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Monk Discussion / Monk Tactics & Techniques / Re: Nerve Strike?
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on: September 23, 2008, 04:46:27 PM
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... Almost makes you wonder why we have storm stride at all, but I am new to the monk class and maybe there are other legitimate abilities that would require a stormstride.
It's possible to use storm stride in conjunction with FD in order to warp to the feet of a mob that you can then use nerve strike on. It's not as clean as a warp+nerve strike (I don't think this is possible due to nerve strike requiring you to be out of combat) but it works well enough. My macro for this is: /cast Reed in the Wind /cast Storm Stride /cast Crescent Kick /cast Feign Death You have to be careful when using this with secret of fire turned on. If it procs the dot on your crescent kick, you'll be put into combat when the dot ticks. Using reed in the wind before hand guards against this and failed FDs. Once you're feigned successfully, click your nerve strike and viola 
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Monk Discussion / Monk General / Re: Huge monk nerfs
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on: September 05, 2008, 01:03:35 PM
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The current 5-piece set bonus needs to be nerfed hard, I believe. It's simply too powerful in its current form; what can they put in the game in the future that would make us want to upgrade it? I'm not sure I'd like a +2 jin proc over other options, but to have a proc that doubles our damage and stacks with our other double damage skills is too much (btw, I'm not sure if it stacks, but I think it does. If it doesn't, my mistake  I'd still say it's over-powered, though not as much as if it stacked). I wonder if it'd be reasonable to, instead of having a proc of +2 jin, have it passively increase the jin cap by x amount? 'Course, if they continue with the increased jin cost to ashen hand, I may enjoy the +2 jin proc more than I would currently  Those are the things that concern me about what the devs are doing. I'm tryin to keep an open mind, but it seems that they are nerfing our abilities too far, based solely on over powered raider monks.
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Monk Discussion / Monk Quests / Re: "Must" do gear quests?
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on: August 31, 2008, 04:18:24 PM
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Probably the most important quest I know of for gear is to do the wardship quest for the shuriken summoning bag. I believe the quest is called Ancient Weapons of Vol Tuniel and I believe that you can start it around lvl 40, though it's much much easier if you do it at lvl 50 (duh  )
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Monk Discussion / Monk Tactics & Techniques / Re: WIS or INT
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on: July 11, 2008, 06:36:32 AM
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What are these secrets you speak of?
Secret of Fire and Secret of Ice. The damage they add to each attack increases with higher Int. Because they effect each attack, Int is just as important to our dps as Str. However, I'd also recommend keeping a Str > Dex > Con stat allocation until lvl 50. Once you hit 50 and acquire some high level gear (a crafted set or swamp armor set at least), though, you'll notice a dps increase from going Str > Int > Con and not much detriment from having no points in Dex.
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Monk Discussion / Monk Gear & Equipment / Re: Celestial Ward Armour
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on: July 08, 2008, 09:55:03 PM
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The shuriken quest is a lot easier to do at lvl 50, but you could do it at 37 with help from a group. The main thing is you need to get 12k full faction to start it. The best way to do this is to do the mushroom collection quest in the Ruins of Vol Tuniel chunk. You get the quest from the ranger camp in the southern portion of the chunk and you run around collecting 30 mushrooms at a time from all over the chunk.
Keep all quest armor pieces that drop for you because you can turn those in for faction, pre-upgrade, or motes while you do the upgrade quest (save em for the motes, 20 pieces should do).
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Monk Discussion / Monk General / Re: Gu5 - dps - refresh haste
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on: June 05, 2008, 01:27:06 PM
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Ahhhh, now that makes more sense to me, now. I couldn't figure out why you were able to do 5-6k dps and I could only manage around 2 - 2.5k. I guessed that it had mostly to do with gear, seeing as I only have a few pieces from the entrance wing, but it still didn't seem like gear would increase dps by that much. It makes sense now, because I've not had psi buffs and bard song at the same time before and I can definately see hitting thousand fists every 20s instead of every 45s making a huge difference.
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Monk Discussion / Monk General / Re: Best Monk Puller?
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on: May 23, 2008, 07:38:14 AM
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I'd say either harmonious or drunken. I don't know much about drunken abilities, but they are supposed to be the most survivable of the monks. However, as harmonious, I love having Find the Center, which makes me invulnerable to melee attacks for 20 Seconds. I still have trouble with casters, but I don't know that any monk has tools to avoid casters yet.
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Monk Discussion / Monk General / Re: Im sorry I need proof Fusoya
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on: May 11, 2008, 04:49:58 PM
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Your reply sparked a thought for me:
I wonder if the reason they are not revealing details on how to produce the 200k hits is because it falls under the category of exploit/bug. I'm just speculating, of course, I don't know what's really going on, but it seems reasonable to me that now that they have identified this bug, they wouldn't want to disseminate it further to those who aren't already exploiting it.
The reason your post sparked this thought is that if you're fishing for a guide on how to hit for over 200k so that you can use it to further your raid's goals, that would remove a significant portion of the challenge of the content for your raid. In any case, it's not something that your raid should be reliant on to succeed as it will be removed from the game as soon as the devs work out all the bugs.
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Monk Discussion / Monk General / Re: Im sorry I need proof Fusoya
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on: May 11, 2008, 03:39:57 PM
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I'm curious, do you guys consider the hits that show up in the log as "you quickly strike X, dealing Y damage" and "An errant strike hits X, dealing Y damage" to be separate hits? Because those aren't actually separate, individual hits; they're results of the fists of celerity and errant strikes buffs. They may show up as separate hits in the log but they are all part of the same, single hit.
I've been reading your posts and I can appreciate your wanting proof, but be sure that you aren't assuming that Fusoya and Talisker are fabricating things either. Fusoya already posted screen shots for you that showed a 200k hit resulting from one attack and Talisker also posted information about what's happening in the code that they have seen. Unfortunately, I don't think that you're going to get a look at the actual game code unless you get hired by the vanguard dev team, though, so we're going to have to take their word at some point.
Moral of the story is: asking questions and wanting proof is fine, more power to ya, but if you automatically assume that the answers were made up, what's the point? 200k+ hits are happening, if you can't reproduce them then don't worry, the update won't significantly effect you. (btw, I'm a harmonious monk and the highest hit i've ever done is around 50k I think)
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Monk Discussion / Monk General / Re: Bug / Nerf Rumors
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on: April 30, 2008, 12:29:20 PM
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In raid thats with all + damage, my melee damage is at ~3000: (3000 + 155)*3 ==~9.5k
With jolt thats: 9.5*2 = 19k.
With Jolt + fist of celerity + errant strike: 19k (base) + 19k (fist of celerity) + 19k (errant strike)
Your <highlight>Fists of Transcendence</color> hits SENATOR DEMETRIUS for <highlight>62028 (43712+18316)</color> damage.
Is this an actual parse? If so, then I don't know. If its just hypotheticals, then I think I can see a mistake: In raid thats with all + damage, my melee damage is at ~3000: (3000 + 155)*3 ==~9.5kThat would be your damage without any +flat damage buffs. If I understand right, you'd have to add the flat damage to thousand fists 9 times (3 times for the 3 effects in thousand fists times 3 for base + errant + celerity), then double it for quickening jolt (which applies after errant and celerity I believe). The formula talisker gave was: total damage = (ability damage + flat damage) * % damage buffs so your total damage will be (28.5k + X) * 2 where X is whatever damage you got from the flat damage, which I understand can be rather high  . Let me know if my math is off, I'm tryin to get an idea of how this is working.
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Monk Discussion / Monk General / Re: Sad day for monks
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on: March 12, 2008, 09:44:15 PM
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It sounds like we aren't going to see any major revamp for a while, but that doesn't mean that we won't be looked at. Silius did say that bug fixes will still happen. A lot of our issues would fall into the category of bugs, I think. ie. FD not working right is a bug in my book, skills not working right are bugs, etc.
We can't be selfish, though, and whine and complain just because we aren't getting first priority over other classes. They gave us a big patch (and no, it wasn't just harmonious monks that got improved in gu3) and now its the other classes' turns.
By all means, we need to continue reporting bugs and wish lists, but this gloom and doom over not being a major highlight of a game update is ridiculous.
Now, I know I'm not making any friends with this post so I'll offer up a rule of thumb I use for determining whether I can be happy with my class. Hopefully, it'll provide some insight into my perspective more.
I'm a dps class and I also like to pull for my groups. I also like to do steady dps but have an OH SNARF!! ability to use in a pinch. So my rule is this:
As I'm doing dps, do I have to hold back dps in order to not take aggro from my tank? If the answer is yes, I can be happy with my class. If I have enough control over my dps to not take aggro but have the ability to take aggro pretty much whenever I want, then the answer is I can be very happy with my class.
In my groups, does my group allow me to pull for them when I ask to? If yes, then I can be happy with my class. If my group asks me to pull for them, then I can be very happy with my class.
I try to avoid the whole "the grass is always greener" complex and use these rules to determine whether I'm having fun when I log on. I find I usually can enjoy myself when I'm not worried about how I stand in comparison to other players and I believe that's what its all about, right?
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Monk Discussion / Monk General / Re: Suggested monk changes
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on: February 28, 2008, 08:19:01 AM
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Dragon (at 50 of course, and scaling to lower levels) off- 36% dps,15% chance to crit, 15% chance to proc melee based dmg, minus 50% avoidance(thats half your current avoidance, -50% like the current system, maybe add an hp dot over time to compensate?) def-same, but add spiritual to the elemental rune since thats what most lightning spells are? mid-144 regen per tic (double its current value, with 10k raid buffed hp, regening is slow as maple syrup)
Drunken off - 20% dps 5% crit , minus 25% avoidance (again youd be at 75% current avoidance, not 0,... also i know i lowered the dps, and i know i removed parry but it doesnt really fit the offensive stance, but again the defensive stance should more then make up for it) def - 15% dodge/parry/spell mitigation, +25% hate per attack (minus the hate buff, this is disciples current defensive, also the hate buff was moved to defensive stance to make tanking easier) mid - 10% refresh haste, 7% dodge/parry (lost the hate gain, gained some dodge. parry)
Harmonious (again remember im trying to make sure the offensive nor defensive are better then dragon/dragon respectfuly) off- 15% dmg 15% crit, +1jin/4 sec +15% endurance cost (almost identical to disciples offensive stance, but more rewarding then just crit boost) def- +8% dodge/parry, minus 25% endurance cost (same as current since drunken change would make them way better) mid - 1jin/10sec, 5% refresh haste, 50hp regen (a blend of all 3, go figure)
I'd kinda like to pursue these suggested stances some more. I play a harmonious monk and I can say that the harmonious stance changes would be excellent. I don't know how the other stance proposals would feel to dragon and drunken monks, though.
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