A Support Aura, the Ensnare Aura slows down enemy movement speed. The percent effect showed is how much of the normal speed the monster has while moving through the aura. ie. 70% is worse then 41% since the monster moves at 41%, not a 41% reduction of base speed. This is capped at 15% movement speed and does not effect poison immune creatures
This is the only direct damage aura for the monk. While he is a support class, he can use a combination of auras to do extreme damage. This is best used with Walls/Ensnare Aura to make enemies stay inside longer and a Strength Drain Aura/Darkness Trap to take away any electric immunities
A Support Aura, the Healing Aura can be quite helpful in that is allows a hero to heal and attack at the same time. The aura costs significantly less than healing multiple times. One strategy is to place a healing aura in a central location or near the core so all Heroes can share one. This is also the largest aura.
A Support Aura that causes monsters to hit for less damage as well as removing elemental affinities. This becomes useful later in the game when monsters become difficult to destroy. This aura also drains the fastest.
A Support Damage Aura. The monsters will attack each other in confusion, making the Heroes job a lot easier! This works best on large groups of monsters. The smallest and slow draining of the auras.
Cost: 5 Defense Units 100 Mana
The Monk uses a variety of melee based weapons (with the ability to shoot Chi bolts similar to an Apprentice Weapon) to do DPS. They range from Axes to Swords to Spears. An overall look at Monk Weapons can be viewed here.
I would like to focus on some of the better (common and current opinions as to such) weapons available.
This is a preferred weapon as it is the easiest Monk weapon to get that is upgradeable to 7 projectiles (Which is 1 more projectile/~16% more DPS than most Monk Weapons). This weapon caps at +80 Ranged Damage per Upgrade.
This has become a new favorite since it's release as a Boss Drop in Insane/NM Aquanos. It is upgradeable to 8 projectiles ([3 dead center, 2 of which are elevated] Making it 33% more DPS than most Monk Weapons and 14% more than the Nosferatu). It also caps out at +104 Ranged Damage per Upgrade. The only downside to this weapon is that it deals electric damage, meanings that it will not do damage to electric immune monsters.
Monk Stats and Skills
There are 10 possible places to spend the Monk stat points on, 8 Statistic areas and 2 Skills:
Placing points in Player Damage increase the physical damage of each attack done by the player. This skill is based off the hero's weapon damage, this means increasing it a lot early on has less of an impact then having it maxed end game. This does NOT increase chi attack damage
A requirement to max this and continue to increase player attack with items. A Hero build should look to using ranged based weapon. This stat will greatly increase his damage as well as that of any Heroic damage pet.
Not recommended, should focus on aura skills first. The Tower build Monk should focus on fixing towers, placing auras, and using his buffing abilities to support his teammates.
This should be raised after getting Tower and Hero Boost to a good level so that your pet can assist by doing damage.
This stat increases the players movement speed. Maxing this stat is essential for all classes but maxing should be put off until later levels. A few points early into player speed will allow the player to move fast and not be at much disadvantage. Items can be used to cover player speed by late game so an early investment can be offset by a re-spec at level 70.
A must have skill! If the Monk is too slow, he can not effectively get to and away from creatures.
A must have skill! Repair, repair, repair! A tower Monk should always be on the lookout for a tower or aura in need of repairing or replacing. He can also use his special skill to boost and repair towers.
Again, a must have to get where you're needed so that you can boost.
(120 max, with no benefit above 99 (or 400 in nightmare), can be raised with equipment)
This stat increases the effect rate of all Monk auras. Each aura has an attack cycle, increasing Tower Speed will make this cycle faster.
Not recommended as a hero Monk should focus buffing himself and his skills, not his towers.
This is recommended to max if the player is going for a tower or hybrid build as the damage output of each tower is greatly increased. This stat does not scale as well a Tower Attack and as such, should be secondary to that stat.
This is not a stat a Boost Monk should worry about.
Heals all players in the aura, boost player and familiar damage, increase player defenses. Hero Boost is a great skill for use agains large groups of monsters, to heal teammates or himself, or used against bosses.
This is definitely something a Hero DPS Monk will want to max out.
This is not something a Tower Build Monk should worry about.
This skills is optional for boosts monks, but usually preferred to help kill bosses and have your pet do significant damage in NM.
60 Mana per use plus mana over time while active (mana over time cost goes down with more points into the skill)