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November 20, 2008, 01:47:07 PM

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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Abilities you use / dont use? « previous next »
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Author Topic: Abilities you use / dont use?  (Read 1172 times)
Slayed
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« Reply #15 on: March 15, 2007, 02:42:29 PM »

I can confirm Meditation tooltip is wrong. I start getting Jin after 4-5 seconds. No stop watch just counting  laugh
My first reply from QTM yay!

Anyway, hope some changes get made soon. Still lovin the monk but really starting to see troubles now as well. Glad I only just now started and wasn't there for the dodge nerf thing   Grin

Now back in i go to get 15 and learn Dragon and hope I dont regret it later!
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Shengyi Tsung
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« Reply #16 on: March 15, 2007, 04:12:52 PM »

(I am a harmonious style monk who fights mostly in Jin stance so i always have Jin to spend, try it!)

Jin Surge
I think our Jin Surge should function the same way paladin marshalling cry does.  It should last for about 10-15 seconds with a refresh of a minute and we should be told exactly how much damage it is adding.  Having it last for one attack = next to useless.  It's just a crit at that point.......

Secrets
Sometimes i use fire and ice secrets when im in a group fighting 4dots +.  It adds some nice damage and often i pull aggro when using it.  The celerity finisher i rarely use.  30 minute refresh i think?   BAH i say.  I don't use it often becaue the one time i did i don't remember it doing that much more damage.  Personally i think Ice is the best, seems to do more damage, not sure if it ACTUALLY stuns though, and if it does there is no grahpic for the stun and it lasts like .5 seconds.  Maybe make these last longer and keep refresh time.

Counter attacks
I like them, honestly i do.  The trigger time is too fast however, and the global refrehs makes it look like you don't have anytime at all to hit them.  Since i rarely tank or solo they are pretty useless, but i still think its a cool idea.  Maybe drunken monks should get bonus damage from counterattacks or something, they can pull aggro for 2 attacks and just counter attack to deal damage.  would be a cool idea and DPS style.

Finishers
I love the thousand fists + advanced finishing combo.  Does great damage!  (Although i'd like to see a little more)  The flying kick damage should be upped some to a little closer to the thousand fist damage, but its still good.  I love both.

AOEs
Pure unadulterated CRAP.  The finisher does almost decent damage and should be doubled at the least.  our normal AEs should also be doubled in damage and the dragon monks should be tripled what its doing now.  At lvl 34 i might hit for 500 on lvl 30-34 3 dot mobs using a 31DPS 2hander.  (though i think its based on kick damage, not sure)  i know a 38 druid does round 1500ish with an AE, so we should be doing like 1k or so around lvl 34.  Our finisher should be doing maybe 1500 on the normal one, and 2000 on the advanced  (and its on a refresh timer so you could use it once a fight maybe).  Maybe that sounds high, but except for that 38 druid im not sure exactly how other DPS classes our lvl do but that sounds about fair to me.  Someone said earlier to either boost damage OR reduce the end cost.  NAY!  boost the damage, end cost is fine.  Even when im out of End i can get and AE off every 5 seconds or so and even with boosted damage that sounds fair.  Dont' want to be overpowered, just balanced.
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Rixen Bladebane
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« Reply #17 on: March 15, 2007, 06:50:33 PM »

As far as stuff I do use:

Counters:  I just started using these much more when they elminated the end costs.  To make it a lot easier.. I bound the reaction trigger to a keystroke - V for me- and I find that rarely do I miss them if I'm tanking or soloing.  I do agree that the counters need to be on a different refresh timer than other abilities.  They are impossible to trigger if you just used an ability.

Staggering Blow:  One that I never use.  8 seconds of "stumble" I can't seem to exploit.  I might try using it with Crescent Kick now that someone said it exploits and see how that works.  Might change my opinion on it.

AE's:  Our ae's are severely lacking I believe.  Only time I ever use them is if I'm grinding faction with some low level mobs.  Works like a charm then.

Jin Surge:  Only use it when grouped, which is what I believe it was designed for more than anything else.  I can see the mobs life go down easily when I trigger that ability.  High cost, but for the amount of damage and how easily you can regain the jin.. not a bad toss off.

Iron Fist:  60 seconds.. I almost always forget to have this up unless the fight is going to be a rough one.  It's more of an annoyance than anything else to keep smacking that.  Might try macro'ing it with something else so I don't have to remember anymore.

Good post here.. I hope that QTM might forward some of these ideas and concerns onto the Devs Smiley
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