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Topic: Stances discussion (Read 8944 times)
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
Karma: +50/-38
Posts: 443
Re: Stances discussion
«
Reply #45 on:
March 22, 2007, 10:47:33 AM »
I guess its a gear related decsion then as I have a nice martial sword so I can effectively keep QP and DA on the mobs and when I can I use the North Wind serires too. It may take me longer but I am rarely in danger of dying.
So in essence we can both be "Right"
~QTM
Logged
Riot
Grandmaster
Karma: +1/-1
Posts: 112
Re: Stances discussion
«
Reply #46 on:
March 22, 2007, 10:51:46 AM »
I use nice hand 2 hand weapons (2 Claws of Bloodletting, level 40 rare) at level 33 and I waste about 50-60% of my HP fighting equal level 2 dots. =/
Logged
||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Leishiu
Sensei
Karma: +7/-6
Posts: 318
Re: Stances discussion
«
Reply #47 on:
March 22, 2007, 11:42:11 AM »
To be honest though, even with fixed stances and damage output something radical has to be done with the general playstyle.
We have the worst of two worlds: Our buffs have so tiny durations that we need to keep a constant eye on them if we want to keep them up at all times.
On the other hand, our attacks - beyond the normal spam abilities - have insane reuse timers.
5 minutes (and Jin) to get a guaranteed critical (with global cooldown to boot) or a guaranteed finisher? 10 minutes to get a 1 minute proc boost (which is probably a bug - according to tooltip it's suppose to last 20 sec)? 30 minutes (and a global cooldown - which is probably again a bug) for 20 seconds damage spike? 2 minutes to deal an aoe finisher which isn't much stronger than flying kick (and nothing compared to the AoE finishers on a 1 minute cooldown rangers for example have). 2 minutes for our style specific finishers, which in the case of harmonious gives a 20 second debuff - and an actually lower damage than Flying Kick (even though the tooltips would indicate a fairly equal amount, North Winds deals significally less)?
Oh, and lest I forget, debuffs that lasts 16 seconds on level 15 and lasts 16 seconds on level 50. It's not all that fun to refresh debuffs because they can't scale with ranks (since damage scaling is off).
This leads to a rather quick boredom, you need to spam the buffs to maintain decent output, but your combat will be so static because the specials are either underpowered or have such immense reuse that they aren't really considered alternatives. In the end, on most grinds (ie where things aren't really challenging, you easily just skip the buffs and skip the long reuse abilities and just spam away.)
Buffs are generally a free resource - you wont notice any downtime when the whole party is being buffed. I don't see why our buffs couldn't have some decency of duration.
I also don't see why our combat abilities need such ridicilously long cooldowns - they would easily lend to a varied strategy if they were actually accountable...
Logged
Leishiu ~ Halgar (or sommert)
Ninbei
Grandmaster
Karma: +12/-7
Posts: 134
Re: Stances discussion
«
Reply #48 on:
March 22, 2007, 11:53:14 AM »
Quote from: Leishiu on March 22, 2007, 11:42:11 AM
This leads to a rather quick boredom, you need to spam the buffs to maintain decent output, but your combat will be so static because the specials are either underpowered or have such immense reuse that they aren't really considered alternatives. In the end, on most grinds (ie where things aren't really challenging, you easily just skip the buffs and skip the long reuse abilities and just spam away.)
Agreed. Many, if not most, of the higher level monk abilities are on at least 5 minute timers, making these abilities not useful at all. Most of these supposedly uber monk skills arent even that good either.
And the Harmi debuffs need to have duration extended w/ upgrades, or its effectiveness increased drastically. As of now I can safely say 90% of Harmi monks only use Eagle Claw.
Logged
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
Karma: +50/-38
Posts: 443
Re: Stances discussion
«
Reply #49 on:
March 22, 2007, 12:18:01 PM »
Slight derail here, but I summed up the comments from this thread and from the PMs I have recieved over the past several days. I feel this list is a good start and getting the stances where they need to be. I appreciate any feedback you can provide.
Dragon Style Stances
Storm Dragon
* Procs need to have the thier damage upped. Also the Proc can be missed ( I can understand resisted but missed)
* There are stacking issues with this stance and the Secrets line that need to be resolved
* Proc needs to hit on all targets when performing AE attacks
* Perhaps add a crit chance boost or add % Based Damage boost will make it more effective
* Add a damage shield component
Dragon Stance
* Health Regen is not working. Also this component needs to be an in combat item. This could be solved easily by turning the stance into a heal over time with infinite duration (similar to a pally's auras). This would need to scale with level.
* Perhaps improved versions of the stance can remove poison / diseases or other effects
Stone Dragon Stance
* The Fire / Cold rune needs to actually apply itself
* Mitigation needs to scale with level
* The slow component should decrease as improved versions are used.
Drunken Monk Stances
Drunken Mastery Stance
* The Haste Component doesn't help at all as it only effects auto attack. It needs to be changd. Change it to a % weapon based attack buff.
* Remove the +5 Dodge and add in a small aggro reduction component
Drunken Fist Stance
* Change the attack buff to a damage reduction (small)
* Add a Dodge Modifier to compensate for the dmg reduction
* increase the hate generating component.
Drunken Sway Stance
* Change the dodge from +12 to Dodge +10 and Parry +5 evasion needs to be beefed up some
* Possibly make use of the "glancing blow" functionality from beta 2 to simulate rolling with a punch / strike.
* Keep Accuracy at -5%
Harmonious Body Style Stances
Crane Stance
* There are several stacking issues with Aums and Shaman spells that need to be addressed. Over all it works well.
Harmonious BOdy Stance
* The Jin increase needs a tweak upwards.
* Possibly add a Jin reduction component with the stance although if you tweak up the jin regen enough it essentially does the same thing.
Tiger Stance
* Again, there appear to be stacking issues with crit enhancing abilities / items that suggest a hard cap or stacking issues these need to be looked at.
* Many feel the end cost penalties may be too harsh. Perhaps a slight reduction in end costs may be in order.
Logged
Kagekiri
Desciple
Karma: +3/-0
Posts: 27
Re: Stances discussion
«
Reply #50 on:
March 22, 2007, 12:27:27 PM »
QTM,
As a Dragon your summarized list for the dragon stances is good money. If the devs were able to deliver this I would be a happy Dragon.
I would see this as making us fixed with latter patchs bringing in enhancements to enrichen the stances even further.
Thanks QTM and I hope we can see this live soon.
psst - A little prophetic vision of an approximate rough guess to see live would go along way.
Logged
Stone Dragon stance the blue pill alternative!
Riot
Grandmaster
Karma: +1/-1
Posts: 112
Re: Stances discussion
«
Reply #51 on:
March 22, 2007, 12:44:00 PM »
Yeah the Dragon Style stances are a nod in the right direction, but I still don't think our damage or DPS problems will be solved by only changing stances. We need a buff or two that will help out with damage, a 1 hour buff or something that doesn't eat up jin so fast as Iron Hand (which I think should be an hour buff, but hey that's just me).
Logged
||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Leishiu
Sensei
Karma: +7/-6
Posts: 318
Re: Stances discussion
«
Reply #52 on:
March 22, 2007, 01:00:21 PM »
Quote from: Quinn the Mighty on March 22, 2007, 12:18:01 PM
Dragon Stance
* Health Regen is not working. Also this component needs to be an in combat item. This could be solved easily by turning the stance into a heal over time with infinite duration (similar to a pally's auras). This would need to scale with level.
* Perhaps improved versions of the stance can remove poison / diseases or other effects
If a stance can cure poison/disease, some serious thought needs to put into the harmonious self-cleanse buff (30 minute (...) reuse, 6 jin, 2 minute duration, clear poison/disease/curses each second (but it's actually hard to find things it does cure, appears the tags aren't in properly yet)) that I fail to recall the name off (Diamond Something?). Well, some serious thought needs to be put into any ability with 30+ min reuse, but still.
Quote
Tiger Stance
* Again, there appear to be stacking issues with crit enhancing abilities / items that suggest a hard cap or stacking issues these need to be looked at.
* Many feel the end cost penalties may be too harsh. Perhaps a slight reduction in end costs may be in order.
With Aum Ti, I for one don't feel like the endurance cost is to harsh (it's 30% more with it). While the amout of abilities I use is limited (quite actually because of the ridicilious reuses or durations, not because of costs) I don't generally have an endurance problem unless RNG starts hating me and I don't crit for a while. Even without Aum Ti, I didn't really have endurance issues.
With a cleric/bear-shaman, I simply can't run out of endurance. With the exception of possible stacking issues that should be resolved, Tiger stance is by far the most potent offensive stance currently, even with the endurance penalty. That might actually change if we got an Aum that could actually compete with Ti, naturally.
Logged
Leishiu ~ Halgar (or sommert)
Otani
Recruit
Karma: +1/-0
Posts: 24
Fox in Socks
Re: Stances discussion
«
Reply #53 on:
March 22, 2007, 03:37:47 PM »
Drunk Monk level 20...
As pointed out elsewhere, Drunken Fist stance doesn't have text or maintained effect icon feedback to show you it is truly in effect. (This is reportedly cosmetic but is stance related and does need fixed.)
I tend to keep in Drunken Mastery stance as I don't seem to notice the increased damage of Drunken Fist as much as the haste of the Mastery. Now it has been posted here that the haste of Mastery only is affecting the autoattacks? But, my purely subjective impression was that I was getting more frequent chains/reactions with Mastery than Fist, and had attributed that to the haste effect. Therefore, since we do the greatest damage with chains and reactions and the like, this led me to note that I kill things faster with Mastery than Fist.
I don't know if this is a false impression on my part, or if in fact the haste is only on autoattacks, if they can trigger chains/reactions to account for my impression. I reserve the right for my impression to be illusory
As posted many times already, Sway has no usefulness to me personally for widely stated reasons, so in essence I have 2 real stances to choose from. And since I kill monsters faster in Mastery (mainly soloing) I really have ended up remaining in the same stance all the time.
«
Last Edit: March 22, 2007, 03:40:49 PM by Otani
»
Logged
member of Team Spirit
Lomash
Master
Karma: +12/-14
Posts: 90
Re: Stances discussion
«
Reply #54 on:
March 22, 2007, 06:51:54 PM »
Quote from: Lorr Evander on March 22, 2007, 09:25:04 AM
Quote from: Lomash on March 22, 2007, 08:52:29 AM
3. 25-30% total evasion gain is the minimum Drunken defensive stance would need to be competitive, but getting any more than that seems very unlikely in light of the global evasion changes.
I also don't believe it's feasible to get such a large bonus without also getting a penalty somewhere. Even tanks don't get to use their defensive stance without some kind of significant penalty. The -10% accuracy should stay in place of aggro generation, the later of which would just be benefit stacked on benefit with no downside at all.
You have to give this stance a + to aggro some how or it will be remain worthless other then sort of soloing stance. Whats the point of avoiding 20% attacks or whatever, if the mob ends up on your healer because you miss with your attacks.
You use your recues and aggro tools. And if need be you switch to your offensive stance when you want to pull something, but switch to defensive once you've got the aggro.
Logged
Zend
Desciple
Karma: +4/-1
Posts: 25
Re: Stances discussion
«
Reply #55 on:
March 22, 2007, 09:03:29 PM »
I'm going to have to respectfully disagree with some notions that have been put forth, of where Drunken Style stances should be. I think Lorr Evander understood what I was attempting to suggest by saying these stances were completely seperate and useful by filling each roll we'd be expected to play as a Drunken Style Monk. Perhaps I should explain the reasoning behind my suggestions.
While all monks share some abilities of each style, each style of monk also has their own set of Mastery Abilities representative of their respective styles. I believe that in turn, each style's stances should also reflect those unique abilities and enable monks to perform the roles that their style is expected to contribute. I'm thinking largely in terms of gameplay mechanics, where each style of monk contributes some defined role for the party.
I think that most everyone agrees that the Drunken Style Monk is, or should be, geared towards off-tanking. I see the Drunken Monk as the party member that does several specific things in that capacity for the group. For example:
- Taking that "add" and keeping it busy until the until the tank is ready and the situation is under better control, and then redirecting that mob to the tank.
- Pulling mobs off of casters and healers when the tank's ability to keep agro is stretched thin.
- Assisting tanks in holding agro during intense battles.
- Doing baseline dps when off-tanking isn't needed.
These are the types of roles I see reflected in the Drunken Style abilities, and these are the types of roles people could reasonably expect Drunken Style Monks to play. I see different, but equally effective and important roles for the other styles of monks as well.
Keep in mind, the numbers I've attached to these stances were pulled out of the air and are, for all intensive purposes, meaningless. That is something the developers would need to determine and tune. It's the concept of the stances and their contribution to gameplay for the expected roles of Drunken Monks that I'm suggesting.
Quote
- Drunken Fist Stance - 15%(20,25) damage increase, 5%(10,15) accuracy increase
The most offensive of the drunken style stances, Drunken Fist Stance represents the unseen power of the drunken style monks. In this stance, drunken monks sacrifice their more deceptive and complex evasive manuevers in favor of powerful focussed attacks. Because of this, drunken monks fighting in this style forego any evasive benefit beyond their base ability to dodge or parry incoming attacks. Damage and accuracy bonus scale with level.
There will most certainly be circumstances where Drunken Monks will want/need to fill the role of dps. This offensive stance would fill that role, allowing the Drunken Monk accuracy and increased damage at the expense of any extra evasion. This stance would generate far more agro than usual, hitting more often and for more damage. In fact, a monk gaining agro in this stance better be prepared for it. It won't be pretty when that 4/5 dot mob cracks you upside the head whle not in a defensive stance. We all know how soft monks are.
The numbers I've attached to this stance are perhaps high, but a flat damage increase is consistent across abilities and easy to tune. I also believe that the other two styles should have a more agressive, accurate, and damaging offensive stance. While dps is not the strong suit of this style, a Drunken Monk should be able to perform that role to some base extent.
I actually see this as the most "neutral" of the Drunken Monk's stances, and not used as often considering the primary role that the other stances would allow him to excel at. Heck, take the damge increase off, slap on very small evasion boost and call it neutral.
Quote
- Drunken Sway Stance - 20%(25,30) dodge and parry increase, 20%(30,40) increased agro generation
The most defensive of the drunken style stances, Drunken Sway Stance embodies the uniquely evasive nature of the drunken style monk. The off balanced and staggering steps of the Drunken Sway Stance infuriate opponents, tempting them to strike relentlessly at openings that do not exist. Dodge, parry, and agro generation increase with the monks level.
It makes particularly good sense to have agro generation on the drunken monk's defensive stance. The very in-game description of the Drunken Monk contributes their evasive style to infuriating opponents.
Protective fighters generate agro from their defensive stances, so too should the "off-tank" of monks. Remember that this is evasion and strikes will get through. Given a reasonable level of evasion, there is no way in hell that any monk will ever be able to "tank" even remotely as well as a protective fighter. We simply do not have the hit points or mitigation to sustain heavy blows for any length of time.
Coupled with our rescues and agro tools, this stance would allow the Drunken Monk to naturally excel in the role he is expected to play.
Quote
- Drunken Master Stance - 10%(15,20) dodge and parry increase, 50% damage reduction, Agro generated from this stance is redirected towards the monks defensive target
The Drunken Master Stance is the epitome of the drunken monk's deceptive nature. Instead of infuriating his opponent, the swaying steps and mishappen attacks of the Drunken Master Stance work to confound and placate the monk's opponent. In a subtle and uncanny dance of drunken style subterfuge, monks in this stance are able to redirect aggression in the midsts of the chaos of battle. Dodge and parry increase with the monks level.
I'll admit, I'm in love with this idea. It seems a natural fit for the role Drunken Monks are expected play in groups. The idea of agro redirection is naturally fitting for the Drunken Monk, as well an immensily useful purpose for groups. In addition, this would really help to define the roles each style would be expected to play.
The bottom line is, I don't feel that the current stances of the drunken monk are anywhere near what would allow them to make the most use of their Mastery Abilities; nor do I believe the current stances conducive to allowing the Drunken Monk to perform their expected role as the off-tank of light fighters.
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Lomash
Master
Karma: +12/-14
Posts: 90
Re: Stances discussion
«
Reply #56 on:
March 22, 2007, 11:48:01 PM »
The main hangup with your proposed offensive and defensive stances is that they have increased bonuses and no inbuilt penalties. The Monk stances don't work that way. In fact, most stances in general don't work that way. You've usually got to sacrifice something to get something else.
Quote
There will most certainly be circumstances where Drunken Monks will want/need to fill the role of dps.
This offensive stance would fill that role, allowing the Drunken Monk accuracy and increased damage at the expense of any extra evasion.
While dps is not the strong suit of this style, a Drunken Monk should be able to perform that role to some base extent.
The Drunken monk already has the capability to fill the DPS role with his basic Monk abilities.
What the Drunken monk doesn't get is many extra ways of increasing his raw DPS over the base monk levels, because he has chosen to sacrifice that in exchange for tools geared towards offtanking and aggro management.
The Drunken monk already has a +damage and +aggro stance. And it's the only offensive or defensive stance among the monk forms that doesn't have a penalty associated with it.
So given what is already there and what the place of the Drunken Monk is, it can't be justified giving them a powerful pure damage and accuracy boosting stance, especially one with no downside.
As is part of the vision already, any drunken offensive stance should be flavored to aid offtanking or aggro management - Either by increasing their aggro, or by increasing/decreasing the aggro of their defensive target.
Quote
I actually see this as the most "neutral" of the Drunken Monk's stances, and not used as often considering the primary role that the other stances would allow him to excel at. Heck, take the damge increase off, slap on very small evasion boost and call it neutral.
That's exactly what the neutral stance already does. It's a small evasion boost and really nothing else.
Quote
It makes particularly good sense to have agro generation on the drunken monk's defensive stance. The very in-game description of the Drunken Monk contributes their evasive style to infuriating opponents.
You can't get a +evasion and +aggro stance with no downside. Even tanks don't get that.
What you'd end up with is a +evasive stance with the +aggro component only being there to allow you to grab aggro in spite of your damage penalty for that stance.
One possibility is to incorporate aggro into both the defensive and offensive stances. The difference being that the offensive one allows you to redirect the aggro to your defensive target, while the defensive one just helps you hold aggro on your own target.
This would give the offensive stance a much greater tactical use. In exchange the offensive stance should get some kind of penalty. I don't know why it doesn't already have some kind of penalty, because all the other offensive and defensive monk stances do.
«
Last Edit: March 22, 2007, 11:59:15 PM by Lomash
»
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Lorr Evander
Recruit
Karma: +1/-1
Posts: 17
Re: Stances discussion
«
Reply #57 on:
March 23, 2007, 06:41:14 AM »
Quote from: Lomash on March 22, 2007, 11:48:01 PM
The main hangup with your proposed offensive and defensive stances is that they have increased bonuses and no inbuilt penalties. The Monk stances don't work that way. In fact, most stances in general don't work that way. You've usually got to sacrifice something to get something else.
Quote
The Drunken monk already has the capability to fill the DPS role with his basic Monk abilities.
What the Drunken monk doesn't get is many extra ways of increasing his raw DPS over the base monk levels, because he has chosen to sacrifice that in exchange for tools geared towards offtanking and aggro management.
The Drunken monk already has a +damage and +aggro stance. And it's the only offensive or defensive stance among the monk forms that doesn't have a penalty associated with it.
This is incorrect. Drunken Master stance does not have any penalties with it. Its +haste and +dodge. I would also say that Drunken Fist's + aggro component is the penalty if you are in a group and you are not the tank. If you don't feel this is the case then the only stance we have that has a penalty is the one that is worthless.
Quote
You can't get a +evasion and +aggro stance with no downside. Even tanks don't get that.
What you'd end up with is a +evasive stance with the +aggro component only being there to allow you to grab aggro in spite of your damage penalty for that stance.
I agree here. If we were to get a defensive stance with no negative side effects the heavy fighters would have some not so nice words for us and the devs. But I am under the opinon that the defensive stance should offer the best + aggro and the best +avoidance of all our stances. This of course at the expense of accuracy.
This would make our defensive stance two steps behind the heavy tanks, but would make us the next best thing. We gain avoidance where they gain mitigation and avoidance. But we also lose accuracy where they lose just damage. This works the same way as our streaky avoidance does vs mitigation.
Example:
We attack 100 times for 100 damage.
Monk: hits 90 times for 100 damage
heavy tank: hits 100 times for 85 damage.
I'd rather hit every time for 85 then miss 10 out of 100. Steady progressive is always better then fast/spikey. If you miss your jeering kick or thousand fists, it's a pita.
Quote
One possibility is to incorporate aggro into both the defensive and offensive stances. The difference being that the offensive one allows you to redirect the aggro to your defensive target, while the defensive one just helps you hold aggro on your own target.
This would give the offensive stance a much greater tactical use. In exchange the offensive stance should get some kind of penalty. I don't know why it doesn't already have some kind of penalty, because all the other offensive and defensive monk stances do.
I like this idea, but I see problems arising if something requires you to change your def target. You then are required an extra button push and extra global cooldown. This extra 2 to 3 seconds could make or break the fight.
When I am tanking and if I need to use jeering kick, the taunt time on it is not long enough for me to do anything else (besides maybe auto attack) before the mob is back on someone else. This is especially true of I am low on endurance in the middle of a fight. With waning palm being somewhat unreliable especially with the method of its delivery, adding in even another global cooldown and button push would make monk tanking for me anyways, an even more dangerous proposition.
Logged
~Lorr Evander
Drunken Monk
Woefeather
Leishiu
Sensei
Karma: +7/-6
Posts: 318
Re: Stances discussion
«
Reply #58 on:
March 23, 2007, 06:59:21 AM »
Quote from: Lorr Evander on March 23, 2007, 06:41:14 AM
This is incorrect. Drunken Master stance does not have any penalties with it. Its +haste and +dodge. I would also say that Drunken Fist's + aggro component is the penalty if you are in a group and you are not the tank. If you don't feel this is the case then the only stance we have that has a penalty is the one that is worthless.
It's the neutral stance. Like the Jin regeneration of Harmonious or Health (if working) of Dragon. It dosen't upgrade either (faik!), much like it's the other styles.
Extra agro from an offensive stance is a penalty, because it limits the use of it. Now, monks have little issues with shedding agro, but it still requires a bit more eye work and diminishes DPS due to the global cooldown of FD. But if you're soloing, duoing or otherwise grouped where you are the one desnigated to take the beating, this might not come of as a penalty - but in reality, it is.
Quote
I agree here. If we were to get a defensive stance with no negative side effects the heavy fighters would have some not so nice words for us and the devs. But I am under the opinon that the defensive stance should offer the best + aggro and the best +avoidance of all our stances. This of course at the expense of accuracy.
This would make our defensive stance two steps behind the heavy tanks, but would make us the next best thing. We gain avoidance where they gain mitigation and avoidance. But we also lose accuracy where they lose just damage. This works the same way as our streaky avoidance does vs mitigation.
Example:
We attack 100 times for 100 damage.
Monk: hits 90 times for 100 damage
heavy tank: hits 100 times for 85 damage.
I'd rather hit every time for 85 then miss 10 out of 100. Steady progressive is always better then fast/spikey. If you miss your jeering kick or thousand fists, it's a pita.
Accuracy loss is generally worse than damage loss agreed - if you want a stance which produces agro you would want one that does it at a steady pace (ie, accurate) rather than a spiky. You don't really want the form not used simply because the unreliablity to land rescues, taunts and whatever. Accuracy penalty is harsh.
As for tanking, mitigation beats avoidance any day of the week; and heavy tanks are quite capable of generating rather decent amout of avoidance to boot.
Quote
This would give the offensive stance a much greater tactical use. In exchange the offensive stance should get some kind of penalty. I don't know why it doesn't already have some kind of penalty, because all the other offensive and defensive monk stances do.
Drunken offensive = +damage, +agro. Drunken neutral = +haste, +dodge. Drunken defensive = +dodge, -accuracy. ~ Or whatever the specifics are.
The reason why the stance you call offensive don't have penalties is because it's the neutral stance.
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Leishiu ~ Halgar (or sommert)
Lorr Evander
Recruit
Karma: +1/-1
Posts: 17
Re: Stances discussion
«
Reply #59 on:
March 23, 2007, 07:11:20 AM »
Quote
Drunken offensive = +damage, +agro. Drunken neutral = +haste, +dodge. Drunken defensive = +dodge, -accuracy. ~ Or whatever the specifics are.
The reason why the stance you call offensive don't have penalties is because it's the neutral stance.
This is what is now you're right. We are offering ideas as to what we want to see adjusted to to do their jobs effectively. A defensive stance with a huge accuracy penalty but not increase in aggro is worthless. Its akin to making the warriors defensive stance but with out the +40% hate increase. All they get is some avoidance and a lot lower damage.
Logged
~Lorr Evander
Drunken Monk
Woefeather
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