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Topic: Dragon Monk Issues 2.0 (Read 6032 times)
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Dragon Monk Issues 2.0
«
on:
May 13, 2007, 05:24:00 AM »
I made a new Dragon Monk issue list with the updated and changed skills and issues.
Thanks to Chunli for starting this (I copy and pasted most of his/her list and added/changed a few things to have the current state. I merely redid this thread so we can keep it updated after Chunli "resigned".
[ Reference threads ]
Monk Bugs/Issues thread
Monk Wish List thread
Stances discussion thread
Dragon Monk skills at 50 thread[/url(will update this asap)]
Wow..either slap in the face or bugged storm dragon stance..
Dragon Issues
[ Dragon Monk Skills at lvl 50 ]
Thanks again to Chunli for starting this. The skills with more prominent yellow titles have either had the tooltip changed or changes in values in general.
Attacks
Finishers
Buffs and Misc
Aums
Stances
Counters
[ Stances ]
Storm still does not proc on multiple targets if using an AE and it procs.
Dragon icon does not go away when you change out of the stance.
Lowest Storm Dragon Stance seems to be bugged and not proc for what it is supposed to (can't verify this myself)
Need clarification about storm dragon mitigation penalty and how it is supposed to be calculated
Seeing that clerics get titles with their affinities - why not give us monks titles linked to level and stance?
[ Area Effects ]
Our Divine AE Finishers have been slightly adjusted and are better after the changes. However lets break down the AEs which are supposed to be the Dragon's Strength:
Divine finisher chain
(1) Divine Typhoon 4 = melee damage + 492 (10 END, 1 min refresh)
(2) Divine Avalanche 3 = melee damage + 516 / 540 (10 END, 1 min refresh)
(3) Divine Tsunami 1 = melee damage + 618 ( 5 END , 1 min refresh)
END using AEs
Whirling Storm 5 = melee + 143 (34 END)
Dragon Rakes Its Claw 3 = melee + 292, frontal only (40 END)
Jin using AE
Dragon Breath 1 = 1030 - 1086 dmg, frontal only (8 Jin, 10 min refresh)
SO we have a 3 part AE chain, a normal AE, and 2 frontal AE attacks. Refresh times have been adjusted to our ae finishers (down to 1minute) but low damage and high end costs on Dragon Rakes Its Claws still hurts a lot. Even though the timers were adjusted to 1 minute the AE finishers are still nowhere where they could be with the current damage. Chunli suggested 400% and I agree that this would by no means be overpowered.
Another Problem is that AE in groups is hardly ever an option. In my opinion we only have one finisher that is unique to Dragon Monks that is really always usable. What we need is at least another finisher that can be used in any situation.
Dragon Rake's it's Claw
is way too costly with 40 End. Without Aum Ti you can get it off for 3 times before totally rendering yourself useless and having to wait for a crit to do more ae damage.
Dragon Breath
Damage has been increased for some nice damage but honestly 8 Jin and a 10 minute refresh – meh. And it's frontal cone only.
[ Additional Skill Breakdown ]
Dragon's Rage
does pitiful damage for a 5 minute refresh/4 Jin cost. (353 -376 damage, always crits) and does NOT CRIT IF YOU MISS. Reduce the refresh greatly and it could be worth using. As it stands right now – it's a button to click to get a crit (if you are lucky).
Cloud Dragon's Ruse
is now at 2 minute refresh opposed to the old 5 minute/6 Jin attack. (melee + 350, , and always opens a finisher) which makes it a bit more worth using. The 1 second stun is still totally useless seeing the 2 second GC and only H2H weapons being viable to be beyond the 2 second cool down for auto attack.
Three Finger Strike
and
Hammer Fist
have had their damage adjusted slightly.
Palm Explodes the Heart
is still not worth to be a lvl 50 finisher. The chain we get like every other monk still does more damage in two hits then PEH in three. As it stands now Three Finger Strike and Hammer fist together do about the same damage as Thousend Fists or Thundering Fists alone (if it goes well..) and most of the time do more damage then PEH. Why do we get so much hard coded damage as opposed to %?
Lets have
Thousand Fists chain
have a chance of hitting 3 times, ala Windsong. Make it use weapon % mod rather than melee dmg + . Would also be nice to have a 3rd chain in this series.
Gouging/Sundering Dragon Claw
- Make them use weapon % mod, not melee damage + .
[ Aums ]
Aum Liat
should have the negative effect of having all attacks cost 25% more END removed, then it would be worth using
Aum Ti
should have the dodge component put back into it, but at the moment it is the Aum that Monks use once they have it
Aum Kor
needs to have more than 10% melee haste. Actually melee haste is basically useless with fists IMO. The ones you get at higher levels are all less than 2 delay. So anything that gives you haste is useless since using a skill resets your autoattack timer. And with less than a 2 delay, you will always get a swing in before your global cool down is up. Would be nice to see specials NOT reset your auto attack swings, therefore making haste beneficial to all classes, not just the ones that use a 2 hander, or really slow 1 hander.
Idea for Aums/Secrets - lets have each style of Monk have a Secret/Aum unique to them. Also, you could probably make it so that Aums affect the group
[ Buff and Fluffs ]
Jin Surge
should not be consumed on a miss, on a buff, or on an autoattack. The buff should only be consumed on the next special attack. Jin surge should also not cancel out your finisher chain when you use it. Or better yet make it for the next 10 seconds type of buff.
Aspect of the Spirit Dragon
I do like the levitation aspect but for the jin cost and the chance of how fast invis breaks (including levitation), it's just insanely stupid. Make levi stay up even if invis breaks and lower the jin cost drastically. I also don't see any reason for this to be such a high level skill.
FD
needs after the stealth changes from the 11th May Patch some more testing. Some mobs take too long to wander back to their spots which makes FD pulling more of a pain then a reliable tool..
Storm Stride
still does not always teleport you to the target. Mainly seems bugged if you are moving or if the mob is partially behind an obstacle (low rock or stone). On top, using normal skills after Storm Stride doesn't apply the weaknesses it should.
To make it not only a fluff spell: Why not add a little stun to the pve version? After all we are suprising the mob but even though we attack them from behind they even get in some hits before we do our attacks.
For the PvP version make the same but probably adjust the recast (would need testing to not have it overpowered. It would at least add some kind of means for the monk to keep victims from running away.
Iron Hands
still has stacking issues. Sometimes it adds damage, sometimes it subtracts damage.
Secrets
currently use int again for base numbers.
Heals
currently use vitality again for base numbers.
[ Meditation ]
It would be nice to have some kind of effect so groups know that we are not just sitting around. Requested to restore the animation when learning an ability in meditation to what it was in beta - the same cloud rings, but you rising gently off the ground. What would also be easy to do, is adding a levitation / buoyancy effect to meditation all of the time, perhaps with a pulsing icon similar to the ones you see when you change stances.
Also, while meditating for new Dragon Skills, upon learning and switching back to meditation the chain icons get messed up. Some vanish and only relogging resets the bar to what it should be. This happens every time.
[ Weaknesses ]
For supposedly being the masters of opening up weaknesses there is much room for improvement. Even though most groups don't even look at this feature..
We open up
Enraged
Shaken (x2)
Vulnerable
We exploit
Enraged
Dazed
Staggered
Soul Wracked
Maybe add in some vulnerability add/exploits to some more of our attacks, even if it means our finisher chain attacks, to really make us the masters of opening vulnerabilities. Don't need to exploit more of our own, just add in more options since that was one of the things we were told we could do well.
[ Conclusion ]
As it stands right now, every class in Vanguard can dish out dps. It seems that Sigil doesn't really know where the monk should chime in. We are supposed to be (together with rogues) the DPS classes of this game, however we are about the same as most other melee classe if not behind in damage output without having anywhere near the variety of skills other classes have and can contribute to groups.
Our Base Damage needs to be looked at again and not to mention that itemization still hurts specially pre-50. Most weapons are usable by Disciple too and most of them have vit/energyhealing stats.
[ Off topic ]
WTB class specific armor at higher levels. Rahz Inkur looks like a pretty good spot to do this in. Could even have some of the stuff come from Nusibe. Make it start in Afrit, and gather armor drops from Rahz/Nusibe, as well as catalysts for the armor. Lets even toss in a new quest line that maybe takes us through all of the 45+ areas for another series of weapons. Graystone is nice and all, but lets see new stuff that will keep people playing and occupied when they hit 50.
Animations have been adjusted a bit but could still be a bit less repetitive. Specially while using secrets most of the animations get replaced by a plain punching move
It is our understanding, well maybe interpretation, that by picking Dragon Style we give up group utility and evasion in favor of damage. Should we not stand head and shoulders above the other monks in damage? Also we should be pretty damn close to Rogues that are sneaking/behind/etc. (they have great utility in their darts/flechettes now, whereas before they had none to speak of). Rangers can have their edge in longer fights as they study the target or whatever. Groups should have a tough time deciding which melee DPS they want. A Monk should be one of those choices.
Any additional input you have, let me know and I update the list accordingly.
«
Last Edit: May 19, 2007, 04:50:21 AM by Kyomi
»
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: Dragon Monk Issues 2.0
«
Reply #1 on:
May 14, 2007, 06:56:50 AM »
Amazing post. Mad props !
I would like to add the request to restore the animation when learning an ability in meditation to what it was in beta - the same cloud rings, but you rising gently off the ground. What would also be easy to do, is adding a levitation / buoyancy effect to meditation all of the time, perhaps with a pulsing icon similar to the ones you see when you change stances.
«
Last Edit: May 14, 2007, 07:15:01 AM by Khana Kopnisien
»
Logged
Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #2 on:
May 14, 2007, 03:25:09 PM »
^
That's a nice idea, I'll add it to the list.
I am currently reworking Chunli's Overview of our lvl 50 skills and copy and pasting them into images. I'll post them as soon as Photoshop stops acting up on me.
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #3 on:
May 19, 2007, 04:51:01 AM »
Updated
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Wings
Recruit
Karma: +0/-0
Posts: 2
Re: Dragon Monk Issues 2.0
«
Reply #4 on:
May 19, 2007, 07:51:48 PM »
I'm Just wondering why our secerts use int? I mean I never have never will put any points in int as it is useless to me I rather put them in str, dex, vit, so wouldn't it make more sense to go off our dex or str as a base vaule for the secerts?
Logged
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #5 on:
May 20, 2007, 01:55:53 AM »
It's an old bug that has been reintroduced with the latest patch (both secrets and our heal are supposed to be hardcoded and shouldn't take any stats into consideration)
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Leishiu
Sensei
Karma: +7/-6
Posts: 318
Re: Dragon Monk Issues 2.0
«
Reply #6 on:
May 20, 2007, 04:36:17 AM »
Quote from: Kyomi on May 20, 2007, 01:55:53 AM
It's an old bug that has been reintroduced with the latest patch (both secrets and our heal are supposed to be hardcoded and shouldn't take any stats into consideration)
Hmm, it's been like this forever no?
Ignore Pain (at 50) does for me 1373 (which is roughly a 25% heal, while decent enough, isn't all that with it's 5 minute reuse) with no vitaility adjusments (either from adventuring points or gear) and scales up with vitality buffs (which it always has). So far, I've not seen any mentions that it's supposed to be hardcoded (more than from players), and the same about secrets - the only changes I've seen in notes are the invisible dps upgrade on secrets, and the actually visible heal upgrade on Ignore Pain.
Dosen't mean I agree with it thought, but there's a diffrence between stated (I could be wrong here and have missed something though!) and what player base wishes. I wouldn't be willing to bet that the developers are even aware that it's based from vitality, the rather high base heal might be the level they think the monk self-heal is at currently; same with secrets.
Logged
Leishiu ~ Halgar (or sommert)
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #7 on:
May 20, 2007, 08:06:13 AM »
Hmmm. now that you mention it - I am not 100% sure either.
However I think I recall QTM stating that it shouldn't be affected by stats.
Could we have an official statement on this Quinn?
The heal was always quite weak but I don't think they intended to give as a really good heal anyway. One of the reason I chose Kojani Monk is the second racial heal I get on top of the one we have as monks.
I don't have it in the list per se because I don't think the heal as it is now is a real issue. It certainly belongs in the "nice to have" list if we were asking for a better heal.
Either way, an official statement on the issue would be nice.
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
Karma: +50/-38
Posts: 443
Re: Dragon Monk Issues 2.0
«
Reply #8 on:
May 21, 2007, 07:47:53 AM »
Those skills were not supposed to be modded by int / vit.. I posted something to that that effect on the SV boards.
~QTM
Logged
Raven
Recruit
Karma: +1/-0
Posts: 7
Re: Dragon Monk Issues 2.0
«
Reply #9 on:
May 22, 2007, 09:33:36 AM »
quin u wrong
i m sure to 100% all the secret use intelligence as primary stat
Ignore pain use vitality as primary stat
«
Last Edit: May 22, 2007, 09:37:08 AM by Raven
»
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Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #10 on:
May 22, 2007, 09:36:01 AM »
^
huh?
he said they are not SUPPOSED to be affected. That means currently they are but shouldn't be..
Logged
Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
Ciro
Recruit
Karma: +0/-0
Posts: 14
Re: Dragon Monk Issues 2.0
«
Reply #11 on:
May 23, 2007, 05:13:03 AM »
I switched from Harmo to Dragon to test it out... By comparing our offensive stances I was kinda expecting to do at least equal damage, maybe more but draining my endurance a bit less.
I was very dissapointed. Because I get less crits, I relied more on regular attacks and Boundless fists+6th dragon strike specificaly. And those are very expensive. Are we ok with the costs?
Dragon Stance and Stone Dragon stance are both jokes. The regen from dragon stance is pitiful at best, and the mitigation of the stone dragon even worse. While I could possibly accept that the dragon stance with it's regen is supposed to be a neutral stance with minor bonus, the stone dragon do need a good buff. I didn't feel like a "stone" at all.
Another thing I felt I lost was my dodge counter. I traded "Steal the Wind" which is a decent well balansed counter, for an AoE stun and damage. As you have stated AoE is situational and it really isn't ever used in a group. If this counter was a stun without a damage portion, it would be great to have. As it is... well... I soon forgot about it.
Logged
Kyomi
Grandmaster
Karma: +7/-3
Posts: 190
Re: Dragon Monk Issues 2.0
«
Reply #12 on:
May 23, 2007, 05:20:55 AM »
Pretty much spot on.
I wish they would forget about the AE - it's really only a fluff thing and to be honest at lvl 50 I can kill 2 green 2dots but even then I have troubles with end using your aes..it's quite stupid really.
I use the thousand fist finishers mostly. It's the one that has the best accuracy and damage. If I only miss once on PEH I am SOL.
Quote
I was very dissapointed. Because I get less crits, I relied more on regular attacks and Boundless fists+6th dragon strike specificaly. And those are very expensive. Are we ok with the costs?
I don't have much troubles with crits but I agree that the endurance specially on 6th dragon strike feels high.
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Level 50 Dragon Monk - Infineum
Dragon Monk Issues 2.0
anonymous
Recruit
Karma: +1/-0
Posts: 3
Re: Dragon Monk Issues 2.0
«
Reply #13 on:
May 23, 2007, 06:20:12 AM »
I want to say thank you and appreciate the hard work and effort put into this topic. Very good work Kyomi.
Let me state that I play on Shidreth pve server and am a half elf dragon monk lvl50.
Dragon Monks are pretty much fubar'ed atm in this game. Some serious changes for the better need to be done. We are a joke for being beneficial to groups, except for the fact that we do damage and not even very good damage. Not many groups will choose our class over the other light fighter classes mainly because we only do dmg. No group buffs is lame. Jin Surge is garbage. The high lvl weapons are a joke for the monk class being that there are only about a handful of good weapons to use. How is it when using the graystone bladestaff of purification vs. the alul's claws and hand of the god king on my offhand I notice very little difference in effectiveness. So many issues to be addressed and changes to be made to this class and why am I and others paying monthly to pay for the game at the same time explaining bugs and problems which need to be corrected.
edit for spelling
«
Last Edit: May 23, 2007, 06:21:51 AM by anonymous
»
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Khana Kopnisien
Sensei
Karma: +9/-4
Posts: 369
Re: Dragon Monk Issues 2.0
«
Reply #14 on:
May 23, 2007, 08:48:04 AM »
On stances:
IMO, the first issue that needs to be corrected for Dragons is Storm Dragon leading to 0.00% mitigation. That is in no way justified because it's way too harsh a penalty for a stance you need to be in to deal okay damage. When considering dread knights get just an endurance penalty for theirs and clerics get a healing penalty, why are we getting shafted into glass bee bee gun status? Plus, dread knights can still attack and clerics can still heal in their respective offensive stances. We, however, cannot mitigate at all. I've even tried wearing as much physical resistance gear possible, and it doesn't get me above the 0.00%.
Second: either the lower attack speed needs to go on Stone Dragon, or the mitigation bonus needs to be increased. Preferably both.
And for Dragon stance: shouldn't all stances be worth keeping up in groups? Double or triple the healing value, and you still won't make us overpowered... as a 37 Orc monk, I have roughly 3.8k HP unbuffed. 51/2 seconds is hardly enough to heal even scratches. When considering mobs hits for 250 at least, 150 healing every 2 seconds would actually be a moderately useful thing to have. Another thing to consider is adding 'focus' items to the game that enhance this stance's healing (Fungi tunic, anyone?).
Logged
Khana Kopnisien /\ 50 Dragon Monk /\ Lowland Elites /\ Halgar
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