Navigation:    Home arrow Forum arrow Monk Discussionarrow Monk Generalarrow Monk Issues listing and suggestions

User Menu

Welcome Guest.






Lost Password?
No account yet? Register

Main Menu

Home
News
Forum
Search

Class Info

FAQ
Abilities
Quests
Guides

Polls

What race will you be?
 
What's your favorite martial style?
 
User Info
Welcome, Guest. Please login or register.
September 07, 2008, 10:26:18 PM

Login with username, password and session length
Search:     Advanced search
News Box
Welcome to Vanguard Monks!

Key Stats
9203 Posts in 992 Topics by 2489 Members
Latest Member: onlinephusa
Home Help Search Login Register
Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk Issues listing and suggestions « previous next »
Pages: 1 [2] Print
Author Topic: Monk Issues listing and suggestions  (Read 3638 times)
Naum
Recruit
*

Karma: +0/-0
Posts: 13


View Profile Email
« Reply #15 on: February 22, 2007, 12:11:47 AM »


Harmonious Monk Bugs

1) Harmonious stance can be abused
-Confirmed-
It sure can, the advantages from it isn't really gamebreaking but it should be taken care of at some point.


About the broken procs, I have never gotten Secret of Fire/Ice to proc, when I today grouped with a dragon monk I was a bit perplexed when I saw him being able to get both Fire and Ice to proc, not often but it happened.

Have any other harmonious/drunken monks got them to proc 'ever'?

Harmonious Monk Issues/suggestions

1) Stances

Dragon Stance:  Way to high endurance penalty (50%), You need a group that can supply major endurance regen (Bard+Cleric basically) for it to be worth using. Base endurance costs on several abilities are already high as it is.

2) Harmonious Stance

Only regenerates Jin over time and at a very slow pace, I'd like this stance to have something more to it. While Jin regen isn't a bad thing between fights this stance just have a feeling of 'yawn' around it.  If this could have a small hp regen or similiar it wouldnt have the same 'gre'y feeling over it.

That being said harmonious is the stance I use most now after the meganerf of Crane, this doesn't make it good, just the lesser of evils.

3) Crane Stance

The evasion + critical hit nerfs hit this stance hard, way too hard. As been stated in numerous posts we weren't overpowered by any means, the evasion didnt allow us to alone take down mobs we shouldn't be able to, in fact the stance was perfeclty in balance (with most other classes) for solo purposes before.

Abilities:

1) 'The 250 dmg sheild'  (Wich i have forgotten the name of since i never use it) with a 30 min cool down and cost on 10 Jin.
I am sure this is a nice surprise for your opponent in a PvP environment but I see little to no use of it in PvE. Yes it can help you take down that fasthitting 3 dot mob twice an hour when you solo and that about sums it up.
This ability should be replaced by something useful to help us distinguish ourselves as harmonious monks.


2) 'Deadly Adder Hand' Makes the mob hit for a little less (debufing str) and adds a tiny poor little nuke when it wears off for an astronomical cost of endurance. The nuke is around 300 dmg at lvl 30 (Depending on mitigation etc) and as everyone understand this makes zero to no difference at all in 99.9% of encounters. If this would have a 50% chance to stun the opponent for 3 seconds when it wore off instead it would be a lot more tempting to use.


3) 'Tiger Pounces' Ability description "A precise attack that deals a minor 57 to 65 damage but will always result in a critical hit" If this was true I would have no objections really, but it gets resisted/evaded as any other attack (Yeah I know I am playing with words here). Its on a 5 min cooldown timer and costs 4 Jin, would it be too much to ask to lower the possibility for a mob to evade this attack? 


 
Logged
Siul
Recruit
*

Karma: +0/-0
Posts: 15


lusse@swedenmail.net
View Profile WWW Email
« Reply #16 on: February 22, 2007, 02:27:36 AM »

Feels silly that they could take time to nerf us badly and not fix our current bugs, i.e hp regen of the dragon stance.

My issue right now with my lovely monk is pvp. Anything that can snare me, will kill me. I have 0 chance so far to do anything about it. I'm just lvl 16 tho and i assume that the dragonkick (or whatever it was that warped the monk to the target) will give us a small chance, but without a stun or anything alike it seems most unlikely. Just hope that my shurikens will do enough dmg or that my skull atleast hurts his arrows Tongue
Logged

Siul - Orc Monk a lá Chuck Norris style in Frengrot
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
*****

Karma: +50/-38
Posts: 443

Quinn_The_Mighty@hotmail.com
View Profile Email
« Reply #17 on: February 22, 2007, 11:37:21 AM »

Quote
About the broken procs, I have never gotten Secret of Fire/Ice to proc, when I today grouped with a dragon monk I was a bit perplexed when I saw him being able to get both Fire and Ice to proc, not often but it happened.

Have any other harmonious/drunken monks got them to proc 'ever'?

I have seen them go off, however the effects are short lived.



Harmonious Monk Issues/suggestions

Quote
1) Tiger Stance:  Way to high endurance penalty (50%), You need a group that can supply major endurance regen (Bard+Cleric basically) for it to be worth using. Base endurance costs on several abilities are already high as it is.

Using this stance you can get close to 40% crit rate DPS has it's cost I guess.

Quote
2) Harmonious Stance

Only regenerates Jin over time and at a very slow pace, I'd like this stance to have something more to it. While Jin regen isn't a bad thing between fights this stance just have a feeling of 'yawn' around it.  If this could have a small hp regen or similiar it wouldnt have the same 'gre'y feeling over it.

That being said harmonious is the stance I use most now after the meganerf of Crane, this doesn't make it good, just the lesser of evils.

I too would like to see something more out of this stance. Not sure what I want though. Perhaps a Jin reduction cost on moves while in this form??

Quote
3) Crane Stance

The evasion + critical hit nerfs hit this stance hard, way too hard. As been stated in numerous posts we weren't overpowered by any means, the evasion didnt allow us to alone take down mobs we shouldn't be able to, in fact the stance was perfeclty in balance (with most other classes) for solo purposes before.
I only use this stance now to macro my high cost attacks for the endurance reduction benifit. After the move is complete I go back to tiger. Needs way more bang for the buck.

Quote
Abilities:

1) 'The 250 dmg sheild'  (Wich i have forgotten the name of since i never use it) with a 30 min cool down and cost on 10 Jin.
I am sure this is a nice surprise for your opponent in a PvP environment but I see little to no use of it in PvE. Yes it can help you take down that fasthitting 3 dot mob twice an hour when you solo and that about sums it up.
This ability should be replaced by something useful to help us distinguish ourselves as harmonious monks.


2) 'Deadly Adder Hand' Makes the mob hit for a little less (debufing str) and adds a tiny poor little nuke when it wears off for an astronomical cost of endurance. The nuke is around 300 dmg at lvl 30 (Depending on mitigation etc) and as everyone understand this makes zero to no difference at all in 99.9% of encounters. If this would have a 50% chance to stun the opponent for 3 seconds when it wore off instead it would be a lot more tempting to use.


3) 'Tiger Pounces' Ability description "A precise attack that deals a minor 57 to 65 damage but will always result in a critical hit" If this was true I would have no objections really, but it gets resisted/evaded as any other attack (Yeah I know I am playing with words here). Its on a 5 min cooldown timer and costs 4 Jin, would it be too much to ask to lower the possibility for a mob to evade this attack? 

I agree with the rest of this

~QTM

Logged
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
*****

Karma: +50/-38
Posts: 443

Quinn_The_Mighty@hotmail.com
View Profile Email
« Reply #18 on: February 22, 2007, 11:50:50 AM »

Adding this bug from Sedek
Quote
Actually currently the damage portion of 'ammo' (arrows/thrown weapons) is not being applied ... it is a bug that will hopefully be corrected soon.

Needs to be on the list
Logged
Chidori
Recruit
*

Karma: +0/-0
Posts: 17


View Profile Email
« Reply #19 on: February 22, 2007, 11:56:51 AM »

They just buffed Rogues by a nice margen, hopefully we are next because we didnt get anything apart from namechanges on our skills, big whoop.
Logged
Soluss
Sensei
*****

Karma: +45/-59
Posts: 335



View Profile Email
« Reply #20 on: February 23, 2007, 01:53:29 PM »

dont forget they fixed soaring leap!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! wooptie do
Logged
Pages: 1 [2] Print 
« previous next »
Jump to:  

Powered by SMF 1.1.1 | SMF © 2006, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com