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331
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Monk Discussion / Monk General / Re: Anyone else notice
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on: April 24, 2007, 08:35:45 AM
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The mitigation based on defense is calculated wrong. The value granted from Physical resistance remains untouched by Magnificent Storm Dragon. The defense based mitigation is 0% for me as well.
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334
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Monk Discussion / Monk General / Re: Reed in the Wind changes on Test Patch Message
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on: April 23, 2007, 04:48:00 PM
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I, as a Dragon monk, even MT most of the time, due to an overall lack of panzers on our server (in the areas I visit, at my level, during my playing times). All it takes is for a healer to get to know how you play for an hour or so, for you to adjust your Ignore Pain and - in my case - Fury of Ghaln to their mana/endurance regen rates and heal timers. Single pulling in the open is no problem where I go. A well-aimed Shuriken or a FD + Nerve Strike pull will ensure you have 1 or 2 when you would have 2 or 3. Even in the case of 3, I draw decent aggro on damage alone (in Magnificent Storm Dragon stance) Tanking might not be our core business, but we're not terrible at it. We are in my opinion a liability when doing so, because we're avoidance tanks when we do. That results in damage spikes even the best of healers struggle to keep up with. That also means tanking more than one red mob will get you and/or several others killed. Our mitigation is no better than a ranger or bard's. RitW on its original "non-intended" timer meant we could decrease the amount of damage spikes, ensuring greater survivability and thus reliability for not only ourselves, but groups that might depend on us. It gave us a compensation for the fact that FD hardly works when you need it. At the cost of 40 Endurance, this should never have been intended at 2 minutes re-use. It should have been 40 Endurance, period, for reasons listed by Soulfyst. Or, possibly, 40 Endurance and a 20 sec reuse, so even at the highest rank we wouldn't be able to chain it - 13 secs duration if I have my facts straight. 40 Endurance still means you're sacrificing DPS and thus aggro and spending copious amounts of time doing nothing but staring at the little green bar. The scenario I'd like the least is switching it to 30 END and a reuse time of 30 seconds, but at least in that scenario it would be moderately useful while not overpowering. Anything below that is unacceptable without further compensation in the fields of either mitigation or avoidance - creating multiple ranks of Iron Skin would be an idea, starting at about the same level as RitW. At 30, I solo'd a 22 4-dot with RitW I in its original state, and it STILL took me all the uses of Ignore Pain I could squeeze out, my racial ability and very, very close Endurance and Jin monitoring. I've seen Necromancers solo these exact same mobs at level 25 and coming out with half their mana bar intact. I feared for my life every single second of the fight, which is how soloing a four dotter should feel, IMO. Then how, by any invokable deity, is what we could do unbalanced? Don't give me FD as an answer, since they have it. Don't give me self heal, because they can do it, and then some. Don't give me fragile, because without RitW I could maybe take 6 punches from that grey mob if I was lucky. Don't give me... oh right, almost forgot we didn't have fear and snare abilities or an abomination that can take a couple of punches for us and dish out damage. 
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335
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General Topics / Vanguard General / Re: best msuic
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on: April 23, 2007, 09:24:28 AM
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After spending too much time in CIS, I kind of shut it off and replaced it with my own selection of goa, metal, jazz, trip-hop and rock. I'd have to say - based on what I remember - that Dakhnarg and Martok have the best soundtracks.
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336
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General Topics / Vanguard General / Re: May not stick around after this
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on: April 23, 2007, 08:35:00 AM
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I personally feel XP is right where it should be. I can spend 5 hours online every day and gain half a level a day at 32... that's not over the top considering I die twice tops per day.
However, I wouldn't want there to be no debt at all, no corpse runs, too fast travel, etc. I left EQ2 because - besides my talent for chosing borked classes like its Troubadour and this game's Monk - travel was way too fast and debt meant nothing.
In my opinion, it should work like this: 1) Debt fairly high, even slightly more than now even with tomb recovery. Why? Stupidity and folly should not be rewarded. Players should get to know their own and eachother's skills and play accordingly. 2) Fast travel... suppose you have an area in a fictive expansion that would take you from level 62 to 67. I'd love it if you had to travel to and fro until you are at least 64, at which point: a) Either a short, faction-based quest grants you a special means of getting there (a locket granted by a queen as a reward for continued service, a rare gem that can be used to activate a teleporter shrine every X hours, etc) b) Either a long, strung-out quest that grants you quite the same means. Why? To make sure you feel like you've accomplished something AND to make sure you meet some people on the road, see the sights on the way there, making travel count. 3) Repair: should be the way it is now, possibly a tad higher post 30. Before thirty, it's a money sink, post 30, it's a slight cut out of your already large budget. 4) Corpse runs: they build community, they allow particular classes to shine (mainly rogues and healers for now), they make sure you don't try the same thing again without reconsidering your tactics if you die deep within a dungeon. No way in hell do I want them to go.
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337
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Monk Discussion / Monk Gear & Equipment / Re: Types of weapon skills
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on: April 23, 2007, 06:31:01 AM
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The skills posted by Ninbei are Weapon Specialisation skills, which max relatively easily. Another thing to take into consideration are the bonuses each weapon type generally has: - Martial Staff, Bladed Staff: Double critical damage - Ulaks/Claws, Knuckles, Handwraps: 5% extra critical chance - Martial Sword: parry bonus - Shuriken: it's ranged and that's basically it.
So, IMO: - it's no use to max more than 1 of the Staff skills - it's no use maxing Martial Sword (since the damage will be lower due to them granting a parry bonus) - it's no use maxing Shuriken, since I don't tend to throwa lot of them, even when designated puller.
Then for Weapon Skills themselves (determining whether you hit the mob), there's the following. In parentheses you'll find the weapons that use them. - Two-hand Piercing (Bladed Staffs) - Two-hand Slashing (Martial Swords) - Two-hand Blunt (Martial Staffs) - Thrown (Shuriken) - Hand-to-Hand (Ulaks, Claws, Knuckles and Handwraps)
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339
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Monk Discussion / Monk General / Re: Dragon Issues
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on: April 21, 2007, 09:38:30 AM
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Perhaps the mob dodged or parried? I agree with your association of previous critical hits that imply you must actually hit to begin with. In the case of these abilities when it hits it's always a crit., but I think it doesnt gaurentee a hit though. I'll as Talisker & Co and if it's supposed to always hit then I'll add this to Bug / Issue list 2.0
~QTM
Thanks mucho !
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340
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Monk Discussion / Monk General / Re: Dragon Monk skills at 50
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on: April 21, 2007, 09:30:43 AM
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I have a couple of questions...
Buffs 1) Iron Skin - what's the duration? 2) Aspect of the Spirit Dragon - does this grant levitation, as the description says "<snip> rising off the ground <snip" 3) Secret of Transcendence - how much is the proc damage? What's the damage increase? For 12 Jin and 10 mins recast, does this increase damage output per hit by 700-1k as one would expect?
Attacks 1) Nerve Strike 1... huh? This one never gets upgraded? Does it still work on mobs your level?
Counters and more 1) Dragon Sweep its Tail - does this one really deal fixed damage, independent of weapon damage, or is the tooltip bugged? 2) Soaring Leap - How does this great jump thing actually work?
Aums 1) Aum Ti - is the duration also 1 hour? 2) Aum Kor - melee haste seems useless. Is the 25%¨refresh haste useful? For 10 Jin... I hope so.
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341
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Monk Discussion / Monk Gear & Equipment / Re: What weapons are you using?
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on: April 19, 2007, 05:41:02 PM
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32 Monk here, using:
Main hand: Pristine Xennskin Handwraps: 39.45 DPS, 53 HP Off-hand: Claws of Bloodletting - 33.33 DPS, 18 DEX, 34 HP, 1% melee damage. For skillups: Knuckles of the Vine: 25.85 DPS, 9 DEX
2-Hander (mainly for AE damage near the Wardship): Zank, Bladestaff of Ages - 46.18 DPS, 12 VIT, 10 STR, 2% melee dmg
My Martial Sword and Martial Staff are crap, I just use them for skillups.
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342
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Monk Discussion / Monk General / Re: recent issue with nerve strike since recent patches
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on: April 19, 2007, 09:34:23 AM
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Yesterday, I failed FD II against blue (2 levels lower than me) 3-dot mobs, TWICE IN A ROW. That obviously is not how FD should be working. Adding a skill would solve a lot of issues, since they can then tweak it against Rogues and Rangers' Stealth and NPC Detection skills. Why they haven't already, baffles me.
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343
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Monk Discussion / Monk General / Re: Dragon Issues
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on: April 19, 2007, 09:30:31 AM
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I've see it on the drunken / harmi versions too, when I looked through the combat spam. I found I missed with the attack. I know it's a bit late but next time you see it double check for misses.
~QTM
Sorry, but in countless roleplaying systems a crit means you can't miss. Is this not the case in VG? Secondly, seems like an always critting, always finisher opening ability that costs 5 Jin and has a reuse of 5 mins shouldn't miss, or at least not be consumed upon missing.
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344
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Monk Discussion / Monk General / Re: Stuff that got broke 4/18 patch
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on: April 18, 2007, 12:12:11 PM
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I'm usually the epitome of patience, but this just blew my socks off in a very, very sourly tasting manner.
Secrets having an energy cost: obviously copy-pasted from beta. Not only is the increase in duration a nerf - we can't chain use them anymore - now they simply can't be used at all. 100-120 damage added at level 30 is very measly - a buff that a healing class should get at level 20 IMO. Why give something like this to a melee class AND make it cost a unique, player built resource?
Dragon Rakes its Claw is now a measly 80 damage more. How the HELL does that justify an increase in Endurance? It should have been at that damage and more to begin with ! Dragon disciple AE moves: why do they have a reuse timer at all? Their damage is less than what a BMG, sorcerer and whoever else may have AE's can do. Dragon Sweeps Its Tail... why does a reactive move have a reuse timer at all? For one, it's not overpowered as it is. Second, you need to have parried, which means you need to have been hit several times before it goes off.
I'm starting to get the feeling that fixing the Monk class is like building a house on quicksand. I'm gonna give this game 2 more weeks, and if nothing gets seriously overhauled about the Monk class, I'm quitting.
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345
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Monk Discussion / Monk General / Re: Melee versus Spells damage. Offensive fighter versus Offensive caster....
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on: April 16, 2007, 10:27:45 AM
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Just got some rather disturbing info last night and today.
1) Bards get a DPS dance that increases as the fight continues on, their 'offensive stance'. While this is fine and it could be argued that ours also increases during the fight through the use of built-up Jin, we in fact vary much more in damage and hit a cap much sooner. If we're both meant to be doing better damage in long fights, is something not amiss here?
2) Apparently, sorcerers start dealing better constant damage after a few uses of one ability. I didn't catch a name of that ability, though. Is this not diametrically opposed to the statement that casters are supposed to deal better damage in short fights and NOT long fights? We all know mana regen is a joke and empty mana is easy to avoid. Does this not simply increase the gap?
3) A 31 BMG buddy of mine critted for 6000 on a nuke in a fight in Trengal Keep. When I asked what the regular damage was, he said 1200-1500. Now, for me to get that type of damage, I need to hit 2 specials, and they need to crit as well. To get 6k damage, I need to crit at least 4 times, on Thousand Fists. This is using the Bladestaff of Ages, maxed STR through att points, decent gear, maxed Bladed Staff skill, maxed 2HP, Secrets and Iron Hand on and Storm Dragon stance. The same goes for Dual Wielding 2 25 DPS weapons. That's awfully wrong for several reasons. One, they can tank as well as we can. Second, they can heal themselves and others. Third, they get AC and HP buffs, among others. Yet, their base DPS is better than ours, and I have to Goading Slap mobs at every opportunity I get, use almost every reactive that pops up and keep all my self buffs in check to out-aggro them. I even need to flip in whatever AE reactive and chain I can, to ensure I have aggro on multiple mobs.
The saying 'more DPS for more risk' simply does not stand for a few classes, among which necromancers (pets, FD, life taps), druids (snare, root, stun, run speed) and bloodmages (charm, heal, buffs, snare). On top of that, some of dev statements diametrically oppose the applied practice in abilities. Maybe what I'm experienced is limited to the early 30s range, maybe not. Maybe things will improve once I get to wear both my 30 DPS claws. I'd like to learn more. Could some higher level monks of varied styles reply to this?
Thanks in advance.
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