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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 13221 times)
Quinn the Mighty
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« Reply #105 on: November 06, 2007, 09:13:29 AM »

Meiyo,

I play drunken on Live and I tank / off tank for my guild groups quite regularly so I hear what you are saying. The original plan was to make them targetable and let you pile hate on to your defensive target and force aggro on to your defensive target. This would allow the drunken monk to effectively control aggro while not being the center of attention.
 While talking about it we realized that it was greifable, and rendered the aggro abilities of all other classes obsolete with the presence of 1 drunken monk in a raid you cement aggro. While I want us to get our due one of the last things I wanted to do was put in an ability that breaks the game (It could be fun for the PVP server to sic that 5 dotter your enemy for 5 attacks  laugh).

In the end I really wanted to slightly enhance our tanking abilities as it aint broke why "fix" it. The ability is enhanced and not "Fixed". I dont think we are keeping score with what gets "Fixed" so dont worry about that.

I am still playing around with the new Staggering Punch and I am still on the fence with it. 12 sec reuse is pretty steep. and only prevents 1 cast but the mob pretty much starts casting the same spell anyway. (Secret of Ice may have more utility) On the other hand it does crit a whole hell of a lot (almost considered a jin free spinning fists)  I'd like more monks to test it and get thier impression as there time to tweak it prior to it going live.

Given they are moving errant strikes to 5 mins reuse timer, Drunken will still be able to deliver the largest DPS spike in the game every 3 mis or so.

I'll have to look through my notes but I thought there was something about slap hands taking advantage of STR and lasting longer. Knowing me I just neglaected to post it.

Talisker and I took a hard look at pretty much every skill in the monks aresnal and looked over the message boards / bug lists /feed back from you guys to effect these changes.

I am starting to ramble on, and I have a deadline I need to get back to.... DOH!!!! I'll check back on this later

~QTM
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Quinn the Mighty
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« Reply #106 on: November 06, 2007, 12:57:33 PM »

I spoke with Talisker today regarding slap hands ( Had no notes and could not remember anything regarding this)

* It is using STR so damage is affected by STR. - Good
* It has no refresh - Good
* No refresh is offset by the jin cost of 8

If we wanted to extend the duration / lower the Jin Cost we would have ended up with a refresh timer on it. I was not inclined to take the trade for a slight duration increase.

I think this is another situation where the skill really isn't broke.

As always, if the drunken monk community is in favor for such a change of this however I 'll ask Talikser to do it.

~QTM
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rhiadd
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« Reply #107 on: November 07, 2007, 09:05:44 AM »

While they're making all of these changes, any hope they can fix storm stride for harmonious monks and have our debuffs land when we use it?  Currently if you are outside of melee range and storm stride in using an ability, you get to hit the target for the damage, get the self buff if it applies one, but don't put the debuff on the target.
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Sohbek
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« Reply #108 on: November 08, 2007, 02:29:50 AM »

Gonna add another voice into the animation w/ secrets here. I'm just now reaching 20 and I ONLY use flame stance for emergencies because I can't stand the lame animations when it's up.

Fists? *sissypunchsissypunch*
Staff? *gimpytempletap*

Aside from that I'm liking the changes. Was hoping I could get some tanking/soloing love as a harmonious monk who duos with a druid Smiley So I'm pretty happy.

Only thing I didn't like....Storm Stride. I'd honestly rather have it cost 1 Jin than 10 endurance. More often than not the Jin cost for me was offset by opening with crescent kick - so I ended up adding 1 jin to whatever amount it was originally at.

If they're gonna change the Jin cost on Storm Stride imo it needs to change to 0 jin and that's that, or it should just stay at 1 jin. I don't really wanna see it costing endurance, honestly.
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usmanicus
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« Reply #109 on: November 08, 2007, 04:14:59 AM »

Having storm stride cost nothing on live as it does at the moment means I actually use it,and its fun. Putting a cost back on it will mean i only use to catch kiters in pvp again like it was before.

As things currantly stand on a test center in the worst situation -

LvL 15 ish Harmonious Monk in Tiger stance -

Strom stride 10 end + Cresent kick 22 end  + 50% = 47 endurance to get 2 jin, warp to target and do about 200 damage maybe if it crits with a secret on. Thats just wayyyy too expensive.

The same move currantly on Live costs 15 endurance and its fun to do.
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Kivik
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« Reply #110 on: November 08, 2007, 05:10:22 AM »

Jin surge, totally bad ass on test right now.
It currently works on chain finishers ,can even go 2 steps into a chain then pop jin surge then final part of chain
I tested it on all dunken chains in every spot possible and works every time.
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Fujitsu
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« Reply #111 on: November 08, 2007, 05:49:32 AM »

Jin surge is fine, its storm stride hes refering to.  Our teleport attack.  On live it costs 1 jin, on test it costs 10 end. 

With the change to endurance regen, storm stride is ok, but its harshest on harmonious monks as i knew it would be.

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Kivik
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« Reply #112 on: November 08, 2007, 02:37:52 PM »

I was generally speaking...not refering to any post  as i was surprised lastnight when i hit it by mistake when a chain was up and it didnt cancel the chain is all i was saying.
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hattori
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« Reply #113 on: November 14, 2007, 08:08:48 PM »

speakin of monk changes  can anyone explain to me the update ur suppose to get from a flame maidin in RI.
 had a fellow dragon monk i was grped with said he had to tank the flame maidin to get update on the reed in the wind abilty? to reed in wind # ?

i  have reed in the wind #1 im lvl 50 so that only one ive have gotten  from aum of the roaring dragon ,

i thought we  get stuff from dropped spell books like necro n clerics get ect fighting mobs to learn an abilty havnt heard of that since DK's had from ealry in the game,

either im lost   :'(or that other monk a bit confused  Huh?  any info on this be a great help p.s we didnt get any update ,neither did the cleic fighting another mob in RI that was supposed to do same thing for a cleric ability

« Last Edit: November 14, 2007, 08:13:23 PM by hattori hanzo » Logged
Kivik
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« Reply #114 on: November 15, 2007, 05:01:09 AM »

The update is Reed in the Wind 3.Im not 100 pct sure but i believe that you must have Reed in the Wind 2 to get the update.
Reed In the Wind 2 can be found in Dargons Tomb off the roachlike critters inside.
Hope this helps
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hattori
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« Reply #115 on: November 15, 2007, 03:15:11 PM »

ahhh yes ok now i understand now that i think of it he did mention  something bout getting an update at the tomb

thnks for  straighting me out on this ....yes i was definitly confused Huh?
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Rielle
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« Reply #116 on: November 16, 2007, 04:35:37 PM »

Hi Hattori - I too had been told I could learn RitW3 from the Maidens in Rhaz Inkur, but all my attempts failed. Instead, I was taught the ability through tanking several Zull Handlers. Cheers. You do not need to have the learned the previous phases of the ability as evidenced by the experience of my friend/co-group member (Rhiadd actually *wave*).
Cheers
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Quinn the Mighty
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« Reply #117 on: November 17, 2007, 07:38:10 AM »

Update:

Talisker got a chance on Friday to go over the document detailing  the issues on test. The im session was rather brief and one sided as I was WAY past a deadline at work.   knuppel2


*Dragon Breath is going to be bumped up in damage.
*Aspect of the inviso levi ability, He worked worked on the end drain, depending when you activated the ability a duration of  25-30 sec is possible.
*Divine Tsunami will be going 350% Weapon Damage + X.
*The Hamony abilities should be flagged appropriately now.
*Sundering Dragons Claw will be inreased in DoT Damage.


I will be attempting to get numbers regarding these changes but I wanted to let y'all know that these abilities are being looked at

~QTM
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Fujitsu
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« Reply #118 on: November 17, 2007, 09:46:48 AM »

sweet, ill be on test when they hit there to test them out.  Thanks for the hard work qtm
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Fujitsu
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« Reply #119 on: November 17, 2007, 10:07:47 AM »

oh, dont forget crescent kick is still 22 endurance on test :-/
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