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841  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 13, 2007, 09:18:07 PM
For those that dont know

Three finger strike - 596-632
Hammer Fist -769-813
Palm Explodes the heart -3000-3100

None scale based on weapon or level at all.

At lvl 50, with player made ultra rare fist wraps (2x 64) my melee dmg is 1200-1300 (primary + secondary).  That means in 1.84 seconds (or less with aum kor) i can out dmg the first hit of PEH, then before id even be able to use the second hit, i would have done double the total possible.  And by the third hit PEH would out dmg auto atk.

6 seconds - 3900-4300 auto atk (if all hit)
or  4365-4500 if u use PeH

There in is the issue.  PeH overal does only slightly more dmg then auto atk.  And less dmg then 1 move from thousand fist/thunder fist combo.
842  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 13, 2007, 09:06:11 PM
Dragon Monk ae's are largely worthless. With the exception of our finishers.

Divine Typhoon - melee +300  1min recast   10 end cost
Divine Avalance - melee + 320 1min recast 10 end cost , tied to divine typhoon
Divine Tsunami - melee + 340 1 min recast 10 end cost, tied to divine avalance

Total  melee dmg *3 +1k dmg , 1 min recasting 30 end cost ( averages out to 4k ae dmg for 30 end with avg weapons no crit at 50)

whirling storm 5 - melee dmg +150  34 endurance cost, instant recast
dragon rakes its claw 3 - melee dmg+300 40 endurance cost, instant recast
dragon breath - melee dmg +300 (i think dont remember off hand) 10 min recast

The fact that our 2 dragon based ae'es are the worst is really sad.  For the masters of ae combat to have worse ae then the average monk seems laughable.  Dragonrakes its claw is frontal only, costs more endurance, and does only 150 dmg more. 

But then again one of our main attks only does 200 dmg at 50. GO go crescent kick.
843  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 13, 2007, 03:20:32 PM
I need to chime in on a few things.

1) Snare is not just a pvp thing, tons of mobs run in this game at higher lvls and they whipe a group pretty fast.  It has TONS of potential and use.

2) the first atk should not do less dmg then a normal, atk, being as 95% of our atks are "melee dmg +100".  Id prefer our ultimate finsher chain to use %'s but i know thats asking a lot, its just annoying to see melee +100. 

3) I would HATE for this to be an instant kill. I understand the name implys you can only use once per mob, which im fine with, but i would MUCH prefer  large dmg over instant finishers.  For a few reasons: the first being the potential for mobs to be immune to instant finishers, thus making the ultimate attack do 0 dmg, secondly because it negates the need for a large dot on the final hit if the mob is dead.   Eq 2 had monks with instant finisher, and it was worthless... 5-10 min on our lvl 50 ultimate attack for an instant finisher? no thanks.   Give me large dmg that scales as i level up. 

4) the weakness/exploit system works like follows... you apply a weakness, and it lasts for ~10 seconds.  of that 10 seconds, the first 2 you cant use an attack due to global cool down.  So you have 8 seconds to use the right attack.  Each class has about 4 attacks that they can use to exploit.   

The reason i suggested it, was because its not a garuntee.  Its not like saying "double the attacks dmg".  Exploits are not a constant/consistant dmg.   When the first attack applys a weakness, you can press the next attack and the exploit can add 0 to 2x skill dmg, its a random range of dmg.  Not only that, but yes other people can steal the weakness before you get to it, so again it wouldnt be a constant +2k dmg per attack.  Its like saying "thunder fist does 20k dmg" ...sure it does.  IF it crits, and IF its legendary, and IFyou have a good weapon/weapons.  We are much more likely to have each attack exploit the previous then we would be to just flat out ask for double the dmg.

844  Monk Discussion / Monk Gear & Equipment / Re: Looking for Opinions HP vs Dodge % on: August 09, 2007, 10:07:00 AM
Id have to strongly disagree.

I can tank in storm dragon stance sure, infact its how i solo.  However to say mitigation is only important for the first few seconds is rediculous.  My warrior friend is full t5 ultra rare armor and has about 60% mitigation in his defensive stance, and let me tell you, mitigating 60% of ever incoming hit is amazing.  taking a 2600 dmg hit down to less then 1200 before its debuffed helps way to much to consider it useful only in the first few seconds.
845  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 03, 2007, 08:22:47 AM
When i think of PEH, just the name, i think of kill bill episode 2 and how devestating it was.

5k + melee dmg +5k in dot over 30 sec with hammer strike adding some kind of "increased chance to crit on next strike"

5 min reuse time is fine, as long as the whole chain does more dmg then thousand fist/thunder fist could do in 5 min. 
846  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 02, 2007, 04:42:48 PM
Just thought i should add.

43 monk - gulgeroth server
dustincharles - name on vanguard boards
847  Monk Discussion / Monk General / Re: Looking for community input on P.E.H. chain on: August 02, 2007, 03:20:48 PM
How about:

3 Finger strike adds --> Staggered, exploits (any of the ones we can add)
hammer Fist ---> exploits Staggered, adds spirit wrench
PEH ----> exploits spirit wrench, adds whatever

That way each attack opens an exploit for the follow attack.

Im going to assume your not REMOVIng the dmg from the first 2 steps.  So i would say

3 finger --->small snare +10% avoidance decrease for 10 sec+ dmg
hammer--->stun + additional 10% avoidance decrease  for 5 sec, stacks with 3 finger+ dmg
PEH ---> i think a minimum dmg of 5k is a good start, but at the same time thousand fist hits for about 3k-5k on average as is, that + thunderfist is easily about 8k for 2 attacks.    Im really a fan of skills that improve as we improve.  400% melee dmg +5k would be about 9k solo (slightly more then thousand fist+thundering fist)

i also prefer mods of Melee dmg over mods of weapon dmg. but thats my personal prefrence.

Atleast then each hit in the chain opens an exploit for the next as well as help increase the chance of the next hit landing.
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