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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 14073 times)
Tenshai
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« Reply #15 on: March 02, 2007, 07:59:23 PM »

Nice list. 90% agree, except for the Lull. There's already Nerve Strike and FD. And eventually, knowing the Sigil guys, 99% of the high level mobs will be immune to Lull.

Also, a mistake, I think:
  • Martial sword parry chance should be doubled, considering you cannot duel wield them like parry daggers. Monks should be the king of evasion amongst offensive fighters.
You cannot dual wield Parrying Daggers. They work *exactly* like a Shield. +AC, +Stats and +Parry, no Dmg / Dly.They are not weapons, and they are off-hand only. But I agree with the "king" part.
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Kyuupo
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« Reply #16 on: March 02, 2007, 10:45:33 PM »

We need a Jin burn ability - Ashen hand as it is right now is a perfect canidate. 50 x Jin. 15 Jin at 25, 750 damage base. 30 Jin at level 50, 1500 damage base. It takes some time to gain a lot of Jin, which acts as the cool, plus other abilities take Jin as well, and it decays. Meditate before a battle, slam ashen hand. Also makes Meditate useful.

I agree with alot of stuff you wrote but that kind of skill is just soooo sweet. I love it when you get the chance of really going all out with your attacks at a high cost. You can use the jin surge as a Jin burn ability, but there would be alot more awsome if you really felt you took all your power into that one attack, in this case Ashen hand, to finish a mob. Even more so on a named etc.


Oh oh! My own thoughts!

I would like to see some kind of exhange between Jin and health/endurance. The ignore pain could cost Jin for example (even max Jin every 5 minute is nothing, so right now it wouldn't matter, but if the ignore pain skill became usefull Wink ). And if that seems to imbalanced I would like to be able to trade jin+health for endurance, or jin+endurance for health. Or just add the Jin burn to Ashen Hands. I really want to be horny for mokkori-Jin, currently I'm not. Having max Jin should really feel great, nirvana like. Since we don't have energy, make every single Jin-point desirable.

Some kind of skill that makes it desirable to have some left after leaving combat. <----> Jin loss at FD.
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Lomash
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« Reply #17 on: March 04, 2007, 04:48:21 PM »

Wishlist 1:
All styles have a relatively neutral stance that grants no negative penalties, with some light bonuses.
But in the case of the Dragon stance the in-combat health regen is such a non-factor that is basically like having no stance at all.
It would be nice if it got a bit more perk to it, and there are several fitting options:
1. Grant significant out of combat health regeneration to reduce downtime (Which would be quite useful because monks when soloing are almost always forced to rest after each fight).
2. Grant a minor attack speed bonus.
3. Grant a minor run speed buff.

Ie: 5% attack speed bonus, 5% run speed bonus, and faster out of comabt health regeneration. I think it would be fine to put it all into one stance, because it's nothing that powerful but it's a few nice perks that are all along the same thing: Increased speed, which is fitting for a Dragon monk.


Wishlist 2:
Create difference idle combat stances and attach one to each monk stance.


Wishlist 3:
More attack animations, especially for the blunt martial staff (which has really only one or two attack animations, with the rest being normal attacks with the staff ackwardly positioned in your hand and clipping through the player model).

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« Reply #18 on: March 06, 2007, 08:28:19 AM »

Our defensive reactions all need to have endurance costs greatly reduced, and change them to be when either us OR  the mob block/dodge/parries.

Storm Dragon Stance either needs the lightning damage to be unresistable and be a % of the damage the attack did, or just change it to something like +% to crit, damage, or accuracy (a combination of the two would be ideal)

I know it has been mentined, but Ignore Pain should be a % of our HP heal, with the final version of it being about a 50% heal.

Dragon rakes It's Claw needs its damage increased a lot since it is a frontal cone as opposed to being a true AE.



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« Reply #19 on: March 06, 2007, 11:54:27 AM »

I whould like to see Martial Swords as 1 handers we got to many 2h wepons.
and i also wish they adjust the dps. for us. or the speed of the wepons.

As it is now i do more dmg with unarmed then with any other wepons. even Zank Bladstaff of the ages that is "Legendary" is worse dps then unarmed
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Leishiu
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« Reply #20 on: March 06, 2007, 12:57:35 PM »

Well, at 41, fists for the first time actually outdo Zank (245 dps tooltip) vs 247.5 (165+82.5) for fists. But since fists gives +7.5 critrate and our attacks never scaled with weapon either way, it's really an irrelevant comparsion.
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Thunder Legs
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« Reply #21 on: March 06, 2007, 01:45:10 PM »

I don't want to cut in on the Bard's territory by giving the Monk a lull.

We have to dispense with this idea that Monks should be pullers. That makes no sense in terms of the monk's concept, it's just a hold over from EQ1.

The bard is the puller here. With their crowd control and run speed. That fits the Bard's concept as being able to get mobs to do as he pleases through the use of song.

Monks are finely tuned fighters based on critical hits and evasion, with combat flexibility - Nothing about a monk says they should be good at pulling.

FD already has enough utility IMO as a way to exit combat, and as a way to cheat death if the team is going to wipe.




I see the light!

Want to see what being a kung fu monk is all about? Watch a Gordon Liu Kung Fu film!. Pulling? F@#k that I just want to kick some ASS! Hyah Het hyah waai ! I'm talking about Five Point Palm Exploding Heart Technique / Shaolin Wonder Palm / Chin Kang Fist / 8 divine sword style. Whoever thought of the drunken style in Vanguard needs to watch the final fight with thunder legs in jackie chans Drunken Master
« Last Edit: March 06, 2007, 01:59:25 PM by Thunder Legs » Logged
kasimir
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« Reply #22 on: March 08, 2007, 06:20:27 PM »

we need to keep on target and not worry about wish lists at this point.  First thing we need to do is get the class playable.  This involves fixing, feign and increasing our damage output.  After that we should start worrying about a wish list.  Here is my wish, I wish the monk would almost work.
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Madness
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« Reply #23 on: March 08, 2007, 06:30:35 PM »

maybe I am missing something but what is wrong with feign death?  it works for me for the most part..  but I would expect it to not work against higher level mobs.. and just mostly with current level mobs...
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kasimir
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« Reply #24 on: March 08, 2007, 06:40:23 PM »

when you feign, mobs sprint back to their start positions, this is a well known bug that they are too lazy to fix.  this bug kills trying to pull with feign.
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Xenjuro
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« Reply #25 on: March 08, 2007, 08:59:27 PM »

I'm a relatively young monk in VG.  But from what I've come to expect to what I've seen, there's a few things I'd like to see:

Counter Reactions - Way too 1 dimensional atm.  I had envisioned a monk's counter being something along the lines of making an enemy pay if they detected and anticipated something they were doing.  Have a variety of types of counter reactions - damage, debuff, stun, etc. that only open up based on certain criteria.  For example, monk has a really powerful, long reuse debuff he can use should he detect the mob missing with a special attack. Or they see a certain spell about to go off and it opens up an attack to stun to stun the mob.  I expected more offensively oriented counters  as opposed to the defensive counters I'm seeing now.  This may be in game, because as I said, i'm relatively new.  But if not, it'd be nice if there were abilities like that tied to the counter reaction.

Iron Hand - longer buff please.  If it's an hour long, that means I only have to med jin up to whatever every hour.  Although yes, I am in the habit of mashing it as I lead off with a crescent kick, but it is somewhat annoying.  Is there any reason why this can't be a longer duration self buff?

Should just get rid of any dual wield penalty.  This includes the half crit bonuses from fists and the evasion penalty.  Martial artists learn to become equally proficient in both hands, so having another fistwrap should not reduce our ability to parry.  I'd also include not halving the damage done, but that could be overpowering.  Of any classes though, monks dual wielding should be just like using 2 primary weapons.  It gives us something unique in that respect ( assuming some other class doesn't have that already).

Jin Surge  - as others have suggested, should be a short duration buff with a toned down % mod.  A high Jin cost and longer reuse can curb possible abuse.

Ignore Pain - while I don't want it % based (because it'd be a mend clone and really render every subsequent ignore pain skill useless), it should scale somewhat.  Have it be X hp * level. The higher versions would do more hp per level. 

As for FD...I've never really liked it being used as a pulling tool (even though I've been an EQ1 monk for years).  It just doesn't make sense and seems hokey.  And as such, while I'd definitely use FD for splitting if it's allowed, it'd be nice if it were simply used a means to escape combat and nothing more.  In EQ1, FD pulling was never intended.  Heck, the concept of pulling itself wasn't intended.  That's why I see mobs running back immediately after an FD as a an intended means to thwart FD pulling and not a bug, unless of course they've admitted it is.  But anyway, its success rate vs higher level cons should scale more naturally. 

Anyway, that's part of my wish list.  The big ones being the dual wield and counter thingies.

« Last Edit: March 08, 2007, 09:51:39 PM by Xenjuro » Logged
Lomash
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« Reply #26 on: March 09, 2007, 01:20:12 AM »

I really like the idea of removing the dual wield penalty from the monk. That would really kick their DPS up and give a minor boost to crit rate.
It would be easy to balance considering they've only got one type of one handed weapons - Fists. It doesn't matter if it's Knuckles, Wraps, or Claws, they are all the same in terms of stats and function.
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Jaxinor
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« Reply #27 on: March 09, 2007, 08:24:42 AM »

1) Fix DPS

2) Abadon styles.  Make stances more powerful.  Allow monks to learn new stances later in their career similiar to how gestalts give psionicists abilities.  Condense, Or make new abilities for the monk class (which has the lowest total number of abilities of any class.  All 3 styles, and monk general = paladin number of abiliites)

3) Fix FD.  Granted the unintentional bug honestly makes split pulling faster for me,  I should't be able to pull a room of 8, fd, then be able to go back to the group with 1 mob (at least not due to a bug, I'm all for highly skilled monks being able to do this).

4) Remove DW penatly.  We are friggin monks.  I took 8 years of tae kwan do.  I feel pretty confident in my ability to punch with my left, or right hand.

5) Give us heals, plate armor, snares, fear, root, 3 new mezzes, and a can of whoopass.  That should cover anything else I missed Tongue
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Rtistek07
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« Reply #28 on: March 09, 2007, 08:46:50 AM »

  Grin Sounds like everyone has got a good idea, now its getting them to implement it.  Roll Eyes
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Leishiu
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« Reply #29 on: March 09, 2007, 07:02:04 PM »

Harmonious Reuses & durations:
North Wind Snaps the Limbs
North Wind Breaks the Trunk
2 minute reuse for 20 second duration. If we're supposed to be able to be masters of debuffs, we should be able to use it a bit more often. If the reuse would be 20-30 seconds, the duration is totally fine, the abilites does deal a decent chunk of damage for the effect (and being finishe/adv. finisher, they aren't exactly at will either). Also lacks a description saying "Finisher", "Advanced Finisher".

Deadly Adder Hand
Eagle Claw
They need something more incentive than tiny tiny damage increases as rank increases, such as longer durations; 16 seconds is really short on higher levels; and the endurance drain from particiarly Deadly Adder Hand is very noticable to be reapplyable.

Tiger Pounces (And their other style eqvivalents)
Trapping Mantis Claw (and their other style eqvivalents)
While harmonious is hardly really in need off crit-on-demand, the 5 minute reuse for these is grossly exagruated, considering their weak damage and Jin cost.
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