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Monk Discussion / Monk General / Re: Stances discussion
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on: March 23, 2007, 07:11:20 AM
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Drunken offensive = +damage, +agro. Drunken neutral = +haste, +dodge. Drunken defensive = +dodge, -accuracy. ~ Or whatever the specifics are. The reason why the stance you call offensive don't have penalties is because it's the neutral stance.
This is what is now you're right. We are offering ideas as to what we want to see adjusted to to do their jobs effectively. A defensive stance with a huge accuracy penalty but not increase in aggro is worthless. Its akin to making the warriors defensive stance but with out the +40% hate increase. All they get is some avoidance and a lot lower damage.
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Monk Discussion / Monk General / Re: Stances discussion
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on: March 23, 2007, 06:41:14 AM
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The main hangup with your proposed offensive and defensive stances is that they have increased bonuses and no inbuilt penalties. The Monk stances don't work that way. In fact, most stances in general don't work that way. You've usually got to sacrifice something to get something else. The Drunken monk already has the capability to fill the DPS role with his basic Monk abilities. What the Drunken monk doesn't get is many extra ways of increasing his raw DPS over the base monk levels, because he has chosen to sacrifice that in exchange for tools geared towards offtanking and aggro management.
The Drunken monk already has a +damage and +aggro stance. And it's the only offensive or defensive stance among the monk forms that doesn't have a penalty associated with it.
This is incorrect. Drunken Master stance does not have any penalties with it. Its +haste and +dodge. I would also say that Drunken Fist's + aggro component is the penalty if you are in a group and you are not the tank. If you don't feel this is the case then the only stance we have that has a penalty is the one that is worthless. You can't get a +evasion and +aggro stance with no downside. Even tanks don't get that. What you'd end up with is a +evasive stance with the +aggro component only being there to allow you to grab aggro in spite of your damage penalty for that stance.
I agree here. If we were to get a defensive stance with no negative side effects the heavy fighters would have some not so nice words for us and the devs. But I am under the opinon that the defensive stance should offer the best + aggro and the best +avoidance of all our stances. This of course at the expense of accuracy. This would make our defensive stance two steps behind the heavy tanks, but would make us the next best thing. We gain avoidance where they gain mitigation and avoidance. But we also lose accuracy where they lose just damage. This works the same way as our streaky avoidance does vs mitigation. Example: We attack 100 times for 100 damage. Monk: hits 90 times for 100 damage heavy tank: hits 100 times for 85 damage. I'd rather hit every time for 85 then miss 10 out of 100. Steady progressive is always better then fast/spikey. If you miss your jeering kick or thousand fists, it's a pita. One possibility is to incorporate aggro into both the defensive and offensive stances. The difference being that the offensive one allows you to redirect the aggro to your defensive target, while the defensive one just helps you hold aggro on your own target.
This would give the offensive stance a much greater tactical use. In exchange the offensive stance should get some kind of penalty. I don't know why it doesn't already have some kind of penalty, because all the other offensive and defensive monk stances do.
I like this idea, but I see problems arising if something requires you to change your def target. You then are required an extra button push and extra global cooldown. This extra 2 to 3 seconds could make or break the fight. When I am tanking and if I need to use jeering kick, the taunt time on it is not long enough for me to do anything else (besides maybe auto attack) before the mob is back on someone else. This is especially true of I am low on endurance in the middle of a fight. With waning palm being somewhat unreliable especially with the method of its delivery, adding in even another global cooldown and button push would make monk tanking for me anyways, an even more dangerous proposition.
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Monk Discussion / Monk General / Re: Stances discussion
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on: March 22, 2007, 09:25:04 AM
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3. 25-30% total evasion gain is the minimum Drunken defensive stance would need to be competitive, but getting any more than that seems very unlikely in light of the global evasion changes. I also don't believe it's feasible to get such a large bonus without also getting a penalty somewhere. Even tanks don't get to use their defensive stance without some kind of significant penalty. The -10% accuracy should stay in place of aggro generation, the later of which would just be benefit stacked on benefit with no downside at all.
You have to give this stance a + to aggro some how or it will be remain worthless other then sort of soloing stance. Whats the point of avoiding 20% attacks or whatever, if the mob ends up on your healer because you miss with your attacks. I understand the way the devs are making the stances. Two with larger bonuses but draw backs, and one neutral, but that does not mean that all three should be viable and have their own purpose. Drunken Mastery is our neutral stance. It gives a marginal dps increase with auto attack haste, and a minor avoidance increase. All this for no side effect. If you leave this as the base you can tweak the other two as you see fit. Example: Drunken Fist: +Damage (just like now) -Avoidance or AC Drunken Sway: +Dodge / Parry +Aggro -Damage / accuracy and or -movement speed It goes against the style of a drunken monk to lose damage or accuracy based on how the game / lore tells us we are suppose to fight, but sometimes you just don't have any other mechanics to balance with. I also avoided putting in hard numbers to avoid nit picking percents and what not, that would really be up to the devs on how they want to balance. These suggestions would make the stances viable for different roles the Drunken Monk would perform.
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Monk Discussion / Monk General / Re: Stances discussion
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on: March 22, 2007, 05:56:10 AM
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Monk Path of the Drunken Style
"The way of the drunken monk is one of deception and unseen power. Practitioners of the drunken style are taught to keep themselves off balanced, striking from impossible angles and tempting opponents to strike at openings that do not really exist. Students learn to stagger about to dodge and infuriate their opponents. They also learn to use powerful counterattacks which benefit them greatly due to their evasive nature."
Given the Grandmaster's assesment of drunken monks (and who am I to argue with a Grandmaster), drunken style monks excel at evasion while exploiting deceptive manuevers that infuriate their opponents. As such, our stances should be evasive by nature and reflect this path of "deception and unseen power".
I'm sure these could be tweaked, but this would be my general vision of what drunken monks should bring to the table.
Proposed Drunken Style Stances
- Drunken Fist Stance - 15%(20,25) damage increase, 5%(10,15) accuracy increase
The most offensive of the drunken style stances, Drunken Fist Stance represents the unseen power of the drunken style monks. In this stance, drunken monks sacrifice their more deceptive and complex evasive manuevers in favor of powerful focussed attacks. Because of this, drunken monks fighting in this style forego any evasive benefit beyond their base ability to dodge or parry incoming attacks. Damage and accuracy bonus scale with level.
- Drunken Sway Stance - 20%(25,30) dodge and parry increase, 20%(30,40) increased agro generation
The most defensive of the drunken style stances, Drunken Sway Stance embodies the uniquely evasive nature of the drunken style monk. The off balanced and staggering steps of the Drunken Sway Stance infuriate opponents, tempting them to strike relentlessly at openings that do not exist. Dodge, parry, and agro generation increase with the monks level.
- Drunken Master Stance - 10%(15,20) dodge and parry increase, 50% damage reduction, Agro generated from this stance is redirected towards the monks defensive target
The Drunken Master Stance is the epitome of the drunken monk's deceptive nature. Instead of infuriating his opponent, the swaying steps and mishappen attacks of the Drunken Master Stance work to confound and placate the monk's opponent. In a subtle and uncanny dance of drunken style subterfuge, monks in this stance are able to redirect aggression in the midsts of the chaos of battle. Dodge and parry increase with the monks level.
This is the type of three completely separate and useful style of stances I would want to see. It fills each role we'd want to fill and does it in the nature of the drunken monk. I think the hard numbers maybe a bit off after the avoidance nerf and what Sigil wants to see from static avoidance gains, but all and all they are very good ideas.
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Monk Discussion / Monk General / Re: Stances discussion
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on: March 21, 2007, 11:43:55 AM
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Here I was hoping that the drunken sway would be somewhat useful later on. curses foiled again.
As for my own views on the drunken monk stance. I agree with the above two drunk monkeys.
Drunken Sway is worthless, and I am in drunken mastery stance just about the entire time. With all our specials that we use, 10% haste auto attack haste is almost worthless. At least the dodge works..the tool tip anyway.
If we want to have 3 working stances there needs to be a way to reliable change stances on the fly. Or 3 remarkably different stances.
Drunken Mastery: DPS stance while grouping. Drunken Fist: Tanking stance Drunken Sway = ?? Its a bad tanking stance as you need aggro, and with the accuracy penalty you gain even less aggression.
Maybe something along the lines of adding a debuff or increasing threat as a result of dodging. This was in fact the lesson you get taught when learning drunken style. Dodge to piss them off and make your enemy do something to expose a weakness.
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Monk Discussion / Monk General / Re: Weapon skill ups
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on: March 20, 2007, 12:17:02 PM
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Weapon style skills have always seemed to raise slower. This was because it use to be based off your hits only. If you missed with your attack you wouldn't be eligible to gain a skill point. If I recall correctly they changed it so you could skill up on misses as well.
As far as a reason for it still increasing slower then the damage category, Only the dev's know if the two are on separate rates of increase.
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Monk Discussion / Monk General / Re: Patch notes 13th
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on: March 14, 2007, 06:31:45 AM
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The global refresh being eliminated from the kick has also messed with my main attack macro. I had the kick and boundless fist on one button. Now with no gap between them I can't take advantage of a finisher if the kick crits. Its just a minor annoyance though.
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Monk Discussion / Monk General / Re: Test patch notes
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on: March 13, 2007, 05:55:29 AM
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Having the kick off global cool down should help with burst damage. It will allow a boundless fist to immediately follow the kick for the damage and 3 jin, or what ever you want to pair the kick with. Having it only cost 3 endurance was awesome though, I guess 10 isn't so bad.
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Monk Discussion / Monk General / Re: So what does +weapon skill do for us? Discussion
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on: March 12, 2007, 02:34:02 PM
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Hand to Hand is listed as a "weapon type" this section tells that when its maxed skill level it gives +95% chance to hit an equal level target. So weapons with it should in theory add to your +to hit. With all the tool tip issues with updating and not appearing correctly its hard to say. It could very well just be a reused name as well.
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