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I would like to know what most of you think of monks afterpatch, now, that we had two days of testing. I am a lvl 46 dragon monk and had some oppertunities to test damage and survivability in solo, duo and full group after the latest patch. Adventures took me into Nusibe Necropolis, some soloing around rahz inkur and duoing in fallen cove. The things i think that are still broken, leaving out what is already in QTMs post are:
1. Survivability: The difference of damage absorbed from heavy to medium to light armor is huge. Evade isnt realy working well, a fight vs even level 2 dot mob makes me evade less than once a fight (and that is mostly due to swaying step), unbuffed that is and ubuffed is what monks normally are as we lack any selfbuffs. So we take a lot of damage without any oppertunity to avoid damage leaving us very low on health after a fight vs even level 2 dot resulting in big downtimes. In groups survivability is perfect thanks to feign death and we often can rezz group via stones due to FD. Even if it gets resisted from time to time and more often on higher level/dot mobs it still works fine in my opinion.
2. Damage When i have seen the patchnotes i was realy skeptical if this will up our damage in any way and i wasnt surprised when i realized our damage where not upped at all. Besides the level 50 chain, which i dont have yet, all abilities that had a damage increase are very rarely used or have long timers. All primary fighting skills were left untouched, for me those are boundless fist, six dragon strike, dragons rage, cloud dragons ruse, all non-ae finishers and occasionally counterattacks.
Groupplay: Our damage increases a lot when in groups thanks to all the buffs and the use of weaknesses and the bards songs, which are real powerful in giving group more dps. We even outdamage some tanks but still are subpar to any other class especially we are extremly far away from any casterclass. Our best damage abilities are thousand fists/thundering fist and sundering dragon claw, both of them are on timers and can be used, normally, once a fight (4+ dot) and need crits to be opened. Besides that sundering dragon claw blocks gouging dragon claw which would have a lot of other good uses. We dont bring anything else to groups than dps and FD so we should be real good in this.
Duoplay: My latest duoplay took me with a shaman to the skelletons in fallen cove. Skelletons beeing vulnerable to crush damage we did roughly the same damage, remember though shamans are healer and he would have outdamaged me on any other non-crushvulnerable mob. Monks are definatly not made for duoplay, we dont bring buffs, we dont tank well, we cant heal and our dps is low without buffs and vulnerabilities. But everyone should know this when rolling a offtank-class.
Soloplay: Very long downtimes on evenlevel 2 dots while not killing faster than others. All usefull soloabilities like iron skin are on long timers, i dont know why that.
3. Style I love the way monks are and i love their fightingstyle. Hopefully we get a animations overhaul like others classes had in GU1. As it is now we do have 2 different kick and 2 different slash animations. If you open the fist finishers with boundless fist you very often get 3 times the same animation in a row, what is kinda boring. Secret of ice/fire/transcendence still block all animations, no matter what ability you use you always get the standard slash animation, tbh i hate that fact and dont use them much because of this.
4. Other Some facts i think could be changed: - jin surge is already in QTMs list i woul like to add that it should not interrupt finishers to advanced finishers - secret of ... as mentioned above - secret of celerity: this is a damage powerhouse but 30 mins is a extremely long timer, if we dont get damage fixed it might help if this timer is reduced - most of our abilites that use timers have very long timers, cloud dragons ruse and dragons rage have long timers, i realy ask why do they have timers at all? they have a high cost in jin and dont deal exceptional damage they just open finishers - the only selfbuffs we have are aums, though there is only one usable a time, the aums would be a very good oppertunity to bring us to par with others, simply add a evade/crit aum and a str/dex buff aum and make aums stackable, i hate to meditate and change aum all the time (running/fighting/...)
I could write so much more but most issues are mentioned in QTMs list or other threads, just wanna let you know, that patch s.... in my humble opinion. And i am somewhat disapointed coz i realy love to play my monk.
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