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Vanguard Monks  |  Monk Discussion  |  Monk General  |  general survey of monks afterpatch « previous next »
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Author Topic: general survey of monks afterpatch  (Read 937 times)
Erinyes
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« on: March 21, 2007, 05:18:48 AM »

I would like to know what most of you think of monks afterpatch, now, that we had two days of testing.
I am a lvl 46 dragon monk and had some oppertunities to test damage and survivability in solo, duo and full group after the latest patch. Adventures took me into Nusibe Necropolis, some soloing around rahz inkur and duoing in fallen cove.
The things i think that are still broken, leaving out what is already in QTMs post are:

1. Survivability:
The difference of damage absorbed from heavy to medium to light armor is huge. Evade isnt realy working well, a fight vs even level 2 dot mob makes me evade less than once a fight (and that is mostly due to swaying step), unbuffed that is and ubuffed is what monks normally are as we lack any selfbuffs. So we take a lot of damage without any oppertunity to avoid damage leaving us very low on health after a fight vs even level 2 dot resulting in big downtimes.
In groups survivability is perfect thanks to feign death and we often can rezz group via stones due to FD. Even if it gets resisted from time to time and more often on higher level/dot mobs it still works fine in my opinion.

2. Damage
When i have seen the patchnotes i was realy skeptical if this will up our damage in any way and i wasnt surprised when i realized our damage where not upped at all. Besides the level 50 chain, which i dont have yet, all abilities that had a damage increase are very rarely used or have long timers. All primary fighting skills were left untouched, for me those are boundless fist, six dragon strike, dragons rage, cloud dragons ruse, all non-ae finishers and occasionally counterattacks.

Groupplay: Our damage increases a lot when in groups thanks to all the buffs and the use of weaknesses and the bards songs, which are real powerful in giving group more dps. We even outdamage some tanks but still are subpar to any other class especially we are extremly far away from any casterclass.
Our best damage abilities are thousand fists/thundering fist and sundering dragon claw, both of them are on timers and can be used, normally, once a fight (4+ dot) and need crits to be opened. Besides that sundering dragon claw blocks gouging dragon claw which would have a lot of other good uses.
We dont bring anything else to groups than dps and FD so we should be real good in this.

Duoplay: My latest duoplay took me with a shaman to the skelletons in fallen cove. Skelletons beeing vulnerable to crush damage we did roughly the same damage, remember though shamans are healer and he would have outdamaged me on any other non-crushvulnerable mob.
Monks are definatly not made for duoplay, we dont bring buffs, we dont tank well, we cant heal and our dps is low without buffs and vulnerabilities. But everyone should know this when rolling a offtank-class.

Soloplay: Very long downtimes on evenlevel 2 dots while not killing faster than others. All usefull soloabilities like iron skin are on long timers, i dont know why that.

3. Style
I love the way monks are and i love their fightingstyle. Hopefully we get a animations overhaul like others classes had in GU1. As it is now we do have 2 different kick and 2 different slash animations. If you open the fist finishers with boundless fist you very often get 3 times the same animation in a row, what is kinda boring. Secret of ice/fire/transcendence still block all animations, no matter what ability you use you always get the standard slash animation, tbh i hate that fact and dont use them much because of this.

4. Other
Some facts i think could be changed:
- jin surge is already in QTMs list i woul like to add that it should not interrupt finishers to advanced finishers
- secret of ... as mentioned above
- secret of celerity: this is a damage powerhouse but 30 mins is a extremely long timer, if we dont get damage fixed it might help if this timer is reduced
- most of our abilites that use timers have very long timers, cloud dragons ruse and dragons rage have long timers, i realy ask why do they have timers at all? they have a high cost in jin and dont deal exceptional damage they just open finishers
- the only selfbuffs we have are aums, though there is only one usable a time, the aums would be a very good oppertunity to bring us to par with others, simply add a evade/crit aum and a str/dex buff aum and make aums stackable, i hate to meditate and change aum all the time (running/fighting/...)

I could write so much more but most issues are mentioned in QTMs list or other threads, just wanna let you know, that patch s.... in my humble opinion. And i am somewhat disapointed coz i realy love to play my monk.
« Last Edit: March 21, 2007, 05:29:23 AM by Erinyes » Logged
Ryoku
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« Reply #1 on: March 21, 2007, 12:42:48 PM »

Totally agree with everything you said in your post. Lets hope Sigil hears our cries, aye?

I could go for some new animations myself, but our biggest priority right now is in my opinion DPS, evasion and stances. Animations later  tickedoff
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Ryoku
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« Reply #2 on: March 21, 2007, 12:46:10 PM »

I'd really like to believe we haven't seen any real changes because Sigil is truly spending a good deal of time examining our class and probably going to make all the changes in one extensive patch. However, if this were the case, I'd very much like to hear that from a dev instead of us all being left clueless, which honestly pisses me off.

Why not enlighten your subscription holders a bit? All it takes is one sentence to change the attitude of an army of Monks ready to storm Sigil.  knuppel2
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Jaxinor
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« Reply #3 on: March 21, 2007, 12:57:24 PM »

45 dragon monk here.

Pretty much exactly as you mentioned.  Flying kick line is doing more damge though now that i's based of weapon damage, which is nice. We still do subpar dps even w/ those changes.  Still provide no group utility (fd does not count as group utility imo).  Evasion is the suck, even when I have tranquility equpped.

On a positive note, I hit a 31k crit in necropolis the other day, which is higher than the ranger i group with's best crit.  Then again, he hit 22k at like level 30 so.....

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Kagekiri
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« Reply #4 on: March 21, 2007, 02:28:28 PM »

Nice write up "E".

I can confirm at lvl 23 Dragon stylist I experience the same thing against 2dot level mobs so it looks like they did an excellent job of scaling our dps to endgame.

Maybe we can get some lvl 30 and low 40s to report what they are experiencing.

And I agree with Ryo - more communication from Sigil concerning where we are at goes along way.  QTM is doing a fine job but it would be nice to get some developer support more frequently on our Official Monk site then what we have been seeing.

I'm not sure how it is for other classes maybe it's better for them or maybe it's the same.  My current impression though we seem to be more of an annoyance then an actual concern.  QTM could make all the noise in the world but if that just falls on indiffernt ears then its the same as all of us crying on these forums.  Some quick developer posts after patchs with monk fix's would be nice community building.

Just my 2 cents.
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Ryoku
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« Reply #5 on: March 21, 2007, 03:53:45 PM »

Yep, that's what I'm talking about.  We the players are not currently aware of which way Sigil is taking the monk, so it's not exactly easy for us to make suggestions based off of Sigil's intentions for us. Understand what I mean? If sigil were to post where they intend to take us, it would allow us to come up with actual solutions and alternatives relative to their master-monk-plan.  Undecided
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Shengyi Tsung
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« Reply #6 on: March 21, 2007, 04:02:49 PM »

I agree with most of what you brought to the table OP. 

With the secrets though, i like how they were changed.   from SoFire doing about 100 now up to 200ish-250 and SoIce doing in the 150ish range plus the mini stuns are very cool and help me out a lot.  Every once in a while i can oust a lvl 33 3dot mob (im lvl 36) and only lose 20% health.  I think the change to the secrets was very helpful.  I do wish iron hand got a much bigger boost, as i think it is key in bringin up our DPS.  if iron hand is upped about 25-30% i'd say our damage would be much better all around. 

FD i think works fine, it just seems somteimes it will only fail right when you need it to work, lol.  I also wish it was more effective for pulling.

I too think we should have some wicked animations.  I think we got the shaft in that area too, and hopefully it will be fixed AFTER our more important issues are resolved.
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Ryoku
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« Reply #7 on: March 21, 2007, 04:10:59 PM »

I too think we should have some wicked animations.  I think we got the shaft in that area too, and hopefully it will be fixed AFTER our more important issues are resolved.

Absolutely. We're in need of more important fixes than simply the coolness of our animations. But come on, you know that when you first hit "Kick of the Heavens" and saw a Crescent Kick fly by, you were more than a little underwhelmed  Huh?.

Where are the backflip 540* dropkicks and 20 second katas  coolsmiley
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Kagekiri
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« Reply #8 on: March 21, 2007, 04:19:40 PM »

Hey Ryo!

I just got some hot info from where Sigil got their inspiration for our Leaping/Soaring Dragon skill.
You can also notice the subtle inspiration the got concerning our DPS as well.

http://www.youtube.com/watch?v=bQ1N3q4Vgkg&mode=related&search=
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Ryoku
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« Reply #9 on: March 21, 2007, 04:25:56 PM »

Pfft, see how that badass monk one shots all those mobs? If we were HALF as powerful as that I'd be happy.

And he brings new meaning to the "feign death" ability.

He is a visionary.
« Last Edit: March 21, 2007, 04:32:00 PM by Ryoku » Logged

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