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/suggestions1) 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?