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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk utilities suggestion « previous next »
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Author Topic: Monk utilities suggestion  (Read 1031 times)
Ninbei
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« on: January 24, 2007, 01:36:44 AM »

There has been talks on the vanguard beta board that monks are RELATIVELY less welcome in groups (compared to Rangers and Bards) not because we lack DPS (we dont), but because we monks do not have alot to offer to a group other than our baseline DPS.

Rangers do about 20% more DPS than us, and they have stealth, powerful ranged attacks, heals, snares, etc
Bards do about 10% more DPS than monks, and they have SONGS that do ALOT of great group buffs and utilities.

What do monks excel at? We do baseline 100% DPS, we ... "opens up weaknesses" (which BTW just about every single class do as well), drunken monks offer a little bit of tanking capabilities through a couple of taunts, harmonious monks offer a -15%mob mitigation debuff... and that's about it.  Oh one thing we're really good at is play dead (feign death), but that doesnt really offer a group that much.

Rogues are a different story because rogues are far more gimped than us with half of their skills not working properly so I'm not going to compare monks to rogues.

Monks are fun to play.  But what made monks unwanted is because we seriously lack something to offer in a group setting.  It doesnt really feel fair that Rangers and Bards get more damage than us AND offer much more utilities to groups.

I suggest that monks be given some kind of utilities to offer to groups. 
For example, maybe a jin-based heal WITHOUT a 5-minute timer, just so we can be a back-up healer if needed (sort of like druid heal, but maybe less powerful)
Or, a REZ spell (this goes well with our feign death)
Or, a group evasion bonus.

What do you guys think?
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Kaji
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« Reply #1 on: January 24, 2007, 12:39:15 PM »

I would like to see us take a more tactical role in group encounters.  As you stated, both rangers and bards a) do more dps, and b) offer groups more utility.  As for rogues, I expect they will eventually get fixed, and out-DPS all melee fighter classes, but their damage will be entirely situational.  I don't have a problem with being out-DPS'd by the others, but I want some kind of ability that they don't have in return.

What I'd really like to see is this:

DPS:

1. Rogue / Ranger (limited, bursty, situational DPS.)
2. Bard / Monk (sustained DPS)

Tactics / Utility:

1. Monk / Bard
3. Ranger / Rogue

It only makes sense that if we are giving up one thing, that we should gain another.  IMO, Rogues and Rangers should run out of Endurance quicker than Monks and Bards.  Conversely, Monks and Bards should do less damage per hit than Rogues and Rangers.  Bards clearly offer groups a number of advantages.  I think players will fail to see the advantage a monk brings to the encounter unless we are given better / more group-oriented tactics.

I still think there is hope - look at how bad Rogues were at the end of Beta.  I don't think we were the most broken class, but I don't think we are quite finished either.  The devs have stated that itemization is on the list of things to work on, I don't see why they would ignore other elements that make a class fun to play.
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Reaktorblue
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« Reply #2 on: January 24, 2007, 01:54:35 PM »

I slightly agree about that, however, I think that in terms of melee only dps, the monk should out dps a ranger, the ranger should be able to not fall far behind though in terms of dps melee wise, but have more dps at range. Rangers should be more utility almost then monks too I think but my question is this since I havent played beta...

How is pulling with feign death? Is that a viable form of splitting creatures as it was in EQ? If so, that should make up some grounds of usefulness.
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Cannonball
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« Reply #3 on: January 24, 2007, 02:02:04 PM »

Well, I have tended to help tanks keep aggro and reduce the aggro of casters with the Goading Slap and Waning Palm.  It does help a bit, though not nearly as much as a bard song or anything.  I think that simply put, Monks should have the highest steady dps of the offensive melee.  That would make sense IMO as it would compensate for the quasi-lack of doing anything but killing things for the group.  I am sure though more utility will be added in for Monks at some point, but there are probably bigger class issues than with us.
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Ample
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« Reply #4 on: January 24, 2007, 04:26:48 PM »

Quote
What do monks excel at? We do baseline 100% DPS, we ... "opens up weaknesses" (which BTW just about every single class do as well), drunken monks offer a little bit of tanking capabilities through a couple of taunts, harmonious monks offer a -15%mob mitigation debuff... and that's about it.  Oh one thing we're really good at is play dead (feign death), but that doesnt really offer a group that much.

lol Wait untill you can land Deadly Adder hand on top of the Northwind series. Watching a mob that used to hit for over 1k hit for 200 is the best thing in the world.

To me it just seems like monks come into our own later in the game. Which really IMO isnt the best thing in the world for MMORPG class to do.

At ny rate I can say there is actually something to look forward to.

-Ample
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Woo-lang
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« Reply #5 on: January 24, 2007, 08:05:36 PM »

well sure those classes can out dps us but they dont have way of dropping the agro (im not sure about this) but monks can we can dish out as much damage as we want without the risk of stealing agro away from the tank. Monks are a pure DPS class with the ability to drop agro and open up weaknesses. Thats my two cents on the subject.
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Strigori
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« Reply #6 on: January 24, 2007, 08:54:01 PM »

I wouldnt worry.  Monks apear to be a bit later bloomers.  The talk about not wanting monks in groups isnt something i would worry about.  The couple people on the beta boards who spew those comments are those parse everything types.  When you actually get in game the difference of a few dps isnt visible, and isnt important at low levels.  Things move around too much, what class gets what skill when and that whole mess. 

The thing I will worry about is given how complex this class is to get the most from all the abilites, there will be a vast gulf between good monks and bad monks.  I worry about the bad monks giving all monks a bad name.
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Wrong
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« Reply #7 on: January 24, 2007, 10:40:11 PM »

There were a couple times where I was grouped with 2 other monks and a couple disciples, and we were cleaning up on as many 2 dot mobs as we could aggro at one time (sometimes we had bards for dps buffs too), spamming whirlwind kicks without losing much in the way of health at all once combat started.

Individually the mobs weren't worth much, but when you drop 10+ at a time, it adds up quick.

Of course this was all around level 15, I am sure it would be more challenging at higher levels.
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Ninbei
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« Reply #8 on: January 24, 2007, 11:04:46 PM »

I slightly agree about that, however, I think that in terms of melee only dps, the monk should out dps a ranger, the ranger should be able to not fall far behind though in terms of dps melee wise, but have more dps at range. Rangers should be more utility almost then monks too I think but my question is this since I havent played beta...

I believe at some point during beta a dev stated he wanted monk damage to be 100% (ie a base dmg where all other offensive fighter is compared to), while the bard being 110% and ranger 120%.  The number may be a little off since I dont remember exactly what he said.
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Soluss
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« Reply #9 on: January 25, 2007, 06:29:40 AM »

I wouldnt worry about it.  First I think we provide plenty of dps and we are not far off  from the bard or ranger.  People just tend to cry too much on forums for there classes.  As far as what we offer a group that noone else can is... we Fein Death.  What that means is we can single pull mobs unlike any other class.  What it also means is that if a group is about to wipe the monk can FD.  Get up and rez the group.  If the wipe is in a bad spot, the monk can FD drag the corpses to a safer area.  While out in the open this may not seem like a big deal.  When you are deep down in a dungeon though this to a group is HUGE in itself.  Not too mention we can drop aggro on a dime by FD.  We can also manipulate aggro in 2 other ways.  Adding to a defensive target or taking away from a defensive target.  While i wouldnt mind a slight increase in base dps and a big drop in the endurence requirement of our attacks, i think we are just fine as is.

to answer another posters question.... yes FD pulling is just as viable as EQ1.
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Soluss
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« Reply #10 on: January 25, 2007, 06:33:22 AM »

oh yeah i forgot to say. someone said there will be good monks and bad monks.  This is VERY true.  Monks require ALOT of micro managing to play the class really well.  So if you are just a button masher or lazy or dont really understand your class abilities and how they are used correctly, then you will probably be a bad monk.  If you can do all of the above very well, then you will probably be a really good monk and will be sought after when people want to dungeon hunt =)
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