by Blovski on Mon Jul 23, 2012 11:40 pm
I dunno, the Monkrog isn't innately monstrous (well, where you have non-phys. bosses at least) and I had a very tight Havendale game with it just now (had to convert to GG then out to Binlor to win it, firstborn + Zin Kibaru as bosses, brr....), it's more that Martyr Wraps are a phenomenal early game item for monks and if you're going Orc anyway the bonus damage is more relevant. Personally I think the Taurog damage boost works given you're more or less abandoning spellcasting for it and monks get relatively little out of the death protections themselves - it amplifies the benefits of Taurog for the obvious users a bit (Monks, Zerkers, Rogues) but also makes it more interesting as a choice to stick with for other characters that probably wouldn't consider him except as a piety farm.
I don't think lowering the damage bonus actually resolves the problem which is that it tends to simplify your overall strat a lot in advance (I don't think it's worse than the Binlor resist-monster). This gets better on maps like Havendale/Ick where you've got geography problems and the odd interesting enemy.