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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Upcoming Monk Changes « previous next »
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Author Topic: Upcoming Monk Changes  (Read 12227 times)
Quinn the Mighty
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« Reply #75 on: October 25, 2007, 11:19:38 AM »

any word on
    * 0 jin cost Storm Stride
    * Damage boost to crescent kick
    * 5 min reuse timer on celerity
    * Ashen Hand is going to be 400% weapon damage
   

All the above changes have been made.

~QTM
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Quinn the Mighty
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« Reply #76 on: October 25, 2007, 11:25:28 AM »

I did ask for Jin Surge to be modified so that it does not get used up on a miss or on auto attack but rather a special move. This needs to be sent to coding so it is unlikely that we will see changes to this in the short term.

~QTM
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Fujitsu
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« Reply #77 on: October 25, 2007, 11:49:47 AM »

Another few minor things

Secret of ice - can we get the actual damage it adds put on the icon/tool tip?

Dragon Rage/Tigger pounce/spinning fist - The 5 min attack, 4 jin cost skill that garuntees a crit
Not sure what to say but I have yet to find a use for these skills.  If i need to crit i used crescent kick and ashen hand, or if i really need one ill pop the 2 min attack that always opens a finisher.

So then all monks get a 2min skill (cloud dragon ruse/lurching feint/trapping mantis).  All of which do about 3x the damage of the 5 minute reuse skill, and have the same effect in the end. 

Bottom line is we crit enough as is, that an attack with a 5 minute timer on a skill that does next to no damage is silly.  What purpose does it server when we crit about 100 times in 5 minutes anyways?
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Quinn the Mighty
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« Reply #78 on: October 25, 2007, 12:13:20 PM »

Fujitsu,

Secret of Ice should be getting a new tooltip as the proc is changing, and I'll make sure the dmg numbers get it there.

At 50 you may find that you crit all the time but having these abilities at lower levels is great. I still make use of both of these skills in my play style at 50. (I usually power up and then hit one of these to start a chain.)

This is a great way for lower level monks to open those adv finishers when they need it. There is a value there however as you get higher it's value diminishes.

~QTM
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Fujitsu
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« Reply #79 on: October 25, 2007, 01:04:37 PM »

The 2 min finisher opener i love dont get me wrong there, i just dont understand why the 5 minute version is worse then the 2 minute version.  Personally youd think it would be switched damage wise.
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Quinn the Mighty
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« Reply #80 on: October 25, 2007, 01:28:39 PM »

My own personal take on it is that  the 5 min one has a smaller return because you get it so much earlier in your monkly career.  The downside is you spend Jin, and get low damage. The upside is now you get to perform a chain which = bigger damage.

~QTM
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Hanzou Masamori
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« Reply #81 on: October 25, 2007, 02:45:15 PM »

Yeah Ive always felt that "Dragons Rage" should have also been lowered to a 2 minute timer in the same patch that lowered "Cloud Dragon's Ruse" to 2 minutes- and it was a more powerful ability anyways lol; anyone else remember that? Given its poor damage and Jin Cost, reguardless of the level you get it, its an underpowered ability imo, and should have its timer reduced to match "Cloud Dragon's Ruse" because of that alone.

Cloud Dragon's Ruse Rank 2 and 3, should have upgraded stun components to the "fient" portion of the attack, for Rank 2 it needs to be a 2 second stun, for rank 3 it needs to be a 3 second stun. This matches Disciples "Fient" ability stun duration progression.

And Crescent Kick needs to state that it increases critical hit rate like other classes abilities do. For example, Rangers "Fleet Blade" states in its description how much of a critical hit bonus the attack has (and how much its increased ranks do), why doesnt ours? This goes for ALL classes with wierd undocumented high critical hit rate abilities- like Clerics "Strike Down". We all know these abilities critical hit more often, so they should say it in the description :p.
« Last Edit: October 25, 2007, 02:49:15 PM by Hanzou Masamori » Logged

-Hanzou Masamori
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« Reply #82 on: October 29, 2007, 11:55:07 AM »

The 'guaranteed' crit attack on a 5 min timer is a disappointing skill, most classes tend to have a skill which gives a high crit chance aand is on a timer of like 8 seconds (though I think our kick is like that too) so this skill is of very little use even when I first got it a few lvls ago.
Hanzou is right, its off many classes have a 'secret' crit skill, the Pally has a shield attack with high crit rate, other than that its a crap skill-until I discovered it had a high crit rate I had never even bothered using the skill, and Im sure other players will have missed out on this kind of thing until being told
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Kitsunesama
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« Reply #83 on: October 30, 2007, 06:32:37 PM »

The 'guaranteed' crit attack on a 5 min timer is a disappointing skill, most classes tend to have a skill which gives a high crit chance aand is on a timer of like 8 seconds (though I think our kick is like that too) so this skill is of very little use even when I first got it a few lvls ago.
Hanzou is right, its off many classes have a 'secret' crit skill, the Pally has a shield attack with high crit rate, other than that its a crap skill-until I discovered it had a high crit rate I had never even bothered using the skill, and Im sure other players will have missed out on this kind of thing until being told


Er um well..... Disciples are garentied two crits every 30 seconds for 3 jin... if you land the attack then land that first finisher, thats a rather nice spike dps.

Then we have our 3 jin cost kick that has a higher chance of triggering a critical, also giving us access to our finishers.

I think a garentied crit for the monk every 30 seconds would be fine, and would be a great extra use for your teleport in attack:


Just how Rangers and Monks have "openers" that almost always trigger a critical hit if they land, the monk could have the same think built in with his teleport attack.
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Diagoras
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« Reply #84 on: October 31, 2007, 03:25:14 AM »

Yeah, something to use the teleport would be nice, im not sure what the point of it is, i thought maybe it was to use our mez kinda like the DK, but you arent allowed to use it with warp
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Fujitsu
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« Reply #85 on: November 01, 2007, 05:50:37 AM »

Well the second round of monk changes hit the test server 2 days ago.  It was a MASSIVE patch and im not quite sure what else was added, but it took a good 10 minutes to download.  Im assuming it was a lot of optimization being as there were a good number of world object and chunks downloaded.

Vanguard Build 1909 Patch Notes 10/30/2007 – TEST SERVER October / 31 / 2007
GAMEPLAY
ADVENTURING
- 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 - Immortal Crane Form will now properly stack with Aum Ti.
- Monk - Ignore Pain has changed. It now heals based on a percentage of your base hitpoints. A percentage based rune has also been added. This will absorb a portion of incoming damage for 20 seconds. Both the heal and the rune amounts increase with level.
- Monk - Secret of Ice and Secret of Fire now last until canceled or removed.
- Monk - Secret of Celerity now has a 5 minute reuse timer
- Monk - Secret of Celerity is now called Fists of Celerity. It is no longer affected by the 'one secret' limit.
- Monk - Slightly altered the progression of Secret of Ice. A new version is available at level 50 from your trainer.
- Monk - Deadly Adder Hand now shows the correct damage in the display description.
- Monk - Increased the damage added by Iron Fists.
- Monk - Storm Stride now costs 10 endurance rather than 1 Jin

CODING
GENERAL
- The player's particle throttle sliders will now save and load their previous settings properly.

UI
- There is a new option in the settings window to toggle Vertical Sync on/off
- There is a new option in the settings window to toggle Triple Buffering on/off.
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Fujitsu
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« Reply #86 on: November 01, 2007, 06:05:00 AM »

Side notes:

Jin surge now tells the exact damage added, but it still is consumed on a miss. 

Ignore pain 1 - 25% heal 20% dmg rune for 20 sec

Secret of ice V - adds 415 to 441 dmg per atk, slows targets atk speed and movement speed by 22%, 11% chance to freeze target for 4 sec (stun)
Secret of flame V - adds 586 to 689 dmg,
Iron hand vi now adds 200 damage
Ignore pain v - 40% heal 28% rune for 20 sec
Kick to the heavens is now melee + 591 to be more inline with flying kick
Jin surge v - mpw adds + 364 dmg to the next hit


No changes to the divine avalance line yet.  And im still not copied to test so can tell u about dragon changes.
« Last Edit: November 01, 2007, 06:08:05 AM by Fujitsu » Logged

Quinn the Mighty
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« Reply #87 on: November 01, 2007, 08:31:11 AM »

Work has been kicking my arse this whole week so my playtime has been cut dramaticly... I am going to try and get some timme on test tonight

If ya'll git a monk on test please let me know your opinion on these changes. This should affect all monks not just the 50's  so if you feel more empowered at any point aside from level 50 then so much the better.

~QTM
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Xenophon
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« Reply #88 on: November 01, 2007, 09:32:17 AM »

Did the diamond body change make it in this patch?
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Fujitsu
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« Reply #89 on: November 01, 2007, 03:39:52 PM »

Ill be on the test all night.

As of now theres no message about diamond body and im not high enough to do the quests yet.  However no changes were made in the notes to harmonious/dragon/drunken.  IF i get 3 levels ill let you know.  Im only 12 atm on test :0-p

UPDATED

secret of flame - doest stay on once u log out (not really an issue)
      tool tip once cast doesnt display damage added, spell description in book/hotbar does
three finger strike - still only 6 sec duration on the avoidance debuff
crits on flying kick open flying kick again allowing for chain flying kick--- is this how it is on live? ive never noticed it before
Crescent kick - damage not upgraded yet
Jin surge - still used up on misses
Ashen hands damage is increased (wee)

So far from level 12 to 15, the damage increase at low levels has made soloing WAY more reasonable.
The changes to ignore pain are a bit harsh for low level since the heal used to be 40% + at low levels however im used to it since being 50. 
« Last Edit: November 01, 2007, 04:50:19 PM by Fujitsu » Logged

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