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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Looking for community input on P.E.H. chain « previous next »
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Author Topic: Looking for community input on P.E.H. chain  (Read 2404 times)
Khana Kopnisien
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« Reply #15 on: August 13, 2007, 12:23:29 PM »

Yeah, that's possible as well. I would say under 20% or even lower, though, if we want to keep the 5 minute refresh timer.  I like Solandis' idea as well, different timers for the different steps so we don't have 3 buttons we'll use every five minutes.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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dustincfoley@live.com dfoley323
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« Reply #16 on: August 13, 2007, 03:20:32 PM »

I need to chime in on a few things.

1) Snare is not just a pvp thing, tons of mobs run in this game at higher lvls and they whipe a group pretty fast.  It has TONS of potential and use.

2) the first atk should not do less dmg then a normal, atk, being as 95% of our atks are "melee dmg +100".  Id prefer our ultimate finsher chain to use %'s but i know thats asking a lot, its just annoying to see melee +100. 

3) I would HATE for this to be an instant kill. I understand the name implys you can only use once per mob, which im fine with, but i would MUCH prefer  large dmg over instant finishers.  For a few reasons: the first being the potential for mobs to be immune to instant finishers, thus making the ultimate attack do 0 dmg, secondly because it negates the need for a large dot on the final hit if the mob is dead.   Eq 2 had monks with instant finisher, and it was worthless... 5-10 min on our lvl 50 ultimate attack for an instant finisher? no thanks.   Give me large dmg that scales as i level up. 

4) the weakness/exploit system works like follows... you apply a weakness, and it lasts for ~10 seconds.  of that 10 seconds, the first 2 you cant use an attack due to global cool down.  So you have 8 seconds to use the right attack.  Each class has about 4 attacks that they can use to exploit.   

The reason i suggested it, was because its not a garuntee.  Its not like saying "double the attacks dmg".  Exploits are not a constant/consistant dmg.   When the first attack applys a weakness, you can press the next attack and the exploit can add 0 to 2x skill dmg, its a random range of dmg.  Not only that, but yes other people can steal the weakness before you get to it, so again it wouldnt be a constant +2k dmg per attack.  Its like saying "thunder fist does 20k dmg" ...sure it does.  IF it crits, and IF its legendary, and IFyou have a good weapon/weapons.  We are much more likely to have each attack exploit the previous then we would be to just flat out ask for double the dmg.

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Mortiferous
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« Reply #17 on: August 13, 2007, 04:28:14 PM »

Yup, agree it would make PEH largely useless if certain mobs were immune.  That said, it doesn't seem that's what they are doing to necro's.  I've seen named level 50 6-dots taken down with a single necro spell.  Maybe the necro skill is over-powered but I never call for a nerf to other classes, for that matter nobody said monks had to do more damage than necros but I'll be disappointed if we aren't at least roughly equal.

Maybe I'm just falling for the roleplaying aspect the name of the skill implies, Palm Explodes Heart sounds pretty damn terminal to me.  I'm sure there's probably some historical precedent but the skill just reminds of the end-scene from Kill Bill 2, 5-point Palm Exploding Heart attack lands, Bill Carradine takes 3 steps and dies...

Or maybe replace the incredibly cool sounding and equally useless Dragon Breath skill we got at 50?  It would have been worth it to have the useless skill if it was accompanied by fire-breathing particle effects from the players mouth but minus the cool screen-shot opportunity I'd gladly exchange this skill for something useful.
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Mortiferous - Level 50 Dragon Style monk
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dustincfoley@live.com dfoley323
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« Reply #18 on: August 13, 2007, 09:06:11 PM »

Dragon Monk ae's are largely worthless. With the exception of our finishers.

Divine Typhoon - melee +300  1min recast   10 end cost
Divine Avalance - melee + 320 1min recast 10 end cost , tied to divine typhoon
Divine Tsunami - melee + 340 1 min recast 10 end cost, tied to divine avalance

Total  melee dmg *3 +1k dmg , 1 min recasting 30 end cost ( averages out to 4k ae dmg for 30 end with avg weapons no crit at 50)

whirling storm 5 - melee dmg +150  34 endurance cost, instant recast
dragon rakes its claw 3 - melee dmg+300 40 endurance cost, instant recast
dragon breath - melee dmg +300 (i think dont remember off hand) 10 min recast

The fact that our 2 dragon based ae'es are the worst is really sad.  For the masters of ae combat to have worse ae then the average monk seems laughable.  Dragonrakes its claw is frontal only, costs more endurance, and does only 150 dmg more. 

But then again one of our main attks only does 200 dmg at 50. GO go crescent kick.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #19 on: August 13, 2007, 09:18:07 PM »

For those that dont know

Three finger strike - 596-632
Hammer Fist -769-813
Palm Explodes the heart -3000-3100

None scale based on weapon or level at all.

At lvl 50, with player made ultra rare fist wraps (2x 64) my melee dmg is 1200-1300 (primary + secondary).  That means in 1.84 seconds (or less with aum kor) i can out dmg the first hit of PEH, then before id even be able to use the second hit, i would have done double the total possible.  And by the third hit PEH would out dmg auto atk.

6 seconds - 3900-4300 auto atk (if all hit)
or  4365-4500 if u use PeH

There in is the issue.  PeH overal does only slightly more dmg then auto atk.  And less dmg then 1 move from thousand fist/thunder fist combo.
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Quinn the Mighty
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« Reply #20 on: August 14, 2007, 06:45:56 AM »

Thats our main arguement Right now there just is not a good enough reason to use it.  For a level 50 chain it needs to be something you would use whenever it's up.

Since we are not reinventing the wheel merely inflating it we can do some good stuff with it w/o it going to coding. So keep the ideas coming.

~QTM
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Solandis
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« Reply #21 on: August 14, 2007, 10:54:07 AM »

i just don't believe that they will give as a chain with a snare, stun and dot that also does massive amounts of damage on every move. and if i have to choose between a high damage chain on a 5 minute refresh and my version of peh i'd rather take my version. for damage we also have the tousand fists chain maybe they can tweak something there too  Wink
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LeadFoot
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« Reply #22 on: August 14, 2007, 11:04:30 AM »

Here is an interesting idea.

3 finger strike = celestial kick type damage and causes mob to instantly aggro
hammer fist = thousand fists finisher type dmg plus adds a ton of hate
explode the heart = 4Xthousand fist dmg

What this does is make the chain very tough to pull off, and perhaps deadly, but offers a high reward with the damage it can do.  There is a chance we do massive damage, and there is a chance we die.  I don't think the damage is out of line as I have a rogue and seen what they can do.  They get an ability that is 100% crit for 12 sec, and it refreshes every 90 sec.  They do massive damage.  I can kill an equal level 3 dot in those 12 sec almost every time. 
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #23 on: August 14, 2007, 11:31:04 AM »

I really hate being a negative nany, but flying kick/kick to the heavens are weak attacks (maybe celestial kick is a harmonious thing) and do only about 100 more dmg then auto atk.

Thousand fist however is an amazing attack, its 3*(weapon dmg +150) and if hammer fist did that dmg id be happy

And again, our current PEH does 3k fist dmg....so uping it to 4k... not so great.  I really would prefer a modifer of weapon dmg or melee dmg.  Its name implys its a one hitter from a palm, so maybe "melee dmg+2k , and an addition melee+2k every 2 seconds for 10 seconds" ......That would be 3k initial for an average monk at 50 which is the EXACT same as what it does now, then 5 tics for about 3k, which is about what the gouging finisher does. 


As far as the stun/snare/massive dot trio...
Monks dont get 12 seconds of crit, we dont even get mana.  We have 2 attacks as a dragon that let us make the next hit crit, IF they land.  Both cost jin, and 1 is a 1min timer the other a 5 min. 

 If they do add a snare it wil be like frostbite and last 12 seconds ish.  Which is fine.

If they add a stun, it will more likely end up as a 1-2 second stun, this is the part of the finisher i dont really care for either way.  Personally, relying on a stun as the second part of a 5 minute finisher to interrupt someone isnt that overpowering or even reliable.  Instead of a stun, id like to see the sundering dragon dmg modifier be applied to it. (see below)

The dot however, im a firm beleiver in.  The gouging combo has it, as well as feet of the fire dragon, and i love hitting a dot for 4-5k and watching the mob tick away.


TFS - melee dmg +330 , 12 second snare.  Adds Soul Wracked ----Exploits Bitten (or any other random weakness)

HF - 2*(melee dmg +110),  increase the dmg of the next attack by 25%, and increase the chance of a crit by 10% ---Exploits Soul Wracked ----Adds Bleeding

PEH - Melee dmg +2k initially and ever 2 seconds for 10 seconds (6 total tics) ---Exploits Bleeding ---Adds Stunned (again any random one it adds is fine)

Total dmg - 18k average



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LeadFoot
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« Reply #24 on: August 14, 2007, 03:17:20 PM »

For PEH I did not say 4K damage, I said 4 times the damage that thousand fists does.  I could care less about the DOT.  This attack should do massive damage.  I brought up the rogue 12 sec crit to validate that this would not be over powering.

I just like the idea of making this a risky move to pull off but making it worth our while.  Under this model we could obliterate a 3 dot of equal level every 5 min or so.
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Mortiferous
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« Reply #25 on: August 15, 2007, 10:34:50 AM »

I'm not very keen on the idea of instant aggro on 3 finger strike or the extra hate on hammer fist. 

Unintentionally the instant aggro of 3 finger strike could be used as a rescue with 100% chance of success.  While it might be useful to have something like this I don't think it would be combined with PEH. 

Not so sure it would be a very welcome skill in groups either.  Stealing aggro from the tank when we're in offensive stance (low AC) and expecting the healer to chain heal us until we land PEH might be expecting too much.  Healer gains more aggro chain-healing the monk and then the monk FD's - potentially leaving the healer at the top of the aggro list. 

I like the idea of a snare being included with 3 finger strike and 12 seconds sounds adequate.  We wouldn't be able to snare all the time but could be extremely useful if the group snarer dies in the middle of a fight.

I'm still hoping PEH ends up being an instant kill when the mob gets under xx.x% of HP.  Considering it requires 3 successful attacks and has a 5 minute timer I'd say when the mob was under 20-25% HP.  If that doesn't work out then I'm hoping for a massive DOT with a chace to crit on PEH.
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Mortiferous - Level 50 Dragon Style monk
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LeadFoot
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« Reply #26 on: August 15, 2007, 11:20:39 AM »

I really don't like the snare or the stun.  I just want more damage.  Being able to snare once every 5 minutes or so doesn't appeal to me.  Not to mention, there are a ton of classes that can snare. 

This chain should be about damage and killing, not about snaring and stunning.  I am ok with the DOT. 
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