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Topic: Suggested monk changes (Read 4684 times)
Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Suggested monk changes
«
on:
February 28, 2008, 07:23:45 AM »
This is mainly for quinn, but since i haven't seen him in a while ill ask you guys for input. Ive been playing a drunken for a month now because i want to give them a fair list of suggestions to help balance them. If theres no objection ill run these past a developer tonight since ill be testing with a few.
Drunken
1) Magnificent drunken swagger - Increase the duration to 20 seconds (5 second increase) to make it equal to find the center.
2) Magnificent drunken swagger - change to 10 endurance cost (vs 2 jin)
3) Slap hands - fix it so it stops damaging the drunken monk
fixed
4) Slap hands - increase its dmg and make it more consistent (ie adds a 600-700 pt counter instead of 20 to 900)
5) Slap Hands - change jin cost to 3-4 (i think its 7, which is way to much for a 45 second ds)
6) Slap hands - add a hate increase to this buff (its only used when tanking anyways)
7) Fool hardy swagger - increase the hate of the defensive target by 14% to all mobs in ae (what it should do atm, but is buged)
Staggering Fist - reduce endurance cost to 10 (its 20 end for 75% wpn dmg and 0.1 sec stun on a 8 second recast)
its already 12, im stupid and had a debuff on when looking at it
9) Lurching Feint - doesn't open finishers on raid mobs as far as ive noticed, needs to be fixed (make it 100 dmg if thats what it needs)
Stance related
1) increase the avoidance on defensive (its way to close to harmonious, AND they get endurance reduction)
2) move the + hate to either the defensive stance or to a secondary toggle buff, so we can tank with defense AND agro
Harmonious
1) Withering palm - reduce the jin cost to 4( its 6 atm)
2) Find the center - change to 10 end cost (instead of 2 jin)
Stance related
1) reduce endurance cost of tiger stance to 25-30% penalty (instead of 40)
2) increase the jin regen at 50 ( u have more jin, you should regen slightly faster)
Dragon
1) feet of the fire dragon - increase its dmg to atleast 8k per 16 sec (2k per 4 sec, still less then auto attack)
2) dragon rakes its claw - make it a full 360 ae, not just frontal cone
3) Dragon breath - if its gonna stay ae, up its dmg to 10-15k ae on a 2 min reuse (full 360 degree ae, no frontal cone)
4) Dragons rage - melee +400 instead of just 400 dmg, makes the attack useful
5) Divine ae line - reduce recast to 10-15 seconds. 30 seconds is long and in that time i can whirling strike for more dmg
6) Sundering dragon - increase dmg to 6k over 6 seconds (again 2k per 2 sec, even with auto attack)
7) dragon sweeps its tail - make it instant reuse, or at least 10 second
8 ) dragon sweeps its tail - make it melee + 300 dmg (not just 300 dmg)
9) Sun dragons corona ---- still open ---- (we know it should be dps buff and not an ae)
Stance related
1) increase the hp regen on the dragon stance to at east 200 hp at 50 (out of combat) and 72 (in combat)
2) stone dragons - make the ac gain % based instead of a set number, or just switch to %parry/dodge
3) storm dragon - increase the % dmg (and change it to dmg instead of melee dmg so it affects spells)
«
Last Edit: March 03, 2008, 06:27:44 AM by Fujitsu
»
Logged
Baruka
Recruit
Karma: +0/-0
Posts: 15
Re: Suggested monk changes
«
Reply #1 on:
February 28, 2008, 07:58:03 AM »
Drunken Swagger - I agree should be 20 sec duration, I'm fine with the 2 jin cost.
We sure that Slap Hands is actually damaging us?
I know in the combat log it states that we BLOCK the attack and slap the enemy for XXX damage etc, but the hit from the mob still goes through 90% of the time, so its not really Blocked. So is the mob damage going through the damage you're referring to?
If is says we block then slap, the block should stop the mobs hit from landing as far as I'm concerned or at least reduce the damage it does if it is intended to go through since it was blocked.
The Jin cost to it is rather high at the moment for it as well , if it Stops the mob Damage with the block etc then the cost is justified though.
Foolhardy Swagger - yup it's bugged
Staggering fist, i think the 20 end is ok since it is not on global cool down
Not sure defensive needs much in the way of more avoidance since it has a damage shield included with it, if it is all avoid whats the point of the damage shield then.......Possibly Add some Mitigation instead
I agree the + hate needs to be moved to the defensive stance, as it is now ill tank in the midrange stance just for the hate it gives, Originally it was on the offensive stance ....that was no good, Midrange stance is slightly better, Defensive is where it needs to be.
Pushing Hands - Is it intended to have to try and Push Mob from stance 5 + times for it to be effective ........Trying to push some mobs in APW from stance takes entirely too many attempts , possibly change the endurance cost if this is the case
Baruka
Drunken Monk of Sartok
«
Last Edit: February 28, 2008, 08:02:03 AM by Baruka
»
Logged
Xenophon
Desciple
Karma: +1/-0
Posts: 48
Re: Suggested monk changes
«
Reply #2 on:
February 28, 2008, 08:19:01 AM »
Quote from: Fujitsu on December 17, 2007, 05:32:28 PM
Dragon
(at 50 of course, and scaling to lower levels)
off- 36% dps,15% chance to crit, 15% chance to proc melee based dmg, minus 50% avoidance(thats half your current avoidance, -50% like the current system, maybe add an hp dot over time to compensate?)
def-same, but add spiritual to the elemental rune since thats what most lightning spells are?
mid-144 regen per tic (double its current value, with 10k raid buffed hp, regening is slow as maple syrup)
Drunken
off - 20% dps 5% crit , minus 25% avoidance (again youd be at 75% current avoidance, not 0,... also i know i lowered the dps, and i know i removed parry but it doesnt really fit the offensive stance, but again the defensive stance should more then make up for it)
def - 15% dodge/parry/spell mitigation, +25% hate per attack (minus the hate buff, this is disciples current defensive, also the hate buff was moved to defensive stance to make tanking easier)
mid - 10% refresh haste, 7% dodge/parry (lost the hate gain, gained some dodge. parry)
Harmonious
(again remember im trying to make sure the offensive nor defensive are better then dragon/dragon respectfuly)
off- 15% dmg 15% crit, +1jin/4 sec +15% endurance cost (almost identical to disciples offensive stance, but more rewarding then just crit boost)
def- +8% dodge/parry, minus 25% endurance cost (same as current since drunken change would make them way better)
mid - 1jin/10sec, 5% refresh haste, 50hp regen (a blend of all 3, go figure)
I'd kinda like to pursue these suggested stances some more. I play a harmonious monk and I can say that the harmonious stance changes would be excellent. I don't know how the other stance proposals would feel to dragon and drunken monks, though.
Logged
Xenophon
Venerable Warriors
Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Re: Suggested monk changes
«
Reply #3 on:
February 28, 2008, 02:54:19 PM »
as far as drunken go heres the reasoning.
harmonious defensive stance is near identical to drunken
7% dodg/parry + 20 end reduction
8% dodge/parry +40 pt ds
Not sure about you but to me the clear winner is harmonious by a land slide. There needs to be a larger gap in that drunkens stance needs to be the clear best tanking defensive stance of all the monks. Theres a million ways to do it, but in the short term the most logical step is increasing the avoidance/adding mitigation (or spell mitigation)
Slap hands is hurting the monk, pop it on a lvl 32, turn attack off, your hp goes down by 4-5% every time you get hit and the mobs hp only goes down by how ever much your damage shield is. (slap hands is ment to be a damage shield not really a block, this was confirmed by quinn a while back.
Staggering is just such low dmg/utility since the interrupt doesn't work on raid mobs or big group mobs. that 20 endurance for 1k dmg seems like a waste is all.
Yes pushing hands is ment to take 5-6 pushes per named mob to remove stance. otherwise mob stances would be trivial. in raids you need 4-5 people pushing stance to get it off in a decent amount of time (minimum 2-3)
«
Last Edit: February 28, 2008, 03:08:11 PM by Fujitsu
»
Logged
Baruka
Recruit
Karma: +0/-0
Posts: 15
Re: Suggested monk changes
«
Reply #4 on:
February 28, 2008, 03:21:06 PM »
Still don't see us needing any major avoidance addition to our defensive as it would take away from the damage shield portion of it. We have other ways of increasing avoidance, reed/stagger etc
Think mitigation would be more suited (mainly since our offensive reduces mitigation + mit for defensive wouldn't be out of line)
The damage shield portion of defensive increases with stats i believe, i know mine slaps for about 135+ unbuffed, ill have to check it raid buffed and see what the diff is.
I do agree that harmonious defensive is too close to ours i don't really see it as being better than ours, we do have an aum ability that lowers ability cost etc.
I will have to test slap hands a bit more, only time i've just let anything hit me testing it was against another player, and i let my damage shields kill him.........ill have to re-examine logs
I'm still fine with Staggering the way it is........can be macro'd to make it more useful
which is nice since secrets procs with every hit....it not being on global cooldown is what gives it its utility, for that alone the 20 endurance is fine.
Would be nice if there were 4-5 ppl removing stance on every raid heh not allways the case on pvp server if anything needs a cost reduction its pushing hands imo.
Logged
Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Re: Suggested monk changes
«
Reply #5 on:
February 28, 2008, 03:50:38 PM »
well harmonious defensive stance stacks with our aum ti, making them cost next to nothing for most of their attacks which is a serious advantage.
I dont see a ds being a utility, mine averages 50 on raid mobs, make sure your removing gear that adds a damage shield. I know most t5 continental effects add ds.
Slap hands is really hard for me to parse it seems to me that i get hit for 200-300, and slap the target for "900" and my hp goes down and his doesnt move. The hard part is that it has to be level 30 3 dots (ish) other wise they will never hit you enough to parse. What i did was pop iron skin and remove avoidance gear. I should be getting hit often but for almost no dmg, and my hp still drops 5-10% a hit..... not sure about pvp, it might work there but pve is definatly bugged.
I guess if nothing else id like staggering to be the same reuse time as crescent kick since CK exploits staggering. Then i could spam the 2 in row every time. with aum kor and raid buffs its close but it still throws my macro off.
I agree 100% pushing hands needs to be 30-35% end not 50%. It kills my dps when i have to push a mob 5-8 times, to remove a stance, and ahve to do that 5-6 times a fight.
Logged
Baruka
Recruit
Karma: +0/-0
Posts: 15
Re: Suggested monk changes
«
Reply #6 on:
February 28, 2008, 04:04:27 PM »
The Continental DS is not added to the Slap from our defensive, least it does not show up like that for me and i've played drunken since beta2, the continental damage shield shows up as Mob takes XX damage from your damage shield on average this one may be anywhere from 30-50 depending what continental stuff i swap in/out
. Where defensive Stance shows up as you slap mob for XXX etc. They are separate entities...Separate damage shield effects, and i do consider the damage shield portion of our defensive as Utility. Now they should add Hate to the Slap portion of our damage shield......That would be even better utility.......Who wouldn't get mad at being slapped every time they took a swing at ya ;P
If they put stagger on the same timer as CK you'd wind up using one of our other attacks less which would not be good.
Logged
LeadFoot
Master
Karma: +2/-5
Posts: 82
Re: Suggested monk changes
«
Reply #7 on:
February 29, 2008, 07:43:40 AM »
So drunken monks already have a better offensive stance than harmonious, and do more damage due to their extra thousand fist finishers. Now we need to make their defensive stance better as well. What would be the point in playing anything but drunken monk? I am all for improving their defensive stance if it means their offensive stance takes a hit. I do agree that the additional hate should be added on the defensive stance and not neutral.
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Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Re: Suggested monk changes
«
Reply #8 on:
February 29, 2008, 09:04:59 AM »
Lead you play a harmonious and you constantly start issues and frankly instead of complaining everytime you feel harmonious is being threatened, you should be suggesting things.
1) Drunken is the tank, so sorry you dont agree but:
they have the weakest dmg attacks (other then thousand fist line at LVL 50)
they have the most taunts (3 vs harmonious's 1)
2) I did suggest a reduction in the endurance cost of harmonious offensive stance (which would make it more viable and easily more dps over the entire level range from 15-50), if you feel your offensive stance still wouldn't be better then drunken after that, why not suggest a simple solution? like add a 5-10% dps. Personally i think the 10-15% end drop in cost would be more then enough but it would require testing either way
3) Harmonious are currently the most ridiculously over powered of the 3 monks, as such theres no real point in playing the other two at the moment, the point of these suggestions was to bring the other 2 monks into a even battle field. Dont get me started on diamond skin either.
4) Harmonious' monks defensive stance is by far the most optimal stance of all 9 at lvl 50. It may not offer increased dmg directly but the endurance reduction WITH defensive buffs makes it a really good choice. A 50-100 pt ds on drunken defensive stance doesnt make up for the endurance reduction on your stance.
If you want to suggest something pls do, but stop trying to hijack threads where you try to keep harmonious monk the most powerful... Frankly its the middle stance and should be moderate at best not the number one choice of 90% of monks.
Harmonious should be more dps then drunken (which it is at all levels other then 50) and a worse tank (which it isnt, infact harmonious is the top tank of the 3)
«
Last Edit: February 29, 2008, 09:12:16 AM by Fujitsu
»
Logged
Baruka
Recruit
Karma: +0/-0
Posts: 15
Re: Suggested monk changes
«
Reply #9 on:
February 29, 2008, 10:57:52 AM »
"So drunken monks already have a better offensive stance than harmonious"
Dont know about the harmonious, but as far as a drunken goes, my stances change regularly, I use them ALL , you won't catch me using offensive to tank etc, or defensive to dps, Granted i can do both with midrange but I only use that for the hate gain atm + the cost reduction.
Harmonious is and has been the monk of choice for most monks I've seen.........with Dragon being the least viable, and drunken in the middle....This has changed alot since beta, when everyone had a dragon, Drunken and Harmonious were 50/50 or something like that.
Your suggesting that drunken offensive take a hit, if our defensive gets any attention? the - mitigation is a deterrent for using offensive as it is. If thats the case the Harmonious Defensive should what ? receive a downgrade since it is far to close to the drunken defense?
There are 3 Viable Monk Paths, No one should outweigh the other, each has its pros/cons, if you look back in the patch history, Drunken has received the LEAST amount of attention out of the 3 choices availible.
Suggesting improvements would be helpful, complaining about suggestions with a valid argument is helpful, Complaining about suggestions on an assumption.....well we all know what happens when you assume anything....
Logged
Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Re: Suggested monk changes
«
Reply #10 on:
February 29, 2008, 11:21:23 AM »
Offensive stances should have penalties.
1) Dragon most dps gain most mitigation lost
2) Drunken Second most dmg gain, second most mitigation lost
3) Harmonious adds no direct dps gain and removes no mit....instead it adds crit and costs endurance....which we all agee is currently to high of a cost. But it also makes it viable to tank in dps IF you want (not the best option but you wont suffer as much as drunken or dragon)
I like how all the stances arent copy and pasted but it makes them harder to balance. If drunkens defensive stance got better
The alternative would be to go to a dumb down system where its all cookie cutter. But atleast then it wold be so crystal clear who is tank and who is dps. And exactly where the harmonious would sit
Offensive
Dragon 30% dmg 15% crit 1k proc 15% XYZ penalty (avoidance/dodge/parry???)
Harmonious 25% dmg 10% crit 500 proc 10% penalty to XYZ (avoidance/dodge/parry???)
Drunken 20% dmg 5% crit 250 proc 5% penalty to XYZ (avoidance/dodge/parry???)
Defensive
Dragon 5% dodge/parry, 50% spell rune vs 2/6 elements (fire and ice rune already)
Harmonious 10% dodge/parry, 50% spell rune vs 4/6 elements + ds
Drunken 15% dodge/parry , 50% spell rune vs 6/6 + ds and hate
«
Last Edit: February 29, 2008, 06:09:08 PM by Fujitsu
»
Logged
Xon
Recruit
Karma: +0/-0
Posts: 9
Re: Suggested monk changes
«
Reply #11 on:
February 29, 2008, 02:05:15 PM »
Hey Fujitsu,
You look like your suggesting something almost symetrical in the improvement and detriments of the 3 monk types, but why do you go away from this in your recommendations on the Dodge/Parry ? If you wanted to make this consistant then it should be something like this :
Dragon 4% dodge/parry, 50% spell mit vs 2/6 elements (fire and ice rune already)
Harmonious 8% dodge/parry, 50% spell mit vs 4/6 elements
Drunken 12% dodge/parry , 50% spell mit vs 6/6
Xon
Logged
Fujitsu
Sensei
Karma: +22/-20
Posts: 847
Re: Suggested monk changes
«
Reply #12 on:
February 29, 2008, 02:17:39 PM »
lol honestly cause i suck at math in my head...im really that bad.
Logged
LeadFoot
Master
Karma: +2/-5
Posts: 82
Re: Suggested monk changes
«
Reply #13 on:
February 29, 2008, 02:57:08 PM »
I would still like to know what the crit cap is because I am not sure at lvl50 that harmonious really gain anything from their offensive stance.
Logged
Meiyo
Desciple
Karma: +0/-0
Posts: 43
Re: Suggested monk changes
«
Reply #14 on:
February 29, 2008, 03:05:29 PM »
well still kinda close to the things talked about in the drunken GU3.3 thread so Ill back this for the most part.
would like to see both the def and off use the same scale respectively though either 4% or 5% when doing the % for style 's
it was mentioned but needs to be added to {the list here} keep the minor ds and the hate gain in the def stance for drunken.
still want drunken swagger buff lengthened, as I talked about in GU 3.3 for drunken. no need for perm, but a solid 20-25 seconds out of 2 minutes would be specatular. and non overpowering / unbalancing consdiering SOE messed up with Diamond skin already.
so what I am asking is:
Dragon 5% dodge/parry, 50% spell mit vs 2/6 elements (fire and ice rune already)
Harmonious 10% dodge/parry, 50% spell mit vs 4/6 elements
Drunken 15% dodge/parry , 50% spell mit vs 6/6 minor DS currently available in def, hate gain from mid stance moved to here
Logged
Convict Meiyo
Drunken Monk
Tkagi Ro -- Xeth
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