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Author Topic: Upcoming Monk Changes  (Read 13808 times)
Draxs
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« Reply #30 on: October 17, 2007, 11:28:41 AM »

Looks like a bunch of solid improvements.

I too love toggled abilities versus short term micro-management buffs.

My only question is do we have any time frame on these changes.

GU3 pahse 2, 3 or part of GU4 mybe?
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Draxs
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« Reply #31 on: October 17, 2007, 11:46:33 AM »


  • Iron Hand: Buff Damage will be improved with the top level version adding 200 dmg per hit. Hm, not exactly amazing as far as changes go, but it will be nice to say the least (going from 91 to 200) i wouldnt be suprised if it would need to be upped a bit more once people start testing it, since it would currently add 130 to main hand and 70 to off hand.  +130 melee dmg isnt that great, but its WAY better then what it was

  • Secret of Fire: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc rate for the DoT will be increased and improved. It should last longer and do more damage.  I assume this means it will add 700-800 a hit when you view it on the trainer, but when you get it, its back down to only adding 350-420, where as currently it says it adds 350-420 on the trainer and actually adds 250-300.   So if we managed to get 700 int, it would be adding just as much dmg as str, which might be nice :-p a str/int build, i will definatly be pulling points from con and putting em in int now

  • Secret of Ice: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc will be changed to melee slow and a snare (a la Frost effect). The proc rate will be increased. Any chance the duration is also being uped from 4 sec to something like 12 to 15 (for the snare, since current stun is 4 sec) other then that, seems like a good utility buff to me

  • Secret of Transcendance: will be modified slightly to be a short term battle buff. I am not sure if its going to keep the secret flag so it may stack with everything. I'll try and get more info on that. Just curious but currently this attack is pretty similar to secret of ice/fire in that it adds a set amount of damage per hit + the proc, is this also getting its base dmg uped to match our low int

  • Secret of Celerity: Will now be known as Fists of Celerity reuse timer will be 5 mins and since it's no longer going to be flagged as a "Secret" skill you will be able to stack Celerity and Fire / Ice.  Hellz yeah

  • Ignore Pain: will be a % based heal that will increase as you level (40% heal of base HP the final version of the ability) It will now also add a rune (All damage types)  that will also scale for 2 mins. Ignore pain will have its reuse lowered to 4 min.  Also hellz yeah
« Last Edit: October 17, 2007, 01:00:31 PM by Fujitsu » Logged

Xenophon
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« Reply #32 on: October 17, 2007, 12:06:43 PM »

Will there only be the flat, initial jin cost of turning on a secret or will there be a jin cost over time while it is on?
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Draxs
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« Reply #33 on: October 17, 2007, 12:12:53 PM »

Will there only be the flat, initial jin cost of turning on a secret or will there be a jin cost over time while it is on?

I would assume it will be a flat one time cost. Any "jin over time" buffs could cause it to wear off anytime we ran out of jin. That would be a pain.
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Draxs
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« Reply #34 on: October 17, 2007, 12:33:03 PM »

Will there only be the flat, initial jin cost of turning on a secret or will there be a jin cost over time while it is on?

Quinn's mentioned that Jin over time is technically impossible for now. So that would be a one-time  Jin cost.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
Quinn the Mighty
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« Reply #35 on: October 17, 2007, 01:05:21 PM »

As Khana already said, curently the game code does not support jin over time costing. It's only going to be a 1 time cost while turning on the secret.

~QTM
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Fujitsu
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« Reply #36 on: October 17, 2007, 01:37:22 PM »

i dont know if tali handles this but id also like the 3 big bugs with monks fixed sooner or later

1) aum's to learn skill (roaring dragon/drunken master etc) remove the advanced finisher bar till we log
2) we log in with medium stance on and it stays on even after changing stances (we get no double benifit)
3) look at the flying kick line, its very inconsistant

Flying kick - Says: melee dmg +500 Actualy does: melee dmg +500
kick to the heavens - Says: 600 dmg Actually does: 600 dmg
Celestial kick of the master- Says: 600 dmg Actually does: melee +600

It seems to me either kick to the heavens needs a melee + dmg modifier so its dmg matches the other 2 or celestial kick of the master needs the melee dmg removed from it to match its description
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Xenophon
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« Reply #37 on: October 17, 2007, 02:04:30 PM »

As Khana already said, curently the game code does not support jin over time costing. It's only going to be a 1 time cost while turning on the secret.

~QTM

To this I reply... kewl  Smiley
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Diagoras
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« Reply #38 on: October 18, 2007, 04:06:11 AM »

Looks like Im gonna have to go from Con to Int Smiley
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Leishiu
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« Reply #39 on: October 18, 2007, 10:19:52 AM »

Update,

Taking your feedback regrading Secrets and Ignore Pain along with my broken record of "I love toggled abilities" we arrive  at this next update.

  • Iron Hand: Buff Damage will be improved with the top level version adding 200 dmg per hit.
The damage added have little importance at 50 where the monk is properly working, but if it's an increase with 100% over the scale, it's a good one.

Quote
  • Secret of Fire: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc rate for the DoT will be increased and improved. It should last longer and do more damage.

  • Secret of Ice: will now be a toggled ability with a large increase in damage to compensate for low int so if you change form Con to Int you will see a difference. The proc will be changed to melee slow and a snare (a la Frost effect). The proc rate will be increased.
That's more how you would expect a release power would look, rather than a Beta-3 like the current. Good change.

Quote
  • Secret of Transcendance: will be modified slightly to be a short term battle buff. I am not sure if its going to keep the secret flag so it may stack with everything. I'll try and get more info on that.
Ok.

Quote
  • Secret of Celerity: Will now be known as Fists of Celerity reuse timer will be 5 mins and since it's no longer going to be flagged as a "Secret" skill you will be able to stack Celerity and Fire / Ice.
Might increase pre-50 DPS some, which is good. It'll be a very nice addon for 50 aswell.

Quote
  • Ignore Pain: will be a % based heal that will increase as you level (40% heal of base HP the final version of the ability) It will now also add a rune (All damage types)  that will also scale for 2 mins. Ignore pain will have its reuse lowered to 4 min.
As with the secrets, about time.

Quote
I would appreciate feedback on this.

All of the above are good changes, and if it continues that way, monks might actually no longer be a beta-3 class. It would be interesting to see something happening to AoE's (finisher line and dragon breath) that have been jokes since the nerf just pre-release.
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Leishiu ~ Halgar (or sommert)
Quinn the Mighty
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« Reply #40 on: October 18, 2007, 10:28:17 AM »

    Leishiu,

    The 1st post in this thread details some of the changes you are looking for.   Tongue (Cut and Paste for your enjoyment)


  • Divine Tsunami changing to 300% Weapon damage (CRUSHING) 30 seconds reuse timer for all parts of the AE Finishers
  • Dragon Rakes is claws will only cost 25 end
  • Dragon breath boosted damage with 3 min reuse timer and 4 jin cost
  • Aspect of the Spirit Dragon migrating to a end cost over time. It should give you a solid 20-30 seconds of invis. w/o burning your Jin (think FD then repeat as necesssary)


~QTM
« Last Edit: October 18, 2007, 11:16:50 AM by Quinn the Mighty » Logged
Quinn the Mighty
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« Reply #41 on: October 18, 2007, 10:31:54 AM »

Another day another set of changes rolling though.....  The monk isnt getting tweaked so much as it is an overhaul.

  • Monk - Deadly Adder Hand now deals damage over time in addition to the final damage of the ability.  The final damage has been increased significantly.
  • Monk - Find the Center now increases dodge instead of block  idiot2.  The refresh has been lowered to 5 minutes and the Jin cost has been reduced to 2.
  • Monk - Wave hand in Clouds now has a refresh of 4 minutes and costs 4 jin.  The damage has also been increased and is affected by strength.
  • Monk - Diamond Body is now an innate ability earned at level 30 for Harmonious Body Monks.  It now increases armor class by 30% and constantly purges poisons, diseases and curses. Looks like Harm Monks have been eating their green veggies.
  • Monk - Dragon Stance and Harmonious Body Stance will no longer wear off after an hour. (Bug Fix)
~QTM

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Hanzou Masamori
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« Reply #42 on: October 18, 2007, 11:21:04 AM »

In reguards to all of the above- about freaking time!!! Some much needed adjustments/fixes for sure.
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-Hanzou Masamori
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« Reply #43 on: October 18, 2007, 12:02:18 PM »

well by the looks of it its nice for harmonious, i would assume that drunken will be in the next round of tweaks?

personally Diamond Body is now an innate ability earned at level 30 for Harmonious Body Monks.  It now increases armor class by 30% and constantly purges poisons, diseases and curses. Looks like Harm Monks have been eating their green veggies.  should be a drunken ability not a harmonious.  Drunken are the tanks and as such should have the better tanking buffs.  I personally REALLY dont like this at all.  I think it will be over powered and the other 2 forms of monk would need some kind of compensation.

Drunken i would expect an innate lvl 30 buff that adds 15% parry/dodge and 30% to all resists
Dragon i would expect an innate lvl 30 buff that adds a perm +10% dmg mod (stack with offensive) and 40% haste

Personally i cant say how much i dont like the idea of harmonious monks being the only monk to get 30% increased mitigation and basicly immunity to poison disease and curse.  Not as an innate buff, maybe as a 2 min buff with a 10 min reuse.

My other real problem with this is its basicly the same thing as dragon monks defensive stance, at 50 we can add maybe 600 mitigation, roughly 30%of a fully heroic equiped monk. 

Maybe im being blind sided but ive played all 3 forms of monks and i can honestly say that harmonious monks dont need something that over powered unless the other 2 forms of monks get something similar because harmonious is already the most well balanced.  THey have the most buffs, debuffs, and a better defensive stance then drunken, who are the defensive monks. 

Drunken have 2 less attacks then haronious, 2 less defensive buffs, and a defensive stance thats worse than harmonious, the only thing drunken get is a 22% dps offensive stance (2% less then dragon) , 2 taunts, and 1 defensive buff (2 less then harmonious).   It just seems really out of wack to me.  The drunk should have the most defensive buffs, the best defensive stance, and of any of the 3 monks, id want drunken to get the 30% mitigation not harmonious.
« Last Edit: October 18, 2007, 12:15:45 PM by Fujitsu » Logged

Mcslappy
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« Reply #44 on: October 18, 2007, 12:09:34 PM »

Another day another set of changes rolling though.....  The monk isnt getting tweaked so much as it is an overhaul.


  • Monk - Deadly Adder Hand now deals damage over time in addition to the final damage of the ability.  The final damage has been increased significantly.
Nice!  This attack generally never did damage except against 6 dots because they died so quickly.

Quote
  • Monk - Find the Center now increases dodge instead of block  idiot2.  The refresh has been lowered to 5 minutes and the Jin cost has been reduced to 2.
This is GREAT to hear!  The timer on this and Iron Skin were so high they were almost unusable.  Now we just need to get read in the wind fixed to be on a 1 min timer.

Quote
  • Monk - Diamond Body is now an innate ability earned at level 30 for Harmonious Body Monks.  It now increases armor class by 30% and constantly purges poisons, diseases and curses. Looks like Harm Monks have been eating their green veggies.
This makes a lot more sense.

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« Last Edit: October 18, 2007, 12:38:33 PM by Mcslappy » Logged
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