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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk VS Rogue VS Ranger « previous next »
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Author Topic: Monk VS Rogue VS Ranger  (Read 2973 times)
Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #15 on: September 25, 2007, 12:42:57 PM »

okay added poisons, etc

1) its a 40 sec mez
2) it requires droped and pickpocketed items to make
3) all of them are decently expensive at 50. 

These do add quite a bit of utility to rogues, however they werent joking when they say rogues will be expensive to play well.  Poisons are nice, however id venture to say id use most my materials on mez darts and evak scrolls.  Maybe a few water breathing/levitate ones also
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Mcslappy
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« Reply #16 on: September 25, 2007, 01:54:03 PM »

yeah i keep hearing about flechettes, i really cant seem to find reliable info on the, i will look up poisons / flechettes if i get time now that im done with rangers

http://www.thesafehouse.org/articles/vanguard/guides/article_63.php should have the complete list.  They are very very powerfull...

40s sleep/lull
5 min 60% heal reduction
5 min 18% spell/melee slow
5 min damage when attacking
2s ranged stun
a decent self heal without cooldown
self aggro reduction
a slow/snare
30 min 40+ strength buff
30 min 17% attack speed buff
30 min 26 dex buff
30 min 20% lifetap
15 min speed buff
30 min levitate
30 min water breathing
evac
-70% acc reduction
75% aggro reduction
bleeding exploit for 500-1.5k damage, instant, no global cooldown
AoE damage flechette
5 min +70 sneak/hide
AoE 12s 95% slow
20% chance of dealing cold damage and 10s debuff of wis/int
20% chance of dealing fire damage and 10s debuff of Str/con
25% chance of aggro reduction
20% chance of dealing 300-600 DD on hit


So LOTs of utility and DD potential there.



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Mcslappy
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« Reply #17 on: September 25, 2007, 02:37:47 PM »

Monk vs Ranger

Endurance attacks
Blade of winter VI-  Decent dmg attack, one of their only melee + dmg, about the same as six dragon strike
Fleetblade IV – weak weak atk, 50% crit to open finishers maybe,
Blade of Summer V - high wpn dmg based atk, although wpn dmg<<<melee dmg
Envenomed Strike III - weak dot <<<< feet of the fire dragon
Sweeping strike IV - pathetic ae
Blade of storms IV - this might be a finisher however as an ae its not bad, about the same as our whirling

For a lot of these you have to take into account the FREE bridges which significantly enhance their damage.  Also Blade of Storms echos and doing exponential damage the more mobs there are.  Can be incredibly over powered.  You have to watch out for things like this with the rangers cause a lot of the attacks have secondary reinforcements which aren't obvious or well spec'd that make what look like weak attacks incredibly powerful.

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Agro Management
IRegress IV- hate reduction every 10sec, not even close to fd, only ranger agro debuff, and its weak sause

surprisingly it works much better in practice than the description suggests.  With any half way decent tank, 2 regress and they have no aggro.


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Bridges
First off the concent of bridges is bad ass, disciples get something similar, wish monks did too.
Freeze – (blade of winter ->blade of winter) stuns for 2 sec -----> amazing for healer interuption
Deadeye – (Deadly shot -> Deadly Shot) not bad if you have low crit rate
Swelter ( Cripply -> Blade of winter ->Blade of summer) fire dot over 40 sec
Whisper of the wind – (Blade of summer->Fleetblade) modifies the dmg of thier most powerful melee finisher
Sidesplit – (Blade of summer -> Envenomed Strike) dmg similar to an exploited weakness

remember all of these are FREE which makes them incredibly powerful.  It would be like doing kick/ashen hand and getting a free instant ashen hand, etc.  So while some of them may appear not that great, if they are free...

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Energy Attacks
Destructive Swarm IV – 1600 dmg / 32 sec (base, lower since they don’t go int)
Nice dmg, however its based on int and as such its closer to 800 dmg over 32 sec making it far worse then it first appears

It is based on int, but rangers I know without spending points in int do get 1600+ dmg/32 sec.

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Range Attacks
Debilitating Shot II – probably the most over powered debuff ive seen
Deadly Shot V – average dmg bow skill
Shocking Arrow VI – slow recast medium dmg atk, chance to stun
Critical Shot V – NICE range dmg, one of a rangers main rng attacks
Poison Shot IV – weak dmg, not worth using
Splitting Arrow IV – weak dmg, but most ae's are, 40% of a monks ae, but useable from range

Debilitating shot isn't so overpowered when you realize it breaks on dmg.
Poison shot actually is pretty decent, it still does bow damage in addition to the dot.
Splitting arrow does do HIGH damage, but mainly do to the broken nature of range damage in the game.

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Finishers ?
*Dusk Arrow III- nice dmg, but rangers already get a better snare
**Blade of equinox V - equivalent of flying kick
**Blade of Solstice III- equivalent of flying kick
***Dawn Arrow V – flying kick with an arrow
***Arrow of the Sun III – flying kick with an arrow
****Windsong V - thousand fist, with the chance to be 1-4 hits, the random nature makes it sketchy
******Hurricane II - weak ae
******Maelstrom- slightly less weak ae

windsong isn't that random and ends up doing a LOT more damage than any of our finishers in practice.  For the rangers in my guild an avg of 20-40k to 50-53 6 dot mobs and upwards of 100k+. 
Also the ranged finishers do a lot more than flying kick...

Maelstrom also echos, very very high damage AE.  it and blade of storms are the highest damage AEs in the game with the right conditions

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Defensive Finishers
Rancor IV– (after dodge) short term iron fist buff, requires them to be tanking to use
Feral Strike- (after dodge) learned skill, wtf it pwns our learned skill, but again, +crit is only good if ur gear is bad

our learned skills are complete crap atm.  COMPLETE CRAP!  And this is pretty much compared to every other class in the game.

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Parry III– our dodge buff but instead theirs never gets better vs higher lvls

yeah but it doesn't matter cause 100% is 100%.  the extra 60% just goes to waste.


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Regrowth V – WEAK heal, worse when u count vit, but better then no heal and >>>> ignore pain

yep "weak" but 100000000000000x better than our heal.  This alone is a MAJOR boost to rangers both solo and in groups.  And don't underestimate it in a RAID situation.  Considering the dev fondness with mob AoE = harder mob, rangers have a MASSIVE advantage in raids.  I know from testing that monks tend to die while rangers tend to live while taking down raid mobs with aoes.

While we don't see this now against normal mobs, it will be a major issue going forward.  I also play a healer and I know  I would rather have a ranger than a monk in a raid group any day of the week, esp if the monk can't use rez stones to in combat rez.  At that point they just become a massive mana sink compared to rangers with little to no upside.

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Forage – parts for arrows, really useful for rangers and bowers
Fletching – see above

also forgot to mention that these are the BEST arrows in game and can be sold for a HUGE profit on the AH.  So basically free money and free consumables and can be done AFK. 

Imagine if we could auto-craft 50 range +5% crit 400 dmg throwing stars and you get the idea, and imagine almost every class in the game wanted to buy them!


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Debuffs
Cripple V- like harmonious monks but way weaker
Worth nothing that debilitating shot is also a debuff, and by far the most over powered in game, 20s of no casting is painful

don't forget the remove stance part of cripple, its actually very nice against some mobs.  I would say about even with the harmonious -dmg debuff.

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Overall
From a damage stand point, their finishers kinda blow, 400% weapon dmg is about the same as melee dmg.  4 * 150 dmg weapon = 600 dmg + xxx, which is about the same as dual wield melee + xxx.  Off course their range finisher (sun/dawn arrow) is their best, and 1 min timer.

Their finishers tend to do as much if not more damage than monk finishers in practice because the the "hidden" parts of the attacks.  This is just from looking at logs, etc.

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Again as far as regular attacks (non range) go, monk beats ranger hands down.  I mean not even a competion.  Add in range attacks however, and rangers should have just a slight edge.  Their regular range attacks are nice, but they do have their share of useless ones as well.

I don't believe this is true in practice.  Rangers tend to be able to take down for instance, a 2 dot or 3 dot about 30% faster than a monk.


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Rangers are the masters of movement speed adjustment.  They get 3 snares 3 roots and 3 stuns.  I mean jesus if thats not rediculous, lets add in that they can blow spells for 20s at a time.  Their animal based utility is mostly useless though, only a few outdoor areas and a small handful of dungeons have animals.  Their heals are a nice solution to down time and make ignore pain seem like trash. 

There are a lot of mobs that cat as animal even though you wouldn't think it, all of ichy for example.

« Last Edit: September 25, 2007, 02:42:24 PM by Mcslappy » Logged
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« Reply #18 on: September 25, 2007, 02:49:10 PM »

okay added poisons, etc

1) its a 40 sec mez
2) it requires droped and pickpocketed items to make
3) all of them are decently expensive at 50. 

These do add quite a bit of utility to rogues, however they werent joking when they say rogues will be expensive to play well.  Poisons are nice, however id venture to say id use most my materials on mez darts and evak scrolls.  Maybe a few water breathing/levitate ones also

Well the 2 rogues in my guild don't seem to have an issue having all the components or making them.  They always have the mez/lull  darts, evac, etc  Some of the mobs are almost always drop what you want as well.  So the fact that you have to make them isn't that big of a deal.  The mez/lull darts alone are incredibly overpowred.  mez/lulling an entire room is hilarious. 

So the cost really isn't an issue.  The components are fairly easy to get.  The only thing that is hard to get is the book of lint to open up the lint recipes.

Think of it like BM symbiotes, in theory they would be hard to get, but considering you can  get them off mobs that can't even hit you, 30 minutes will get you a weeks + supply of everything you need.
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Fujitsu
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« Reply #19 on: September 25, 2007, 03:37:50 PM »

appreciate the comments mcslappy but alot of your comments on my post were on the monk vs ranger post, not the actual post whre i listed what the abilities do.

I realize the attacks echo, i have it stated in the original that they have a chance to hit again. (or should its on my word doc)

Ill change the description of debilitating shot... thanks for the heads up on that

Ill fix poison shot too, none of the descriptions mention anything about weapon dmg.

Splitting arrow does about the same dmg as dragon rakes its claws, which is still weak if fighting even con 4 dots+++

I said their heal was better then our ignore pain, not sure what the problem was there.

Windsong is their best melee finisher, with the talismon of the wind, and the bridge, windsong will do 40k dmg.   Not gonna deny that, but windsong on its own doesnt does about the same dmg as thousand fist. (which ive crited for 30-40k often with when grouped with a bard)

Again i know about the echos,and that there are conditions that can make them more powerful, maelstrom is good yes, but its base stats are weak, its the fact that it echos at all that make it even remotely useful, "special" conditions aside, its fine.

Parry 3 is so bad compared to ours.  You realize 160% dodge means u get 100% dodge vs a lvl 56, where as a ranger gets 40% parry vs a 56?  Its not the same sorry.

Profit on arrows really isnt a utility, sure they make nice arrows, but they dont stack to 200.  Im not dissing forage, and fletching, just remember that profit isnt utility.

and atm i can craft 300 dmg 40 range throwing stars with 5% crit :-o  go do celestial ward. (on test, going live in gu3)

again, cripple says it removes stance, your looking at the wrongg post

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« Reply #20 on: September 25, 2007, 04:22:22 PM »

yeah but it doesn't matter cause 100% is 100%.  the extra 60% just goes to waste.

Unless I'm mistaken, like other things (mitigation, crit chance, etc), dodge scales based on your level to the enemy's level.
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Khana Kopnisien
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« Reply #21 on: September 25, 2007, 04:54:48 PM »

1) Windsong is their best melee finisher, with the talismon of the wind, and the bridge, windsong will do 40k dmg.   Not gonna deny that, but windsong on its own doesnt does about the same dmg as thousand fist. (which ive crited for 30-40k often with when grouped with a bard)

2) Profit on arrows really isnt a utility, sure they make nice arrows, but they dont stack to 200.  Im not dissing forage, and fletching, just remember that profit isnt utility.

3) and atm i can craft 300 dmg 40 range throwing stars with 5% crit :-o  go do celestial ward. (on test, going live in gu3)



1) Grouped with a bard says nothing at all. When comparing classes, do it by basing it on their own abilities. The same ranger will deal higher than 40k damage if grouped with a bard, so the point is moot.

2) It's not utility, but considering gear makes you more powerful and money gets you that gear...it's an innate class advantage.

3) Not tradeable, as they're both No Sell and Soulbound
« Last Edit: September 25, 2007, 08:45:29 PM by Khana Kopnisien » Logged

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« Reply #22 on: September 25, 2007, 05:57:11 PM »

appreciate the comments mcslappy but alot of your comments on my post were on the monk vs ranger post, not the actual post whre i listed what the abilities do.

I realize the attacks echo, i have it stated in the original that they have a chance to hit again. (or should its on my word doc)

The point was you compared it to whirling storm when it is in fact MUCH better due to the echos...

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Ill fix poison shot too, none of the descriptions mention anything about weapon dmg.

Trust me, I play on a pvp server, poison shot does weapon dmg as well as dot.

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Splitting arrow does about the same dmg as dragon rakes its claws, which is still weak if fighting even con 4 dots+++

almost all AoEs are week against 4 dots in the game.  But against 2 and 3 dots they are effective.  Splitting arrow does fairly good damage at range and point blank, fyi.

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I said their heal was better then our ignore pain, not sure what the problem was there.

But I think you glossed over the significance of this in raid areas and with raid mobs where a large number of the mobs do PBAoE damage to all melees.  Being able to heal yourself in these scenarios is a major impact.  So significant that as a healer on another toon, I would probably be forced NEVER to take a monk in.  We've done a lot of testing and a 50 monk gets just destroyed by the aoes unless there is basically a healer dedicated to the monk whereas the ranger can heal himself.

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Windsong is their best melee finisher, with the talismon of the wind, and the bridge, windsong will do 40k dmg.   Not gonna deny that, but windsong on its own doesnt does about the same dmg as thousand fist. (which ive crited for 30-40k often with when grouped with a bard)

with a bard 60-80k isn't out of the question with everything up for windsong.  With like gear and like party, it is SIGNIFICANTLY higher damage than thundering/thousand fists, on the order of 3-4x.  And its gets all the benefit of ranged crit/ranged acc/range damage rating which because of the way the game works are MUCH easier to come by.  I mean you've seen some of the high lvl bows right? 

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Again i know about the echos,and that there are conditions that can make them more powerful, maelstrom is good yes, but its base stats are weak, its the fact that it echos at all that make it even remotely useful, "special" conditions aside, its fine.

The only time you don't get echos is when its a single mob which kinda makes using an AoE useless.

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Parry 3 is so bad compared to ours.  You realize 160% dodge means u get 100% dodge vs a lvl 56, where as a ranger gets 40% parry vs a 56?  Its not the same sorry.

Hmm could of fooled me, I know people who can parry tank lvl 53 mobs all day long.  They don't get 160% or anything.  And considering we don't have any lvl 56 mobs around I remain unconvinced there is any difference here.  They were also able to parry lvl 53 rahz mobs at 45 with 100% success too! 

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Profit on arrows really isnt a utility, sure they make nice arrows, but they dont stack to 200.  Im not dissing forage, and fletching, just remember that profit isnt utility.

Arrows -> money -> Pristine hide, crystals, aquamarines -> better gear!  -> higher damage -> fun!

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and atm i can craft 300 dmg 40 range throwing stars with 5% crit :-o  go do celestial ward. (on test, going live in gu3)

No you can do a long boring and tedious quest line that is universally despised by everyone all to get a throwing weapon bauble that gives you pretty much the same thing has crafted throwing stars + a little range (you do know that the crit is fubared right?).  Its no where even close to the same thing.  I still think that the stars are underpowered for the grind and time involved.  Think 350 damage 45 range and a working 5% GENERAL crit rate would be reasonable at least in comparison to bows.  Or as my rogue friend says, why would someone want to grind in order to do LESS damage!

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again, cripple says it removes stance, your looking at the wrongg post

I know you says it removes stances, i was critiquing your comparison.  You are significantly discounting the remove stances part and giving too much credit to the 10% damage reduction.  There are some mobs where cripple will remove more damage and some where the monk debuff will be better.

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« Reply #23 on: September 25, 2007, 07:00:29 PM »

I have to disagree on the rogue versus monk comparison.  I have a 50 monk and a 40 rogue, the rogue damage is better by far.  Now they do require a good tank but damage wise they will own monk.  Monk has better deaggro, but rogue does get a poison to reduce aggro and a flechette that reduces major aggro.  Then can restealth with smoke bomb.  With a good solid tank, the rogue will own a monk in damage.  Their shank/shiv/ravage line is better damage than thousand fists and has absolutely no cooldown.  I can do it all fight right now.  Maybe that is a bug, but until they change that the rogue will own monk.  Imagine how much damage monk would do if thousand fist was available for every chain.
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« Reply #24 on: September 25, 2007, 08:03:49 PM »

LIke my post says, rogues require a good tank to do good dps.   Monks dont, we do the same dps no matter who tanks, if we agro we fd and get up, and lose 2 sec of combat time.  The worst tank in the world could tank for a monk and wed only lose 2-3% dps.

Rogues on the other hand lose a LOT when they have a bad tank, they have to use more agro transfers, and more agro debuffs for themleves.   But like i said i dont play a rogue, i was just making a list of skills and making general comparisions.  read my rogue conclusion post, i state that they should do better dps then monks with a good tank.  I never said monks would or should be better.  I said with out circumstantial attacks (require sneak/hide/flank of mob/someone else to tank) monks dps is > rogues, which i stand by.  Add a tank and the rogue dps flies, add a good tank, and theres no reason a rogue shouldn't out dps a monk.     

And im sorry, yes cripple removes stance.... now remind me how vital that is?  For something other then pvp?  Cause ive played a monk for 50 levels and had pushing hands forever, and ive only see 1 or 2 mobs ever that i had to remove their stance from.  Im sorry if im discrediting it, but less then 1% of mobs in game even use stances.  I can think of a few mobs in graystone, some shaman diety animals, and maybe a mob or two in RI. 



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« Reply #25 on: September 25, 2007, 08:52:19 PM »

And im sorry, yes cripple removes stance.... now remind me how vital that is?  For something other then pvp?  Cause ive played a monk for 50 levels and had pushing hands forever, and ive only see 1 or 2 mobs ever that i had to remove their stance from.  Im sorry if im discrediting it, but less then 1% of mobs in game even use stances.  I can think of a few mobs in graystone, some shaman diety animals, and maybe a mob or two in RI. 

none of the stance stuff works atm in pvp...

there are several mobs that go into a damage absorption stance that it works wonders on.  And expect several raid mobs to use stances as well.
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« Reply #26 on: September 29, 2007, 06:13:08 AM »

read my rogue conclusion post, i state that they should do better dps then monks with a good tank.  I never said monks would or should be better.  I said with out circumstantial attacks (require sneak/hide/flank of mob/someone else to tank) monks dps is > rogues, which i stand by.  Add a tank and the rogue dps flies, add a good tank, and theres no reason a rogue shouldn't out dps a monk.     


Yes, there is. If the rogue has plenty more utility - which they do - that's an extra factor in the equation. Positional damage VS more utility => equal damage in my book, or at least equal utility. Since I agree a rogue should deal the most DPS, how about some more utility for us.
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« Reply #27 on: October 11, 2007, 05:19:24 AM »

'd like to point ot that Rangers only really use Crit shot, finishers and poison arrow.  Rangers endurance does not recharge while shooting a bow, so they either have to stop using it to regain or have lots of regen items (which when its fixed will not be so effective).

I have to admit, Ranger seems far better than the monk, I play both (I play a rogue to but dont enjoy the class), now, Im a very young monk at 15 so I know things change later, but as it stands, my ranger was doing better damage than my monk at same lvl, the bow is nothing more than an opener and kiting tool, in terms of fights the rangers damage comes from melee.

Our ignore pain is insultingly bad, there is no reason for this not to be improved-its recast should be significantly reduced and its health should be significantly increased, perhaps as a % of our health not a set number.  Ranger heal is weak but a fast recast and can be cast on anyone, our Ignore Pain is self only, ridiculous recast as well as being weak
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« Reply #28 on: October 11, 2007, 09:41:39 AM »

Aye, improving the heal has been asked for time and again. The only solution that would work for every Monk regardless of race seems to be to remove negative modifiers from INT and VIT (secrets and ignore pain, respectively) and apply only positive modifiers.
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« Reply #29 on: October 11, 2007, 09:56:29 AM »

I was thinking rather, for int and vit, to have the numbers they WANT based on what a monk would have with no modifiers put in int/wis. IE, you will see almost rediculous numbers on the trainer, but they will be in-line with what monks should have when you actually train (if not a bit bellow) having really powerful moves like this would also encourage a more diverse built to monks instead of "dump everything into strengh and dex" mentality.

I wish we had similar upgrades to our stun like rogues, for duration. (Nerve strike)

Example :
You want the average monk to do 500 damage per hit with Secret of Fire. Have the damage be 750, so when reduction gets applied you get 500. However, if a monk concentrated on int, they could get up to 750 (which would make int actually worthwhile-ish)

Same for heal, if you want the heal to be for 2000, put it at 3000 as a base, so the average monk will get 2000 without putting in vit, but should they get racial modifiers or work on vit (or get buffed) it could go up to something much more impressive.
« Last Edit: October 11, 2007, 10:03:13 AM by Matsu » Logged
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