Poor Gameplay Experience for Monk Players

# Poor Gameplay Experience for Monk Players
Should Most Melee Classes Even Exist?

## I. Core Issues with Monk Builds
1. **Shield Charge Builds Lack Survivability**
The Shield Charge build suffers from abysmal survivability. Additionally, the Soulrend skill requires both Wind Dancer and Ghost Dance, while the character’s effective health pool is far too low.

2. **Prohibitive Mana Costs**
Mana consumption is outrageously high. With a maximum mana pool of 750, a single skill cast can cost up to 300 mana. After the removal of the Pathfinder’s mana leech nodes, the new support gem *Oath of the Vaal* only works for one skill—down from the previous universal mana leech on all damage. Combined with the already exorbitant skill costs, mana starvation is a constant problem.

3. **Unnecessarily Tedious Critical Strike Ball Generation**
Gaining critical strike balls is overly cumbersome and difficult. Coupled with the heavy reliance on multiple Spirit skills, the build becomes extremely clunky and unenjoyable to play.

4. **Redundant Elemental Herald Skills**
Skills like Herald of Ice, Herald of Lightning, and Herald of Ash cannot trigger on the same target simultaneously. Why not consolidate them into a single skill called **Herald of Elements**?

5. **Unusable Single-Target Melee Skills**
This is a loot-farming game, yet some melee skills have had their attack speed reduced and only target a single enemy. These skills are essentially never used by players.

## II. Flaws in Monk Ascendancy Passives
1. **Unused Active Skill in Invoker Tree**
*Unfettered Fury*, an active skill in the Invoker ascendancy tree, is completely unviable and sees zero play. It should be reworked into a passive skill.

2. **Poor Design of Shaula’s Zealot Tree**
The core requirement of Shaula’s Zealot is converting damage to Chaos damage—but this key mechanic is tied to a ring instead of being integrated into the ascendancy’s own passives.

3. **Underwhelming AoE Range Talents**
The newly added attack range talents offer negligible benefits to Monks. The base range of Monk skills is already vastly inferior to that of Titan skills; a mere 6% or 12% increase does nothing meaningful. Ultimately, the root cause is the excessively small base range of Monk skills themselves.
Last bumped on Jan 11, 2026, 10:03:13 AM
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k_mystes#2869 wrote:
# Poor Gameplay Experience for Monk Players
Should Most Melee Classes Even Exist?

## I. Core Issues with Monk Builds
1. **Shield Charge Builds Lack Survivability**
The Shield Charge build suffers from abysmal survivability. Additionally, the Soulrend skill requires both Wind Dancer and Ghost Dance, while the character’s effective health pool is far too low.

2. **Prohibitive Mana Costs**
Mana consumption is outrageously high. With a maximum mana pool of 750, a single skill cast can cost up to 300 mana. After the removal of the Pathfinder’s mana leech nodes, the new support gem *Oath of the Vaal* only works for one skill—down from the previous universal mana leech on all damage. Combined with the already exorbitant skill costs, mana starvation is a constant problem.

3. **Unnecessarily Tedious Critical Strike Ball Generation**
Gaining critical strike balls is overly cumbersome and difficult. Coupled with the heavy reliance on multiple Spirit skills, the build becomes extremely clunky and unenjoyable to play.

4. **Redundant Elemental Herald Skills**
Skills like Herald of Ice, Herald of Lightning, and Herald of Ash cannot trigger on the same target simultaneously. Why not consolidate them into a single skill called **Herald of Elements**?

5. **Unusable Single-Target Melee Skills**
This is a loot-farming game, yet some melee skills have had their attack speed reduced and only target a single enemy. These skills are essentially never used by players.

## II. Flaws in Monk Ascendancy Passives
1. **Unused Active Skill in Invoker Tree**
*Unfettered Fury*, an active skill in the Invoker ascendancy tree, is completely unviable and sees zero play. It should be reworked into a passive skill.

2. **Poor Design of Shaula’s Zealot Tree**
The core requirement of Shaula’s Zealot is converting damage to Chaos damage—but this key mechanic is tied to a ring instead of being integrated into the ascendancy’s own passives.

3. **Underwhelming AoE Range Talents**
The newly added attack range talents offer negligible benefits to Monks. The base range of Monk skills is already vastly inferior to that of Titan skills; a mere 6% or 12% increase does nothing meaningful. Ultimately, the root cause is the excessively small base range of Monk skills themselves.


If you say those words for Monk class that kicking monster asses in a sec, guess how they feel those playing Mercenary GL with Crossbow!
The only thing I agree with from this poorly translated post is that Unbound Avatar doesn't feel good. I'm not a big fan of cooldowns in general, so it might be personal preference.

Other than that, I think most of OPs problems center around Quarterstaff skills aswell, which I cannot comment on. That's not a general Monk issue tho.
PoE2 0.4 Character:
https://poe.ninja/poe2/profile/Sadaukar-2191/character/Sadaukar_Vaal
https://poe.ninja/poe2/profile/Sadaukaria-3556/character/IcySadaukar_Vaal

OS: CachyOS (Arch Linux btw. <3)

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