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Welcome to Vanguard Monks!

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9259 Posts in 1000 Topics by 3851 Members
Latest Member: Vknfbzhz
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16  Monk Discussion / Monk General / Re: Hamonious or Dragon For Shm Duo? on: January 02, 2008, 05:56:46 AM
I play Harmonious monk and love it, I see no reason for Drunken at the moment as when duoing I can keep aggro easily enough.

Dragon or Harm...my understanding is currently damage is near identical, Harmonious possibly even higher at lower lvls than Dragon.  Dragon has better AE if you like that, otherwise I vote Harm, if they are weaker damage its not significant.

As for stats, I go 5 Str, 5 Dex, 4 Int to improve my Secrets damage.  Con gives a few hp, but if Im tanking in a duo or solo the aim is to kill before im killed so damage is the key, hp is a nice bonus but Im no tank, so hunting wise I go Int for damage.

For raids it may be different, the resist and hp from con may be of great use, but if that is the case I can use my refund points at a later date to change from Int to Con
17  Monk Discussion / Monk General / Re: Building a monk alt, few questions on: December 27, 2007, 02:53:30 PM
I prefer 5/5/4 setup for humans, while other races can get you say 6 in str it usually means they get only 4 in dex, so I lost an str but gained a dex and I find both stats important so like to keep both above the standard '4' per lvl.

Since the change to our Secrets, is it worth going Int instead of Con or is the damage increase to our secrets pretty insignificant and so is Con still the best choice?
18  Monk Discussion / Monk General / Re: Please post GU3.2-3.3 Bugs here on: December 14, 2007, 12:08:11 PM
It may just be me but i think there are issues with debuffs appearing on mobs similar to the problem we had awhile back
19  Monk Discussion / Monk General / Re: what do we want with pushing hands? on: November 09, 2007, 04:39:26 AM
Yeah it should prevent another stance being entered for X seconds
20  Monk Discussion / Monk General / Re: Upset about Endurance regen on: November 09, 2007, 04:37:41 AM
Not really a nerf, a long overdue fix.  End regen on items is supposed to work per tick not per second, per second means its too easy to keep end nice and full.
Endurance regen on items is supposed to work the same as man regen does-per tick, not per second. So it would be 22 end regen per tick not 28

Thats how i understand it
21  Monk Discussion / Monk General / Re: Upcoming Monk Changes on: October 31, 2007, 03:25:14 AM
Yeah, something to use the teleport would be nice, im not sure what the point of it is, i thought maybe it was to use our mez kinda like the DK, but you arent allowed to use it with warp
22  Monk Discussion / Monk Tactics & Techniques / Re: Monk Techniques (all) on: October 29, 2007, 11:57:27 AM
At low lvl my Harm monk is always in the defensive stance so my skills cost 20% less end, so I cant really complain about the costs, though the 20% damage reduction is nasty
23  Monk Discussion / Monk General / Re: Upcoming Monk Changes on: October 29, 2007, 11:55:07 AM
The 'guaranteed' crit attack on a 5 min timer is a disappointing skill, most classes tend to have a skill which gives a high crit chance aand is on a timer of like 8 seconds (though I think our kick is like that too) so this skill is of very little use even when I first got it a few lvls ago.
Hanzou is right, its off many classes have a 'secret' crit skill, the Pally has a shield attack with high crit rate, other than that its a crap skill-until I discovered it had a high crit rate I had never even bothered using the skill, and Im sure other players will have missed out on this kind of thing until being told
24  Monk Discussion / Monk General / Re: Spell damage - Int on: October 24, 2007, 06:19:01 PM
Im only lvl 24 so my dex is just over 200 right now
25  Monk Discussion / Monk General / Re: Spell damage - Int on: October 24, 2007, 03:00:04 PM
Hopefully when they up the damage of the Secret our Int will be more effective.

Anyone know yet if the secrets will increase in proc rate? Atm its a joke, I can go 15 fights without seeing my secrets proc even once
26  Monk Discussion / Monk General / Re: Split pulling on: October 22, 2007, 08:52:32 AM
You are right, FD pulling may be needed in raids, and Im more than happy for monks FD to become like EQ1, especially as my monk tends to duo with a friend so me being able to FD pull would  be grat.
I just dont want unnecessarilly safe pulling in groups-its annoying enough when bards insist on it Tongue
27  Monk Discussion / Monk General / Re: Split pulling on: October 21, 2007, 06:43:55 AM
I kinda like it, looks funky, a much better dath look...but yeah it makes me panic a bit as he takes so long to drop
28  Monk Discussion / Monk General / Re: Split pulling on: October 21, 2007, 05:05:53 AM
I use FD pull for unknown areas, it looks like 1 maybe 2 mobs is gonna aggro, 4 or 5 come instead, when I play my pally I hate that.  I'd love FD to work like it did in EQ1, but what I dont want is it to get to the point where when Im on my Pally they insist on pulling everything, constant one mob at a time style, no need, as long as its only 3 or mobs a tank can handle it fine and it cuts down on the 'slaughter' wait.... 'slaughter' wait...
29  Monk Discussion / Monk General / Re: Upcoming Monk Changes on: October 21, 2007, 05:01:55 AM
The reason I think Harm is more the tank monk is simple-My drunken couldnt handle it, my Harm can.  Its why I think the game is confused, they started with the idea the Drunk would be the tank type-aggro tools, then at 50 they end up being more DPS and a cross between offensive and defensive.  Meanwhile the Harm doesnt have the ability to grab agro, yet can actually tank when he does.  The str/damage debuffs are serving one purpose-the ability for the monk to tank, if you have a tank in group those debuffs mean crap, sure its a pretty little extra, but I'd rather have a monk in my group doing all out DPS

30  Monk Discussion / Monk General / Re: Monk Passive Abilities on: October 20, 2007, 11:53:18 AM
Due to stuns being more situational, I think the Drunken should have a higher resist (say 50% if not total immunity) because the Harm having 30% AC works against all melee mobs and really helps tank in pretty much all situations, whereas not every mob stuns and if they do its only a couple seconds usually so I think 30% would be short changing them.

Although I still feel Harm is more set to be a tank, lacking aggro they have abilities that allow them to tank (this is from a lower lvl perspective, I found my Drunken lacked the ability to tank which was a shame due to ability to hold aggro) and their superior DPS, perhaps they should be the half breed between the 2, gaining some enhancment to their damage and an enhancement to their avoidance (inferior to Harms mit and inferior to Dragons DPS but combined making it effective)
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