I made a new Dragon Monk issue list with the updated and changed skills and issues.
Thanks to Chunli for starting this (I copy and pasted most of his/her list and added/changed a few things to have the current state. I merely redid this thread so we can keep it updated after Chunli "resigned".
[ Reference threads ][ Dragon Monk Skills at lvl 50 ]Thanks again to Chunli for starting this. The skills with more prominent yellow titles have either had the tooltip changed or changes in values in general.
[ Stances ]- Storm still does not proc on multiple targets if using an AE and it procs.
- Dragon icon does not go away when you change out of the stance.
- Lowest Storm Dragon Stance seems to be bugged and not proc for what it is supposed to (can't verify this myself)
- Need clarification about storm dragon mitigation penalty and how it is supposed to be calculated
- Seeing that clerics get titles with their affinities - why not give us monks titles linked to level and stance?
[ Area Effects ]Our Divine AE Finishers have been slightly adjusted and are better after the changes. However lets break down the AEs which are supposed to be the Dragon's Strength:
- Divine finisher chain
(1) Divine Typhoon 4 = melee damage + 492 (10 END, 1 min refresh)
(2) Divine Avalanche 3 = melee damage + 516 / 540 (10 END, 1 min refresh)
(3) Divine Tsunami 1 = melee damage + 618 ( 5 END , 1 min refresh) - END using AEs
Whirling Storm 5 = melee + 143 (34 END)
Dragon Rakes Its Claw 3 = melee + 292, frontal only (40 END) - Jin using AE
Dragon Breath 1 = 1030 - 1086 dmg, frontal only (8 Jin, 10 min refresh)
SO we have a 3 part AE chain, a normal AE, and 2 frontal AE attacks. Refresh times have been adjusted to our ae finishers (down to 1minute) but low damage and high end costs on Dragon Rakes Its Claws still hurts a lot. Even though the timers were adjusted to 1 minute the AE finishers are still nowhere where they could be with the current damage. Chunli suggested 400% and I agree that this would by no means be overpowered.
Another Problem is that AE in groups is hardly ever an option. In my opinion we only have one finisher that is unique to Dragon Monks that is really always usable. What we need is at least another finisher that can be used in any situation.
Dragon Rake's it's Claw is way too costly with 40 End. Without Aum Ti you can get it off for 3 times before totally rendering yourself useless and having to wait for a crit to do more ae damage.
Dragon Breath Damage has been increased for some nice damage but honestly 8 Jin and a 10 minute refresh – meh. And it's frontal cone only.
[ Additional Skill Breakdown ]- Dragon's Rage does pitiful damage for a 5 minute refresh/4 Jin cost. (353 -376 damage, always crits) and does NOT CRIT IF YOU MISS. Reduce the refresh greatly and it could be worth using. As it stands right now – it's a button to click to get a crit (if you are lucky).
- Cloud Dragon's Ruse is now at 2 minute refresh opposed to the old 5 minute/6 Jin attack. (melee + 350, , and always opens a finisher) which makes it a bit more worth using. The 1 second stun is still totally useless seeing the 2 second GC and only H2H weapons being viable to be beyond the 2 second cool down for auto attack.
- Three Finger Strike and Hammer Fist have had their damage adjusted slightly. Palm Explodes the Heart is still not worth to be a lvl 50 finisher. The chain we get like every other monk still does more damage in two hits then PEH in three. As it stands now Three Finger Strike and Hammer fist together do about the same damage as Thousend Fists or Thundering Fists alone (if it goes well..) and most of the time do more damage then PEH. Why do we get so much hard coded damage as opposed to %?
- Lets have Thousand Fists chain have a chance of hitting 3 times, ala Windsong. Make it use weapon % mod rather than melee dmg + . Would also be nice to have a 3rd chain in this series.
- Gouging/Sundering Dragon Claw - Make them use weapon % mod, not melee damage + .
[ Aums ]- Aum Liat should have the negative effect of having all attacks cost 25% more END removed, then it would be worth using
- Aum Ti should have the dodge component put back into it, but at the moment it is the Aum that Monks use once they have it
- Aum Kor needs to have more than 10% melee haste. Actually melee haste is basically useless with fists IMO. The ones you get at higher levels are all less than 2 delay. So anything that gives you haste is useless since using a skill resets your autoattack timer. And with less than a 2 delay, you will always get a swing in before your global cool down is up. Would be nice to see specials NOT reset your auto attack swings, therefore making haste beneficial to all classes, not just the ones that use a 2 hander, or really slow 1 hander.
- Idea for Aums/Secrets - lets have each style of Monk have a Secret/Aum unique to them. Also, you could probably make it so that Aums affect the group
[ Buff and Fluffs ]- Jin Surge should not be consumed on a miss, on a buff, or on an autoattack. The buff should only be consumed on the next special attack. Jin surge should also not cancel out your finisher chain when you use it. Or better yet make it for the next 10 seconds type of buff.
- Aspect of the Spirit Dragon I do like the levitation aspect but for the jin cost and the chance of how fast invis breaks (including levitation), it's just insanely stupid. Make levi stay up even if invis breaks and lower the jin cost drastically. I also don't see any reason for this to be such a high level skill.
- FD needs after the stealth changes from the 11th May Patch some more testing. Some mobs take too long to wander back to their spots which makes FD pulling more of a pain then a reliable tool..
- Storm Stride still does not always teleport you to the target. Mainly seems bugged if you are moving or if the mob is partially behind an obstacle (low rock or stone). On top, using normal skills after Storm Stride doesn't apply the weaknesses it should.
To make it not only a fluff spell: Why not add a little stun to the pve version? After all we are suprising the mob but even though we attack them from behind they even get in some hits before we do our attacks.
For the PvP version make the same but probably adjust the recast (would need testing to not have it overpowered. It would at least add some kind of means for the monk to keep victims from running away. - Iron Hands still has stacking issues. Sometimes it adds damage, sometimes it subtracts damage.
- Secrets currently use int again for base numbers.
- Heals currently use vitality again for base numbers.
[ Meditation ]It would be nice to have some kind of effect so groups know that we are not just sitting around. Requested to restore the animation when learning an ability in meditation to what it was in beta - the same cloud rings, but you rising gently off the ground. What would also be easy to do, is adding a levitation / buoyancy effect to meditation all of the time, perhaps with a pulsing icon similar to the ones you see when you change stances.
Also, while meditating for new Dragon Skills, upon learning and switching back to meditation the chain icons get messed up. Some vanish and only relogging resets the bar to what it should be. This happens every time.
[ Weaknesses ]For supposedly being the masters of opening up weaknesses there is much room for improvement. Even though most groups don't even look at this feature..
We open up
- Enraged
- Shaken (x2)
- Vulnerable
We exploit
- Enraged
- Dazed
- Staggered
- Soul Wracked
Maybe add in some vulnerability add/exploits to some more of our attacks, even if it means our finisher chain attacks, to really make us the masters of opening vulnerabilities. Don't need to exploit more of our own, just add in more options since that was one of the things we were told we could do well.
[ Conclusion ]As it stands right now, every class in Vanguard can dish out dps. It seems that Sigil doesn't really know where the monk should chime in. We are supposed to be (together with rogues) the DPS classes of this game, however we are about the same as most other melee classe if not behind in damage output without having anywhere near the variety of skills other classes have and can contribute to groups.
Our Base Damage needs to be looked at again and not to mention that itemization still hurts specially pre-50. Most weapons are usable by Disciple too and most of them have vit/energyhealing stats.
[ Off topic ]- WTB class specific armor at higher levels. Rahz Inkur looks like a pretty good spot to do this in. Could even have some of the stuff come from Nusibe. Make it start in Afrit, and gather armor drops from Rahz/Nusibe, as well as catalysts for the armor. Lets even toss in a new quest line that maybe takes us through all of the 45+ areas for another series of weapons. Graystone is nice and all, but lets see new stuff that will keep people playing and occupied when they hit 50.
- Animations have been adjusted a bit but could still be a bit less repetitive. Specially while using secrets most of the animations get replaced by a plain punching move
It is our understanding, well maybe interpretation, that by picking Dragon Style we give up group utility and evasion in favor of damage. Should we not stand head and shoulders above the other monks in damage? Also we should be pretty damn close to Rogues that are sneaking/behind/etc. (they have great utility in their darts/flechettes now, whereas before they had none to speak of). Rangers can have their edge in longer fights as they study the target or whatever. Groups should have a tough time deciding which melee DPS they want. A Monk should be one of those choices.
Any additional input you have, let me know and I update the list accordingly.