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8954 Posts in 959 Topics by 1993 Members
Latest Member: accogignips
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1  Vanguard Monks / News / Re: Rumor Mill on: May 15, 2007, 08:33:58 AM
Didn't someone say that Talsiker was on "Vacation" this week?
2  Monk Discussion / Monk General / Re: Monk Issues listing and suggestions on: February 21, 2007, 10:04:38 AM
I did a similar list back in beta 3 if for ease of management you may want to break it down into subcategories like this. Also you may want a representitive from each style to confirm any bugs. Now you don't have to do it this way. I am just offering what little wisdom I have on this.

As I am probably one of the few remaining Harmi monks I'll add Harmi stuff to the list later after I get home.


General Monk Bugs/Issues and Concerns

Bugs
1) Feign Death :
The ability seems definately broken. Fix the mobs camping the monk's corpse. Resist rates are also way too high versus higher level mobs. It should be skill based, or have a modifier to resists.

2) Our weapon skills are messed up. Sometimes i keep hitting my ennemy with the sword i sold 2 hours aggo.
Fix this as this is a bug, when hitting with my fists i shouldnt get martial staff upgrades or two handed slashing.

3) Broken procs. Secret of fire, secret of ice, or one of the dragon stance are supposed to proc, but they seem to be really buggy or proc once every 100 hits or so ...
Possible fixes :


Issues / Concerns / Suggestions

1) By far the greatest issue with monks: CLEARLY DEFINED CLASS ROLE


2) Itemisation :
Monk weapons are useless at the moment. Ulaks/knuckles/claws lower the fist dps, witch make no sense. Make theses weapon give +dps to the unarmed damage ratings, or at least, since only monks and disciples can use them, make them on par with the unarmed damage of the equivalent level.

3) Stances :
Monk stances are either bugged or if designed as such are clearly an obstacle. It seems that at the moment they are more of a hindrance than anything, actualy lowering dps. Some dont work at all (like the hp regen stance) other remove more than they give. The stances need a complete revamp.

4) Energy :
As All classes have energy and thus can add dps/utility through endurance AND energy, monks will necessarely lagg behind those classes. We dont get anything from +energy items, and really little from int/wis compared to other classes. Give us an energy bar and abilities according, or make that +energy items add to endurance in some way or another, but just for non energy classes.

5) Avoidance :
The avoidance nerf has hit us hard. It was our only way of lowering incoming damage. As it is now, our avoidance is really marginal, we cannot rely on it. We need a large raise in avoidance, or in reduction to damage in some way.

6) Counters :
We get a lot of counters, but are really not worth it. The activation time is too low, the endurance cost is to high, and the damage is even lower than our normal special attacks. Since the avoidance nerf, our counters are even less usefull as we cant trigger them, nor can we decently put ourselves in a position of tanking. This also needs a full revamp.

7) Overall DPS :

The monk is suppoesed to have the highest baseline DPS of all of the offesnive fighters. This is not the case.
Most classes have their damage scale with their weapon damage, sometimes inflicting X% of the normal damage + modifier (X being > 100). Our attacks are either based on 100% of our damage, or dont depend on it at all. If we are supposed to be a dps class, we need our special attacks (and/or our normal ones) to have much higher dps in order to stay on par with other offensive fighters.

Cool Jin uses. Jin has really little uses, and could live with some new abilities based on it.
Possible fixes (mutually non exclusives) :
- New abilities more usefull than a basic attack or a mediocre buff.
- Jin dump skill : like execute for wariors in wow : spend all your current Jin to do X damage/jin point spent.
- Jin stance scaling with number of jin points stored. (like 1% dodge or 1% damage or 1% haste per current jin, like bards and their stances.)

9) Crits - improve our crit chance back to a reasonable level. With the finishers we get, it's crazy to go 5 or 6 fights without even 1 crit.  Once or twice a fight on average would be fine.  If somehow this causes too much damage, adjust the endurance to damage ratio or overall damage of our finishers.  Even if our damage is lower, it would still be nice to be able use these abilities. Right now with such a low amount of crits, its almost not even worth the space on our toolbar.


Dragon Monk Bugs:

Dragon Monk Issues / Concerns / Suggestions
1) Storm Stance: I don't have much to say about Storm outside of the fact that when a Dragon monk is in Storm Stance there should be no one outside of maybe Sorcerers who can match our DPS. The dmg it should offer needs to be raised or perhaps leave the proc dmg where it is and provide a 10-20% melee haste. For that I don't mind the stance costing Jin but it needs to be reduced to 1 Jin every 6-8 secs not 4. We just don't maintain enough Jin to support that. Plus when wasting the Jin on the Storm Stance we're hindering our ability to use our other Jin required abilities...which in the long run lowers our DPS. Not what should be expected from the stance that should be considered easily the highest DPS monk stance.

2) Dragon Stance: Currently broken. Doesn't work at all. I think the idea of HP regen is great if it's in the range of 20% or so and applies to in combat also. What I think should be added to this stance is a 20% endurance regen. Would make a Dragon monk have to make a decision as to what stance to be in and not always choose Storm. I don't think the endurance regen is out of line as it would allow a Dragon monk to fire more attacks and hence increase our DPS which once again that is what we do and only what we do....particulary a Dragon monk.

3) Stone Stance: I think it's a good idea and is setup properly if it actually helped going into that stance in the event we would need to be a fake tank for a bit, but I agree with the above posts that it doesn't appear to be working. When I turn on my Stone stance I see my AC increase almost 40-50% yet that only translates to maybe a 100-200 point increase in my Defense which doesn't seem to add up to me and doesn't appear to add up when a mob starts beating on me. If my defense is at 2000 with AC of 400 and my AC goes up to 750 then my defense should go up higher than 2200 (these are all hypothetical numbers), just trying to make my point. Anyways if the stance worked as advertised it would be fine.


Drunken Monk Bugs

Drunken Monk Issues / Concerns / Suggestions

Harmonious Monk Bugs

1) Harmonious stance can be abused


Harmonious Monk Issues / concerns / Suggestions






3  Monk Discussion / Monk Gear & Equipment / Re: Problem with Shurikens? on: February 20, 2007, 09:42:15 AM
Harmonious Stance issue has been documented since they actually got the stance to "work" don't worry I am sure they'll get to it.   knuppel2 knuppel2 knuppel2 knuppel2
4  Disciple Discussion / Disciple Gear & Equipment / Re: Crit rate on: February 12, 2007, 02:48:25 PM
Crit rate on unarmed is that of fast weapons (a.k.a. 5% / 2.5%)
5  Monk Discussion / Monk General / Re: Monk bugs, Concerns, Suggestions on: February 12, 2007, 10:38:40 AM
Just looking over your bugs ...I'll check the rest out later and edit my reply

Quote
     -Currently when you FD there is a chance while it works you still have npc's that will be on your hate list at the right of your screen. They will simply camp your body while taking no hostile action your still consdidered in combat and regain at the 1 hp a tick. If you procedd to get up the mobs that are hovering over you immeditaly attack you. I've uploaded a screenshot to show it. As you can see I have A) the Sucess Fd messege. B) The npcs are not attacking me. But they are still on my agro list and will camp me forever as i regain at in combat regain speed.

As a harmi monk If you use Deadly Adder Hand Line and then FD keep in mind there is a delay and damage is then applied. That will warrent a new set of aggro. to re-clear just an F.Y.I

Quote
    -Secert of Fire and Ice doing rediculously low amounts of damage. In beta it was doing about 50% of main hand damage and as it stands now its doing about 10% of main hand damage. This is one of our main damage spells and it has been broken for quite a while. Any imput on this would be greatful.

Its benifit is supposed to be a stun IIRC not a huge dmg upgrade /boggle

Quote
     -I do not have a screenshot for this bug but I will try to explain it best i can. If anyone remembers there was a bug with 6 dragon strike when your defensive target reached 20% you could attack them. While that is fixed currently at 20% of your defensive targets health your icons will have a green border and either A) will happen that you cant use any attacks til you completly escape off your targets both defensive and offensive or B) you can use any skill as a monk. Im able to use advanced finishers and finishers. Not that B is that bad but A happens far more freaquently.


I had heard that was a known issue with rescues It happens to me as well.


more to come

-Ample
6  Monk Discussion / Monk General / Re: Monk Nerf? on: February 12, 2007, 10:24:52 AM
Just a quick update on this;

I am now using my Tiger Stance full time now (+20% for stance + 10% for dex bonus and +5%/2.5% for weapon/ offhand bonus), and to think at the end of beta we were saying it wasn't worth using prior to the crit rate nerf. The only move I dont use Tiger with is with my Deadly Adder Hand ability (Macro'd to eagle stance and then back to Tiger again)  DPS is almost back to pre nerf levels. I am sure it is going to get the ole knuppel2 soon as the Harmionious stance is supposed to be more subtle.......  idiot2

7  Monk Discussion / Monk General / Re: Learning Abilites From Mobs on: February 09, 2007, 08:52:24 AM
I have a guildie constantly crashing because he learns "Destroy" then his client craps out. This stuff has been happening since beta2. Ya think they would have fixed it  by now knuppel2

-Ample
8  Vanguard Monks / Website Q&A / Grats on 250 members! (NT) on: February 09, 2007, 08:50:05 AM
NT-  angel
9  Monk Discussion / Monk General / Re: Monk Nerf? on: February 09, 2007, 08:46:34 AM
I forgot about that extra 5% if you were unarmed!!!! *DOH*   uglystupid2

Anywho to combat the nerf I actually use my Tiger Stance on my low end cost moves so I can up my crit chances to about 35% when I use them.t This has resulted in a definate DPS boost. Just not as good as it was before.

If you are not a harmi monk though  I think you may be SOL unless you get a nice refresh on your auto crit moves.

I am keeping with my monk for now alhtough I will say my Shaman is looking more and more appealing.

-Ample
10  Monk Discussion / Monk General / Re: Monk Nerf? on: February 08, 2007, 10:40:44 AM
I can understand the need to lower the crit rate but I think the amount was a touch much going form 10%/5% before patch to 5%/2.5%  right now I dont feel my base damage is superior to that of the other offensive fighters. Which according to the devs is where it should be.

The knee jerk reaction to crit dmg seems a little extreme. perhaps if they went down to 7.5%/3.25% would be better.  As it is now I am just not happy with it.  Looks like all monks are now forced to cookie cutter themselves to all dex builds. So much for different builds

-Ample
11  Monk Discussion / Monk General / Re: Help me choose a Style/Path on: February 06, 2007, 02:47:27 PM
Harmonious Stances:

Harmonious Stance : Generates Jin slowly over time
Tiger Stance:  +20% Crit Chance +50%  End Costs
Crane Stance: +20 To block parry dodge -25% End Usage and -25%Dmg (At least I think its -25% to dmg i'l have to double check when I get home)

-Ample
12  Monk Discussion / Monk General / Re: Question about monk ability combos. on: February 06, 2007, 02:41:40 PM
In beta 2.5 the Disciples had pretty awesome utility as thier abilities had different effects depending on when you used them. e.g. Blessed Wind when used as an opener granted a heal over time, but when used as a bridge it would be a large heal. I can't really comment on how they are now since I havent touched that class since the revamp.

If that is what you meant then not really. Alothough I can say the monk can put a multitude of states on a mob that can often be exploited by group member and in the case of the Drunken and Dragon monks they can even increase thier own damage output by using them.

-Ample
13  Monk Discussion / Monk General / Re: Stances + Hotkeys on: February 05, 2007, 01:42:03 PM
in beta you could do it by /changestance "Your Stance Name Here". It should work... although I havent tried it since launch

-Ample
14  Monk Discussion / Monk General / Re: confliction? on: January 30, 2007, 11:14:27 AM
I had this happen a couple of times and finally figured out that this is the sound cue for a "rescue" this wont happen unless your defensive target is under 1/4 hit points. The odd thing is that I dont have a rescue ability even trained.


/boggle

-Ample
15  Monk Discussion / Monk General / Re: Monk utilities suggestion on: January 24, 2007, 04:26:48 PM
Quote
What do monks excel at? We do baseline 100% DPS, we ... "opens up weaknesses" (which BTW just about every single class do as well), drunken monks offer a little bit of tanking capabilities through a couple of taunts, harmonious monks offer a -15%mob mitigation debuff... and that's about it.  Oh one thing we're really good at is play dead (feign death), but that doesnt really offer a group that much.

lol Wait untill you can land Deadly Adder hand on top of the Northwind series. Watching a mob that used to hit for over 1k hit for 200 is the best thing in the world.

To me it just seems like monks come into our own later in the game. Which really IMO isnt the best thing in the world for MMORPG class to do.

At ny rate I can say there is actually something to look forward to.

-Ample
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