The Everquest 2 Monk Guide-The Art of War-Monk Combat Arts-Combat Arts: Damage ArtsThis is a featured page

These are the bread-and-butter abilities for any fighter (and scout) class. They are the
most exciting and when they land, large amounts of damage can be seen. These arts will
11 Buff refers to enhancements of some particular effect. These enhancements include stats, skills,
damage, haste, etc.
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The Everquest 2 Monk Guide
roughly make-up 20-50%+ of your DPS (more for a scout class) throughout any given
battle. I would like to point-out, as you progress in levels, melee damage from weapons
will contribute more to your DPS because of better weapons, haste buffs, and strength
buffs. Most of the time, these arts have very distinct (and fun) names (e.g. Lunging
Mongoose, Flying Dragon, etc.) and really compliments the role-playing aspect of a monk
well. Additionally, monks arguably have the nicest melee fighting graphics (e.g. spinning
jump kick) and are still quite enjoyable to watch even after many months of playing.
Damage arts are in 4-basic damage effectiveness categories:
High Damage: These arts (e.g. Rapid Swings, Lunging Mongoose) will do the
most damage and generally on 30-second timers. Some of these arts might have
small benefits.
Medium Damage: These arts (e.g. Biting Mantis, Swooping Hawk) are on either
10-second or 15-second timers and will roughly do half the amount of damage
versus the high damage arts.
Low Damage + effect: These arts do the least amount of damage but provide
some nice debuff effects on the mob such as stuns, interrupts, slows, etc.
Area Effect (AE) Damage: There’s really only 1-line of arts (e.g. Assault) that do
AE damage and arguably aren’t even worth using because of the long cast times
and recycle timers. These are on 30-second timers.
How does my combat art damage compare to my melee damage?
Mostly every combat art (even low damage arts) available to you will generally do more
damage than your normal melee attack or auto-attack damage. Because of this reason,
you should always perform your combat art anytime it’s available (unless you are
conserving mana or avoiding aggro).
On a more technical side, you will notice that I rate each damage combat art with a
relative DPS value or the expected damage output it should perform over one second. If
the “Relative DPS” value is greater than your auto-attack DPS value, you should use this
art since it will increase your overall DPS value. Again, that doesn’t mean you should
“button-mash” all your combat arts since they do take-up power and when you are trying
to conserve power, you would want to only activate combat arts that have a higher
damage to power ratio or “Power Efficiency Ratio”.
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The Everquest 2 Monk Guide
How much more damage will I do if I upgrade a combat art?
Damage Art
Upgrade
Quality
% Damage
Improvement
over App-3
Adept-1 10%
Adept-3 20%
Master-1 30%
Again, these are rough estimates and could vary based on the particular damage art you
are interested in upgrading.
Damage combat art upgrade lines
Upgrade
Line
Name
Levels
Given
Total
Upgr.
Given
Description Type Damage
Effectiveness
Assault 7, (10),
21, 35,
49
4 (5) An area of effect attack that
damages enemies near
you.
Area Effect
Damage
Medium
Bruising
Strike
17, 31,
35, 45
4 Deals high damage to the
target and some damage to
the brawler on a successful
hit.
Hand
Damage+self
inflict
High
Kick 5, (10),
(20), 19,
33
3 (5) A kicking attack that deals
crushing damage to the
target.
Foot Damage Low
Power
Strike
10, (20),
24, 38,
(40)
3 (5) An extra attack that may
interrupt a spell.
Hand
Damage+interrupt
Low
Rapid
Swings
19, 33,
47
3 Has a chance to launch a
series of 4 attacks. If any
one attack misses, the
remaining attacks will miss
as well.
Multiple Strikes Extreme
Shoulder
Charge
13, 27,
41
3 Shoulder Charge stuns the
enemy.
Hand
Damage+stun
Low
Silent Fist 50 1 A high damage attack, it
silences the target for a
short time.
Hand
Damage+stifle
Extreme
Swooping
Dragon
22, (30),
36, 50
3 (4) Launches a flying kick at
the monk's target.
Foot
Damage+DOT
High
Thrust
Kick
11, 25,
(30), 39
4 (5) Deals crushing damage. Foot Damage Medium
Wild
Swing
3, 15,
29, 43
4 An extra attack that does
low damage.
Hand Damage Low
Winter's
Talon
30, 44 2 Launches a flying kick that
freezes the opponent on
successful hit.
Foot
Damage+stun
Extreme
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The Everquest 2 Monk Guide
In summary, there are between 35-39 total damage arts that fall into 11-different damage
art upgrade lines. Also, the upgrade line name (e.g. Assault upgrade line) will be the name
of the first combat-art you receive in that upgrade-line.
In your table, what do those parentheses mean?
You might have noticed in the table that some upgrade lines have parenthesis in the
“Levels Given” and “Upgrades Given” columns. As we explained in the Trainings section,
trainings are given every 10-levels and some of these combat art trainings fall under
damage upgrade lines. The number in parenthesis is valid if you decided to choose
training in that particular damage upgrade line.
Number of combat art upgrade lines available per level
Monk
Level
Upgrade
Lines
Available
Upgrade Line
Available
3 1 Wild Swing
5 2 Kick
7 3 Assault
10 4 Power Strike
11 5 Thrust Kick
13 6 Shoulder Charge
17 7 Bruising Strike
19 8 Rapid Swings
22 9 Swooping Dragon
30 10 Winter’s Talon
50 11 Silent Fist
Certain damage upgrade lines only become available at higher levels (e.g. Bruising Strike
upgrade line at level 17). As a result, you will not have the maximum available combat arts
until you reach level 50.
Number of available damage upgrade lines versus DPS
Since most combat art damage is better than melee damage, the more damage upgrade
lines available, the better your DPS output. It is also good to note, that your overall DPS
will go-up as you increase in levels because of other factors too, including stat buffs,
better items, higher quality combat arts, etc.
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The Everquest 2 Monk Guide
Some basic definitions on combat arts
In the next few sections, we will be discussing, in detail, each monk damage art but
beforehand, I want to clarify some of the terms that we will be using.
Upgrade Line Name: For simplicity, the first combat art received in a particular
upgrade line will be the name of the upgrade line. For example, Wild Swing is the
received at level-3 so all the following combat arts in that line will be considered to
be in the Wild Swing Upgrade Line.
Relative DPS Rating (RDPS): Average DPS rating to expect over 1-minute period
of time. E.g. if this value is 20, you should expect an additional 1200 points of
damage by using this art over a 1-minute period of time.
Absolute DPS Rating (ADPS): Average damage over 1-second. If your combat
art ADPS value is higher than your auto-attack DPS value, you should use this art
since it will do more damage versus your weapon attack.
Power Efficiency Rating (PER): 1 - (Power / Damage). We will consider any
damage art that has a Power Efficiency rating greater than 70% as good. Also, if
you are trying to preserve power, you would want to do arts with high PER ratings
Overall Rating: This is my personal rating on an upgrade line or combat spell.
Any rating with “OK” or higher would be good to use in most encounters.
Minimum Power: Power needed to activate the art at your lowest level or when
you first receive the art.
Maximum Power: Power needed to activate the art at the white-conned level.
Average Damage: Average damage at the white-conned level. We assume all
arts art at the app-3 to adept-1 level and your strength is around 100.
(Recycle) Timer: Once an art is activated, the time it takes for art to be useable
again.
Why doesn’t my actual damage equal what is in your tables?
Your actual damage will largely depend on the particular mob you are fighting. From my
experience, there is at least a 20-30% decrease in your effective damage because of the
mobs mitigation and avoidance values. Also, the damage I display is at the “white-con”
level so if your damage arts are conning yellow or orange, you would be doing
comparatively less damage.
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The Everquest 2 Monk Guide
The Wild Swing Upgrade Line
Upgrade Line
Name
DPS Rating Power Eff.
Rating
Overall
Rating
Wild Swing
Upgrade Line POOR POOR OK
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Wild
Swing 3 2 10 1 10 34 34 3 71% OK
Focused
Strike 15.6 10 23 1 10 71 71 6 68% POOR
Pouncing
Tiger 29 23 46 1 10 129 129 12 64% OK
Waking
Dragon 43 47 66 1 10 249 249 23 73% GOOD
The Wild Swing Upgrade line is one the worst upgrade lines for the monk and it’s arguable
that you shouldn’t use this line at all. These arts do less damage versus your auto-attack
damage and the buffs/debuffs/procs aren’t significant.
Wind Swing (Level 3)
“An extra attack that does low damage.”
This art is actually very useful since it’s the first damage art given to your monk and the
actual damage is fairly respectable. At these levels your auto-attack damage is abysmal
so Wild Swing is a nice complement to your early dps output.
Focused Strike (Level 15.6)
“An extra attack that can be used at range.”
This is the only ranged damage art you will received in your monk’s career and it’s quite
disappointing at best. The range is too small (5 meters) for effective pulling and you would
be better off to use a ranged weapon or taunt pull.
Pouncing Tiger (Level 29)
“An extra attack that slightly decreases the agility of the enemy.”
Pouncing Tiger does low damage and de-buffs the target by 5 agility points. Other than a
nice sounding name, this art has very poor dps and the agility effect doesn’t seem
noticeable. You could possibly decide to you this art based on your weapon dps, but since
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The Everquest 2 Monk Guide
the power efficiency is very bad, it might be better just to save the power for more efficient
arts.
Waking Dragon (Level 43)
“An extra attack that deals additional fire damage over time.”
Waking dragon initially does 125-209 damage, plus an additional 32-points of heat
damage. This art also does another 35-damage every 18-seconds (goes off twice in 36-
seconds) and a 7-point agility debuff. The overall average damage of 249 is very nice, and
would be a good choice to use unless you are trying to conserve some power.
The Kick Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Kick Upgrade
Line OK OK OK
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Kick 5 18 18 0.6 10 65 108 6 72% OK
Lu Sun’s
Spinning
Kick
10 27 27 0.6 10 105 175 10 74% GOOD
Flying
Kick 19.6 20 43 0.6 10 129 214 12 67% OK
Lu Sun’s
Stifling
Dragon 20 48 48 0.6 10 169 282 16 72% GOOD
Swooping
Hawk 33 46 79 0.6 10 211 352 20 63% OK
Diving
Phoenix 47 75 99 0.6 10 236 393 22 58% GOOD
The Kick upgrade line is the one of fastest combat art lines. The DPS ratios are
respectable and I will almost always use these arts in any encounter. However, compared
to some of the other damage lines, the Kick line has probably the lowest usable DPS ratio
and a fairly bad power efficiency rating. As a result, this line of arts would be first to go, if I
was trying to conserve power.
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The Everquest 2 Monk Guide
Kick (Level 5)
Damage Type: Crush Damage
“A kicking attack that deals crushing damage to the target.”
The Kick damage art introduces you to your second damage art line and since it’s at level
5, it is a welcome addition to your newbie career. It’s quick casting and allows for fast
damage to those low level mobs.
Lu Sun’s Spinning Kick (Level 10)
Damage Type: Crush Damage
“An advanced form of Kick. As a bonus to Kick it inflicts additional damage.”
Lu Sun’s is one of the four training options at level-10 and is quite a formidable choice. It
roughly does 67% more damage than its Kick counterpart and performs similar to DPS
arts 9-levels above it. Although for trainings, my preference is towards the taunt combat
arts versus the damage arts.
Flying Kick (Level 19)
Damage Type: Based on weapon
“An extra high damage attack.”
Flying kick is a nice upgrade to the original Kick art given at level-5. However if you chose
Lu Sun’s Spinning Kick or going to choose Lu Sun’s Stifling Dragon (at level 20), Flying
Kick is relatively substandard. Overall, it’s still a useable art in itself but is fairly weak in
the power efficiency rating.
Lu Sun’s Stifling Dragon (Level 20)
Damage Type: Heat Damage
“An advanced form of Flying Kick. As a bonus to Flying Kick it briefly prevents the target
from using abilities.”
Lu Sun’s Stifling Dragon is another good training option and does about 30% more
damage than its Flying Kick counter-part. Lu Sun’s also stifles the opponent for a short
period of time and could be quite useful in interrupting spell caster, melee specials, etc.
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The Everquest 2 Monk Guide
Swooping Hawk (Level 33)
Damage Type: Lightning Damage
“An extra medium damage lightning attack.”
Swooping Hawk is one of the only lightning based attacks and works very nicely to those
mobs that are immune to physical damage (e.g. crushing, slashing, and piercing).
However, its one of the more power inefficient arts in this line so use at your discretion.
Diving Phoenix (Level 47)
Damage Type: Heat Damage
“An extra heat damage attack.”
I personally like any art that is heat base because their quite a few raid mobs that are
susceptible to heat (and immune to crush). Diving Phoenix should make the top-10 list of
damage arts you should be performing in any battle and has a respectable DPS rating.
However, it is one of the most power inefficient arts using 99-power per cast and can
quickly drain your power pool in any long battle.
The Assault Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Assault
Upgrade Line POOR POOR POOR
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Assault 7 4 21 3 30 46 15 1 54% POOR
Jyson's
Twirling
Fists
10 12 40 3 30 85 28 3 53% POOR
Sparking
Cobra 21.6 26 50 3 30 101 34 3 50% POOR
Swooping
Eagle 35 47 84 3 30 176 59 5 52% POOR
Storming
Hydra 49 82 99 3 30 202 67 6 51% OK
The Assault upgrade line is the only set of combat arts that deal area effect damage
(AOE) to every mob (not just the encounter mobs) within a certain radius of the monk.
Because it effects every mob, these arts are risky to cast (especially in dungeons) since
you might pick-up additional non-hostile mobs while you are already engaged. Also, these
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The Everquest 2 Monk Guide
arts are very slow and unreliable, taking 3-seconds to cast and you are not guaranteed
that it will hit every mob (i.e. resists).
By far, Assault is the worst upgrade line given to your monk and I would only serious
consider using Storming Hydra and only if it was at the adept-3 quality. In any case, if you
decide to use these arts, try to be positioned behind the mobs and therefore avoid any
unnecessary riposte damage.
Why do my Assault combat arts have a blue background?
Blue background arts illustrate that they affect every mob in a certain radius of the monk.
In contrast, green background arts will only effects mobs in the current encounter and in a
certain (much larger) radius. E.g. Taunt and Shout are encounter only arts and have a
green background.
Assault (Level 7), Sparking Cobra (21), and Swooping Eagle (35)
Damage Type: Lightning
There is no reason in discussing these arts individually since they are all equally as bad
and are the worst damage arts you will ever receive as a monk. I would highly recommend
throwing these arts away and remove them permanently from any hot-bar.
Jyson's Twirling Fists (Level 10)
Damage Type: Lightning
“An advanced form of Assault. As a bonus to Assault it inflicts additional damage.”
Comparatively probably the best Assault art since it’s a training choice. Again, it is not
good enough to use and all the other training choices at level-10 are much better.
Storming Hydra (Level 49)
Damage Type: Lightning Damage
“A multi-enemy lightning attack that grants the monk increased agility.”
I actually have grown to like this combat art and in the right circumstances can outperform
your auto-attack DPS. Specifically, I will use Storming Hydra if there are 5 or more mobs
and if I am physically positioned behind all of them. Assuming those conditions are true, I
will first use my main damage arts and while they are recycling I will use Storming Hydra. I
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The Everquest 2 Monk Guide
have found that if I use this art from behind the mobs, all 5-attacks from Storming Hydra
will likely hit and you will also avoid unnecessary riposte damage.
The Power Strike Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Assault
Upgrade Line POOR POOR GOOD
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Power
Strike 10 9 18 1 30 42 42 1 57% OK
Bakindo’s
Lunging
Tiger
20 8 8 1 30 50 50 2 68% GOOD
Grappling
Bear 24.6 18 38 1 30 67 67 2 43% GOOD
Striking
Cobra 38 34 64 1 30 202 202 7 68% GOOD
So’Li’s
Spitting
Cobra
40 52 82 1 30 463 463 15 82% GREAT
These combat arts do very little damage and are extremely power inefficient. However, I
rated these arts as “GOOD” since they have nice side-benefits of interrupting the mob and
decreasing DPS by 5%. Please remember that the recycle timer is every 30-seconds and
the DPS de-buff effect lasts for only 20-seconds. As a result, there will be 11-second (10-
second for timer and 1-second for casting) gaps where you wouldn’t have the DPS de-buff
benefit.
What happens when you interrupt the mob?
Successful interrupts will stop any spell or special being cast but will not stop the mob in
performing melee attacks. Since most spells are on 1-second casts, it is very hard to
interrupt the mob.
Power Strike (Level 10)
Damage Type: Based on weapon
“An extra attack that may interrupt a spell.”
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The Everquest 2 Monk Guide
From this line of arts, Power Strike is probably the least effective since there is no
apparent DPS de-buff. As a result, the main benefit of this art would be the interrupt, but
at these low levels, interrupts aren’t really that important. You would be fine in not using
this art and saving the power for something else.
Bakindo’s Lunging Tiger (Level 20)
Damage Type: Based on weapon
“An advanced form of Power Strike. As a bonus to Power Strike it inflicts additional
damage.”
I would pass on this training since it’s the same as Power Strike except for a few extra
damage points. The DPS is still fairly low and you do not have a nice DPS de-buff. Also,
there are a few other training options at this level that are better choices.
Grappling Bear (Level 24)
Damage Type: Based on weapon
“A lower damage attack that interrupts the enemy.”
Grappling Bear is the first art in this line that has a 5% DPS de-buff on the mob. The
damage rating is still horrible, but for tanking, this art fairly effective.
Striking Cobra (Level 38)
Damage Type: Based on weapon
“A lower damage attack that interrupts the enemy.”
A very nice art all around and the damage rating (202 DPS) should outperform your autoattack
DPS. I personally use this in my DPS repertoire as one of my lower DPS arts and
occasionally will stop using in longer battles because the power efficiency isn’t that great.
So’Li’s Spitting Cobra (Level 40)
Damage Type: Based on weapon
“A lower damage attack that interrupts the enemy.”
For a Power Strike upgrade art, Striking Cobra dishes-out a lot of damage rivaling even
some of the higher damage art lines. This art initially does 158-264 damage plus an
additional 63-damage over 4-ticks (16-seconds) for an overall damage output of 463-
points. Along with the nice interrupt and 5% DPS de-buff affect. So’Li is a strong choice.
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The Everquest 2 Monk Guide
Personally, I chose Lu Sun’s Raging Soul as my level-40 training choice. However in
retrospect, I might have chosen So’Li’s Spitting Cobra. As a 50-level monk who raids
frequently, DPS is my primary role and So’Li’s would complement my damage output well.
The Thrust Kick Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Thrust Kick
Upgrade Line GOOD GREAT GOOD
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Thrust
Kick 11 10 19 1 15 134 134 8 86% GOOD
Break
Through 25 N/A N/A N/A N/A N/A N/A N/A N/A GOOD
Plodding
Tortoise 25.6 18 38 1 15 187 187 12 80% GOOD
So'Li's
Flitting
Sparrow
30 24 44 1 15 250 250 16 82% GOOD
Biting
Mantis 39 37 60 1 15 300 300 19 80% GOOD
This Thrust Kick upgrade line is the big-brother to the Kick upgrade line and does nice
damage on a quick 15-second recycle timer. Although, not one of the highest total
damage arts, the Thrust Kick is one of the most efficient in both DPS and Power
Efficiency.
In the battle scheme, I will quickly cast the Thrust Kick line arts after casting the longer 30-
second damage arts. In extreme circumstances where I know the battle will be very long, I
would hold off casting the Thrust Kick line and just focus on the 30-second damage arts.
Why is Break Through listed?
Break Through is actually a Bruiser combat art that was accidentally given to Monks at
level-25 and was taken away in one of the previous updates from SOE. Although a
mistake for the monks to have, Break Through was a much better choice versus Plodding
Tortoise since it added a nice 10% DPS buff on the monk for 2-ticks.
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The Everquest 2 Monk Guide
Thrust Kick (Level 11)
Damage Type: Crush Damage
“Deals crushing damage.”
This is a very nice addition to your early monk career and is very power efficient. The
crushing damage is also nice on mobs that might be susceptible and the 15-second timer
allows for multiple casts in short battles.
Plodding Tortoise (Level 25)
Damage Type: Crush Damage
“A medium damage attack that can be used while stunned.”
The special effect of “being able to cast while stunned” isn’t all too exciting to me, however
Plodding Tortoise will be one your primary damage arts until level-30. Prior to level-30
your damage art selection is fairly limited and Plodding Tortoise will end-up in the top-4
list. It would be good to continuously cast unless in extreme power conservation
scenarios.
So'Li's Flitting Sparrow (Level 30)
Damage Type: Crush Damage
“An advanced form of Plodding Tortoise. As a bonus to Plodding Tortoise it interrupts
casting.”
I don’t particularly like this training option because Toghan and Goran are much better
choices at this level. Also, this art becomes out-dated once Biting Mantis becomes
available.
Biting Mantis (Level 39)
Damage Type: Magic Damage
“A medium lightning damage kick attack that can be used while stunned.”
I really have grown to like this art in my raid repertoire since its cheap (tier-4 rare) to
upgrade and is lightning based. There are quite a few raid mobs that are immune to
crushing so this art works very well as opposed to some of the other damage lines. Biting
Mantis is also rated high on the DPS and Power efficiency scores and the total damage is
amongst the top-5.
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The Everquest 2 Monk Guide
The Shoulder Charge Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Shoulder
Charge
Upgrade Line
POOR POOR GREAT
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Shoulder
Charge 13 13 31 0.6 30 19 32 1 0% GREAT
Rushing
Bear 27 29 65 0.6 30 36 60 1 0% GREAT
Charging
Tiger 41 71 99 0.6 30 202 336 7 51% GREAT
The Shoulder Charge upgrade line has a horrible DPS rating but is overall one of my
favorite line of arts because of the stun effect. Although stuns aren’t very in a DPS role,
they are extremely important in a tanking and should always be used.
What is a stun?
As we mentioned before, interrupts stop spells and arts. Stuns, in contrast, stop
everything (e.g. melee, casting, moving, etc.). A successful stun will cause the mob to
“freeze” in place for a few seconds and if you are tanking, will reduce your overall damage
received.
How long does is the stun effect for the Shoulder Charge Line?
From my experience, the stun effect seems to be around 2-seconds or ½-tick.
Comparatively, the stun effect is fairly short, but when used in combination with the other
stun lines (Winter’s Talon and Rapid Swings), they have a dramatic impact in any battle
situation.
Shoulder Charge (Level 11)
Damage Type: Crush Damage
“Suns the enemy for a moderate period of time.”
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The Everquest 2 Monk Guide
As far as DPS, these arts are the worst art given to the monk. Fortunately, you won’t be
using them for damage and at the early levels is a very nice complement to the tanking
monk.
Rushing Bear (27)
Damage Type: Crush Damage
“Suns the enemy for a moderate period of time.”
Rushing Bear has the special distinction of having the longest stun effect in the Shoulder
Charge line and can stun mobs for roughly 3-seconds (versus the 2-seconds for other
arts). In contrast, the damage is horrible so it’s debatable if you would really want to use
this art versus Charging Tiger on high-level mobs.
Charging Tiger (Level 41)
Damage Type: Crush Damage
“Stuns and has a chance of confusing the enemy.”
I haven’t figured-out what “confusing the enemy” actually does but Charging Tiger is
decent since the damage is fairly nice and might outperform your melee damage.
However, this art is on a 30-second timer and is a bit power inefficient so you don’t want
to rely on Charging Tiger as a pure DPS art.
The Bruising Strike Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Bruising
Strike
Upgrade Line
GREAT POOR GREAT
Combat Art
Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Bruising
Strike 17 11 26 1 30 188 188 6 86% GREAT
Stumbling
Boar 31.6 31 161 1 30 299 299 10 46% GOOD
Bakindo's
Raging
Tiger
40 50 150 1 30 350 350 11 57% EXTREME
Freezing
Palm 45.6 49 161 1 30 403 403 13 60% GREAT
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The Everquest 2 Monk Guide
Devastation
Fist 35 25% 25% 1 300 MAX MAX MAX MAX EXTREME
The Bruising Strike line is one the first set of arts that will have a very nice DPS rating. It
should always be used in your DPS arsenal (as with any 30-second high damage art), but
the self-inflict damage is noticeable and should be avoided when tanking.
The Bruising Strike upgrade line and a monk’s turning-point
The Bruising Strike line represents the turning-point of when your monk goes from
“childhood” (levels 1-15) to “adulthood” (levels 19+) in the DPS role. At this point, and for
the next few levels (to level-22), you will receive three of your higher rated damage lines,
of which, the Bruising Strike line will be the first received. With the addition of these
upgrade lines, you will start to outperform the other fighter and scout arch-types. Once
you hit level-30, you should be the tops in the DPS ranks, only being second to the wizard
subclasses in non-raid encounters.
Bruising Strike (Level 17)
Damage Type: Based on Weapon
“Deals high damage to the target and some damage to the brawler on a successful hit.”
At level-17, Bruising Strike will be your first combat art that yields high damage. Along with
Thrust Kick, these will be your 2-primary damage arts until level-19 and should always be
used in any encounter where you are playing the DPS role.
Stumbling Boar (Level 31)
Damage Type: Based on Weapon
“A high damage attack that costs health.”
Stumbling Boar can dish-out up-to 300-damage and will be your 4th highest damage art at
these levels. It is a welcomed additional to your low 30’s monk and will provide value all
the way to your mid 40’s.
Bakindo's Raging Tiger (Level 40)
Damage Type: Based on Weapon
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The Everquest 2 Monk Guide
“An advanced form of Stumbling Boar. As a bonus to Stumbling Boar it inflicts additional
damage.”
Bakindo’s Raging Tiger is one of your level-40 training choices and I am not sure if it
actually will out-perform Freezing Palm at level-50. If it can, I would highly recommend
choosing Bakindos for your DPS arsenal.
Freezing Palm (Level 45)
Damage Type: Based on Weapon
“A high ice damage attack that costs health.”
Freezing Palm will be one of the few damage arts that you will want to cast in every
encounter where you are playing the DPS role because of its high damage output. At
Adept-1, this art can dish-out around 400-damage, however, in comparison with the other
30-second damage arts (e.g. Rapid Swings, Winter’s Talon, etc.), Freezing Palm is
probably the least effective in both damage output and power efficiency. Again, it’s still
worthy enough to use when you need to crank-up the damage.
Devastation Fist (Level 35, Bloodline Chronicles)
Damage Type: Based on Weapon
“Chance to instantly kill any solo mob.”
On a successful hit, Devastation Fist will instantly kill any solo mob. In consequence, you
will be stifled for 30-seconds (i.e. can not cast subsequent arts) and your Bruising Strike
line will be inactive for 5-minutes since it shares the same timer as Devastation Fist.
Overall, this art is very effective against any solo mob and basically gives you a “free” kill
every 5-minutes.
This combat art can be purchased from the NPC vendors near Timber Falls in Nektulos
Forest after completing at least 3 of the Bloodline Chronicle quests from either of these
vendors.
The Rapid Swings Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Rapid Swings
Upgrade Line EXTREME EXTREME EXTREME
- 55 -
The Everquest 2 Monk Guide
Combat
Art Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Rapid
Swings
19 18 48 1 30 350 350 11 86% EXTREME
Darting
Sparrow 33.6 46 82 1 30 563 563 18 85% EXTREME
Lunging
Mongoose 47 75 99 1 30 907 907 29 89% EXTREME
Rejoice! The Rapid Swings line is the best damage line for the monk in both damage
output and power efficiency. It is the only line where all three arts (i.e. Rapid Swings,
Darting Sparrow, and Lunging Mongoose), are in the top-10 list of total damage output.
Unfortunately, as with any arts in an upgrade line, you can only use one of these arts at a
time so you will want to obviously use the highest art available.
Rapid Swings upgrade line and attacking from behind
On a more technical side, the Rapid Swings line is actually a series of multiple strikes (4
or more strikes) that require a successful hit for each strike. If any of the strikes miss, then
the subsequent strikes will also miss. As a result, these arts are most effective if you
attacking behind the mob and with higher strength. As a bonus, most of the Rapid Swing
arts have a chance to stun the mob and therefore reduce the number of attacks towards
the tank. However, the extra stun effect comes with a down-side since these arts will then
become ineffective against raid mobs.
Rapid Swings (Level 19)
Damage Type: Based on Weapon
“Has a chance to launch a series of 4 attacks. If any one attack misses, the remaining
attacks will miss as well.”
With the introduction of this art at level-19, the monk’s role as DPS is solidified. Rapid
Swings will outperform any damage art for at least the next 10-15 levels and should
always be one of the first arts used in any DPS encounter. Because of its high damage
output, you might want to be careful leading-in with this art since it would be very easy to
attract agro. As a result, I might lead in with one of the other 30-second damage arts and
cast Rapid Swings a few ticks into the encounter.
- 56 -
The Everquest 2 Monk Guide
Rapid Swings and epic mobs
Rapid Swings is the only art in its line that will work on epic encounters and I highly
recommend that you eventually upgrade this art to adept-3. You might ask, well how
effective is a level-19 spell versus level-54 epic mobs? It’s actually quite effective and will
be in your top-10 list in damage output. At the adept-3 level, this spell does a respectable
350-points of damage for only 48-power.
Darting Sparrow (Level 33)
Damage Type: Based on Weapon
“Launches a flurry of attacks that have a chance to stun the enemy.”
Darting Sparrow is the 3rd highest damage art received by your monk at the early level of
33. As an improvement over Rapid Swings, this art gives an extra strike (e.g. 5-strikes)
and has the chance to stun the mob. It will out-damage any other art you have by a factor
of two with the exception of Winter’s Talon and overall, the best damage art you will have
until level-47.
Lunging Mongoose (Level 47)
Damage Type: Based on Weapon
“Launches a flurry of attacks that have a chance to stun the enemy.”
Lunging Mongoose is the #1 damage art given to your monk dishing-out around 900-
damage at the adept-1 level (at 100-strength). With higher strength, I have personally
seen this art produce over 1200-damage leaving waste and destruction in its path.
Lunging Mongoose is also the most power efficient art so you would want to always cast
this art and keep casting after the 30-second timer intervals.
The Swooping Dragon Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Rapid Swings
Upgrade Line EXTREME EXTREME EXTREME
Combat Art
Name Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Swooping
Dragon 22 32 55 1 30 479 479 15 89% EXTREME
- 57 -
The Everquest 2 Monk Guide
Goran’s
Slumbering
Dragon 30 63 65 1 30 520 520 17 88% EXTREME
Diving
Dragon 36.6 35 70 1 30 540 540 17 87% EXTREME
Flying
Dragon 50 75 76 1 30 620 62 20 88% EXTREME
The Swooping Dragon Line is probably your 3rd best damage line only to be surpassed by
the Rapid Swings and Winter’s Talon lines. This line actually has a 3-part effect, initial
massive crush damage, initial small heat damage, and 4-ticks of small heat DOT damage.
Over the period of 4-ticks these arts are very power efficient and should be used without
end.
The Swooping Dragon upgrade Line and crush damage
Swooping Dragon will be one of the few lines that will use crush damage for all its arts and
can be limiting towards those mobs that are immune (e.g. certain raid mobs). As a result,
if you ever encounter those mobs (E.g. King Drayek, Borxx, K’Dal, etc.), you would be
wise not to use this art since the only damage you will be seeing is the subsequent heat
DOT damage.
Swooping Dragon (Level 22)
Damage Type: Crush Damage + Heat DOT Damage
“Launches a flying kick at the monk's target.”
At level-22 and for the next 8 levels, Swooping Dragon will be one of the “big-3” (along
with Rapid Swings and Bruising Strike) 30-second damage arts you will use in any of your
DPS encounters. Swooping Dragon is also extremely power efficient and ties with Lunging
Mongoose as the most power efficient art.
Goran’s Slumbering Dragon (Level 30)
Damage Type: Crush Damage
“An advanced form of Swooping Dragon. As a bonus to Swooping Dragon, it slows the
target and decreases the attack speed.”
Goran’s Slumbering Dragon is one of the level-30 training choices and it is arguable the
damage output is worse than Swooping Dragon since Gorans doesn’t have the nice 4-tick
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The Everquest 2 Monk Guide
DOT effect. To compensate, Goran will slow the mob by 17% and reduce attack speed by
10%. Overall, I would pass-up this art since we should be more interested in DPS versus
mob debuffs and there a few other level-30 trainings that are more relevant for the monk.
Diving Dragon (Level 36)
Damage Type: Crush Damage + Heat DOT Damage
“Launches a flying kick at the monk's target.”
As with most arts in this line, there isn’t much a difference between this upgrade and its
predecessor, Swooping Dragon. With that said, Diving Dragon is one of your best
damage arts given to your monk and will be amongst the top-5. It should always be used
in any DPS battle and will also provide very good power to damage ratios.
Flying Dragon (Level 50)
Damage Type: Crush Damage + Heat DOT Damage
“Launches a flying kick at the monk's target.”
Flying Dragon is the 3rd highest damage art you will ever receive and it’s a great addition
to your level-50 monk. Again, the only downside with Flying Dragon is that some raid
mobs are immune to crush damage.
The Winter’s Talon Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Winter’s Talon
Upgrade Line EXTREME EXTREME EXTREME
Combat
Art
Name
Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Winter's
Talon 30 45 63 1 30 482 482 16 87% EXTREME
Icy
Talon 44.8 12 79 1 30 663 663 21 88% EXTREME
The Winter’s Talon upgrade line does initial massive damage plus an additional 1-tick stun
effect. The damage output is the 2nd best line and will be the best line against raid mobs
since the Rapid Swings line is predominantly ineffective against epic mobs. The Winter’s
- 59 -
The Everquest 2 Monk Guide
Talon line is one of my favorite set of arts because its usefulness in tanking, DPS, and
solo situations.
As with the Swooping Dragon Line, Winter’s Talon’s damage is also based on crush and
can be useless against raid mobs that are immune. In those circumstances, your best
performing damage lines will be Silent Fist, Rapid Swings, and Bruising Strike.
Winter’s Talon (30)
Damage Type: Crush Damage
“Launches a flying kick that freezes the opponent on successful hit.”
Receiving Winter’s Talon at level-30 is about as pivotal as receiving Rapid Swings at
level-19 because it’s an extremely high damage art and marks one of the last upgrade
lines you will ever receive. Also, as we will discuss later, this art significantly improves
your soloing performance since it can be used in conjunction with the Rapid Swings line to
maximize damage and stun potential.
Icy Talon (Level 44)
Damage Type: Crush Damage
“Launches a flying kick that freezes the opponent on successful hit.”
Bar none, Icy Talon is the 2nd best damage art and the 1st best art against raid mobs. The
massive 660-damage is the best single damage attack your monk can perform (Lunging
Mongoose does more damage but over multiple strikes) and I have personally seen this
art reach 800-damage with higher strength.
The Silent Fist Upgrade Line
Upgrade Line
Name
Relative
DPS Rating
Power Eff.
Rating
Overall
Rating
Silent Fist
Upgrade Line EXTREME EXTREME EXTREME
Combat
Art
Name
Level Min
Power
Max
Power
Cast
Time
Timer
(sec)
Ave.
Dam.
Abs.
DPS
Rel.
DPS
Power
Eff.
Overall
Rating
Silent
Fist 50 75 79 1 39 487 487 12 84% EXTREME
- 60 -
The Everquest 2 Monk Guide
Silent Fist (50)
Damage Type: Based on Weapon
“Launches a flying kick that freezes the opponent on successful hit.”
When I first received this line I was a bit confused since I thought it was in the Bruising
Strike Upgrade Line. To my surprise, Silent Fist is the introduction to your last damage
line and is one of the best arts given to your monk. As a side-benefit, Silent Fist can be
used when stifled and also has the chance to stifle the opponent for 20-seconds.


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