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Latest Member: erutamsixs
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31  Monk Discussion / Monk Gear & Equipment / Re: The Graystone staff... on: April 04, 2007, 10:10:22 PM
They switched it to bladed staff because that was the inferred type in the name of the item. It still has a martial staff icon, which will apparently be fixed in next patch.
32  Monk Discussion / Monk General / Re: Drunken swagger accuracy penalty on: April 04, 2007, 04:52:58 PM

I've never actually parsed it, but I've seen the same thing you are seeing. 5% seems more like 50% to me.
33  Monk Discussion / Monk General / Re: Higher level Drunken Monks? on: April 04, 2007, 04:50:30 PM

Yup, by all means Apoco, share your thoughts as well. Like I posted in my long winded thread, I don't really feel that I can speak for the majority of drunken monks because of how I've played the class. The more input the better.
34  Monk Discussion / Monk General / Re: Drunken Monk Style at 50, my thoughts. on: April 04, 2007, 04:47:35 PM
Could someone PLEASE explain to me what errant strikes does.  If it does what it says in the description LITERALLY, it does nothing, lol.

Errant Strikes: costs 6 jin, recast 1 Hour. Allows each of your attacks to strike an opponent that is attackign your defensive target for 1 minute.

So does this make you not miss?  i dont understand this at all.  All it bascially says is that whatever hits your defensive target your attacks will hit.  it sounds like a DUH ability to me.  Can't you just target the thing attacking your defensive target and hit it?  LOL!  So what is it that this thing does that makes it so fabulous?  Is it that if you target the attacker as offensive target, and make the thing its attacking your defensive target, you double attack?

Best way that I can describe it, its like a rampage from eq1. All your attacks will put damage on a second mob as well as the one you are targeting, if you have either you or the tank (whoever has aggro on both mobs) as your defenisve target.
35  Monk Discussion / Monk General / Re: Anyone find "new" ablities yet? on: April 04, 2007, 04:37:47 AM
Anyone know where to get the monk lvl 46 skill that gives you invis + levitate?  Is it one of these "learned" abilities or do you purchase it somewhere? Quest maybe?  What is it called?

It's called Aspect of the Spirit Dragon and is a level 46 Dragon Style aum ability

I don't suppose drunken or harmonious get a lvl 46 aum do they?

It is not an Aum, you learn it through Aum of the Roaring Dragon (Dragon style Aum).

Ok so do harmonious monks get any sort of equivalent utility style ability -learned through using our aum- at level 46?  Is that just a skill if its 'not an Aum'?  Is it a stance?  Thanks in advance for clearing this up!

Sorry for the confusion on my wording, what I meant by that was it was learned thru the Aum, not that it is an Aum heh. my bad.
36  Monk Discussion / Monk General / Re: Am i the only one with this Problem ? on: April 04, 2007, 04:34:11 AM
some / commands that might come in handy:

/cast "Thousand Fists II"

or

/reactionautochain
/reactionautocounter

I'm not sure if its the issue but cooldown does effect chains/counters...and when it effects counters it really sucks because it seems like you only have half a second to pull it off.  I've made a hotkey bound to one of my extra mouse buttons that will do chains in the order from highest damage to lowest, then I hit G for any advanced finishers after those.  I also added in /reactionautocounter to most of my normal attacks because I always seem to miss them because of the fast time, and this way I don't lose out on a freebie Stinging Backhand by hitting Jeering Kick too fast.
37  Monk Discussion / Monk General / Re: Higher level Drunken Monks? on: April 03, 2007, 11:10:23 PM
Jojo and Irah, I'm very happy to see you enjoying your monks and I'm glad you're here to share your experiences!  However,  as an tanking/off-tanking veteran of MMO's myself, I don't believe drunken monks are near where they need to be in order to fullfil their roles within the balance of classes that exist.  As the game progresses I believe this will become even more evident unless changes are made.

What exactly makes a drunken monk more defensive than the other styles of monks?

I am simply not comfortable with our entire style being defined by two low level, low damage taunts.  As useful as they are, do they really set drunken monks apart from the other styles?  Are they alone worth the burst dps, AoE damage, or debuffs of the other styles?  I really don't think so.

Take away these two taunts and any other monk would "tank" very similar or better.  I would say that is what is glaringly wrong with this style.  To me, those two abilities alone are not enough to really define the role of off-tank, especially considering the dps and debuffs we trade for them.  Although very important, there is more to off-tanking than agro management even within the light fighter archetype.

Defensive fighters will always be the preffered main tank under the current combat mechanics and this is a good thing.  I actually applaud the changes to evasion that Sigil has made.  Being avoidance based and severely restricted mitigation-wise, light fighters are terribly inefficient and unpredictable as a main tank.  Not that monks can't assume that role as Jojo has related; it is however, still not the best solution.  This will become more evident as the game matures.

What concerns me most is the very viable and expected role of off-tank that the drunken style has claim to.  Again, if we are to say that our two taunts are the only things defining this style, then I would argue that is not enough.  The drunken style needs to stand on it's own in equal proportion to the other style's strengths and weaknesses.  I believe that currently it clearly does not.


You are right on the dot with this. If I had known I was going to be main tank for my static group I wouldn't have rolled a Drunken Monk, I would have gone Dread Knight or Pally. I wouldn't be lurking the monk boards, my disciple friend wouldn't be coming here to tell everyone he's sexy, and my shaman wouldn't come here trying to convince me that he doesn't train us he just tries to pull.

But, I played monk in eq1 and I love the class and thats what I wanted to play. Being able to tank to 50 was cool but not really where I want to see the monk class or drunken style headed as a whole.  If we were to have aggro management abilities maybe instead of just flat taunts, it would be 10x better IMO. I'm an offensive fighter, but I sure as hell don't feel like one atm.  How should Sigil fix this? I really don't know, and its not really my job to know, its their deal.  I honestly would have made a Drunken Style post months ago if I thought it would make a difference, but the way the monk community has been treated in beta and in release, I really don't know if anything will make a difference at this point.
38  Monk Discussion / Monk General / Drunken Monk Style at 50, my thoughts. on: April 03, 2007, 09:50:12 PM
As requested, here is my take on Drunken Style at level 50.  VERY LONG WINDED.

A few caveats to this list tho:
-I don't solo, I have no idea how Drunken Style plays out for a solo monk because I just don't do it.
-I'm main tank for my static group, so I figured I'd put two comments per skill one for my view of a non tank drunken, and my view of a tanking drunken.
-Because of those two things above, I figure I'm a minority type player of a minority type style...I don't really feel that I can speak for the majority of Drunken Style monks out there, but I can give my own opinion based on how I have played the class. Drunken Style is great if you want to duo or trio with some friends, or if you happen into a main tank situation. I didn't have any illusions that I'd be the best dps as a Drunken Style monk, I switched from being Dragon in beta to Drunken in live purely because of my own group situation.


I'd also like to say that IMO, I _shouldn't_ be able to be tanking the things I do and living the majority of the time. ANY medium armor class and above can be a tank in this game. I don't know about your servers, but mine has a severe lack of defensive fighters and it shows in that the first trio to 50 on my server had a bear shaman tank. The second group (mine) has a monk tank.


Stances (at 50):

Drunken Mastery Stance: Attack Speed +10%, Dodge +5%

Bug- while targeting a mob and switching to and from Drunken Mastery Stance, it gives the mob the buff icon, similar to how bard songs go on nearby mobs. The icon was recently switched to an ugly yellow/black yin yang symbol, but the icon that shows up on the buff list is still the default head with the x thru it.

-This hasn't been upgraded like the other two stances, which makes it have diminishing returns by level 50. Sure it's a neutral stance, no negatives to it, but 1)Attack speed is pointless if your weapon speed is below 2 seconds, 2) dodge is only good if soloing or tanking, and 3) by 50, the other stances have lost their negative side too, leaving this one in the dust.

-I personally only use this stance when I think that I might have lost Drunken Fist stance, as Drunken Fist icon is broken and doesn't put one on the buff list, so I switch to this and back to Drunken Fist to make sure I'm still in the stance I want to be in.

Legendary Drunken Fist: Damage +20%, Aggression +25%

-Bug: Icon does not show up in buff list. Still.

-The damage bonus to this is overlooked by a lot of monks. 20% is awesome IMO. For example, using weapons that every monk should have, it takes Tranquility from 262 dps, to 314 dps, and takes Zank from 295.25 to 354.5. Now I know that is just autoattack damage, but unless I am mistaken, it also adds percent damage to skills? It makes all the gear with +1% melee damage seem piddly to me.  However, the negative side is the plus aggression if you are not the tank of the group.

-I personally never leave this stance unless I feel I need the extra dodge and will switch to Immortal Drunken Sway.

Immortal Drunken Sway: Dodge +15%

-This makes sense as a stance IF they think that we as monks should be tanking or off tanking, or if you are solo'ing and seem to get hit a lot. But we are offensive fighters right? The theme of giving us +avoidance and an extreme number of dodge/parry counters instead of actual damage stances makes it seem like they want us to tank/off tank? I really don't understand.

-Before 50, this stance has a negative effect of -accuracy% It had always seemed to me that the negative side showed its ugly head more than the positive, so I weened myself off using it for the dodge% and just put more faith in my healers.

----------------------------------------------

Aum Learned Abilities (at 50):

Jeering Kick IV: 15 end, 197-212 dmg and compels your opponent to target you for 2 attacks. Jin+1

-A great squishee saver. If someone is near death, and this doesn't miss, you can save anyone in your group, including the tank. This can bring utility, but at the cost of damage. It's the first skill Drunken's get. The damage is low, and doesn't add melee damage (most likely because it's one of those utility skills that they had doing double damage until the big update)

-Despite its very low damage I use this a lot, if a mob even looks at someone else, I hit it and by the time he hits me twice, my +aggression will kick in and hes mine again. Used on pulls, it means people can debuff on incoming (every tank's nightmare) with no worry that it will jump to them.


Staggering Punch V: 22 end, 50% weapon damage, staggers your opponent for 8 seconds. Gives 1 Jin.

-Bug? Ranks I thru V all have the same damage and the same effect, carbon copies of each other. What gives?
-To the best of my knowledge, all 3 styles have the ability to exploit one of their own weaknesses, this is Drunken's which we can exploit with Crescent Kick. This sucks because Crescent is the lowest damage attack that all monks get, because it gives 2 jin. This is nothing but a jin builder IMO.

-The weakness system lost its thrill to me around level 30, and while it's a nice little bonus, I no longer go out of my way to exploit a weakness with Crescent Kick. I use these to build up jin for secrets, or chain openers.


Spinning Fists III: costs 4 Jin, deals 363-279 damage but an autocrit, opens chains.

-I honestly had a hard time finding this on my hotbars just now. While its a low cost chain opener, I find myself critting enough, or using Lurching Feint instead.


Foolhardy Swagger III: costs 4 Jin, refresh 30 seconds. Taunts all opponents around you to attack you for 5 attacks.

-While this is great if you WANT to tank, as an offensive fighter it would be cool to be able to transfer this taunt to the tank. Same goes for Jeering Kick.

-Sorcerer's life saver, couple this with a parry sword and dodge stance (and now with reed in the wind) and you will have lots of fun in ae groups. Also very useful with a mezzer, using this makes sure the mobs don't go straight for the mezzer when mez goes down, and since it does no damage, it doesn't break mez. Great for roamer adds not going after squishees right away, you don't even have to change offensive targets, just click ae taunt and worries over till CC or tank steps in.



Clumsy Whirl III: Dodge Counter. Recast 1 minute. A whirling attack that deals 100% weapon damage plus 467-495.

-Decent ae damage, especially after they took the costs away from counters. But for an offensive non tanking fighter, counters pop less often than wanted.

-The timers on counters are waaaay too fast. I seem to miss them so much even when I'm tanking and see them pop up all the time. I finally hotkeyed /reactionautochain and /reactionautocounter into my main attacks. While its cool to have another ae, ae's are pretty situational and I rarely use this over Stinging Backfist unless there are more than 2 mobs in camp unmezzed.


Errant Strikes: costs 6 jin, recast 1 Hour. Allows each of your attacks to strike an opponent that is attackign your defensive target for 1 minute.

-Nice damage boost along the lines of secrets. One hour recast is extreme tho. Any skill that needs to be on an 1 hour recast timer should be so unbelievably awesome that I stare at the key every few minutes to see when I can use it again.


Impossible Drunken Palm II: 10 end, 2 minute recast, Chain Finisher, Weapon + 528 damage. Leaves your opponent open so that your next attack is a critical success. Increases Jin by 1.

-Damage along the lines of Flying Kick, but next attack is auto crit. 2 minute recast was ok before all the casters/healers got their finishers cut down from 5 minutes to 1 minute, but now it seems a little high. How are we expected to do decent damage when most of our damage is finishers on recasts long enough to stop you from doing it more than once a fight, or every 2 fights.


Drunken Arms of the Cyclone II: 10 end, 2 minute recast, Weapon +540 damage. Advanced finisher, after Impossible Drunken Palm. Increases Jin by 1.

-If used after Impossible Drunken Palm, its an autocrit. Has same negatives as Impossible Drunken Palm does, see above.

Magificent Drunken Stagger: costs 4 jin, recast 30 minutes. Dodge all attacks directed at you for 15 seconds.

-This at first seemed cooler than it is, even with the long recast. But it only dodges melee attacks directed at you. Useless to dodge on casters or the big hitting melee abilities. Yet another autododge is nice....IF you are tanking or in trouble, you could just as easily use Reed in the Wind or Swaying Step tho.

Legendary Fists I: 5 endurance, refresh 1 minute. 3 x weapon damage plus 149. Increases Jin by 1. Third finisher in Thousand Fists Line.

-ZOMG a damage ability finally, only took til level 46. It's awesome that Drunken get the 3rd and 4th chain for Thousand Fists, but doesn't really go with the flow of the rest of the class, we have such crap damage that it seems like they threw this in so we had at least one big number attack to look forward to.


Fists of Transcendence: 5 endurance, refresh 1 minute. 3 x weapon damage plus 175. Increases Jin by 1. Fourth finisher in Thousand Fists Line.

-See above.


Lurching Feint III: costs 6 jin. You lurch and weave, confusing your opponent and causing it to stop attacking for 3 seconds. This ability increases the crit chance of your next attack by 30% and always opens finishing attacks.

-One of my favorite Drunken abilities, they actually thought about this one and made it pretty cool. While it seems like those 3 seconds arent always 3 seconds, its still a nice bonus and more reliable than the stun on Secret of Ice. This also an auto opener which is why I rarely use Spinning Fists, I'd rather use the 2 extra jin and get the extra crit rate on next attack, the mob not attacking is a bonus too. Please don't nerf this or take it away from us!


Slap Hands: costs 8 Jin. Lasts 30 seconds. All incoming attacks earn your enemy a slap that deals damage.

Bug?-Like all damage shields, either they don't go off on every attack or they don't display on every trigger. I haven't quite figured out what the deal is with it, if it doesn't stack with secrets, or if the damage just is random on which hits it applies. If it were consistantly every incoming attack like it says in the tooltip, its very nice, as it deals between 200-350 per hit at 50.





39  Monk Discussion / Monk General / Re: Higher level Drunken Monks? on: April 03, 2007, 04:13:40 PM
I was Drunken Mastery from 15 to 29. Two days ago I switched to Dragon. My only advice to any drunken monk is to switch out asap, lol.

Dude you can tell drunken monks to swap out, last time i listed the bugs i found for the style i got flamed!  Someone flame him!  No fair!   knuppel2

Sorry, I didn't mean to flame you, you didn't list any bugs for the style tho, you just said we were borked and useless and evryone should switch.  I  was first 50 monk on my server, and I love teh style. BUT this is why. I am main tank for my static group. There is nothing glaringly wrong with Drunken Style IF you want to be a defensive offensive fighter. I personally didnt start a monk to be the tank, i wanted to hang back and dps and pull etc. But our static defenisve fighter lagged behind in levels due to school so I stepped up.  I've tanked all the content we've gone thru since level 20. This has included grey 2 dots up to purple 6 dots. I can handle all that we've seen inside Rhaz Inkur (the highest itemized area known in game atm)  and I am having a blast so far doing it.  The reason I havent posted such a long list of bugged Drunken Style is because well....I'm afraid they will take away my taunts lol.  So I suggest to anyone that doesn't plan on tanking/off-tanking, yeah Drunken Style prolly isn't for you. But I've been able to keep aggro consistantly off of a Chaos Volley Spamming Sorcerer, an ae pulling cleric, a training shaman, and a dps psi. It takes a while for healers to learn how to heal an avoidance tank, but mine have mastered it and it's been so fun that I'd rather be in game playing than here posting a long list. Smiley  However I guess I should soon, so I'll take some time tonight to do it Smiley

edit: here it is: http://www.vanguardmonks.com/option,com_smf/Itemid,27/topic,612.0/
40  Monk Discussion / Monk General / Re: Higher level Drunken Monks? on: April 03, 2007, 04:03:18 PM
I'm pretty sure I remember Jojo saying she thinks Disciples need like 10x more DPS and even MORE medium armor drops and weapons with healer stats because they're so sexy.  Please listen to her devs.

You dont need to PM her by the way, she knows all. 

Oh, I agree Perigee! Disciples need more dps and uh everythign else...as long as youre still in my group you can get beefed up to godliness Smiley
41  Monk Discussion / Monk General / Re: Anyone find "new" ablities yet? on: April 01, 2007, 03:32:38 PM
Anyone know where to get the monk lvl 46 skill that gives you invis + levitate?  Is it one of these "learned" abilities or do you purchase it somewhere? Quest maybe?  What is it called?

It's called Aspect of the Spirit Dragon and is a level 46 Dragon Style aum ability
42  Monk Discussion / Monk General / Re: Monks Get A Snare? on: March 31, 2007, 06:16:14 PM
This is exactly the problem with pve games with some pvp afterthought. If they give is snare (for pvp) then we get imo an ability we really don't need for pve. I would never use it that's for sure. It's getting down the road to equal out all classes again.

I can think of a multitude of times where a short duration snare, even a weak one would have saved my group from adds or a wipe. If whoever is on snare gets a resist or is lazy, it sucks, and it always seems to happen on those mobs that can book it at bard speed.  Do we really 'need' it? no. would it come in handy? yes and would add a tad more utility than currently.  The way I see it is that if all 3 styles added together give us the number of abilities that most single classes have, they can give us lots more skills and we'd still be behind.
43  Monk Discussion / Monk General / Re: Stuck at 22 on: March 31, 2007, 06:10:26 PM

I'm mostly a grouping person, but if you haven't seen this site yet, you might want to check it out, has a nice search function for quests. You can specify level and chunk if needed. The database is no where near complete, but it might help some?

http://vg-en.curse-gaming.com/database/quests/
44  Monk Discussion / Monk General / Re: Anyone find "new" ablities yet? on: March 31, 2007, 03:41:08 PM
I Checked most mobs outisde of Rhaz Inkur, but I didn't go get rankII first so I'm not sure if that would keep me from learning rankIII.  Someone in my group mentioned they saw mobs casting it and they 'thought' it was in Nusibe Necropolis so that'll be the next place I check.
45  Monk Discussion / Monk General / Re: Interesting Statistics on: March 31, 2007, 04:54:42 AM
As a lvl 40 harm monk i am easily pacing rogues of equal and higher lvl with better weapons than i have.  Tonight in graystone i was easily critting for 10k damage over and over with thousand fists on a critical hit (not epic or legendary) and when i did epic it was for like 15k damage.  My special attacks stayed between 700 to 2000 damage and on average the kick finishers were doing 2000-5000 (once i even kicked for 13000 on a legendary) and thousand fists stayed between about 7000-10000 easily.  I had 3 Rogues in my group and occasionlly they would hit as hard as i was, though most of the time they weren't getting the consistent 10k shots i was.  Sometiems it was every fight forawhile, sometimes every other fight, but i saw it very often and i was uber happy about it, lol.  I was using a 2handed bladestaff with 41DPS.  Tomorrwo i will be using a 71DPS bladestaff, i'll let you know how much i pwn with that one =D. 

Anyone know if the double damage on skellies is working as intended? Or find any other mob types that are the same?  Oh, and all monks do double on skellies, not just harmonious, just fyi Tongue
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