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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Suggested monk changes « previous next »
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Author Topic: Suggested monk changes  (Read 5089 times)
Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #15 on: February 29, 2008, 06:14:50 PM »

So feeding off input from people here, i went and adjusted the stances a bit, my only concern is the defensive stance for drunken might be a bit to high if we go off the 5% thing, but then again the same could be said about dragons offensive, so i guess ultimately it balances out. 

Just curious, but how would harmonious/drunken/dragons feel about this as a proposed change?    As a drunken id be ecstatics about the defensive and would accept the loss in dps on offensive.    As a dragon it would be a huge improvement over current defensive stance and a nice improvement over our current offensive.

I really dont play harmonious a lot so i dont know how theyd feel, id assume most harmonious would be happy to get rid of the endurance penalty, and have a clearly better offensive stance then drunken.  With the crit cap seemingly so low that at 50 tiger stance is hardly noticable this might be a good solution.  But again i wont make suggestions any time soon, this was mostly a suggestion thread for when QTM gets back but it would be nice to get a clear consensous
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Meiyo
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« Reply #16 on: March 01, 2008, 06:07:33 AM »

think its on the right track honestly. as a drunken loosing 2% dps will still keep me in the top 5 with-in the raid. I am positive of that.  the improvements to def are huge and needed.
best of all the 3 styles are working together instead of calling for nerfs to each other. nice to see and be part of in this commuinity honstly.
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Convict Meiyo
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« Reply #17 on: March 01, 2008, 07:36:03 AM »

Now if only the devs would take notice of these changes and start working with quinn/monk community on them they could acually get it done.
As a drunken i would have no issues to the drunken side of those changes.I wont speak for the other styles though.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #18 on: March 01, 2008, 10:41:35 AM »

Having played a dragon 1 to 50 i can honestly say the changes would be amazing.  Our current defensive stance sucks and our current offensive stance needs a boost (not much).

Having raided as a drunken for over 3 weeks now and played one for 5 weeks straight i can say the offensive "nerf" is totaly covered with the defensive gain.

Having never really cared for harmonious monk i was hoping for some input on the loss of the crit stance.
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Kiyoka
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« Reply #19 on: March 01, 2008, 11:33:23 PM »

After having played a harmonious monk from 15-50, I have to say that harmonious is fine as is.  Things like the withering palm buff would be nice but unnecessary. 

I feel that the endurance penalty on tiger stance isn't as big an issue as people make it out to be.  The fact that because you are always critting means that the majority of  your attacks will be finishers as harmonious which, have a much lower endurance cost then non-finisher type attacks.  I've also soloed almost exclusively in tiger stance and never had any problems ( mobs die faster then I run out of endurance if not 4 dot).  In groups in tiger stance even without cleric or shaman endurance  regen buffs I have an extremely easy time stealing aggro from all but the best tanks.

In conclusion, I think Harm stances and abilities are fine, I don't really want to see the stances changed, but if you want to buff our abilities, I won't complain.

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Omura
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« Reply #20 on: March 02, 2008, 11:04:00 AM »

I also play a harmonious monk, and honestly I kind of like the tiger stance.  The endurance penalty is a bit harsh, but eventually as Kiyoka said, you will be critting so much that you are constantly doing finishers, which take less endurance than regular attacks.  I feel that changing the stances in the way that is being suggested is going to take away alot of the uniqueness of the different styles, and in the case of harmonious, fix something that is not broken.  The other styles could use some changes to their stances, I agree, but lets do that in a way that is a little more creative and keeps the stances unique and interesting.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #21 on: March 02, 2008, 11:39:57 AM »

yeah nuff said, i think the defensive stances for all 3 might change, but the offensive will most likely stay the same.
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RhoShan
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« Reply #22 on: March 02, 2008, 12:07:54 PM »

i'll admit it's out of topic but... where's Quinn?

I know you said you'd be working more Q, and time isn't on your side...
But would love to hear a word from ya your still alive and kickin
Hoping to hear your thoughts on some of these subjects too
Hope all's good, Rho
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #23 on: March 02, 2008, 12:18:52 PM »

So i talked to some harmonious on test and on xeth, general consensus seemed to be that they liked their crit stance because:
1) Overall dps is quite high (criting about 50-60% of the time is like a perm 1.5 dmg modifier
2) Finishers cost less endurance and as such arent effected as much
3) with high end buffs and aum ti, the endurance penalty isnt bad

So heres the next round of suggestions:
Offensive
Dragon          30% dmg 15% crit 1k proc   10% (avoidance/dodge/parry???) penalty
Harmonious   30% Crit 25 % endurance penalty (15% lower then current)
Drunken        20% dmg 5% crit  5% penalty to (avoidance/dodge/parry???)

Defensive
Dragon          5% dodge/parry,  50% spell rune vs 2/6 elements (fire and ice rune already)
Harmonious  10% dodge/parry,   25% spell rune vs 4/6 elements + 100 pt ds
Drunken       15% dodge/parry , 25% spell rune vs 6/6  elements+ 100 pt ds and hate gain

Dragon gets the dps boost they need, drunkens lose a bit of raw dps (gain some crit to help with finishers) harmonious keep their crit stance but lose some of the penalty.  Even with aum ti, it would still be a 5% end cost penalty which i think is way more reasonable.

As far as defensive stances go, dragons would just trade their 800 ac for 5% dodge/parry, they already have fire/ice rune to 50%.  Harmonious would gain 3% dodge/parry, and elemtal runes for 4/6 spell types, as well as a 100 pt ds.  Lastly drunken monk gets the much needed tanking stance they deserve, 25% less dmg to all spell types, hate gain, and  a stance that is 100% better then the other two monks.
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Ronmaru
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« Reply #24 on: March 02, 2008, 12:37:01 PM »

but lets do that in a way that is a little more creative and keeps the stances unique and interesting.

That is my primary concern of the monk class styles.

-My personal thoughts on the drunken defensive stance, remove the +damage sheild, replace it with +hate gain.  Make it +9%dodge/mitigation.  This makes drunken a FAR FAR more viable tank/offtank...which I should think would be the purpose of their most defensive stance.  

MAYBE consider boosting to +10%dodge/mitigation.  But I'd say try it with the first adjsustment and see if it is honestly needed to further define and balance.

-Make the medium drunken stance simply be 10% refresh timer + small DS.  (a good choice for soloing and generalist/utility)

-Make the offensive stance +22%damage +5%endcost redux -5mitigation%

-staggering fist if used right takes advantage of an exploit chain and is a potential interrupt.  Maybe lowering it as far as 15-17?  10 is a bit excessive.

-You are proposing 3 changes to slap hands in addition to boosting raw aggro gaining ability of your defensive stance...sounds a bit overboard to me.  You want it to be cheaper, do more damage AND boost more hate.  I would humbly suggest to either:

(my preference)Add a flat amount of hate generation, make the damage about 5% less, and boost its durration out to 2min.  Making it more functional for holding aggro and less micromanagement, plus it helps justify the cost.  This would also help be useful if you are trying to hold aggro but don't neccesarrily need max defense from defensive stance.

or

Boost the damage about 25-35%ish and make it reliable/consistant and add a small hate component but keep the cost/durration the same.  (useful as a meaning ful damage/aggo gaining burst at the start of fights and periodically in the middle etc.)

-Magnificent drunken swagger/find the center...I do not understand the need to make it cost 10end instead of 2jin, to me its a somewhat trivial difference either way.  In regards to boosting swagger to match center...if a drunk monk is using their 10%ability haste their swagger comes back up 30seconds earlier allowing them to use it more often.  Still not a perfect match up and would need their durration bumped to about 18seconds from 15 to match near perfectly.  So that might be more reasonable.  Tanking requires holding aggro, and a drunk will do that better, period.  Harmonious having a slightly longer invuln means there is more time for someone to pull aggro off them, making them "in theory" better pullers, though I feel you are splitting hairs at this point and in reality 15seconds is plenty for most pulls but the dunk has the advantage of getting it to pop quicker along with reed in the wind and other defensive abilities etc.

-Fully agree with lowering the endurance penalty on tiger, its a bit silly high, esp at lower levels.

-Balanced harmony stance could use a small boost to its jin regen in general.  1/10sec is a bit low.  Doesn't need much drastic and I'm not sure if it would need to scale much with level if it was boosted to about 1/8sec from the start...my guess is most people will be pretty happy with that.

-I would also push to make the harmony finisher extension to the kick line add 2 jin instead of one.  Its piss weak as far as finisher extentions go but would give it some value and utility.  

-Sun dragon corona add INT and a small fire damage component proc (triggered by melee OR spells) beyond the damage sheild, stackable with secret of fire.

-Dragon offensive stance 30%dam 10%crit 1kproc seems about right for dragon.  That's going to be a rather large boost in practice as it is.  Loading up crit to 15% and 30%dam is a bit overboard to me.  I would stick with mit penalty.

Those are my thoughts anyway.  Excessively homoginizing the stances leaves an ill taste in my mouth.


I do suspect however if all these changes make it through, dragon and drunk with both out dps harmonious (possibly significantly)...which would cause most people to ditch it.  But its A LOT of changes and would have to be tested to make any real conclusions either way.


imo balanced would be:
Dragon = highest DPS (particularly aoe) but lowest defense util.
Harmonious = DPS slightly higher than drunk (seems to be pretty close to that now), utility in debuffing mobs.
Drunk = DPS slightly lower than harmonious, slightly better personal defense, utility in holding aggro.

Not sure things will end up quite like that if things went in the way you propose fujitsu.  But like I said its a lot of changes.
« Last Edit: March 02, 2008, 12:43:43 PM by Ronmaru » Logged
RhoShan
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« Reply #25 on: March 02, 2008, 12:45:14 PM »

Death to AOE!

That's all i have at moment, but seems the perfect start to fix The Dragon
DPS yes
AOE no

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Ronmaru
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« Reply #26 on: March 02, 2008, 12:54:18 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

If you take that line of adjusting things there would virtually never be cause for a dragon monk to use their defensive stance.  The idea behind stances is to allow flexability of options.  So if you make dragon have half the defense of harmonious it must give something else dragon oriented in addition to be balanced and useful.

Death to AOE!
That's all i have at moment, but seems the perfect start to fix The Dragon
DPS yes
AOE no

I think the point of AOE is to be the "utility" aspect of dragon monks.  The problem is that in its current implementation its simply not that functional.  Blaming a dragon monk's poor single target dps on their aoe abilities is probably not the right route.  Instead focus on what needs to be done to give dragon a true edge.  Ideally dragon should be the highest dps, weakest defensively with AOE damage for utility.  Giving up that utility is highly unlikely to further increase your single target dps.
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Khana Kopnisien
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« Reply #27 on: March 02, 2008, 01:47:42 PM »

I've said it before and I'll say it again. A mitigation penalty for an offensive stance (no matter what the class) doesn't make sense. In this game, mitigation is a derivative of your AC, which means your armor gets worse in offensive stance. The only way a mitigation loss would make sense, is by not getting a mitigation bonus that a defensive stance would offer - in the literal sense making it mitigation loss, but not in a way inherent to the stance. Focusing on the offense reduces your defense, making you take more hits, not stronger hits - try and spar with a RL friend and see if your leather jacket suddenly becomes a set of PJs when you focus on hitting them more.
Let me therefor stress again that the mitigation penalty on the Dragon offensive stance needs to go.

I agree with Fujitsu's suggestions for stances.
My other thoughts for Dragon:
- Add a passive self buff (like Diamond Body) that boosts spell damage by X% - probably around 10-15%, starting at level 30 like Diamond Body does. Call it something like "Dragon Fury".
- Remove the BS DS from Sun Dragon's Corona
- Change the AE line (Typhoon/Avalanche/Tsunami) to an AE stun dealing no damage. Step one: 2 secs. Step two: 4 secs. Tsunami: 8 secs.
- Remove Dragon Rakes its Claw (conal AE) and Dragon Sweeps its Tail (reactive AE stun).
- Add a fire resistance debuff to Six Dragon Strike, scaling to be 150 or so at 50, lasting 20 secs.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #28 on: March 02, 2008, 05:10:22 PM »

Personally i think all 3 classes need a passive lvl 30 buff, that can be toggled off.

Harmonious - ac + physical/mental cures
Dragon - dmg %  + fire/ice cures    ( i personally would trade sun dragons corona for this)
Drunken -   agro % +spiritual/arcane cures


I agree with most of what you say, sundragons corona needs to be changed into a dps buff (non ae) end of story

The ae finisher line would be fine if they made the delay 15 seconds instead of 30.  then add a 2 second stun to each part.  For those that dont get why the need for a stun, go ae 5-10 raid mobs and see how your hp does.

I dont know if dragon rakes its claw needs to be removed, it would be a good replacement if it were 100% ae, the id drop whirling from my bar.  Its more dmg and less endurance already.



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Ronmaru
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« Reply #29 on: March 02, 2008, 07:58:38 PM »

I've said it before and I'll say it again. A mitigation penalty for an offensive stance (no matter what the class) doesn't make sense. In this game, mitigation is a derivative of your AC, which means your armor gets worse in offensive stance. The only way a mitigation loss would make sense, is by not getting a mitigation bonus that a defensive stance would offer - in the literal sense making it mitigation loss, but not in a way inherent to the stance. Focusing on the offense reduces your defense, making you take more hits, not stronger hits - try and spar with a RL friend and see if your leather jacket suddenly becomes a set of PJs when you focus on hitting them more.

Well in my experience being recklessly offensive does in fact lead to getting hit harder.  Even in a completely hard combatitive style or boxing for that matter.  Focusing too much on offense means you aren't trying to roll with attacks and flex target spots with the right timing to shrug off and mitigate punishment.  Taking a kick to the gut without swaying and/or tensing at the right time is a night and day difference.  Yeah you still got hit but its a world of difference.  Overextending yourself and being too aggressive causes stuff like that.  One of my blackbelt kungfu friends in a tourney accidently gave an opponent a crunched nose because she was overly agressive and leaned into an attack.  Had she been more cautious it would have still connected but only very lightly, as was intended.

I once saw videos of a martial arts master taking blows to the neck and shrugging them off, the slowed down camera showed the neck muscles tensing perfectly in harmony with the incoming blows and absorbing the shock almost completely.

So yeah, it actually makes a lot of sense.  There's a damn big difference between a blade going in an 1/8th of an inch verses a half inch because you're fighting more recklessly.  Even though you still got succesfully cut both times.


I really like the idea of reducing the cooldown on the AE finishers and adding a 2sec stun component...however I'm not sure the devs would go for it, primarily because it would essentially allow 3 dragon monks to nearly permenantly chain stun all mobs in an AOE raidus, heck even 4 normal monks would be able to.

Its a damn fun concept but it could get out of hand, not sure of the best way to moderate that.


I also like the toggled level 30 passive buffs.
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