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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk Wish List « previous next »
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Author Topic: Monk Wish List  (Read 12103 times)
Styffler
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« Reply #30 on: March 10, 2007, 08:45:20 AM »

(Sorry for the length! I tend to get on a role.)

My single and only wish, and truly I don't even care how it is accomplished is this: To be a class that brings the best of something, or has a unique ability that is needed to a group, even if only in special circumstances.

I like all the current skills and abilities, I think some are very fun and it's why I've always played a monk. Unfortunately, these skills are only fun and amusing to ME. These do not transcend into being useful to a group. If we were able to solo, I would say monks were perfect. But fact is monks cannot really do much without a group. So we need something that makes us a viable addition to a group, that people WANT. Plain and simple we have to offer something to a group besides second rate DPS or slow second rate pulling.

Now I don't envision the need to be best DPS, or best off tank, or even the best puller. Just something unique that would make people want us in a group. There is just simply no reason all other offensive fighters have something to bring best to the table. Even aside from major roles other classes have pick pocket, tracking or group bonuses. Bards give so much group benefit AND pull the best. Leave something for us poor monks, lol.

So I apologize for the babbling, but here are my feeble suggestions (and I realize some sound over powering, these are just meant to be thought provokers’):

1. Make the monk FD stand out.
- Make it work on higher level mobs then disciples, necromancers or bard lull. This lets us get a niche of helping pull or just plain pulling named bosses or better yet raid content.
- Random but, PvP Feign Death would rock if you lost target and couldn’t get back, only got Name’s Corpse, and had to AoE or some such thing to break.
- Remove level limit so that we can use it to travel in dangerous areas. Might take us a while to flop thru but would be nice! If it’s not meant to pull then why have level cap, make it useful.
- Make one that will FD the group. Stuns for 1 minute or such but saves everyone!
- Make it not tether mobs!

2. Specialization!!! You NEED a rogue to picklock, you NEED a ranger to track, you NEED a bard to pull, you need Monks for nothing except random DPS you can get anywhere.
- We are martial artists, let us do more damage to humanoids, I don’t know how to Kung Fu a bear.
- Feign Death specialization – Bards pull faster, monks pull the tougher stuff.

3. Make us the defensive version of bards.
- Extend certain Harmonious or Drunken ablities to group members. Possibly make Dragon a bard lite of sorts, seeing as how we are light or super light versions of everything else we do. Would even out seeing as how bards with their group damage increase probably do more damage then us if you factor in the extra damage group members do, and that we are aren’t near Rogues for damage.

4. Make us be able to add focus to caster spells. Bards focus mellee attacks, Monks use their inner power to increase healing spells and increase damage done for sorcerers.

5. Definitely agree with making Mend % based for pure fact of scalability. Gonna become useless once gears starts getting better.

6. Just give in and increase our DPS to pretty much a rogues’, or increase our off tanking ability to a Rangers’. No way being so currently low on tanking will we be doing it.

7. Just say screw it and make us a class that can solo. If we are only ones on agro list increase our damage or something. 

Oh and one other request, and clearly the most important... give Drunken Monks a super high alcohol tolerance Smiley
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« Reply #31 on: March 10, 2007, 10:08:05 AM »

Oh man, just niticed something too...WTB the old Bladed Staff animation for Thousand Fists/Thunering Fists, the new one is terrible, or was it that just that since Zank got a graphic change it has a lame animation for the skill?  Cry
« Last Edit: March 10, 2007, 12:33:22 PM by Chunli » Logged

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« Reply #32 on: March 10, 2007, 11:26:04 AM »

I want the graphic back on my Defenders martial staff.
Now it looks like a one handed toothpick that casters run around with while a caster was swinging it around in one hand the other day.

They got mixed up.
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Lomash
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« Reply #33 on: March 11, 2007, 01:57:16 AM »

My single and only wish, and truly I don't even care how it is accomplished is this: To be a class that brings the best of something, or has a unique ability that is needed to a group, even if only in special circumstances.

There is really only one thing left for the Monk to be the best at: Off tanking.

The Rogue already is suppose to be the best at burst DPS.
The Bard is already the best utility and buffs.
The Ranger already combines a little of everything into an effectve package.
The Berserker is going to have to be the best at sustained DPS.

That leaves... Offtanking. The Monk use to be a champ at it, but now he's actually equal to or worse than a Ranger, depending on what form you take.

This is why I doubt the viability of the three forms system, because what is a Dragon monk suppose to do if he can't be allowed to be supreme at DPS?
The Drunken and Harmonious forms both represent what niche the Monk has left to fill: Offtanking, aggro management, good DPS, and some team utility. But why must you choose between utility and off tanking, when by themselves they aren't that powerful but together they could turn the monk into a much more effective whole?

This is why I think the Monk would be better off if the three forms were merged, and we were given a new set of universal stances for offense, defense, and team utility.



« Last Edit: March 11, 2007, 04:04:59 AM by Lomash » Logged
sarmone
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« Reply #34 on: March 11, 2007, 06:03:32 PM »

my wish is to make monks wear light armor (since there is no leather) for +crit and +avoidance cause i dont see any diffrence between light and medium armor, high lvl mobs kill me with 2 hits or 1 and same goes for casters, changing thousand fists to a multi-hit chain similar to windsong but a limit of 1-5 or 1-6 hits, and atleast give us back block cause this will help our solo ability and it will  make drunken discs better at off-tanking.
« Last Edit: March 11, 2007, 06:12:46 PM by sarmone » Logged
Khana Kopnisien
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« Reply #35 on: March 12, 2007, 06:09:40 AM »

(Post overhauled after reading the entire thread)

My thoughts:

General Monk
- Good changes with counterattacks's Endurance costs and unarmed damage so far.
- FD needs two fixes:
   1) combat has to break every single time if FD succeeds.
   2) mobs need to have some form of predictable behaviour when you feign.
- General DPS: to me, it looks like whichever weapon I equip that is as good or better as the unarmed damage rate is supposed to be, my added auto-attack DPS (numbers listed on the character screen when mousing over  main hand and off-hand damage) is exactly the same. This can't be right.
- Ashen Hand: Ranks I through IV all list the exact same damage: 250% weapon damage + 2500. I've never seen it do more than 450 since the last patch, though.
- Halven the timer on Thousand Fists and its advanced finisher.
- Nerve Strike: an attempt to mez is wasted if the attack misses. Make it only go into cooldown if the attack hit and the mob was actually stunned. Or, as an alternative, lower the cooldown to 20 secs instead of 30 to compensate.

Dragon Style
- AE damage needs to be more effective than the generic monk AE Whirling Storm in terms of Endurance cost versus damage output. This goes for all of the AE abilities. Either lower the damage and tweak the Endurance, or plain lower the Endurance cost by about 5 - 29 Endurance is still a fairly large chunk.
- Storm Dragon stance could use an upgrade.
- Six Dragon Strike should be a more significantly better alternative to Boundless Fists.
- Dragon Stance: while it DOES confer a small healing upgrade (noticeable when sitting down, mostly), this could easily be doubled without being unbalancing.
« Last Edit: March 12, 2007, 06:33:56 AM by Khana Kopnisien » Logged

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« Reply #36 on: March 13, 2007, 03:23:06 PM »

this might be a little far out there heh  Grin

But my wish is that like dancing, but not. See I would like to see us do some sorta kata move stances, like our guy can go and type in sorta like /dance ( but of course not that one ) but go and have like /martial or something and our guy like does like cranes and training and stuff and just does some cool things that have to do with martial arts.

Like the guy in that town in oh my i forget the name you head there and they have a grand master on the roof like doin it and a couple of other guys out in the front doing it like training. I just think it would be a cool little thing.
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« Reply #37 on: March 13, 2007, 06:09:24 PM »

I too have been wanting some emotes that are like martial arts moves.

On the subject I would also like to see some over the top cool animations for the more powerful and rare attacks when using a katana or bladed staff, like one would see in Jedi Academy.
For instance: The Dragon attack that always criticals but is on a 5 minute refresh. Powers that that could have a somewhat elaborate and powerful looking attack.


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Chidori
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« Reply #38 on: March 13, 2007, 06:32:08 PM »

I noticed my character does another emote If I get the last hit in with a skill, which look kinda cool. Like a kick to the face instead of a roundhouse kick, or a double fisted punch ot the chest instead of the boxing emote.

Though I wouldn't mind if meditate got another type of emote other than sitting like everyone else. It looks stupid lol.
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« Reply #39 on: March 14, 2007, 03:25:59 AM »

Quote from: Khana Kopnisien
- Six Dragon Strike should be a more significantly better alternative to Boundless Fists.

Six Dragon Strike has one thing going for it: It exploits the vulnerability created by Boundless Fist, so it does more damage.
I like the way that's set up. Makes tactics a little more interesting as a Dragon monk.
« Last Edit: March 14, 2007, 03:28:40 AM by Lomash » Logged
Khana Kopnisien
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« Reply #40 on: March 14, 2007, 07:58:21 AM »

Six Dragon Strike has one thing going for it: It exploits the vulnerability created by Boundless Fist, so it does more damage.
I like the way that's set up. Makes tactics a little more interesting as a Dragon monk.

Yeah, just noticed that yesterday. That does add a bit of shine to that ability.
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« Reply #41 on: March 19, 2007, 02:17:52 AM »

What I haven't seen so far is one of my hits interrupt a caster. I can't really tell if it's possible or not. If not, I definitely want at least a few abilities to have a chance for interrupts. I soloed green 4dots to bring my sword skill up and I didn't interrupt them once. They always healed themselves.

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« Reply #42 on: March 19, 2007, 06:00:28 AM »

secret of ice helps
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« Reply #43 on: March 19, 2007, 06:04:26 AM »

It will hopefully after this patch - I haven't really see it go of yet.
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« Reply #44 on: March 19, 2007, 06:08:51 AM »

I don't think we need to add an entirely new ability to lull.  We could use our nerve strike as a hybrid lull bridging the gap between a rogue's sap and a caster's ranged lull.  Allow us to choose either running up, FD and pop our nerve strike or hit our storm stridee followed by nerve strike for a ranged teleport mez.  If executed properly, the enemy would have NO idea what hit them and from where thus giving you or your group no aggro.  Unless of course it was already aggroed to begin with.  In wich case, why not let us use it in combat?  Maybe they saw us coming, thats ok.  Maybe they had some time to react to our attack, reducing it's duration to say 8 seconds?  4 seconds?  I see now point in not allowing us to use storm stride to execute a nerve strike, its the same as running up and FDing without the added steps.

I agree with most of what's listed in the OP.  I'm a bit worried about the 10% crit on h2h weapons though.  Being harmonious would i get even less benefit from tiger stance?  Would i eventually have like 120% crit rate?  What good would that do me?

On the point of mediation.  How about we sit down and meditate.  We then press our iron hand buff (only while meditation) and begin channeling jin into our buff.  The longer we maintain this state, the longer the buff charges up (maybe have it max at an hour) and while in this state we gain no jin.  I also like the idea of short duration types of buffs .  However i would NEVER meditate between pulls if i were pulling... sounds like a waste of time.  Only if someone else were pulling (slowly) and i had time to wait between fights.  Oh and i like the idea of a food-like health regen while meditating.

2 other abilities.  These are called... oh wait i never use them and can't rember their names.  The 2 so far i have at level 31 are 30 minute recast 20 second buffs.  One is a 250 dmg damage shield and the other is the double damage buff.  Umm should i use it now?  What if i need it in 5 minutes?  What if my group would wipe 5 minutes from now if these abilities are on cooldown?  How do i know?  I don't so i never use them.  They're not good enough to ever need to use to begin with.  For the double damage buff, reduce it to like a 3rd and reduce recast to 10 minutes for a quick fix... possibly make it more interesting cuz even that sounds sort of lame.  For the damage shield you could.... oh n/m just refund my 2s i spent to train it i dont' care.

I would completely love to look as awesome as a disciple using a bladed staff.  Whats wrong with us?  I rolled a monk because i already had a cleric and loved the jin martial style from when i tried out disciple.  Martial staffs looked completely sweet but i was saddened that they didn't seem like very much good damage.  Snap to present time and h2h weapon crit is lower and i'm harmonious so i already crit a lot.  Now its a viable option.  I'm 31 and have the infineum blade staff.  The animations SUCK!  (to be blunt)

As far as nerve strike's re-use goes... just have it only usable on one target at a time.  Remove the cooldown if you must but honestly it never bothered me.  What does bother me is that i have to "sneak" up on a mob to use it out of combat.  Like i said above how'd they know it was me?  They should be effectively lulled.  By the way i love how easy nerve strike is to use when u have invis on. =P

I'm glad they looked at damage on some of our less used abilities and on our secrets.  Also the storm stride fix will make me a bit happy (a bit).  Quinn, how likely are we to get anything from the "wish list" added?  Was there a purpose behind this?  Or just something interesting to chat about?

One thing i would like is some sort of intuitive UI for selecting counter attacks.  Basically i just end up macroing them to my boundless fists button and press that when i see anything out of the ordinary go all flashy on me on the screen.  It does take some skill which is cool i would never want to trivialize it.  Maybe a seperate more clearly visible representation of our counter attack's current status?

Oh and is there a reason harmonious monks don't seem to get the ability to exploit their own weakness?  If there's a reason behind it that's cool but if it's just been overlooked, maybe throw it on a debuff or for added effectiveness?  We don't get cool attacks worth any damage like drunk/dragon so it wouldn't operate like theirs did i suppose.  Maybe we could have it on our style specific finisher. (OP?)

I want to look like a martial artist.  A melee combat oriented type of robe styled gear.  I run around town with my shoulders off and my infineum immunity cloak on.  It looks sweet.

And fix our ranged damage.  Storm Stride doesn't count haha.
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