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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk bugs / issues (No Drama) « previous next »
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Baruka
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« Reply #135 on: March 28, 2007, 10:33:48 AM »

Nerve Strike I  -  need to be out of combat to use, you used to be able to turn off autoattack and use this skill (beta 3) now turning off autoattack does not remove you from combat , if the mob attacks you it is always considered in combat , makes the skill quite useless, on a side note, "IF" you are grouped and use FD then you can use this ability, In beta 3 i used it pulling to split mobs. can't use it that way in its current state

Drunken Mastery - Staggering Punch II is an exact copy of Staggering punch I there is no difference (at least not in the tool tip etc..)

Baruka
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Ninbei
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« Reply #136 on: March 28, 2007, 01:39:18 PM »

Trapping Mantis Claw I and its Dragon and Drunken mastery equivalents:
 I tried using it to interrupt a mob's cast... it seems like the mob stopped for a second or 2, but after that the mob finishes casting and releases the spell.

So my question is, does this skill actually interrupts, or does the stun effect just postpones the inevitable for 2 seconds?

Either way, the 5 minute reuse timer on this skill makes it suck, big time.  It's not like it's an overpowered skill or something.  Same goes for Tiger Pounce and alot of high level monk skills... reuse timer is way too long while its effects are not impressive at all.  Secret of Celerity is probably the only useful long-timer skill, though I think 30mins is still too long.

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Asprall
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« Reply #137 on: March 29, 2007, 06:45:50 AM »

Last night I was killing bears and other low level stuff and three times none of my skills were active.

I had full stamina, the skills went inactive from the very start. My shuriken worked, but none of my attack skills. They were all just gray. I tried hitting attack off and back on, and I tried targetting something else and then back to the guy hitting me. Swaying step also worked, just none of my other skills.

It wasn't a big deal, I was level 7, and fighting right next to a shrine. I just wanted to see if anyone else had this problem or if I missed something I needed.

« Last Edit: March 29, 2007, 06:49:19 AM by Asprall » Logged
Chunli
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« Reply #138 on: March 29, 2007, 08:04:59 AM »

Trapping Mantis Claw I and its Dragon and Drunken mastery equivalents:
 I tried using it to interrupt a mob's cast... it seems like the mob stopped for a second or 2, but after that the mob finishes casting and releases the spell.

So my question is, does this skill actually interrupts, or does the stun effect just postpones the inevitable for 2 seconds?

Either way, the 5 minute reuse timer on this skill makes it suck, big time.  It's not like it's an overpowered skill or something.  Same goes for Tiger Pounce and alot of high level monk skills... reuse timer is way too long while its effects are not impressive at all.  Secret of Celerity is probably the only useful long-timer skill, though I think 30mins is still too long.



Cloud Dragon's Ruse states that it makes the enemy stop attacking for 1 second. I do not even use the skill for an interrupt, because as I understood the skill, it only makes them stop attacking with melee. Plus being on a 5 min timer, makes it unreliable as an interrupt even if it did make all actions halt for 1 second due to the reuse time.
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Chunli (RETIRED)
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« Reply #139 on: March 30, 2007, 08:32:28 AM »

Ok throw'n this up as a thought, let me know what you think.

28 Drunken Monk atm, recently aquireing reed in the wind, which yes, it is 40 endurance, which is a price, but im realizing I can get two, MAYBE 3 counters in during the time its up, add that to Sway Step, we have some decent dmg off that back hand, i have had my largest crit atm 6k, off it.

But this is what im thinking, it makes no sense at all as a monk who exploits weakness, nor physically as if you were actually fighting, where most counters almost always lead into killing blows. Now im not saying make an end all be all crit chance on it, but maybe add a finisher based on the counter. Maybe a special finisher based on your path (what would be the better imo) or a generalized finisher but special to the counter alone.


just a thought.
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Varu
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« Reply #140 on: March 30, 2007, 09:57:49 AM »

Yea, when i think countering in martial arts I think constant chainings of countering going on.
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Varu, 50 Harmonious Monk of Bladesworn -Sartok
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Ninbei
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« Reply #141 on: March 30, 2007, 11:03:57 AM »

ALL monk short duration buffs should NOT incur global cooldown!!  Monk buffs are super short term, and the global cooldown only serves to make us further waste the precious seconds  Cry

This problem is especially glaring in Secret of Celerity and Reed in the Wind.  They should be changed similar to Secret of Fire/Ice where they dont incur global cooldown.  Thanks!
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Ruckus
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« Reply #142 on: March 30, 2007, 08:38:23 PM »

Drunken style counter attack "Clumsy Whirl" is in EVERY way worse than Stinging Backfist that is a general monk ability. Thus it is TOTALLY worthless, noone will use clumsy whirl over stinging backfist unless they really really drunk for real. That's not the kind of stuff drunken monks need!
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Sasa
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« Reply #143 on: April 02, 2007, 01:07:49 AM »

Also this is Offtopic - Baruka you can still split easy with FD: Run to the mobs you want to Split up, FD in front of them (makes you go out of combat) Stun, bring back the unstunned one to your Group. Just tell the healer to not heal you before you FD the aggro of the second one off. Splitting done. Only downfall is the huge ammount of beating you will get thisway and once the groups get bigger then 2 mobs youre toast if its 4 and more dots.
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Riot
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« Reply #144 on: April 02, 2007, 03:29:18 PM »

This doesn't pertain directly to Monks but I figured I'd make a comment about it.  The Orcs' racial ability is a 7 second long buff that makes 50% of your damage return to you in HP, however, the cooldown wastes about 2 seconds of the VERY brief 7 second availability, rendering it pretty crappy most of the time.  Is there any way you can get this addressed Quinn? 
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sarmone
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« Reply #145 on: April 02, 2007, 07:13:50 PM »

what bothers me is making fd part of the global cooldown i really hope this is a bug  Tongue
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Riot
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« Reply #146 on: April 02, 2007, 10:00:54 PM »

Sometimes when I cast Jin Surge on myself, it takes off 20% of my HP.  I'm not sure why, and it's totally random, but it happens probably every 1 in 10 times for me.
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Leishiu
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« Reply #147 on: April 03, 2007, 03:33:59 AM »

Sometimes when I cast Jin Surge on myself, it takes off 20% of my HP.  I'm not sure why, and it's totally random, but it happens probably every 1 in 10 times for me.

Should be everytime you've been harvesting. It's a known bug.
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Leishiu ~ Halgar (or sommert)
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« Reply #148 on: April 11, 2007, 06:59:21 AM »

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Bug: Foolhardy Swagger II is a cloned version of I version down to the tooltip.

Not sure if it was mentioned, but I don't see it in the bug list.

Foolhardy Swagger III (according to the tooltip) is a downgrade from Foolhardy Swagger II. Foolhardy Swagger II has a refresh of 25.5 seconds while Foolhardy Swagger III has a refresh of 30 seconds.

Staggering Punch hasn't been upgraded (again, according to the tooltip) since level 1.
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Leishiu
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« Reply #149 on: April 11, 2007, 09:06:31 AM »

Aspect of the Spirit Dragon: Your defensive target gets the invis aswell (but not levitate).

While benefical and actually makes it more in line with the 8 jin cost, I don't think this is intended.
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Leishiu ~ Halgar (or sommert)
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