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406
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Monk Discussion / Monk General / Re: Monk bugs / issues (No Drama)
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on: March 05, 2007, 03:19:19 PM
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Added- Bug: Aum Ti - Many stacking issues. The five percent to parry does not grant the full amount. The twenty percent reduction to endurance costs does not stack with Eternal Crane, putting harmonious monks at a big disadvantage.
- Bug: Nerve Strike Currently this ability is broken by Psionicist AoE mez as well as many other minor AoE debuffs. With a 30 second cooldown, these make monks less dependable as a crowd control option in groups. This ability should be broken upon damage, to keep it in line with other classes mezmerize capabilities, or atleast make it less sensitive to certain debuffs.
- Bug: Counterattacks doublespam the melee chat box.
- Bug: Unable to learn my skills from Aum, i'm around 50 or so tries. (This should be fixed in the next patch) keeping it on the list
- Issue: You can't use food and meditate at the same time. A minor issue, but it would be nice if we could meditate and rest up using food at the same time, considering that as a monk you're probably resting after each fight when soloing.
- Issue: Originally monks were supposed to be the masters of creating weaknesses that their group members could exploit. I think it wouldnt hurt to apply more weaknesses/weakness exploit tags to more mastery style specific attacks
- Issue: Aum Liat - After the horse movement buff speed changes, monks should be granted a Five percent increase to mounted speed while chanting to keep in line with other classes movement buffs.
- Issue: Jin Surge should not count for auto attacks, because it's very easy to have it "wasted" if you don't time it right - And you can't expect your teammates to time their attacks for it either.
- Issue: Vulnerabilities need better descriptions / tutorial
- Dragon Concern: Dragon Stance - Provides health regen out of combat. This stance provides no benefit during combat and the amount of regen isn't comparable to that gained by food. It's greatest appeal would be for monks who have Feigned Death, but remain in combat with not much health left, giving them a chance to regain some health and allow them another chance to Feign Death. In combat regen from a fix of this ability may provide an advantage soloing, but I'm sure most monks would just like to see this stance replaced completely.
- Dragon Concern: Stone Dragon - Improves the monks armor scaling in level and adding resistances, while reducing attack speed. The armor gained has very little impact on the reduction in damage taken, the penalty for attack speed has little or no affect on the damage output of the monk. This stance doesn't seem to have much impact either way. Possibly reduce a flat percentage of incoming damage, or provide a percentage of resist to stuns, roots, snares and change the penalty to a reduction in run speed or percentage of outbound damage.
- Drunken Issue: Drunken Fist Stance - 10% damage increase, while generating 25% more aggro. This stance is clearly for soloing or tanking in groups as you will compete with tanks for aggro if used. Right now this stance collects dust. A possible fix to this stance would be switching the damage modifier with a damage reduction or avoidance modifier, allowing drunken monks to perform the role of off-tank once again.
- Drunken Issue: Drunken Master Stance - 10% attack speed increase and 5% dodge increase. This stance provides monks with the least amount of penalty for using the stance, but provides no real benefit other then 5% dodge. A fix for this would be adding a set amount of damage to all abilities rather then haste (or making haste affect monk abilites) and increasing the percentage of avoidance gained.
- Drunken Issue: Drunken Sway Stance - 10% to dodge, but 10% less accurate. This stance has seen perhaps the most extreme effect from the evasion changes. Almost everyone can agree that 10% is not worth a 10% reduction to accuracy simply because the two do not scale equally. A mob will gain more benefit from you missing 10% of the time, then you will see from +10% to dodge (once again 10% increase is usually not completely obtained). A possible fix for this stance would be to increase the evasion provided, possibly add a percentage boost to all damage dealt while in this stance, and significantly reduce the accuracy penalty as well as scaling it down as the monk levels.
- Harmonious Bug: Crane Stance: mouse over description says it adds +20% to parry, but the buff tool tip says 8%, i'm inclined to believe the buff tool tip.
- Harmonious Concern: Tiger Stance the end cost penalty for this stance may be too harsh
- Harmonious Issue: Eternal Crane end reduction components are not stacking with Aum Ti's end reduction components
- Harmonious Issue: There is a problem with the crit bonus stacking with buffs, gear, and weapon types. It appears to have the 25% added before other crit rating modifiers are factored in. With heavy +% crit and dex gear, along with buffs almost no benefit is noticable from switching to this stance. A suggestion for this stance would be fix the stacking issues, remove or reduce the cooldown on stance stepping, and scale the endurance cost penalty down minorly as the monk levels.
Removed- Aum Ti not working as intended (Although there are stacking issues...... that I have covered previously)
~QTM
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407
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Monk Discussion / Monk General / Re: In Depth Monk Analysis
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on: March 02, 2007, 02:24:54 PM
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Very well thought out and written post
I have read through this post several times and zeroed in on something different each time through . I found it very informative, concise, and very well organized. I will be adding your points to our bugs & issues list and sending it said list to sigil. (As I would do whenever I update the main post.) Very well done! Keep the feedback coming and monk awesomeocity can only increase. ~QTM
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408
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Monk Discussion / Monk General / Monk Wish List
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on: March 01, 2007, 01:05:26 PM
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I have decided to move the suggestions from the Bug / Issue thread to here. Plaese feel free to post your own. I'll add this to the bugs / issues list as requests for enhancement. Keep in mind we must make our goal of increasing Monk awesomeocity by at least 4 to 5 times its current levels! Suggestions- put +crit on our abilities (IE boundless fist = 5% crit every time you use THAT ability, as it wont stack with white melee or anything other. This should help us crit a bit more to open up our real dps the finishers.)
- Make certain spells, especially Iron Hand a longer lasting buff, with increased Jin cost. As is casting every minute does nothing but irritate the user. It reminds me of being a thane in DOAC when it first came out. Thanes had a self buff that you had to rebuff every 3 minutes. They finally changed it to an hour, which is much much better.
- I suggest the class start actually using its meditation skill for something, making Iron Hand cost a full bar of jin but last for an hour would make us meditate to gether that much jin. (example at 23 my max jin is 14, so make it cost that, and 50 if Jin is 30 make it cost that etc.) This also allows us monks who use it, to keep our sanity and not have to cast it every minute.
- More hps, but it would seem that many of our fellow monks disagree, however I think its a fair tradeoff since we get very little Utility. (Yes FD is nice, however rogues will get stealth which is even nicer, and also poisons, and I wont have to mention bards or rangers as everyone knows they got insane utility.)
- Martial sword parry chance should be doubled, considering you cannot duel wield them like parry daggers. Monks should be the king of evasion amongst offensive fighters.
- Monk fists and fist weapons should have their crit chance returned to 10% per hand, because they are the only class that is entirely dependent on crits to unlock their DPS. If not, the monk needs to be reworked to have it's DPS not be reliant on crits. The easiest and best path here is to just give them their crits back as it was intended.
- To make Storm Stride more useful, it should give you 5% extra chance to crit, along with a small accuracy and damage bonus for the next attack.
- Storm stride should not detrigger finishing moves. You should be able to active storm stride after a crit and then land your finisher behind the enemy..
- Quivering Palm: would like to see the effect increased from 8 secs to 12 secs.
- Ignore Pain: would very much like to see this % based instead of hard numbers or a range.
- As a pulling class is it it possible to get a lull type ability. (This is even more relevant given the wierdness with mobs hauling arse back to thier spawn spot now when FD)
- Crane Stance: Would like to see a slight % increase it gives to dodge and parry than what it currently gives. Perhaps make it a range that scales upward in level as well.
- Harmonious Stance: Doesn't seem worth using aside from abusing the stance. Perhaps if the increased the Jin regeneration or added a jin reduction to CA while in this stance.
I'll add some formatting to this later ~QTM
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409
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Monk Discussion / Monk General / Re: Chat with Talisker (Evasion, FD, DPS, and Itemization)
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on: March 01, 2007, 12:46:26 PM
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- We should always beat out Bard DPS. As even if they were to amplify thier damage with songs we would be able to take advantage of it.
Just for clarification, does this mean a solo monk w/ only self buff should out DPS a solo bard even with his dmg songs? Or does it mean a monk should out DPS a bard when the 2 are grouped together? I usually solo since PUGs are hard to find, so it makes alot of difference to me. BTW Good job QTM! All things being equal Monk should win out. How I was led to understand it is that we do not try to out dps the bard, rather its the other way around that they try to catch up to us. ~QTM
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410
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Monk Discussion / Monk General / Re: Chat with Talisker (Evasion, FD, DPS, and Itemization)
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on: March 01, 2007, 11:20:20 AM
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Update; DPS Numbers are in and we came in 3rd. Rogue->Ranger->(Vast Chasam of DPS)-> Monk -> Bard. The DPS issue is being worked on as they will turn up the dmg knob for us.
When this will go live I don't know but, I'll try to find out.
~QTM
Any Idea where we are supposed to fall? Is it going to be Rogue, Monk, Ranger then Bard, as it should be; Or will they just bump us a little so we are still far below Rangers? If they bump us equal to Rangers, then will we be getting more utility? By the way thanks for the update. We are the highest base DPS class. This essentally means - We should beat out Ranger DPS short term as he builds builds knowledge from his enemy (Short fights we should beat them out > 20 seconds or longer on an encounter they start to take over)
- We should beat out Rogue DPS while they are not using stalk to its Max potential
- We should always beat out Bard DPS. As even if they were to amplify thier damage with songs we would be able to take advantage of it.
I hope that clears the picture up for some who are not sure where we are supposed to be on that. ~QTM
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411
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Monk Discussion / Monk General / Re: Monk bugs / issues / suggestions (No Drama)
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on: March 01, 2007, 11:00:58 AM
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Added - Gerneal Issue: Claws / Ulak and knuckles should be represented visually on the character's hands. Fist wraps, however, should continue to look like the monk is bare handed.
- Gernal Issue: Get Monk dodge off the global cooldown timers
- Dragon Style Bug: Sundering Dragon's Claw tool tip says: Savagely tears through your opponent, inflicting a massive 891 to 941 damage over 6 seconds. Increases Jin by 1. It's listed as a finisher but is actually an advanced finisher and it doesnt work at all. 0 initial damage and 0 DoT (Clarification)
- Dragon Style Bug: Storm Dragon Stance: Secrets of Ice and Flame do not stack with this stance
- Dargon Style Bug: When you use a 2h weapon and do your AOE, Lightning damage is not added from our offensive stance.
Removed- Harmonious Stance Bug: Harmonious Stance can be abused
- Removed the suggestions from this thread as I am going to put up a wish list thread.
~QTM
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414
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Monk Discussion / Monk General / Re: Monk bugs / issues / suggestions (No Drama)
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on: February 28, 2007, 02:24:37 PM
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- Bug Sundering Dragon's Claw (or something like that, learned at level 42 i believe) tooltip on this skill says it's a finisher but is actually an adv. finisher. it's also supposed to be a dot for 800-900dmg or something, but does nothing. (Need more info)[
sorry for my vague description. ----[learned at lv42] Sundering Dragon Claw I 38 Endurance Dragon Mastery Finish Refresh 2:00 Savagely tears through your opponent, inflicting a massive 891 to 941 damage over 6 seconds. Increases Jin by 1. ---- not sure if skill is meant to be a finisher. the skill becomes activated after a finisher so it should be a "dragon mastery adv. finisher"? also, the skill itself doesn't work at all. there is no dot, or initial hit damage. Dragging to the end for a list update....
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415
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Monk Discussion / Monk General / Re: Monk bugs / issues / suggestions (No Drama)
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on: February 28, 2007, 02:19:20 PM
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Quinn, just to point out you listed this thread as bugs/ issues/ suggestions; and so far I have only seen bugs/issues being listed. Is it possible that you could add a separate area on the initial posts for Suggestions.
I thought I brought to the table at least two very good suggestions to consider
1. put +crit on our abilities (IE boundless fist = 5% crit every time you use THAT ability, as it wont stack with white melee or anything other. This should help us crit a bit more to open up our real dps the finishers.)
2. Make certain spells, especially Iron Hand a longer lasting buff, with increased Jin cost. As is casting every minute does nothing but irritate the user. It reminds me of being a thane in DOAC when it first came out. Thanes had a self buff that you had to rebuff every 3 minutes. They finally changed it to an hour, which is much much better.
I suggest the class start actually using its meditation skill for something, making Iron Hand cost a full bar of jin but last for an hour would make us meditate to gether that much jin. (example at 23 my max jin is 14, so make it cost that, and 50 if Jin is 30 make it cost that etc.) This also allows us monks who use it, to keep our sanity and not have to cast it every minute.
And one debatable
1. I also suggested more hps, but it would seem that many of our fellow monks disagree, however I think its a fair tradeoff since we get very little Utility. (Yes FD is nice, however rogues will get stealth which is even nicer, and also poisons, and I wont have to mention bards or rangers as everyone knows they got insane utility.)
I am not forgetting these, just tying to figure out what to do with suggestions as they are benig sent in... I may move the suggestions to a different list. but I'll get them up there today. ~QTM
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416
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Monk Discussion / Monk General / Re: Monk bugs / issues / suggestions (No Drama)
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on: February 28, 2007, 01:56:00 PM
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a side note to the Aum Ti not working, it seems to be working as intended as far as endurance cost. just tested it ingame aswell.
Hmm, not only does my Aum Ti icon on the buff bar not mention the reduced cost, if I switch to harmonious stance (no reduction / no increase cost) and use a 16 endurance ability, my endurance goes from 100 to 84. So appears to be not working for me. Anyone else to double check this?? there appears to be conflicting reports. Just remember to test it 100 for simplicity sake. ~QTM
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418
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Monk Discussion / Monk General / Re: Clarification on Monk evasion?
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on: February 28, 2007, 12:26:15 PM
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nennafair,
I mean from 1/3 from your form, 1/3 from Self Only Evasion Buffs(Trying to get more info on these) and 1/3 from items
From what I have been told we could be upwards of 50% evasion at end game. While it's not valant's wish of 75% or above 50% is pretty evasive.
~QTM
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419
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Monk Discussion / Monk Quests / Re: No Monk or Disciple weapon from Tomb of Lord Tsang?
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on: February 28, 2007, 10:46:33 AM
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QTM, perhaps now that you are our go-to guy (congratz btw) could you please find out any info on this? A date or propsed fix would be wonderful to here. I've been dragging my feet and crafting mainly trying to wait till the mourning blade is fixed but my guildies wont wait no more. Havent turned in the quest to turn kel'dakkar into the yellow version hoping a patch will fix it.
I did a mention that legendary item quests are either non-existant or bugged (This case) I'll see what I can do to get a clearer picture on it. ~QTM
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420
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Monk Discussion / Monk General / Re: Monk bugs / issues / suggestions (No Drama)
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on: February 27, 2007, 12:46:43 PM
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Updated the main list Added- Bug - Foolhardy Swagger II is a cloned version of I version down to tooltip.
- Concern- DW Evasion Penalty post evasion adjustment
- Issue: Storm Dragon Stance / Magnificant Storm Dragon: The style is listed as adding lightning damage in return for draining 1 jin every 4 seconds (think its 6 seconds on magnificant, cant log in to check atm) Jin currently isnt being lost, however the damage add on lightning is also very small, The style needs to add a lot more lightning damage and add the jin drain, OR take off the jin drain from tool tip and improve the damage just a bit.
- Bug Sundering Dragon's Claw (or something like that, learned at level 42 i believe) tooltip on this skill says it's a finisher but is actually an adv. finisher. it's also supposed to be a dot for 800-900dmg or something, but does nothing. (Need more info)
- Bug: Aum Ti, level 40, says it's supposed to grant Parry and 20% cost reduction. The parry bonus works but abilities still cost the same amount whether this is up or not.
Removed- PVP FD issue as its working as designed
*DOH* Late for my meeting *Shakes fist in the air* KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN! ~QTM
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