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Latest Member: erutamsixs
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16  Monk Discussion / Monk General / Re: Quivering Palm Tool Tip on: May 15, 2007, 05:50:22 AM
Yea, it all hailed from the 0 endurance cost counterattacks patch iirc, all counters had likewise bugs (I think bitz-slap had +2500 or something as tooltip), some were fixed early, others (such as quivering) not.
17  Monk Discussion / Monk General / Re: Quivering Palm Tool Tip on: May 15, 2007, 03:34:14 AM
Quivering displayed 125%+1250 for all ranks a good while (but didn't do that sort of damage). 1318 is probably from having some sort of damage augumentation.
18  Monk Discussion / Monk General / Re: So the new cleric patch now puts a monk to shame as well... on: May 15, 2007, 03:31:08 AM
Don't trust the DPS measurment in the UI, it'll give higher values than reality for slow weapons and lower for faster weapons (it dosen't really care what speed you have, it divides by it's own number, making it quite useless), the only thing you have that is trustworthy is your damage range; which you then can divide by your speed to determine DPS rating.
19  Monk Discussion / Monk General / Re: Six Dragons Strike & Boundless Fists on: May 14, 2007, 02:18:16 AM
To be fair, Six Dragon could use a bit of more pack (in exchange for a reuse) for them to not be duplicates. The only thing that differs them is the way they use exploits, and at higher level the ~100 extra damage or so dosen't really compensate for the 40% higher endurance cost.
20  Monk Discussion / Monk General / Re: Wow..either slap inthe face or bugged storm dragon stance.. on: May 12, 2007, 02:31:18 AM
Only part I've played since patch was some fooling around with a disciple friend. Storm Dragon proced quite plenty at 620+ in duels, so appears to work better than intended (no half damage in pvp, like thrown weapons).
21  Monk Discussion / Monk Gear & Equipment / Re: Stormslam Cragwind Ridge weapon on: May 11, 2007, 02:25:10 PM
Well, the issue dosen't lie in "nerfing" weapons or not, but rather the silly limitation in choices.
Two quest rewards (Dargun and Graystone) are two-handed only, whereas all other classes who has the choices in one-handers or two-handers gets to choose, and apperently this third offers yet another two-hander (not sure what other classes gets for rewards, or even if they get a choice.
Introducing fists (which you could then have two off!) of one of variations as a reward on these would hardly be gamebreaking, making completeing either one (you can pick a two-hander and get a good return) or several (you can get a nice dualwield package) as choices instead of getting an ever growing compilation of two-handers regardless.
In particularly seeing that God-King fists now would outdo a one-handed fistwrap from Graystone (it's ~61 DPS now compared to the ~56 of a graystone onehander, stats might make the latter better choice still though) I don't see why the quest rewards are so limiting.
22  Monk Discussion / Monk General / Re: New stealth FD changes? on: May 11, 2007, 12:58:37 PM
Actually, in most cases, it would be slower, except if you only have 3 mobs, nothing to stop one on and they don't see invis, where it's better like this. ~
23  Monk Discussion / Monk General / Re: Withering Palm on: May 11, 2007, 11:09:05 AM
It was originally 20 sec duration, what you might have read as 5 minute was my comment on it that it should be moved to 5 minute duration like all other classes taps; but it was apperenetly judged to powerful for that (I think it's because it uses Jin and their document states that no Jin fueled power may have long duration - obviously not a revised concept since the upped energy regen - but then again, that's just why I think they have weak durations on jin powers (except aums!), might have nothing to do with the truth). Steal the Wind however was moved to a proper 5 minute duration.
To be fair though, it deals rather decent damage (even though tooltip states otherwise) and has two other purposes (debuff and self-buff), so a 1 minute duration is alright.

You can stack any debuff by using various ranks of it. So you can get -60% mitigation (even though all mobs have about 20% and their insane self-buffs aren't affected) with all eagle claws and -660 strength or so with all deadly hands. Don't think you can stack Steal the Wind as counterattacks and finishers usually requires you to use the final version of it, but you could get yourself 25% haste (apperently the cap) and a -45% attack speed adjustment on the mob if it was possible.
24  Monk Discussion / Monk General / Re: Drunken monks and issues holding agro on: May 11, 2007, 02:26:21 AM
Specifically for the RI area, I've tried upping my cold resists to counter the Shock of Ice, which is probably the most annoying of the stuns because it's a proc and is not on a timer.  Never really noticed resisting it more though.  Secret of Ice must be as annoying as hell in PvP.

Most stuns are unresistable, so resists dosen't do as much as you would think they do (they are however very nice against the evil casters in Raz Inkur).
Secret of Ice proc breaks on hit since last fix (might have before, just never really saw it, but it lasted a decent chunk of time when I did, but currently it lasts about until next hit) but it still can cause the annoying chain interuption I suppose if you're lucky with the low procrate.
25  Monk Discussion / Monk General / Re: Withering Palm on: May 11, 2007, 02:22:02 AM
It's a level 46 ability that taps 10% damage from a mob (1 minute duration on you, 20 seconds on mob) for 6 jin.
It deals 75%+300ish according to tooltip, but like most monk skills, hits harder than the tooltip would indicate.
26  Monk Discussion / Monk General / Re: Drunken monks and issues holding agro on: May 10, 2007, 03:29:57 AM
While not quite on the subject, stun in it's current form is generally retarded for everyone involved. Unresistable effects are in league with trash using debuffs that lowers a resist mitigation to 0 (dosen't matter if you have tons of it, it'll still be 0'ed, which is a bad mechanic in just so many ways) or have the ability to spam of heavy mitigation (touch of fire, lightning shield and so on) which cannot be overcome by debuffs but needs to be chain dispelled.
Stuns are a very cheap way of crippling a player and removing interactivity in a forced and (if occuring at the current pace) very boring way. I don't mind the occational stun, fear or mez to remove me, but I do mind unresistable effects that cripple my playing that is a rule rather than the exception the way stun currently is.
27  Monk Discussion / Monk Tactics & Techniques / Re: Martial Styles on: May 09, 2007, 02:33:04 PM
Stating the tooltip exactly appears rather pointless, as the tooltips appears to be mostly broken to be fair, abilities usually do noticable more damage than they should.
At 50, you'll have:
- Celestial Kick of the Masters which is another flying kick chain, dealing slightly more damage, gives 2 jin (even though tooltip states 1, so it's a better choice in all ways than tickling heart technique).
- Find the Center that increase your parry and block (says a bit on how through check on monk skills have been) by 100% for 20 seconds, 20 minute reuse.
- Diamond Body II, which is pretty much like rank I with a possible higher AC buff. Due to the reuse and uncertainity on what mob abilites are actully using proper counters, I never saw enough reason to test it. For those who haven't got rank I, it's a 30 minute ability which boost ac with a small amout (0 according to tooltip - but it does increase the one time I tested it and some poison thingie didn't wear off! ;p) and suppsoedly cleanses diseases, poisons and curses every second for the duration. An ability with 30 minute reuse that's dependent on that develeopers has properly flagged abilities isn't going to see much use.
- Withering Palm I. You get this at 46; I don't see why a supposed trademark ability comes this late. It's a very nice ability, taps the mob for 10% damage (1 minute duration on yourself, 20 second on mob for 6 jin). The ability supposedly deals 75% melee damage + 300ish, but hits quite a bit harder.
- Eagle Claw scales up to 24 seconds at highest rank (as patchnote said), Deadly Adder likewise to 32. Their damage or effect dosen't change in any unpredictable way.
- Steal the Wind. More than minor changes in the damage, nothing exciting happends on it.
- North Wind series. Obtained at 38, followup added at 42 This line fills no purpose at all offensively; it was upgraded to a 30 second duration (1 minute reuse) which makes the first ability (lowers mobs damgae by 75) quite decent, but the second finisher at rank II (mob takes 300 damage when attackign for 30 seconds) dosen't really compete with a single flying kick. It's like deadly adder hand, a useful ability when you want to reduce incoming damage (but this can't be maintained for long); but hardly for damage.

There's some more abilities, but seriously enough though, most abilities are quite lame, I found myself using more or less exclusively:
- Eagle Claw.
- Withering Palm once it's obtained.
- Celestial Kick.
- Ashen Hand.
- Thousand Fists.
- Cresent Kick.
- Feign Death.
- Bumbi-bear bouncy.
- Mezmerize ability (even though I nearly forgot about it when entered Raz Inkur)
Any other ability wouldn't get used except in situations where I set myself up for them (all defensive abilities occur global cooldown, so they aren't all that accessible when doing FD stunts or speed bursting with bouncy-bouncy). Pretty sad.
An alternative to what I do is not use AH but rather boost your party with Jin Surge every 20 second and rely on Withering Palm. It probably has a higher damage output (Jin Surge V is approximitly +400 damage on next attack) on a full group, but it's a preference I suppose. Still, the amout of abilities used is staggeredly limited.

The critrate from level 50 (+30%) along with fists makes you do really nothing else than crit. It's press button to trigger a finisher, then do finisher, press buttons again until you get finisher. Due to the flying kick chain generating 4 jin at 50, it can single handedly maintain a ashen hand (which tends to crit, leading to another flying kick chain etc) with the odd Withering Palm. Generation of Jin at 50 is rather high for all styles, in particular for harmonious (mostly from the tripple finisher which comes up ALL the time) so AH/Jin Surge/Withering Palm spam isn't out of the picture.
Harmonious is slightly weaker than Dragon after the stance fixes until 50, where it bursts into power.
Harmonious stances evolve much more dramatically and all abilities sum up nicely at 50, where dragon dosen't really get a burst in the form of stances at 50, and the 50 style specifics are cruel jokes.
28  Monk Discussion / Monk Gear & Equipment / Re: Dragon Monk - Which Weapon Type should I use? on: May 08, 2007, 01:39:29 PM
Those numbers don't add up quite that way for dualwield, me and a bard friend ran some tests (which I can't recall) when it was laid out which put most of his specials well above strength not being added but not quite as high as strenght being added for every % (for example: if damage range is 100, weapon adds 100, and a 400% ability, it would deal 500 damage according to this theory, 800 to the "believed" way, but in actuality landed around 650).
Monk skills are sorta awkward to test since the damage numbers presented on tooltip dosen't correspond veru well with reality. For example, a damage range of about 800 unbuffed, with a skill that deals +500 (flying kick) damage lands 1500 hits on a mob that's not fully AC debuffed. There's more deviations, but flying kick is the more obvious.
29  Monk Discussion / Monk General / Re: Teenage experience on: May 08, 2007, 09:37:29 AM
Monk damage does take a step up at 50 along with some decent weaponry; while you could wish for a more even, thought-through (ie, updated from it's "oh SNARF"-state after LU#1) and non-broken damage output (dragon breath for example) it's still decent enough.
However, the road to 50 is paved with gravel, and a class shouldn't start to bloom on it's last level.
With the accessories of weapon purchases availible currently, light fighters will fall a bit behind on the early levels (even though I am playing a rogue in wait for some content now and then, I'll have to disagree with the statement that light fighters suck, without any really large investment I'm quite capable of plowing through content and 2 shotting 3 dots, or killing 2 dots at a very high pace - and that's from a class that's supposed to be bad at soloing.) At higher levels when the "twinking" isn't as obvious and abilities have spaced out (the higher level, the less chance of suddenly "blooming" by getting a new superb abilitiy or falling behind because skills are getting badly outdated) you'll have to try hard to be outdamaged by a defensive melee.

Reason in my opinion? Abilities haven't been polished since the "oh-SNARF" period after LU#1, and thus are not really in balance with other classes performance (which was already pointed out before the update). Monk ability list is quite rocky as it is and have to many BANG!s (where you get a lot of fancy abilities) followed by quite a few dead levels instead of a more steady progress.
We also don't really recieve the amout of abilities that other classes do due to our specialization, if this is good or bad I'm not sure (some classes are just plain excessive) but we could for sure use some more varied utility which gets creativly and naturally intervowen into the playstyle.
30  Monk Discussion / Monk General / Re: Just changed styles and... on: May 05, 2007, 03:12:49 PM
You'll only get the forced crit/finishers and Wave Hand in Cloud (yay!) to rank 3 beyond DAH/EC, but that's close to 50, others will cap at 1 or 2 ranks (sadly, just about every non-damage upgrade is pretty unnoticable - at least Harm debuff duration got extended so it felt like getting an upgrade.)
This isn't particularly unique to the Harmonious style (but since you're gaining the abilities en masse instead of leveling up, it feels wierd - granted) as at least Dragon works pretty much the same.
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