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Welcome to Vanguard Monks!

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9260 Posts in 1001 Topics by 4100 Members
Latest Member: AEorernarommuch
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31  Monk Discussion / Monk General / Re: Curious Martial Sword effect... on: May 05, 2007, 01:14:22 PM
It amplifies spells - not any abilities. Spells is something monks lack; hence it wont make any diffrence - with the possible exception of the pinnacle ability of the dragon stance, where you might be able to do 1100 damage instead of 1000 each 10 minute!
32  Monk Discussion / Monk General / Re: Awareness on: May 04, 2007, 05:16:27 AM
It's supposedly how far you can see mobs etc; dunno how accurate etc this is. Higher leveled mobs are suposedly harder to see until they are close or some-such. ~
I think it was meant to have a higher impact in the early stages than it currently does, so don't really think adding some to it has a large impact.
33  Monk Discussion / Monk General / Re: Add Something To Meditation on: May 03, 2007, 07:10:46 AM
Nah, it was in quite some time on live, if not a month at least a few weeks.
34  Monk Discussion / Monk General / Re: Add Something To Meditation on: May 03, 2007, 06:24:10 AM
Yea, you would slowly ascend into the air when you used an aum, lasted a few seconds but looked quite cool!
35  Monk Discussion / Monk General / Re: Discipline Abilities... where is the list? on: May 03, 2007, 05:27:18 AM
Self-invis is quite the powerful pulling tool (in particular in RI) if your group lacks an inviser. See invis mobs have never been simpler!
36  Monk Discussion / Monk General / Re: Monk bugs / issues (No Drama) on: May 02, 2007, 02:33:54 PM
Celestial Kick of the Masters I: Gives 2 jin rather than the supposed 1.

Ironically, it not only outdamages scratching the heart chain, it also provides equal amout of jin, without the reuse!
37  Monk Discussion / Monk General / Re: Dragon Stance request! on: May 01, 2007, 09:35:15 AM
How about having it replicate level-appropriate green food when meditiation is gained.
Since you can easily remove the energy component (;p) from the food, it wont be that overpowering!
38  Monk Discussion / Monk Tactics & Techniques / Re: Endo and multiple mobs.......................... on: May 01, 2007, 05:09:23 AM
You need to walk the fine line between conserving your endurance (ie waiting about 3 seconds between each special to regain 20 endurnace) and bursting down a mob so that your health dosen't run out.
There's really no easy way to do that, when it comes to two mobs it's usually just simpler to burst one down, FD to regain endurance and then kill off the second.
39  Monk Discussion / Monk General / Re: Harmonious Issues. on: April 30, 2007, 11:20:32 PM
I believe the intention of wave of hand in cloud is a cooldown for AoE'ing. Monks usually end up tanking during AoE pulls, it puts out a litle extra damage to the mobs wailing on you. Not defending the cooldown or lack of use, just a suggestion for rare use of it.

At an ideal rate (no dodge/parry, mob has 2.00 delay and dosen't cast) you can deal around 2800 damage with it. If used when up, that boils down to 2.33 DPS per ideal mob used against it.

Ironically, when the orignial ability was recieved at 26, it was at 250 damage, and was quite useful. Now, slightly more damage is at rank 3 (level 50...) and the previous ranks have been lowered to likewise ignorantly low damage. I seriously don't think the developers has any idea what this ability is used for.
40  Monk Discussion / Monk General / Re: Anyone else notice on: April 29, 2007, 01:38:39 AM
- Getting improved damage for dragon AE attacks
- A single target adv finisher for Dragon Stlye

Actually, if the AoE finishers were fixed (they cant currently compete with the "Disco Stu" version rangers get at 26 or sommert at 50 due to the multiple wave hitting of weapon+sommert (pretty much a rich mans thousand fists, even if random)) and did damage comparable to thousand fists (maybe more, AoE is still situational at best, you risk getting adds, breaking mezes and overagroing on 2ndary tanked mobs, and what else not) a 3rd finisher in the tree wouldn't be off for the dragon.
Or, make the third finisher in the Style special line (dragon claw, north wind etc) for all styles and open up third line for all styles (or don't, pending on damage changes). ~

Thanks for update though, good to see some of the more important things being prioritzied!
41  Monk Discussion / Monk Tactics & Techniques / Re: Nerve Strike I Can be used in combat! on: April 28, 2007, 06:24:17 AM
But of course you can nerve strike a mob pulled by another player. You always could, the ability requires you to not be in combat, it dosen't require the mob to be out of combat.
In-Combat and Out of Combat are various states that dictates quite a lot about what you're capable of; it's like a healer throwing of the revelation they could use their OOC ressurection or summon while the tank was out pulling despite the tank being agroed.
42  Monk Discussion / Monk General / Re: Strength vs. Dexterity on: April 28, 2007, 01:49:59 AM
There wont be any capital diffrences really. If you have a healer, you might aswell focus on ending the fight as fast as possible and save resources that way. Dexterity will increase your evasion (quite small increasements though), so buffs (such as Aum Ti) (or even stances, but once again, you need to have some offense) is a better bet.
43  Monk Discussion / Monk Tactics & Techniques / Re: Nerve Strike I Can be used in combat! on: April 28, 2007, 01:42:48 AM
Uh, you don't enter combat if someone in your group agros a mob.
Indeed, you wont even get a faction hit if you're not taking steps to get on the agrolist proper.
44  Monk Discussion / Monk General / Re: A telling statistic... on: April 27, 2007, 10:36:09 AM
When I was talking there, I was talking of 2 dot mobs.  I dont feel they give that much xp that it is a big deal that a well geared monk can take 2 of them with minimal downtime. Cash loot at that level you are talking maby 20 copper per.  They dont always dont drop something at all.  Id say 25% of them were empty, but lets say they all had loot that averaged 20 copper.  5 kills would equal 1 silver. So you would have to kill 500 mobs just to make 1 gold.  Thats IF they all dropped loot, which they dont AND it is a 20 copper value which isnt always the case either.  I dont think that is gambreaking.

Droprate dosen't really vary higher up, but it's more than a silver per drop (with maybe 50% droprate of a cash item, pending on mob, certain mobs appear to be more devoid than others, maybe just RNG though) at high 40 mobs. It really adds up.
I never personally have to deal with 2, if I want a single, I will fight it single, or of it's an add, I'll kill off current, FD to pace up my endurance and then kill the second. I have downtime between fights, but I can do between 3 (really bad RNG, forgot to switch to Tiger or somesuch and IP not up) to ~20 mobs between each downtime. Mobs die in 4-20 seconds pending RNG, mostly around 10-12 seconds (I'm a firm believer in that a strong offense is the best defense!). If someone who can match that output (and I don't think that's overly hard) and can avoid/heal damage, they'll have a much longer kill per minute rate (perhaps double, but I'm mostly just FDing to regenerate and do other things meanwhile). I earn quite decent money (and experience, even if it's not relevant to me anymore).
Should I choose to duo said 2 dots with a bard friend, mobs will die in 2-8 seconds (mostly around 5-6 I suppose) pending crits/cooldowns and we'll have virtually no cooldown as we rotate taking the few hits. This experience route (or adding someone who can heal and go do 3 dots) is really, really effective - both by experience and coins.
45  Monk Discussion / Monk General / Re: A telling statistic... on: April 27, 2007, 06:59:07 AM
For one post 20 those mobs really don't give that much xp.  You are really not getting anything of real value of loot in them.  You cant trivialize an already trivial encounter.

Actually, 3 dots in their current incarnation are quite so the most efficent experience grinding. By just grinding with druid/psionst trio or a druid/bard trio, I've gained experience at the pace of only a high rate, good coordinated and high DPS RI group could compete with (and those don't come all that often or easy) without any of the risk; and also gained several gold from just the money loot in so doing (think roughly 15g each) in just a few days. That was at high 40ies though.
Doubtlessly, trio potency is much faster than someone soloing (in the aspect of killrate).
But then again, even rapidly chaining 2 dots for me as monk (rapid in the sense of being monk, not rapid in everyone elses aspect I suppose) nets me more experience than a normal dungeon group.
But I don't think that's the fault of classes being able to solo etc, it's more the design error in the experience award comparsions; currently solo/small group is a bit to efficent for the danger in consideration for dungeon dwelling (even though the item reward tends to be just correct). If I dungeon dwell, I'll usually be a bit over on make-even after repairs on cash loot (since it got reduced, I make a bit more now), but I make quite the hefty income in a solo-duo-trio environement.
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