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November 23, 2008, 05:10:19 AM

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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Patch notes 13th « previous next »
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Author Topic: Patch notes 13th  (Read 2935 times)
Soluss
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« Reply #15 on: March 13, 2007, 09:33:46 PM »

Yeah played around with some normal level mobs tonight.  I personally think we got nerfed again not buffed.  The global refresh crap really didnt do anything to help.  As far as end goes it went from 3 end to 12 end... though I can get it to 10 end in crane stance.  From what they said its suppose to be 10 end which means in crane it should be 7 to 8 ish. Im also using end alot quicker again and notice not much damage difference no matter what weapon I use, or bare hand.  All in all I feel like i was nerfed AGAIN, when they said they would be working on increasing our dps. WTF I had more DPS in beta then in live as well as better evasion.  I had more DPS pre patch then post huge nerf patch then I do now.  So Id say 4 patches of nerfs then a hot fix to fix us so we werent broken completely and now another nerf.  All the while we are supposed to get buffed.. scuse the language but what the F*** is going on.  I didnt expect an overhaul by this patch but I also didnt expect to be nerfed yet again either.
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Liliputt
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« Reply #16 on: March 14, 2007, 01:58:08 AM »

Well reading here I guess my monk stays @ lvl 24 while I continue to level my necro.  Cry
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Lomash
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« Reply #17 on: March 14, 2007, 03:33:43 AM »

I don't like the way Crescent Kick is set up now.
I think it costs a bit much even at 10 end for an attack that is really only good for giving you one extra Jin.
And the lack of a global refresh for it is not compatible with the fact that Crescent Kick has a longer than average animation  (It will always be interrupted by a follow-up attack now)

All around Crescent Kick would be better off if it was on the global refresh, but was reduced to 5 endurance so that it could be more useful as a cheap Jin builder (Which is balanced by the fact that it has a longer recharge than your other standard attack options).
« Last Edit: March 14, 2007, 03:46:24 AM by Lomash » Logged
jojo
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« Reply #18 on: March 14, 2007, 05:56:11 AM »


Also I for one think the new crescent kick sux! Yeah it's not on the global timer but it now has a 8 sec refresh. wtf!!


I'm pretty positive it always had an 8 second refresh. I'm Drunken Style, Staggering Punch stagger weaknesses for 8 seconds and I remember it being same duration as refresh on Crescent Kick (that uses stagger weakeness)
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Lorr Evander
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« Reply #19 on: March 14, 2007, 06:31:45 AM »

The global refresh being eliminated from the kick has also messed with my main attack macro.  I had the kick and boundless fist on one button.  Now with no gap between them I can't take advantage of a finisher if the kick crits.  Its just a minor annoyance though.
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~Lorr Evander
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« Reply #20 on: March 14, 2007, 08:06:22 AM »

They didnt do anything to the refresh time on the attack. The only thing that they did was make it so every time you use a different skill other then crescent kick, it dosent affect crescent kick. Ever notice that when you use an ability all of your skills get greyed out for about 1-1.5 sec (never really timed it), thats the global refresh.

All they did was make it so that crescent kick is NOT a part of that. I personally use crescent kick ALOT since its one of the higher critting skills that monks, at least dragon monks, get. Its not bad for 10 endurance, although I think 4 or 5 with a shorter cooldown would be much more beneficial.

As a dragon monk, this isnt really an improvement though, its much better if you ask me for a drunken monk who can utilize crescent kick to exploit weaknesses that they can create on their own.
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Kyomi
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« Reply #21 on: March 14, 2007, 08:11:26 AM »

I think it's endurance cost is too high now, seeing it's cool down is longer too. Besides I sometimes just feel on valium watching our global refresh to make my skills available again..
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Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Leishiu
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« Reply #22 on: March 14, 2007, 08:15:08 AM »

It was 10 endurance "at first" - and I think I prefere this setting though (dosen't interupt autoattack, dosen't stop endurance regen) to the 3 endurance one, and since skills based on kick appears to have a higher crit rate (might just be imagined, but appears to be a common theme) it's a bit like our new crit-on-demand (unlike our 5 minute jokes.)
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Leishiu ~ Halgar (or sommert)
Quinn the Mighty
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Kyoshi
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« Reply #23 on: March 14, 2007, 08:43:13 AM »

last night I ended up in thestra for a bit. My damage felt "normal"  while I was duoing spiders, mists outside of Trkengal Keep. After that I joined a PU group with a DK and a Rogue and a couple of clerics  to do quests instide. It was hard for me to judge DPS  in that group as my DPS numbers are inflated by the fact I could exploit weaknesses on pretty much every move I made.

I will admit that CK chage is taking a bit to get used to. I think overall it's better this way than pre-patch IMHO.

And for the record we are still supposed to be the highest DPS base of all of the offensive fighters.

~QTM
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Reaktorblue
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« Reply #24 on: March 14, 2007, 09:15:36 AM »

Where are people getting "the cooldown being longer"? If I'm not mistaken its always been 8 seconds. The only difference, it was in line with the global cooldown, now its just independant. Am I missing something here?
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Chanash
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« Reply #25 on: March 14, 2007, 09:48:05 AM »

Hey im not sure if it is just me but I am noticing that some of my reactionary attacks like Thousand Fists and Flying Kick will activate but I wont be able to use them....(they will stay dark but have the green timer active on them). It's rather an annoyance because when I see that green time bar pop up on any skill I naturally want to click it....so sometimes I end up clicking it and not realizing it's not going off.

Is anyone else experiencing this?
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Reaktorblue
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« Reply #26 on: March 14, 2007, 10:08:35 AM »

I only ever experience that when:

-The mob dies before I execute my chain, sometimes the game lags and they stand there still before they animate dying.
-The mob moves farther from me so I cant use hand to hand, even though their character model is next to me. I think both of these are due to lag, either network or video.
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LeadFoot
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« Reply #27 on: March 14, 2007, 10:13:59 AM »

Lately I have been intermittently getting the chain sound after an attack but when I go to use my finishers none of them are lit up.  Seems like a bug to me
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Vazerai Mordorus
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« Reply #28 on: March 14, 2007, 10:25:32 AM »

Lately I have been intermittently getting the chain sound after an attack but when I go to use my finishers none of them are lit up.  Seems like a bug to me

Do you have Crescent Kick tied in with your boundless fist macro? If so the bug you see is this, you hit the key and crit on CK, but since its not on a global cooldown you also hit Boundless fist, thus negating your finishers. Basicly not on a global cooldown means you can hit two skill at once if you so choose.

Try putting FK macro before BF macro on your hotkey.
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Shengyi Tsung
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« Reply #29 on: March 14, 2007, 11:32:43 AM »

I don't have any attacks macroed and sometiems i get the same chain noises with no finishers popping up.  Doesn't happen often enough to phase me though. 
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