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As a bonus, your unarmed attacks will be able to bypass the damage reduction of a particular metallic protection found on such creatures as you progress in your core enhancements training.
The ki attacks in all Shintao levels damage Tainted foes, but may also emit an incredible effect. With a natural 20 roll and the right confirmation, a foe struck by one of any three special ki attacks can encase a Tainted creature in a beautiful green jade stone, freezing them and making them easy to destroy.
Update 19 added abilities to the Shintao Monk that favors its use as a tanking posture, using Mountain Stance benefits of greater AC, PRR and damage. Most of the prestige features from the original Shintao line before the update are generally unchanged.
If you are unsure as to which Monk to learn first as a new player to the class, you should create a human Shintao Monk, which benefits from extra healing amplification, an extra feat, and is generally easiest and most forgiving of the class trees to learn the fundamentals.
As with most class trees, there are core enhancements at the bottom of the tree, which can be selected as you meet level and spent Action Point requirements. Also, many abilities require 2 AP to activate.
Some abilities have ranks where additional AP can be spent to improve that ability. Other abilities also have prerequisites that must be selected before you can choose a particular ability.
Remember that a character can have only one Tier 5 class tree, so selecting any Tier 5 ability will lock out the Henshin Mystic. Ninja Spy or or other Tier 5 trees.
The Shintao core enhancements are special in that they gradually add unarmed metallic damage reduction as you level. Unlike its older version, however, a Shintao Monk can bypass Silver by level 12, not 18.
As noted, the Shintao class enhancements have been augmented in a way that supports an improved "light tank" ability.
By the time you reach the 4th core enhancement ability, Argent Fist, your unarmed attacks can bypass damage reductions of Magic, Byeshk, Lawful creatures, and Cold Iron.
All Monks will gain unarmed Adamantine bypassing at Level 16.
By that time, you become effectively a living metalline weapon, unarmed.
For advanced unarmed training, seek out the builders in Cannith, who are rumored to build Crystal DR-bypassing handwraps and other ki weaponry.
All Shintao Monk attacks normally count as Light moves, allowing you to substitute any of these strikes for the Fists of Light attack in a finishing move chain.
Unlike Fists of Light, however, Shintao attacks have longer cooldowns, from 15 to 60 seconds, depending on the attack.
As of Update 19.0, these effects are bugged, so the special attacks won't count properly as Light moves in a finisher.
The Cleric spell-like abilities of the original Shintao Monk enhancements are still present in the new class tree system under the name of Elemental Curatives.
Each curative is an ability that you can toggle on or off. To release a curative, you'll need to perform a Healing Ki finishing move, which will release the Healing Ki as well as a mass-effect of the curative.
Only one curative can be active at a time.
The downside to the mass-effect is that more ki is required to activate it.
The upside to the new format is that you may select any curative you wish that's more useful early in your training, such as removing curses or getting a Lesser Restoration, rather than waiting to meet a level prerequisite in the older enhancement format.
Of course, as curatives are released to all nearby allies, you needn't spend time to target it, making it ideal to use while in battle.
Every Monk class enhancement tree offers you the option to add one of four ki attacks with secondary effects. Each attack uses 5 ki and take 3 seconds to cooldown (same as Form-based ki strikes).
This ability, on activation, gives additional effects to you based on your Monk stance.
Air Stance: +2 Insight bonus to hit, +5% Insight bonus to off-hand attack chance. You take 10% more physical and elemental damage.
Additional damage, but at the compromise of more vulnerability. As Air Stancers must be dervishes to avoid too much damage, this option makes Meditation of War a no-sell unless you fully complete your core enhancement training (see the Lotus below).
Fire Stance: +2 Insight bonus to damage and to the DC's of your Stun, Sunder, and Trip abilities. -5 Armor Class.
This one is hard to consider since Fire stance reduces your WIS, which also aids some saving throws. It's a bit like robbing Teacher Pete to pay Teacher Paul.
Earth Stance: +10 Insight bonus to Physical Resistance and +3% Insight bonus to Maximum Hit Points. -5% Dodge Cap.
This is a good mode to use if you have some Concealment, Ghostly and good Reflex saves. Most tanking Monks aren't going to be running in Water Stance, where you get the most Dodge bonuses.
Water Stance: +5 Insight bonus to Maximum Dodge Bonus. You deal 10% less damage with attacks.
A weird one to consider. While some special abilities might give you more Dodge bonuses to fill in the cap you receive here, the reduction in damage means you're not likely placing yourself in a situation that requires that increase in your cap--that is, being attacked. You'd likely toggle this ability off in this stance.
You'll no longer experience any penalties from using Meditation of War if you fully complete your Shintao training.
Just train the final core enhancement, "To Seek Perfection", which also reinforces your Tainted protections and gives you +2 to Wisdom.