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October 11, 2008, 01:32:59 PM

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1  Monk Discussion / Monk General / Re: Proposed/Suggested Changes to Sun Dragons Corona on: January 11, 2008, 08:08:31 AM
All mobs (used to) have 20% mitigation, Eagle Claw + Bard debuff or 2x Eagle Claw of diffrent rank brought it to zero. Unless mitigation has been changed, stackability removed (there should be enough classes who can remove all damage mitigation on a mob completely anyhow) or sommert, you should assume 0% melee mitigation on a raid. ~
2  Monk Discussion / Monk General / Re: Possible proof that there are NO linked mobs on: January 10, 2008, 11:53:01 PM
What Kivik said, never pull leaders if you want to split, the followers will go to the worlds end to catch up. ~
3  Monk Discussion / Monk General / Re: Sun Dragon's Corona on: October 19, 2007, 11:47:27 PM
Going from 66 to 210 int meant Dragon's Breath going up by roughly 40% (from 1k area to 1k4 area). I'm not 100% it, or any of the secrets, is affected by spell damage, but I find it highly unlikely they are not.
Don't have a bard availible at this point (middle of the night for the slackers) or any other Int buffers for that matter, but 210 Int equals Secret of Flames 234-250 damage (363-385 dot) and Secret of Transendence is 213 to 227.
Unfortunally, due to being away for a higher number of months, I don't have the economical capacity to buy a few +spell damage items and try it out. ;p
4  Monk Discussion / Monk General / Re: Sun Dragon's Corona on: October 19, 2007, 02:12:05 PM
- Increase duration (like an hour).
- Replace DS with +Fire Damage (or simply +Spell Damage), as it appears we would get a decent return out of it with changed Secret of Fire; and yet another proc seems excessive if it's going to be a toggle. Would increase the apperently (we'll see) useful Dragon Breath after a fix aswell.
- Fire Resist is sort of handy, so could be kept (and fits in theme).
- Alternatively to +Spell Damage, pulsed fire damage (makes it a bit iffy though to keep up in towns etc though!) to fit into the AoE theme.
5  Monk Discussion / Monk General / Re: Upcoming Monk Changes on: October 18, 2007, 10:19:52 AM
Update,

Taking your feedback regrading Secrets and Ignore Pain along with my broken record of "I love toggled abilities" we arrive  at this next update.

  • Iron Hand: Buff Damage will be improved with the top level version adding 200 dmg per hit.
The damage added have little importance at 50 where the monk is properly working, but if it's an increase with 100% over the scale, it's a good one.

Quote
  • Secret of Fire: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc rate for the DoT will be increased and improved. It should last longer and do more damage.

  • Secret of Ice: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc will be changed to melee slow and a snare (a la Frost effect). The proc rate will be increased.
That's more how you would expect a release power would look, rather than a Beta-3 like the current. Good change.

Quote
  • Secret of Transcendance: will be modified slightly to be a short term battle buff. I am not sure if its going to keep the secret flag so it may stack with everything. I'll try and get more info on that.
Ok.

Quote
  • Secret of Celerity: Will now be known as Fists of Celerity reuse timer will be 5 mins and since it's no longer going to be flagged as a "Secret" skill you will be able to stack Celerity and Fire / Ice.
Might increase pre-50 DPS some, which is good. It'll be a very nice addon for 50 aswell.

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  • Ignore Pain: will be a % based heal that will increase as you level (40% heal of base HP the final version of the ability) It will now also add a rune (All damage types)  that will also scale for 2 mins. Ignore pain will have its reuse lowered to 4 min.
As with the secrets, about time.

Quote
I would appreciate feedback on this.

All of the above are good changes, and if it continues that way, monks might actually no longer be a beta-3 class. It would be interesting to see something happening to AoE's (finisher line and dragon breath) that have been jokes since the nerf just pre-release.
6  Monk Discussion / Monk General / Re: **** READ ME***** Raid testing monks: Regarding FD, Rez and Raids on: September 27, 2007, 12:35:30 PM
As to the debuff lines, it at least used to stack with itself, so you could add the 5 strength debuffs (rank I to V) and keep them running on a mob; and since they all debuff the same amout of strength, which at 50 is respectable, the mobs DPS would crawl down to just about nothing. Just like you can (could) stack two versions of Eagle Claw to reduce mitigation to an actual 0%. Not much damage is really done, but the mob isn't doing it either (or wasen't anyway, been some time!)
Since it appears there's still not even been a touch since the "OOOOOOPS!" on monks from LU1 (and the smaller fixes now and then, fixing a few things, not fixing most things), desire to play isn't skyhigh!
7  Monk Discussion / Monk General / Re: Quinn: Any info you can give us on status of the monks/plans etc. on: June 27, 2007, 09:41:14 AM
Some tweaks have been in the right direction, undeniably. Not really enough though.
While I'm sure Dragon Breath could be quite devastating with 900 int and 500 spell damage focus, you really will not see a monk with that; thus putting it around 1000 damage each 10 minutes for a pinnacle power just proves how detatched monk developer(s) is from the workings of the class.
We have Wave Hand in Cloud, which deals less damage now at level 50 than it did when it was only one rank at level 26... It's still unspeakably useless as I've presented in another thread or two despite the impossible increase in power by reducing reuse timer slightly. Perhaps not as clear good on paper, useless in reality as Dragon Breath, but followup.
Not only this; our skills were not even in the live damage system until they got broken where they were returned to approximitly old damage values (granted, some abilities like thousand fists gained on this, but others lost some). From what I understood, this change was intended to be a placeholder until new and better values (to scale our damage) could be figured out. It remains largely untouched and while monk damage with higher gear and weaponry at 50 is decent; it dosen't scale well on the way up there and other classes still boost off. Where is the three-four days of work that could retune our skills from the OOOPS state to at least a proper live state?
You could argue the lethality of melee AoE's for the ability to chain 2 dots for nice experience; but after introducing the rangers arrow AoE (even though it got capped) that bears no real relevance for melee classes... Yet, all the feedback concerning just those abilities have fallen on deaf ears or possibly gotten so small upgrades it's not making a diffrence.
After several months of complaining, it appears finally though that Jin based buffs could actually have a decent duration - perhaps the realisation that other classes buffs cost quite close to zero mana; and that our self-buffs in general are worse than those we could get from other classes.
Perhaps we should feedback to have large portions of int and spell damage on our class specific abilities so we could work in accordance to the beta-3 document we still appear to be ruled by.
8  Monk Discussion / Monk General / Re: Quinn: Any info you can give us on status of the monks/plans etc. on: June 26, 2007, 10:14:23 PM
There's a diffrence on what might look good on paper, and what's actually workable; monks suffer immensely from being just a paper figure - there seriously can't be much practical works with it since so little has changed and how obvious this would be with at least some of it.
For example, if monks where indeed designed to use intelligence to fuel secrets and vitality to fuel the self-heal, then why are these stats not present on the variousl monk gear? Why aren't there any fire/cold/spirit damage mods (or just damage!) - or healing mod for that matter since ignore pain is supposed to be a "heal" on any of our class-specific gear? Or is this another 3rd-round beta "ops" that just surfaced and was kept because it does indeed look good on paper?
9  Monk Discussion / Monk General / Re: Monk Wish List on: June 06, 2007, 10:54:47 AM
More defensive weapons for an offensive class?

Longsword'ish weapon lacking (ie higher damage but longer delay); you could easily have sticks, batons or something else filling that role.
Could also loose some of the abundant variants of HTH (since they all look the same anyhow!) perhaps in favour for hookswords or sommert.
10  Monk Discussion / Monk General / Re: Harmonious Issues (2nd may). on: June 01, 2007, 03:27:03 PM
My interpretation is that a more defensive player would use this on top of thier defensive stance to add addtional damage. AOE pulls are the ideal situation. Right now I consider it an jin expensive marginal short term DPS boost. not worth the jin IMO the scaling just doesnt add addtional value to it. It does need to be revisited.

~QTM

Uh, harmonious defensive abilities/stance is avoidance. Avoiding a hit means it wont trigger. You'll be better of just using Reed the Wind (which has 1/15th the reuse) and spam counterattacks; or Find the Center (same reuse) and avoiding getting hurt at all, spamming constant waves of counterattacks, which each deals 10x the damage of it.
In AoE you will have to factor in damage taken, agro from heal before agro is established proper etc; being hit as much as possible dosen't really do you much good. It's useless with that cooldown, damage and unability to target it. /shrug.
11  Monk Discussion / Monk General / Re: Swaying Step ability on: May 31, 2007, 11:43:55 AM
It's part of the old system (where it was individual checks) but still has a purpose:
100% against equal level mob. Thus, against a mob 20 levels higher than you, it's quite likely to hit you regardless. The increased scaling simply means that a higher level mob is less and less likely to hit you anyhow (but it's ironically not as needed at higher level since you're going to be closer to the level cap, and thus not be facing mobs with large level diffrence, go figure)
12  Monk Discussion / Monk General / Re: Dragon Monk Issues 2.0 on: May 20, 2007, 04:36:17 AM
It's an old bug that has been reintroduced with the latest patch (both secrets and our heal are supposed to be hardcoded and shouldn't take any stats into consideration)

Hmm, it's been like this forever no?
Ignore Pain (at 50) does for me 1373 (which is roughly a 25% heal, while decent enough, isn't all that with it's 5 minute reuse) with no vitaility adjusments (either from adventuring points or gear) and scales up with vitality buffs (which it always has). So far, I've not seen any mentions that it's supposed to be hardcoded (more than from players), and the same about secrets - the only changes I've seen in notes are the invisible dps upgrade on secrets, and the actually visible heal upgrade on Ignore Pain.
Dosen't mean I agree with it thought, but there's a diffrence between stated (I could be wrong here and have missed something though!) and what player base wishes. I wouldn't be willing to bet that the developers are even aware that it's based from vitality, the rather high base heal might be the level they think the monk self-heal is at currently; same with secrets.
13  Monk Discussion / Monk General / Re: Now that Brad's & co. is gone.... on: May 18, 2007, 11:14:55 AM
From what I've understood, it's still the same crew, just under a new flag.
Will just have to see if something dramatical comes out of it on the class way; I'm more believing any more drasitcal measures (if any) will be done at content rather than class balance.
14  Monk Discussion / Monk General / Re: So the new cleric patch now puts a monk to shame as well... on: May 17, 2007, 05:42:57 AM
Oh, it's not a fault at the weapon tooltip, but the DPS tooltip on the sheet.

For example:
Graystone staff lists 421.75 DPS for me.
It has a damage range of 792-895 and a speed of 3.25, which lands it realisticly slightly above 250 DPS.
Unless there's a magical 40% damage bonus (and I don't hit with autoattack for ~1200 on a debuffed mob with graystone stick, I'll tell you that) I'll say that the tooltip is broken.
Torchbearer and God King on the other hand were spot on during my calculations.
Unarmed fists (708 avg. damage) and a dps of 354 would land them at 2.00 speed sharp, but unless modified recently, they have displayed an actual speed of ~2.25 in parses (4 attacks in 9 seconds) - but it was a long long time since I parsed last, and even longer since I used unarmed fists so I can't testify on the accuracy of that.

Oh yea, I've relogged fully etc so it's not simply taking the speed of the first weapon equiped and then keeping that for all future updates, it has some inherital error.
15  Monk Discussion / Monk Tactics & Techniques / Re: Pushing Hands.....somone able to elaborate? on: May 16, 2007, 09:00:05 AM
If you want a quick view on how efficent it is, duel with a stance using character (or normal pvp if that's your type of server). You'll quickly notice that no amout of pushing hands will actually remove the person from a stance, nor lower the effect of it in the case of scaling stance such as that of a ranger or bard.
By the same token, the time it has taken to spam pushing hands on a mob in something it claims to be a stance and the buff finally fades, it could just aswell have expired naturally.
The only use for it currently is to loose excessive endurance and give you a global cooldown.
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