monk damage benefits strongly from haste and accuracy because its base package already creates many attack opportunities.

Multiclass Synergy Boundaries

What stacks
Distinct skills, spells, passives, pets, utility, and stance/invocation access can combine when their own stacking rules permit.
What does not automatically stack
Duplicate crowd control, avoidance skills, buffs, and cap-based mechanics do not become additive merely because two classes grant them.
Evaluation method
Identify the mechanic supplied by Monk, link to its canonical rule, then compare marginal value against the other two active classes.

Developer Commentary

Official patch notes and developer demonstrations identify the following implemented changes or design boundaries. Statements about planned work remain provisional until shipped.

Open Verification Questions

Balance-sensitive: exact spell, discipline, AA, stance, and invocation values may change. This page centralizes stable class boundaries and sends numerical effects to their canonical reference pages.