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Welcome to Vanguard Monks!

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31  Monk Discussion / Monk General / Re: Monk VS Rogue VS Ranger on: October 11, 2007, 09:56:29 AM
I was thinking rather, for int and vit, to have the numbers they WANT based on what a monk would have with no modifiers put in int/wis. IE, you will see almost rediculous numbers on the trainer, but they will be in-line with what monks should have when you actually train (if not a bit bellow) having really powerful moves like this would also encourage a more diverse built to monks instead of "dump everything into strengh and dex" mentality.

I wish we had similar upgrades to our stun like rogues, for duration. (Nerve strike)

Example :
You want the average monk to do 500 damage per hit with Secret of Fire. Have the damage be 750, so when reduction gets applied you get 500. However, if a monk concentrated on int, they could get up to 750 (which would make int actually worthwhile-ish)

Same for heal, if you want the heal to be for 2000, put it at 3000 as a base, so the average monk will get 2000 without putting in vit, but should they get racial modifiers or work on vit (or get buffed) it could go up to something much more impressive.
32  Monk Discussion / Monk General / Re: Class DPS tests on: October 08, 2007, 10:16:26 AM
I'm not sure about the "make Secrets not use int" position. I would rather they just base it on the minimum int we have, and scale it that way. It being based on int (and being increased to the point were it does decent damage with low int) would allow other classes to buff our int, and for those of us who chose races who get int bonuses but little str and dex to get a bit more returns (Khura, dark elf, Raki all get + int per level).

Already most stats are useless for us. Vit is almost a joke, influencing ignore pain, giving us minuscule regen bonuses, we have no energy so that goes to waste (even warriors have energy, I find it strange monks don't... spirit and such) and wisdom is almost as much a waste. Int/wis mostly just give us increases to combat awareness.

So all that to say, keep secrets based on it, but scale it with the fact in mind that most, if not all monks ignore int. But make it so that it is an option. An intelligent monk should be able to use secrets better IMO (makes sense, smarter you are, better you are at using secret techniques)
33  Monk Discussion / Monk General / Re: What monks REALY need (not so serious version) on: September 28, 2007, 06:52:03 PM
No no, this is very serious! I think the #1 reason I decided to play a monk is because they LOOK COOL. Totally support the bandana idea, better animations for sure, and at least cross-legged sitting animation for meditation.
34  Monk Discussion / Monk General / Re: **** READ ME***** Raid testing monks: Regarding FD, Rez and Raids on: September 28, 2007, 10:50:17 AM
Sorry Fujitsu I er.. hit the shift key on that last post. It should read "I know I can only use Blackjack 1 on one Target. That's without refresh haste.
35  Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities. on: September 28, 2007, 10:48:19 AM

Poison/ageing immunity = doesnt really fit vanguard, not unless they add immunities to each class, which would then just bring up whining about some people being immune to worthless spells vs others being immune to better spells.

Catch arrows= not horrible, but it doesnt add squat to our class, even if we pull an archer, its not gonna make the archer come to us, well just sit there and catch his arrows for 2 hours.

...

As far as unarmored ac, i really dont see why it would matter.  Im not gonna go naked for 5% more mitigation, not if im going to lose 300str/dex and 30% crit rate.

...

2) Theres no real penalty in any class.  Eq1 you had monks with a weight limit, which was cool because it forced you to play a certain way.  Here theres no penalty of any class so no class can really justify asking for something more that other classes dont get.  IE monks dont deserve something like arrow catch or immunity to poison unless all classes got something similar, which by that point removes the uniqueness and utility that it would have brought.

Just wanted to comment on these points.
There are already immunities in Vanguard. Paladins are immune to fear, Rogues are resistant to movement impairing effects (maybe immune, can't remember), Paladins are resistant to negative energy effects. I'm certain there are other classes that have something similar. So I don't believe it's going to far to think monks should have a strength like this as well.

Catch arrow would still be useful for pulling. Once you go too far from the enemy, they'll start to chase you, the catch arrow would help reduce damage on the way. (or turn a corner)

I don't think Khana was saying to make monk unarmored, she was just suggesting perhaps what "monks have" from other games. It would be interesting if the less armor we wore (or if we wore white. Ah, love the robe) we would get an evasion bonus. EQ2 has something similar were if you wore heavier armor you took a penalty to your evasion.

and to #2, I'm not entirely certain what you're trying to say. There are lots of classes that have unique abilities. Rogues have their poisons/fletchettes/scrolls, rangers have buffs, we don't really have any "enhancer" ability for the group. We COULD go for abilities from other classes to help "balance monks" but one way of making sure we have a "niche" would be to ask for unique things (perhaps, if it makes sense they could add some of them to the other classes that need help). It's not a matter of deserve, but more a matter of "will it make the monk class what it should be, a complimenting set of weaknesses and strengths that are on an equal playing field with the other classes in this game". So far the answer to this question seems to be a "no", I think the goal of most folks here is to make changes turning that into a "yes", even if it is only situational (at least a variety of situations, just one dungeon doesn't quite cut it =p)
36  Monk Discussion / Monk General / Re: **** READ ME***** Raid testing monks: Regarding FD, Rez and Raids on: September 27, 2007, 09:06:54 PM
Don't know when you played a rogue, but he told me this yesterday.

- As to the damage reduction: not bad, when you can force crits even on a rogue. They get a 100% crit chance ability, where a Dragon's best is 60% extra chance for a crit.
- Blackjack is reusable every 15 seconds. I see him do it every day.
- Yes, we can prevent a CR completely... for now. Once the whole group needs to wipe, a rogue with Escape is still better if corpses need to be dragged somewhere.

Just checked on my rogue. Blackjacks reuse timer is 30 seconds. That I can guarantee. However, perhaps he has items/spells that lower the reuse time? I know for a fact that Blackjack ! can only be used on a single mob.
37  Monk Discussion / Monk General / Re: What monks could use (besides ballancing) is new abilities. on: September 26, 2007, 09:56:02 AM
I do like the idea of Katas. Not saying they need to have the same end results as Ranger or Disciples, but out of all the classes, monks strike me as the type to have "combat chains".

I'm not entirely in agreement with the concept of "Ranged attack blocking" being useless unless in PvP, there are a few mobs I've seen that use them (mostly humanoids), but the real specialty would come in the future for raids where it would really help you not die during big pulls.

Multi striking attacks seem to be a very monkly thing. I would love to see melee attacks (no specials) have a set chance to multi-strike as an innate skill. Also so far I've noticed a lack of innate abilities thus far. I was thinking with all the special training monks go through, physical training, spiritual enlightenment and such monks would have a heavy resistance to stuns.

Reposts are interesting, but I think that is more the general idea behind our counters, unless you mean an automatic counter attack. I am personally more fond of the idea of allowing the monk to "intercept" some attacks on the behalf of whomever is being attacked by your target (like a rescue) which would open up our counter attacks. Allowing us to do the job of reducing the damage taken on the main tank, while increasing our own.

A silence would also be interesting, knocking the wind out of your oponant, call it "Stealing the Wind"  Grin

Nice to see some ideas come in. I personally would also like to see QUESTS to allow us to learn certain abilities by training under our mentors (who we never seem to revisit except to change our styles). I think a monks mentor should be revisited periodically to give more a feel of a monk in training (at higher levels one should have to learn other techniques on your own)

Great ideas everyone, I hope someone out with a voice to the dev team reads this and is inspired Smiley





38  Vanguard Monks / Introductions / /bow "A pleasure to meet your aquaintance" on: September 25, 2007, 01:21:02 PM
Greetings everyone. I am a Raki monk from Seradon (formally Florendyl) and I very much am enjoying my monk. I realize that we could use a little work, but altogether the class itself is really enjoyable.

I hope to be an active poster and to give ideas were they are wanted to see the class become everything it should be (not overpowered, but very useful and damaging class). And observe the chances that take place within my brother and sister monks.

/bow
39  Monk Discussion / Monk General / What monks could use (besides ballancing) is new abilities. on: September 25, 2007, 01:04:05 PM
I think the monk should really get some new abilities. Unfortunately right now they're pretty cool looking, and some things like "Soaring leap" and the Aum lines set them apart. They could still use some new abilities.

Now, this being said, I wouldn't be much of a poster if I suggested they chance something without offering up at least a couple of ideas. Hopefully balanced ideas which just add utility (which monks could severely use a dose of) to something that could make them do a nice bit of extra damage in some situations.
Of course they should fit within the framework which in monk.

Strike Pressure point - A snare. Gods know we could use one and would be a really good pulling tool for us (especially combined with our Mez)
A note on this idea, if it was found too overpowering to have a snare as such (for pulling) it could be changed to a near-death attack (like a deathblow attack) which would do good damage and snare.

Chi Strike (alternatively, could call it Pushing hands since it apears it doesn't do what it's suposed to anyway) - Costs Jin or endurance - A knock back on enemy/enemies. Around 15-25m.

Claw Gouges eyes - Blindness strike on opponent, could either function as Paladin Blind spell (lowers acc 70% until struck) or lowering mob accuracy by a lower amount for a set duration. (like 10%)

Would also be nifty for Drunken monks to boost their defensive capabilities for a short period by drinking alcohol (we can use Jin and Gin!)

(can't think of name) - Another ability that would be good to add would be one that allows you to block hits going to an ally (set ally) allowing you to use your counters when they evade (or simply allowing you to block attacks going to that ally)

There could be a lot more abilities but I'm trying to think out of the box. Keep in mind I've only played a monk up to 21, so I know little about level 50 balance, but then monks, like all classes, need to be balanced across all levels and not just at 50.  Based on the theme of the abilities I've listed thus far, what I think monks could really use are abilities that assist other members of the group, thus allowing them to offer something interesting even later in the game.
---------

On another note, having recently tried Drunken Style monk (after being Harmonious for a while) I notice it odd that the Drunken monk gets less evasion (by a decent number too) than the Harmonious monk. Even the "biggest" defensive stance only offers 5% in each parry and dodge, while Crane stance offers 8% in each (this is at level 21)

---------
Another idea to help balance out monks would be to give them weapon based attack specialties. Such as certain attacks which can only be executed with certain weapons. This would also help alleviate some of the discrepancies between some weapon-types.

---------
Weapon itemization -
I'm not entirely familiar with this problem, but as far as I can understand, certain weapons created by crafters have levels associated to them, thus having a certain amount of points (or as a dev put it, "goodness") associated to them during creation, and that our hand wraps are a bit low on the totem pole. Perhaps adding in other weapons might help this. Such as having a Martial Staff and Quarterstaff. One would be on the 4th level and other at the 9th level (14 & 19, 24 & 29 etc). Same for claws, knuckles, first wraps, Knuckle-dusters, etc. Tonfa, Kartar, bladed staff, etc. And so on. Would also be good for the weapon smith as they seem to be somewhat under-desired at the moment (general feeling, unsure if it is true)
40  Monk Discussion / Monk General / Re: **** READ ME***** Raid testing monks: Regarding FD, Rez and Raids on: September 24, 2007, 04:35:10 PM
Sorry, having played a rogue I have to correct a few things bellow (in red)
FD to scout, in any area where you'd want to xp, is often not feasible, due to the ridiculous rates of failure. There is no +FD gear, but there is +Sneak gear. As to utility, I asked my level 49 guild Rogue buddy:

- 70% Snare for 20s
- 60% damage reduction without needing to parry, for 45s. Available only after a crit. Starts at 50% and increase (I assume) as you get newer versions. It's for 45 seconds or the next 5 attacks (also possibly increases with levels) But definitively for a set number of attacks
- 10% slow (flechette)
- 40% reduction on NPC heals (flechette) Starts at 30 and increases with later versions
- 760-804 Aggro towards the defensive target every 2 seconds. Can be chained.
- Stun that turns into a stun + lull around 40 ish. Doesn't break stealth and lasts from 40 seconds when you first get it to 60 seconds at 50. Reuse time 15 secs. Can only be used out of combat, but doesn't put the user in combat. Can thus stun multiple targets. Blackjack line. Blackjack can be used every 30 seconds, it doesn't put you in combat but it's starting duration is 30 seconds so the most you'll ever get is 2, if you wait for 30 seconds and have at least blackjack 2. Still very useful however.
- Corpse runs. There are almost no zones where mobs always see through sneak. A CR using a rogue is much, much faster and less lethal than one using FD in 90% of cases. However, by using FD you can prevent the CR completely. (just commenting)
- Blindside: group crits for an amount of time.

Compare that to ours, and where does that leave us?
- No snare
- 50% damage reduction for 8 seconds after a parry.
- No slow
- No healing reduction
- Inferior aggro shifting: Goading Slap for 1600 every 30 seconds as opposed to 11.4k - 12k in thirty seconds.
- Stun that's just a stun. Lasts for 30 seconds, cannot stun multiple targets. Puts the user in combat.
- Corpse runs: higher mortality rate.
- Extra damage for 1 move, most often wasted on auto-attack.

Everything on this list is inferior to theirs. Even with our self buffs, we deal pretty much the same damage as they can, plus they have 2 lines that are comparable to Secret of Celerity. We then get two dodging abilities, RitW and Swaying Step for all types of monk and a limited self heal, which they also get with Fun with Lint. Do you call this balance?

You might have a point about the bows, though. Adding 'Throwing Gloves' with similar stats might alleviate this problem.
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