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19
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Monk Discussion / Monk General / Re: Class DPS tests
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on: October 05, 2007, 10:41:17 AM
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Are you telling me a drunken monk does more damage than harmonious? Yet all everyone keeps saying here is that harmonious is over-powered compared to dragon. Something is wrong with this picture. Seems like Harmonious needs a damage increase. We should be doing more damage than drunken.
As for increasing monks damage, I for one would vote to increase the damage of our kicks. They are the most used attack, and yet we have no way to increase there damage. I think increasing there damage throughout all levels would be a good way to increase our overall dps.
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20
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Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger
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on: September 25, 2007, 07:00:29 PM
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I have to disagree on the rogue versus monk comparison. I have a 50 monk and a 40 rogue, the rogue damage is better by far. Now they do require a good tank but damage wise they will own monk. Monk has better deaggro, but rogue does get a poison to reduce aggro and a flechette that reduces major aggro. Then can restealth with smoke bomb. With a good solid tank, the rogue will own a monk in damage. Their shank/shiv/ravage line is better damage than thousand fists and has absolutely no cooldown. I can do it all fight right now. Maybe that is a bug, but until they change that the rogue will own monk. Imagine how much damage monk would do if thousand fist was available for every chain.
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22
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Monk Discussion / Monk Gear & Equipment / Re: Gear at 50.
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on: September 04, 2007, 11:56:47 AM
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For weapons, the best in game is the torchbearer. It has 71 dps. I have yet to see a crafted item that can compare but am definitely on the lookout. This may change if the 2-H weapons start doing double damage on crits but at this point Torchbearer is best weapon in game for Monk DPS.
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25
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Monk Discussion / Monk General / Re: FD 2.0 to arrive GU #3
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on: August 16, 2007, 08:26:39 AM
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While I am not particularly happy with the 5% part, I don't think it is as dire as people think. Monks do have skills that will allow them to survive a failed FD. Personally I like the fact that there is one check versus a check against all mobs. Now if you happen to fail FD twice in a row, that will be a problem. FD could be made more effective if we really did have the 0 delay we are supposed to have in between FD. But since it is on a cool down, it actually does force a delay on a skill that should have 0 delay. Not sure why this is done, but I think it is kind of stupid.
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26
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Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain
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on: August 15, 2007, 11:20:39 AM
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I really don't like the snare or the stun. I just want more damage. Being able to snare once every 5 minutes or so doesn't appeal to me. Not to mention, there are a ton of classes that can snare.
This chain should be about damage and killing, not about snaring and stunning. I am ok with the DOT.
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27
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Monk Discussion / Monk General / Re: FD 2.0 to arrive GU #3
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on: August 14, 2007, 03:20:24 PM
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Anyway to take FD off of the global cool down. We are supposed to have 0 refresh on FD but the global cool down is enforcing a 2 sec delay. Would love to get rid of that if the Failure chances are going to be so high.
Does this mean we have a 95% chance of success at level 49 mob, and 100% chance for any mob 48 and below?
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28
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Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain
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on: August 14, 2007, 03:17:20 PM
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For PEH I did not say 4K damage, I said 4 times the damage that thousand fists does. I could care less about the DOT. This attack should do massive damage. I brought up the rogue 12 sec crit to validate that this would not be over powering.
I just like the idea of making this a risky move to pull off but making it worth our while. Under this model we could obliterate a 3 dot of equal level every 5 min or so.
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29
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Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain
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on: August 14, 2007, 11:04:30 AM
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Here is an interesting idea.
3 finger strike = celestial kick type damage and causes mob to instantly aggro hammer fist = thousand fists finisher type dmg plus adds a ton of hate explode the heart = 4Xthousand fist dmg
What this does is make the chain very tough to pull off, and perhaps deadly, but offers a high reward with the damage it can do. There is a chance we do massive damage, and there is a chance we die. I don't think the damage is out of line as I have a rogue and seen what they can do. They get an ability that is 100% crit for 12 sec, and it refreshes every 90 sec. They do massive damage. I can kill an equal level 3 dot in those 12 sec almost every time.
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30
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Monk Discussion / Monk General / Re: Swaying step, Quivering Palm, etc
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on: August 05, 2007, 10:36:54 AM
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The effectiveness of swaying step is based on a mob of equal level to the level of the ability. Very similar to how crit% and dmg% increases used to work. So as you get new ranks it actually does improve effectiveness it is just not as obvious in the description.
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