Quest Strategies (L12)

"Appear at points which the enemy must hasten to defend; march swiftly to places where you are not expected."

--The Art of War, Sun Tzu

You should concentrate on gear that should aid you greatly as you complete your Master training. There are many quests where you can find greater protective items.

Attack on Stormreach/Lordsmarch Plaza quests

  • The Droaam fighters have nasty attacks that blow through your protections at this level without good AC (50 or better).
  • Kill the Droaam spellcasters and clerics immediately. They love to Enervate you...and it's as unpleasant as it sounds. You need Death Ward. Stunning works well here. Paralyzing, not as much.
  • Stealth works very well through all quests in this chain, especially "Blockade Buster". Ninja Spies have an advantage here with the right technique. Entering doors will not break stealth in that one.
  • Do you know that you could complete "Frame Work" in about 3 minutes?
  • The Stonedust Handwraps reside in "Eyes of Stone." Upgrade these to the vampiric version when you can. These are great universal handwraps against most living foes.
  • "Siegebreaker" offers a chance at the excellent outfit, the Garments of Equilibrium.

Gianthold

Update 17 has transformed Gianthold, adding Epic difficulty. Take the following pre-U17 suggestions with a grain of salt while Syncletica's scribes get more information to revise this section.

  • Your Improved Evasion may not be enough for "The Crucible." Be wary when swimming for the last Horn. Perhaps, in Ocean Stance.
    • Do NOT volunteer to help in the Crucible for the second Horn. In that part, you need to be an idiot (and you aren't, with a higher WIS).
  • As a Lawful character, you can help in one of the prisons in "Prison of the Planes," in a room that many seem to skip (probably because there is no combat or chest opportunity).
  • Paralyzers are helpful in "Madstone Crater" But you'll be at a disadvantage in helping giant mages without a decent ranged option.
  • Most of the side adventures here are quite soloable and a good test of your resilience and self-sufficiency.
    • Beware of one: "Foundation of Discord" has respawning elementals of all kinds that will quickly knock you down or immobilize and kill you. In the end-fight, melee tactics are not enough. Soloing this at-level is nearly impossible.
  • Complete "The Crucible," "Madstone Crater" and "Prison of the Planes" to flag yourself for "Gianthold Tor." This is one of the game's more enjoyable quests since there is much to fight (three dragons, in particular) and a lot of potentially great loot.
    • For a Monk (with no crafter handy) consider Jorgundal's Collar (10% melee alacrity, great for all except Wind Stance adherents).
    • Collect 20 White Dragon Scales to get the new and improved White Dragonscale Robe, which will likely divorce you from your prized Garments of Equilbrium in short order.

The Reaver's Fate (Raid)

  • As a Monk, you'll be helpful against trash pickup and damage against the Reaver at the right time.
  • If you get the Fly spell, head up, then west and use that switch. If your Fly lasts long enough, help out any dead fellows in the penalty box and hit their switch, located in the opposite room.
  • A few notable Monk-useable rewards for this raid include the Dreamspitter quarterstaff, the Treason shortsword, the popular Madstone Boots (these can disable Light and Dark spell-like abilities if the effect goes off) and the Amulet of the Stormreaver.

The Vale of Twilight

  • The Crimson Hive spiders are magical beasts.
  • Many creatures in the Vale do not originate from this plane. Put them back where they came from with the right equipment. Banishing handwraps/weapons ignore DR, temporarily foregoing the urgency of getting DR-bypassing wraps/weapons while the bad guys exist on your plane of existence.
  • The Eladrin in "Running with the Devils" are hard to attack because they are generally of Good alignment. Perhaps you should consider that they are Outsiders.
  • Don't fight on bridges.
  • Windlasher Austeres will enervate you on sight. Don't let them, and have Death Ward.
  • As you enter the watery maze "Let Sleeping Dust Lie," just take left turns and watch your map. Don't kill any spiders. Pinpoint attacks such as Quivering Palm are good, and paralyzers are better.
  • "Rainbow in the Dark" requires someone to hold the Radiant Arc light source. Perhaps an ability you obtain by Level 19 could help, instead. A Monk can hold the Arc but can become uncentered--and you aren't getting much damage from that scepter while equipped as you fight. Perhaps a Level 19 ability can help.

The Shroud

  • The portals in Part 1 require Smiting to damage them. Alternately, Anarchic Handwraps of Construct Bane are helpful. Light Monks should spam Moment of Clarity finishers to accelerate a party's DPS.
  • In Part 2, your ability to stun and hold devils and demons are good to clear the trash. Your stealth is helpful to scout out the four lieutenants in the center while letting your party recharge and prepare.
  • In Part 3, none of your defensive abilities will stop damage from the Whirling Blades. On harder difficulties, they are outright deadly.
  • In Parts 4 and 5, "Harry" requires Silver+Good handwraps or weapons. He hates Electricity. Dark Monks: Increase the electrical damage using Static Charge.
  • While you cannot craft Green Steel handwraps, you can use the Shroud ingredients for Incredible Potential rings.

Miscellany

  • "A Relic of a Sovereign Past" has an opportunity for you to craft a heavy fortification necklace there if you find the right ore there. Incredible XP is to be had, as well.
  • Completing "In The Flesh," the last quest in the "Harbinger of Madness" quest chain, may offer up the Thaarak Bracelet as the chain reward for Toughness and a Dodge Bonus.
  • "Lord of Eyes," the last quest in the "Reign of Madness" quest chain, may give you the Unstable Handwraps as a chain reward.
  • Running the Necropolis chain can yield an improved Silver Flame Pendant, with deathblock as well as absorption of a few nasty spell attacks common with spell casting undead and beholders.