Gulgash
Recruit
Karma: +0/-0
Posts: 14
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« on: April 24, 2007, 06:24:36 AM » |
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...monks would look like this:
First, Feign Death would be used for split-pulling. In fact, I would make a new category of linked mobs that can only be split by feigning. This would give a very nice benefit to inviting a monk to the group. Feign Death would also be incredibly useful for using the rez-stone of the healer, like it is now. One change I would make however, is to make it less desirable to use when you’ve pulled agro in a group. If I were designing it, I’d rather see monks switch to their defensive stances at that point, use a –30% hate button like bards have, and wait for the tank to pull them off, rather than just FD’ing and clearing the hate list. That way, our defensive stances would have an actual purpose.
Secondly, each of the styles would have a different group buff that affects all members of the group except the monk himself. The styles would be as follows:
Dragon style: The most basic, offensive-oriented of the three. Does the most melee DPS. Is the master of AoE attacks. Has a group buff that adds significant accuracy to melee attacks.
Storm Dragon: +25% damage, +5% crit chance, +15% lightning proc, -16% mitigation Dragon Stance: increases health regen rate (slightly more than it does now) Stone Dragon: Bolsters AC, adds to Fire and Cold resists, evasion goes down, mitigation goes up, attack speed is slowed 30%
What this means is, when grouped, you use Storm Dragon stance and beat the daylights out of the mob(s). When you pull agro with your uber damage, you switch to Stone Dragon stance. Like a dragon curling in on itself, you are a target that is easier to hit, but harder to damage. When the attackers strike you, it is as though they are striking stone. While in this form, you are not able to attack as effectively. You wait out the damage until the tank can pull agro back to himself. You can then switch back to Storm Dragon.
The various styles would focus on pure damage attacks, and AoE attacks. And one of the dragon’s final AoE abilities would actually shapeshift him into a small drake like the Dark Elves’ pets for only a few seconds, cause that’s Bad A$$
Harmonious style: This is the most utilitarian style. Does moderate DPS, but through debuffs, allows the group to do much more damage. Has a group buff that puts the group at peace, increasing the regen of health, endurance and energy.
Tiger stance: +25% chance to crit, +40% endurance cost Harmonious Body: increases Jin regen every 10 seconds Crane stance: greater evasion, endurance costs reduced 25%, -10% damage, -10% crit chance
In Tiger stance, the Harmonious monk can rely primarily on crits for low-endurance damage, thus countering (to some degree) the +40% endo cost. When you need a more defensive stance, Crane offers greater evasion, but while in this evasion stance, you do less damage.
The various styles would focus on debuffs, and secondarily on damage, since you’re vastly increasing the group’s ability to tear into the mob.
Drunken style: This style focuses on agro management within a group, from moving hate off of the “squishies” and causing hate to be transferred to the tank. Has a group buff that adds significant evasion to members of your party.
Drunken Fist stance: +20% damage, +5% parry, -10% mitigation Drunken Mastery: significant endurance regen, +5% dodge Drunken Sway: +15% dodge, +15% parry, Slap damage shield for when you do get hit
In Drunken Fist, you do very good damage, remain harder to hit than the other monks, but receive lower mitigation for when you are hit. Agro managing abilities would have significant endurance costs, which would be offset by the Drunken Mastery stance to quickly recoup lost endurance. When you have agro, use Drunken Sway for increased evasion, and as you dodge your opponents’ attacks, you return a slap when they do actually hit you. You’re a Drunken master… it’s fun to toy with your opponent.
The various Drunken styles would focus on agro management. The Drunken monk is the master of misdirection and can cause his opponent to strike the target he chooses. There would be an attack that works like a rescue, turning a mob from your defensive target to you. Another would work to shift a targeted mob’s hatred over a few seconds onto your defensive target (tank). And perhaps when things get very bad, an ability on a longer timer that stuns a mob for 3 seconds and also wipes its hate list.
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