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16  Monk Discussion / Monk General / Re: drunk monk solo and as tank on: March 03, 2008, 07:30:26 AM
Well. I'm now a 43 Drunken monk, so I can tell you my perspectives.

Tank
1. I personally went dex/str/con picking up int where I could.
2. I tank very well for short increments. Under certain circumstances I found I tank better than my Paladin (forgetting heals)
3. Hate stance (unfortunatly) is usually a must. Get Reed in the wind ASAP. Get a martial sword. Best suggestions I can give. It's really worth it to invest in an UR crafted martial sword.
4. I personally found I do more damage tanking than anything else. This is mostly thanks to instant-use no refresh counter attacks. The more evasion you have the better because you'll do more damage and have a better chance to use "Quivering palm" a counter attack that halves one enemies damage by 50% for 8 seconds.

As an asside. A combination of Qalian armor, mixed in with a few "of health" armor will allow you to heal quite well between the enemy missing you. Counter attacks help proc this. Mix in some Thestran Jewelry and you're golden.

Solo
1. Pretty well, not as good as a group, but I can solo even three dots without much trouble, and at the moment my gear is very poor (my headpiece is crafted level 31 =p)
2. I was still discovering monk as lower levels so I was pretty bad at it. I found once I got reed in the wind things started looking up. I am now dying to get the other drunken avoidance abilities. I wish they came sooner.
3. With good gear, 4 dots, I would say. This gets easier with errant strikes (essentially double damage as far as I can tell) and Fist of celerity.
4. Get your avoidance up. I found martial sword, reed in the wind and secret of flames work really well for damage (them attacking more means more counters which means more damage) Reed in the wind isn't only a defensive buff for us, but a DPS buff because of the counters.

I'm sure many will tell you Thestran is the way to go. And a few pieces are probably good. But I've found Qalian to be a real dream armor for myself. Oh, and with a disciple healer.. just droolerific. (hint, they turn the 14 point heal procs that you turned into 40 point heal procs into 90 point heal procs. With counter attacks or reed in the wind I can see my health go up during group fights Smiley )

This is what worked for me. I'd be very curious to see how others did it as well.

17  Monk Discussion / Monk General / Re: what do we want with pushing hands? on: February 14, 2008, 03:34:29 PM
Just wanted to bring this back up again. Is anything happening with this?

I had known this for a bit, but finally got around to posting.

Our Pushing Hands cost 40 endurance and removes the enemies stance.

The Ranger version "Cripple" has the following effect:

A crippling attack that does 50% weapon damage and reduces opponents damage by xxx for (15) seconds and forces target out of whichever stance they are in.

Seems kind of stupid that ours A) Costs more B)Does no Damage C) Has no additional effects.

This really should be changed in some way.
18  Monk Discussion / Monk General / Re: Monk bugs / issues (No Drama) on: February 09, 2008, 03:53:31 PM
/bow
Thanks Fujitsu
19  Monk Discussion / Monk General / Re: Monk Bugs/Issues (no DRAMA) -- Post GU3 on: February 09, 2008, 01:57:43 PM
Drunken Monk Bug:
Clumsy whirl 1: Drunken AE counter attack does not do the right damage. There is also a typo in the description as it states  that it counter attacks "the target" for melee damage plus 300ish. However, it's an AE and deals about 12-100 damage (twelve to one hundred damage). I suspect it's dealing melee damage MINUS 300ish.


Edited for Clarity
20  Monk Discussion / Monk General / Re: Monk bugs / issues (No Drama) on: February 08, 2008, 11:34:58 PM
Just wondering, maybe it might be a good time to update this list, or remake it?
Unsure if it's still sticky-worthy at this point, as a lot of the issues here are outdated.

Just though I'd mention it...
21  Monk Discussion / Monk General / Re: Drunken Monk Style at 50, my thoughts. on: February 08, 2008, 11:31:09 PM
Seems to me this threads a bit out of date, being as it doesn't take into account force-taunt changes, +hate stance changes etc.
Both Harmonious and Dragon have their own improvement threads, I think Drunken could use one as well.

Just wanted to see if any high-level drunken monks might want to pick up that torch. If not I may start a thread myself for such things (but being as I'm only 35 right now. I'd need lots of input anyway. However, I'm rising quickly and a good listener)

Anyway, I'll make up a little list and add it if anyone else starts it, or start it if not Smiley
Unless there are objections?
22  Monk Discussion / Monk General / Re: Reed in the wind -- Monk learned ability on: February 07, 2008, 11:22:48 PM
With the update in levels you can learn RITW I figured I could learn RITW2 at 34 in Dargun's tomb... However, after much duoing with a friendly Disciple, I still have no learned it. I've looked for the bats but we had to turn back before we could get that far.

When you say "roaches" I assume you mean "Infesting XXX's"?
23  Monk Discussion / Monk General / Re: Any word QTM on planed/upcoming changes? on: February 07, 2008, 11:04:47 AM
I do understand what needed to be done for APW, however, with the revamp of th drunken monk (as well as all monk) our ability to hold agro has been deminished quite a bit. What with foolhardy swagger being broken (or innefective?) our tools are just not enough to grab agro quickly in an offtanking situation.

I'd also like to point out that prior to the monk revamp. Foolhearty swagger was a force-taunt with 5 attack duration (I beleive) and while I'm sure that this change is a good thing, it has also left us without a long duration force-taunt.

In addition to the suggestions outlined above. I would also recomend that Jeering kick have it's number of forced attacks upped. 2 attacks is roughly roughly 4 seconds (max)... given we aren't really the best tanks, I don't think there is much chance of us exploiting a larger number on this. I would recomend either an increasing number as we level (up to 4) or a flat 4 attacks. This would be enough to give a tank a bit of time to grab agro back, or allow us to build agro enough to help out a squishy.

24  Monk Discussion / Monk General / Re: Any word QTM on planed/upcoming changes? on: February 06, 2008, 10:43:20 PM
I'm curious. Would it be possible to remove the +hate from the Drunken's stances and create a toggleable buff instead? I think that would solve a lot of problems. With the changes to the Drunken monks recently, it is a good deal more difficult to hold agro, and it doesn't help having to use one of the less defensive stances in harder situations.

Also, It is of my opinion that while monks may be ballanced at the top of the scale. It may be a good idea to look further down the chain as well. Not saying this isn't being done, but most of the talk I see is of 45+ skills and abilities.

Lastly, I agree on the Dragon monk needed some assistance based on what I've read, but I also believe the drunken's could use a bit more toughness, especially at lower levels. I find it a bit strange that Harmonious has gotten a +30% armor buff that is continually running. The "tough stuff" strikes me as more a drunken thing.

There getting there though.
25  Monk Discussion / Monk General / Re: Visual Effects of Secret of Ice/Flame on: February 06, 2008, 10:38:31 AM
I have to agree with Sohbek. Really needs to be fixed. I know myself and I'm sure quite a few others chose monk origininally because they looked cool. This jab thing is just... stupid. Never should have happened and should be fixed much faster than it is now...
26  Monk Discussion / Monk General / Re: Drunken Style Feedback Post GU3.3 on: December 21, 2007, 07:44:11 AM
I think hate added to the defensive stance. Or an increase in the hate stance would really help out the drunken monk. I'm pretty resonably geared but having trouble holding agro in defensive. Either that or I get slapped around in hate stance. The stances could really use a bit of work. Nothing too much, but more hate would be nice. Perhaps a taunt of some type?
27  Monk Discussion / Monk General / Re: Please post GU3.2-3.3 Bugs here on: December 12, 2007, 11:20:22 PM
Not too sure if this is a bug... but since the last GU skill ups seems to be crazy frequent. I know this because I just got a bladed staff (never had one) and for 2 days before the patch I practiced with it and it was long and hard work to get to 100. After the GU I got my hand to hand and 2h pierce up to max (280) in less then 30 minutes.

Tradeskilling seemed faster too, but I can't base it on much.

28  Monk Discussion / Monk General / Re: Upcomming Raid-based Changes on: December 07, 2007, 11:43:39 AM
By the way, with the update coming so soon and these changes seeming to go in with the next update, will we see changes for the drunken monk BEFORE the next patch? Because as I think we all know, this would break drunken monks pretty bad as they are the tanking spec with virtually no agro increasers.
29  Monk Discussion / Monk General / Upcomming Raid-based Changes on: December 06, 2007, 04:32:56 AM
As posted December 5th, 2007 there are some upcomming changes to certain class abilities, some of which affect monks quite a bit (Drunken Monks in perticular)

Just posting here FYI and so perhaps we can help figure out solutions to potential problems, or at least to make people aware of what is going on if you don't check the boards.

Abilities concerning monks are in red
Quote
Morning all,

This is a post to inform you all that in an effort to insure our raiding encounters are challenging and interesting we have had to make some adjustments to the way some ability types work. In every case we tried to make sure that the group environment was not affected much as these changes are directly linked to stuff we have seen and had reported to us while testing both overland and APW raids.

The changes are as follows:

Incoming Critical Chance

The following class abilities that modify the chance for everyone to critically hit an NPC will now apply a buff to the mob. This buff is a temporary invulnerability that will cause any other spell of the same type cast while it is active to receive the affects of diminishing returns. For example the Rakurr shaman ability called Hamstring has a 2 minute refresh which means for 2 minutes from the time it is applied to the NPC any other hamstring cast will be diminished in effectiveness to 0. This affects abilities that modify incoming critical chance by 100%. This buff is only being added for abilities that do not already have an indicator for the duration of the immunity like cleave whose immunity duration is as long as the effect remains on the NPC.

This change affects the following class abilities:
Cleave
Hamstring
Blindside
Imperil

Any non class ability or class ability that does not increase incoming crit chance by 100% will have a max number of hits duration added to it if there is not one already.

This change affects the following abilities:
Item effects:
Mark of the Assassin
Justice
Voice of Justice
Soulsting
Thundering Impact
Lightning Strike
Thunderclap

Class Ability:
Lightning Kisses the Ground

Force Target Abilities

All force target abilities will now apply a force target immunity buff to NPCs that are affected by the ability. This will prevent the NPC from being forced to switch targets for this duration. If an ability has other effects on it they will be executed still.


This change affects the following class abilities:

Warrior:
Protect
Overwhelm
Shout of Defiance
Mountainous Barrier
Coercion

Psioniscist:
Lure

Paladin:
Shining Beacon
Entwine
Contrition
Protector's Fury

Monk:
Foolhardy Swagger
Trap Hands
Jeering Kick


Dread Knight:
Scourge
Nexus of Hatred
Seething Hatred
Inflame

Cleric:
Protection
Spiritual Guardian I

Shaman:
Intimidate (Pet)
Growl (Pet) (Edit: Forgot to put this on the list)

Modular Defense Abilities

All modular defense abilities have been given a 30 second refresh timer and had their penalties removed (like reducing hate).

This change affects the following class abilities:
Adamant Foeman
Devout Foeman
Bleak Foeman
Parry
Deter
Swaying Step
Fence
Dodge

***Update ***

Cleric Invulnerability Abilities
Divine Barrier and Divine Aura are being adjusted to resolve an exploit associated with these two abilities.
Here are the details:
Divine Barrier now lasts 10 seconds, down from 18. Its refresh has been lowered to compensate. It is now 8 minutes, down from 10
Divine Aura (preservation affinity) will now root the caster in place for the duration of the invulnerability. This effects can still be cancelled at any time.

These changes are being made based on testing and feedback. It is our obligation to support the ongoing health of Vanguard as it matures and as such we will continue to make adjustments where we see problems. If you have any questions regarding this subject please ask. I will be watching the thread off and on all day trying to answer what questions I can.

Original Post can be found here:
http://forums.station.sony.com/vg/posts/list.m?&topic_id=23392
30  Monk Discussion / Monk General / Re: what do we want with pushing hands? on: November 08, 2007, 02:56:57 PM
I think I made a suggestion about this before. Why not make it have another effect, like a push back (knock back) similar to what the name implies. I would also lower the Endurance cost... it's a bit steep.
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