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Tildin
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« Reply #60 on: May 19, 2007, 01:56:45 AM »

So I understand that things are turbulent at the HQ, but I still play so I'll add my input to this thread Cheesy

Fix Palm Explodes the Heart.  It is currently useless.  5 minute reuse and even using all 3 links, it is still outdamaged by Thousand Fists/Thundering Fists.  This is probably my biggest issue with the class at the moment, since I, like most Monks, looked forward to this skill since I started my character.

Add more benefits to using 2h weapons.  I don't even carry my T5 flawless staff anymore.  It is item level 53, as are both of my claws, yet the DPS is the same on 1 of my claws (71.35 DPS on 1 claw and 71.38 DPS on the staff).  Now, I understand that topend damage is important for skills, but I have parsed and my DPS with a staff is nowhere near my DPS using claws.

Do something else with Ignore Pain.  Make it percentage based, add a Jin cost, reduce the cooldown in my opinion.

Reduce the cooldown on the secret of fire/ice by 5 seconds each, so that they can be chained.  Extend the timer on Transcendece.  Celerity is great, keep it the same way.

Reduce the cooldown on Goading Slap so that it might be useful in a real fight.  1600 hate doesn't mean jack at level 50 unless you're piling it on.

Lastly, I think it would be a cool idea to give Monks an alternate discipline.  For example, you can be Harmonious spec with an alternate spec in Dragon style.  Maybe give a toned down version of one of the stances, some of the basic skills, etc.  This is just sort of an idea, and I realize it would require a lot of tweaking, but I think it would add a lot more variety to the class rather than "Rawr I debuff.  Rawr I do really bad AEs and some ok DoTs.  Rawr I can tank, but not really" mentality of the current discipline situation.
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Khana Kopnisien
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« Reply #61 on: May 20, 2007, 09:21:53 PM »

\-> I'd like it better if the current Disciplines were expanded on instead of dual-styling. First of all, it makes no sense from a roleplay perspective, and second it doesn't make sense from a mechanics perspective: too much work would go into it for too little gain. I'd rather have 2 more Dragon/Harm/Drunken specific moves that expand on the current spectrum of abilities.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #62 on: May 23, 2007, 06:07:08 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.

[...]

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.

[...]

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

I think the vision was to make all classes within a group equal at their job. What should make us stand out is flavor and utility. I like Styffler's post.

I've been thinking in the line of Redirection beeing our thing. Goading Slap and Waning Palm is already there, but refresh timers and low numbers has made me amost forget about them. Beef them up!

We would work a bit like the main tank's little helper. Along with FD we bring safety to the group and to the healer particularly.
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« Reply #63 on: May 23, 2007, 07:10:26 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.

[...]

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.

[...]

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

I think the vision was to make all classes within a group equal at their job. What should make us stand out is flavor and utility. I like Styffler's post.

I've been thinking in the line of Redirection beeing our thing. Goading Slap and Waning Palm is already there, but refresh timers and low numbers has made me amost forget about them. Beef them up!

We would work a bit like the main tank's little helper. Along with FD we bring safety to the group and to the healer particularly.

I totally agree with Mend needing a revamp and I would like to see us have a nitch in the game other than saving the groups ass on a wipe, but I never ever ever want to be an avoidance tank or light tank or a tanks little helper.  Maybe I am misunderstanding what you are trying to say but in my opinion, let the other defensive players be tanks little helpers.

I went through that crap in eq2 with SOE.  The concept of the avoidance tank was great but it never worked right, we were always 3rd rate tanks with decent DPS and soon it was just the DPS that mattered.  The only thing SOE did right was make content that required monks and bruisers to tank, that at least allowed us to shine on certain fights. 

For VG id like to see some group utility maybe in the form of 1 min buffs that only get applied after a finisher, and make jin surge last for atleast 6 seconds, higher base dps, and as mentioned before lower the timer on mend and make it %based.

EDIT: Ok since this is a wish list I guess I should mention I would like to see better stances (more meaningful)  Right now as far as the dragon stances are concerned they are pretty weak imo.

Ok ill shut up now  uglystupid2



« Last Edit: May 23, 2007, 07:23:19 AM by Phenom » Logged

Khana Kopnisien
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« Reply #64 on: May 23, 2007, 09:01:14 AM »

Quote
I think the vision was to make all classes within a group equal at their job. What should make us stand out is flavor and utility. I like Styffler's post.
If this was "The Vision", then why was it stated repeatedly that Rogues would deal the best melee damage? My conclusion is that what you say is the vision, is a lack thereof or simply not it. IMO, the damage scale should be as such:

Healer (defensive) < Fighter (defensive) < DPS (defensive)
and
Healer (offensive) <= Fighter (offensive) <= DPS (defensive)

A tank or healer should never, repeat NEVER deal more damage than a DPS class in offensive stance. NEVER. Only if the tank or healer is in offensive stance and the DPS class in defensive stance, should they be able to out-DPS them, and then only marginally - IF they have better gear. Why? Because offensive fighters can't mitigate enough damage and  can't heal themselves sufficiently, at least one of which benefits healers and tanks do have.

Then on to offensive fighters specifically. Rogues should always deal the most melee DPS in groups, because it's so situational. Rangers and monks should be tied regardless of study levels, because:
- Rangers have buffs to share, monks don't.
- Rangers can deal great damage from afar, leading to less risk. Monks cannot.
- Rangers have stealth, monks have FD. Success rates are about the same when comparing your level to mob level.
- Rangers snare, run speed without a penalty, stun, debuff mobs. Monks can stun and debuff IF they have chosen the right martial style and have run speed at an endurance penalty.
- Rangers can use energy rightaway, the monk has to get up close and personal to build Jin before he unlocks his DPS potential.
Looking at the above list should, in fact, lead you to conclude that Monk DPS would be HIGHER than Ranger damage, if anything. Unfortunately, logic is a lost art when balancing VG classes.
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« Reply #65 on: May 23, 2007, 05:01:54 PM »

I went through that crap in eq2 with SOE.  The concept of the avoidance tank was great but it never worked right, we were always 3rd rate tanks with decent DPS and soon it was just the DPS that mattered.  The only thing SOE did right was make content that required monks and bruisers to tank, that at least allowed us to shine on certain fights. 

My idea was that of pulling agro back to the tank with Goading Slap, or off the squishy (and therefore back to the tank) with Waning Palm. Redirection of agro.
Avoidance tanking is too risky, I like that I'm able to but I don't really see myself tanking anything.

I think most of us can agree that we should be just below the backstabbing rogue and alongside the ranger in dps. But it would be nice to be able to offer something else besides dps and wipe recovery. If not redirection of agro, then what's our utility? We're certainly not the pullers of choice.
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« Reply #66 on: May 24, 2007, 06:08:19 AM »

Ok I see what your saying now.  Not sure that will make us desirable or needed but it would atleast be something.
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Khana Kopnisien
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« Reply #67 on: May 25, 2007, 08:30:36 AM »

I think most of us can agree that we should be just below the backstabbing rogue and alongside the ranger in dps. But it would be nice to be able to offer something else besides dps and wipe recovery. If not redirection of agro, then what's our utility? We're certainly not the pullers of choice.
Well, my Rogue buddy gets an ability similar to our Goading slap 3, except where mine gives the tank 800 every 30 seconds, his gives 140-160 every 2 seconds. So after thirty seconds, that would be 2100-2400. I didn't ask whether it was continual or whether he had to click it repeatedly. In any case, as far as giving the TANK extra aggro goes, we're not the offensive fighter of choice.
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« Reply #68 on: May 28, 2007, 04:50:40 PM »

give monks bind wounds and a chance for a complete heal on ignore pain
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Lee
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« Reply #69 on: June 02, 2007, 04:22:23 PM »

I like the ability to pull and split mobs, its an art and hey, its fun.  Your not always going to have a bard, at least in single groups anyway.  It gives me a sense of crowd control.  Pulling in conjunction with Nerve Strike, and SUPER JUMP...I'm into it.  Has 'fun' written all over it.

We need a 'stun' or 'interrupt' ability that isn't tacked onto another ability (Secret of Ice - which only has a 'chance' to stun for 2 seconds).  I want it for interupting casters, and although I don't PvP, may be used for that.

Bottom line is I'm having fun, in theory any changes made are going to improve my good time.



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Sarevoc
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« Reply #70 on: June 04, 2007, 10:07:17 AM »

more reactionaries

beeing able to catch and throws back arrows/bolt spells in a small radius arround you (10m 1minute reuse timer)
beeing able to dodge ae attacks (5minute reuse timer)

add a snare on first palm explodes the heart chain and a 6sec stun on the second part

make our stormstride abilitie a 30sek buff which activates on every style we use during the duration AND please change the camera angle  (this is what I would love the most especially on pvp server this would sooooo rock Cheesy)
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Kivik
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« Reply #71 on: June 04, 2007, 09:04:00 PM »

I would Love to have Sneak again, A dps upgrade to Palm explodes the heart  and maybe a pass on our dps again
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« Reply #72 on: June 05, 2007, 08:30:38 AM »

Aside from wanting the monk just fixed.... i'd add to it a few more weapon choices.  I've seen a monk trainer dual weilding what looked to be 2 short swords (believe this was in Dark Horse Downs), and with all of the Ra'jin at the fortress near Tanvu dual wielding Sai's.. can't help but drool at the fact that the graphics/animations would already be in for that obviously martial weapon... shouldn't be that hard to add in.  Toss in some fighting sticks and/or nunchakus maybe... add a bit of variety to our arsenals, the npc's are getting it, how bout some for the pc's.

         Rho-Shan


p.s. came to Vanguard to play a monk... now i just log in to see if they've fixed the monk... let me know when i can play again Quinn
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« Reply #73 on: June 06, 2007, 07:24:19 AM »

Good Post.  I would love to see some duel wield fighting sticks and Sai's the animations for the sai looked great too.
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Quinn the Mighty
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« Reply #74 on: June 06, 2007, 09:39:31 AM »

While I like the idea of new wepaon types. We would need a new general skill 1hb, a specialized equipment skill. What would the benifits be to wielding one of these. Since most of our weapons give some "perk" to using them?
  • Martial Sword: + Parry
  • HTH Weapons: + To Crit
  • Bladestaff / Martial Staff + Double Damage on crit

Tonfa / Fighting Batons to me scream + To parry but you could wield 2 of them and would be a faster so the damage would be lower. Ideas???

~QTM
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