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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Some things i feel need to be addressed before our melee rebalance « previous next »
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Author Topic: Some things i feel need to be addressed before our melee rebalance  (Read 532 times)
Fujitsu
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« on: May 06, 2008, 10:29:05 AM »

So some of these are kind of obvious, some not so much.  As a whole theres a lot of lthings that should be done before our overall dps is evaluated, and not afterwards.  (Why balance our dps if they are going to fix bugs/issues latter that will change the pecking order)

Skills
Stance push:  This skill is great, don’t get me wrong, the only problem is I have class envy.  On mobs like siliusaurus/vercel/zaygius, I cannot be the only stance pusher because it takes 5-8 pushes (at 40end a push) to get them out of their stance.  On mobs like Zaygius that just isn’t an option.  Rangers/disciples are able to push the same mob out of stance in 1-2 pushes.  I think the “power” of our push needs to be adjusted. 

Dragon breath:  This skill was supposed to get a damage increase in gu3.  It apparently got left off, from what quinn the mighty said, it was supposed to be well more then 2k ae damage every 5 minutes.

Sun dragons corona:  This was supposed to be changed to a dps buff for dragon monks to give them a slightly large edge vs drunken and harmonious, however it never got changed.  Originally QTM planed to have it put as an ae proc buff, but that idea quickly died.  Many ideas have come and gone, the general consensus was that the skill needs to be something that increases dps solo/raid regardless of what the mobs elemental affinity is.

8 Ae on dragon: So its nice that dragons have so many ae, however, most of them are largely useless.  Dragon breath is incredibly low damage on a long recast, dragon rakes its claw is frontal only, and the defensive reactive is a 300 damage 2 second ae stun on a 1 minute timer.   The finishers are okay, but the bigger problem is out side of old targ and siliusaurus , ae have little to no role in this game as they are all too weak, which makes the fact dragon monks specialize in ae, largely a dps drain since most of their extra skill will never be used.

Jeering kick This used to be one of the primary taunts for drunken monk, gu3 changed it to a useless skill that force taunts for 2 attacks every 30 seconds.  We can use jeering kick non stop but as long as force taunt immunity is up we cant use it to get agro back.   This skill needs to be adjusted to be similar to other tanks taunts (ie force taunt for 7-10 hits instead of 2).  Its largely unusable now. 

Errant/fist of celerity (stacking)/jolt : So I feel a large deal of the inflated damage people see with monks is 100% due to skills like these stacking.  Rogues/dragon/harmonious monks get 1 double dmg skill and jolt, and drunken get 2 double damage skills.  In the long term the stacking of these types of buffs is leading to a huge inflation of dps.  Before any kind of balance is done, these skills need to be defined as intended to stack or not.  The only issue I have with them not stacking is that our armor procs fist of celerity and drunken can cast errant strike, naturally you don’t want a 10second proc to cancel a 30 second buff, but I’m sure the can be accounted for.  Other then that I don’t feel that these skills should stack, and it should be one on at a time. 



Weapons:
Quantity (3 raid weapons, no legendary griffon weapons):  At the raid level there is 3 options for monk dps.  This is inline with the fact that monks/disciples are the minority, and we shouldn’t expect to get 8 hand to hand weapons in any dungeon (unless there are 40 swords, and 20+ daggers ).  However with the limited availability of weapons, we as monks (and disciples) have to wait much longer then rogues, bards, and rangers to get 2 legendary raid weapons.  On a side note, the only monk useable weapon to drop in OT is heroic and worse damage (base) then t5 crafted, where as there are legendary parry daggers, swords, axes, hammers, and saws (? ).  It would have been nice to make shoruls claw a legendary weapon.  Even if it wasn’t apw quality legendary, anything better then t5 heroic would be a welcome asset. 

Quality (2/3 geared to disciples, heroic are lame):  Most of the weapons we get share disciple stats.  That’s fine, because I wouldn’t expect there to be 2 monk weapons and 2 disciple weapons, 4 total hand to hand weapons would be a bit monk for 2/16 classes.  However, weapons are first and foremost dps items.  Monks truly get the shaft in this department because our dps items have points on them allocated to stats we cant use.  This is slightly different then stats we don’t want (aka con would be lame but at least we would get hp/resists), because monks literally cant do anything with vitality, wisdom, energy, energy regeneration, healing focus, etc… they flat out do 0 for us.  While I don’t want to take away from disciples, as they really need those stats, it would be nice to have an npc we can trade in the disciple stat weapons to and get the dps equivalent.  Aka hand in a weapon with +vit/energy/heal focus, and get +str/dmg rating/proc.  Again on a side note, I know the griffon rewards aren’t ment to be the best, but at the same time they are currently restricted to the slot (primary/off hand) and as such the better of the 2 for melee dps is main hand, which makes it useless for us because we would naturally want our legendary fist to be main hand and the griffon one off hand.    Not gonna touch on how much the weapons stink or how they are 99% geared for disciples.

Unique (dagges/focus/earrings) This kind of falls under the quantity of weapons available to us, but not entirely.  As far as available options for dps, (weapon x main hand weapon y off hand) We have a total of 6 options (3 weapons).  Many apw earrings/focus items and daggers are no longer unique, which greatly increases the options for gear placement in apw.  I have no clue if it’s a bug or intended, but I would like to add that as a monk and only having 3 weapon options available, I would really like if the non fabled ones were no longer unique so at least we could increase the options of possible weapon combos. (aka 2x legions or 2x senators).  Every other melee dps has 9+ weapons and over 40 weapon combos to choose from, so it would be nice to at least let us use our limited supply of weapons in a more diverse manner. 

Stances
Mitigation penalty The penalty stands no grounds.  If sorcs are intended to be the top dps, then there is no reason for a dragon monk to get hit harder then a sorc and this should be removed entirely. 
Drunken/Harmonious defensive The defensive stance of these two are ridiculously close, and for the most part harmonious wins out simply because 1% loss of parry/dodge is totally worth it for the endurance cost reduction. 
Harmonious offensive The endurance penalty is ridiculously unbalanced.  It makes it so the offensive stance actually causes a loss in dps in comparison to the middle/defensive stance.
Stances  Overall all 9 stances need to be looked at, I know its asking a lot, but they really need to be balanced monk to monk similar to the way tanks got their stances reevaluated.

Feign Death
Fail rates (z axis/re agro) Theres a few long standing bugs with feign death, notably in areas like old targ and NN where there is horrible line of sight issues and problems with the z axis.  While not directly related to melee balance, it is rather annoying.  The same goes for reagro bugs that harmonious/dragons are sometimes experiencing.
Returning home  As far as monk utility and viability, FD pulling was promised to be addressed back in gu3.  The overall goal was to add a delay in mobs returning home to allow monks to actually fd split mobs. 

Animations
Secret of flame/ice block anything but jabs  So along standing issue that peeves a lot of monks, is that all these classes are getting new fighting animations and spell graphics, and for 2 months now monks have been stuck with a bug that makes us only use a jab animation.  Every secret (except the lvl 50 secret of ice) removes our combat animations.  This should be a simple bug to fix and the fact its lasted 2 months is slightly ridiculous. 
« Last Edit: May 06, 2008, 10:33:44 AM by Fujitsu » Logged

Thorius
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« Reply #1 on: May 06, 2008, 01:36:53 PM »

awesome right up and i agree 100%
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BlackBelt
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« Reply #2 on: May 07, 2008, 04:31:26 AM »

Nothing to argue about, with you all the way!

 angel
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(50) Drunken Master - BlackBelt RockLee - Halgar

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« Reply #3 on: May 07, 2008, 04:39:44 PM »

Great work

Lets hope they listen uglystupid2
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Jaoust
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« Reply #4 on: May 08, 2008, 06:15:31 AM »

I agree 100% too.

*signs petition*
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Matsu
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« Reply #5 on: May 08, 2008, 07:19:51 AM »

I agree completely. And it's been much MUCH longer than 2 months since they broke our animation with SoE/SoF.  knuppel2
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Khana Kopnisien
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« Reply #6 on: May 08, 2008, 07:37:16 AM »

/signed.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #7 on: May 08, 2008, 02:34:01 PM »

/signed

I want to switch back to Dragon!    Wink
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