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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk Passive Abilities « previous next »
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Author Topic: Monk Passive Abilities  (Read 712 times)
Hanzou Masamori
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« on: October 19, 2007, 06:57:08 PM »

I like the change they are doing with Harmonious Styles "Diamond Body", but I think this should be applied across all styles as well to show there is parity in the forms but they are good in different situations. Someone mentioned in another thread they felt Monks should obtain some form of innate resistances at some point and I agree, this would be something good to tack onto Passive style abilities around 30. IF I were a developer I would like to see Passive abilities along these lines for the three Styles:

Ascendant Dragon's Aura [Dragon Style] Level 30
100 Fire
100 Cold
50 Arcane
30% Spell Damage Focus (Dragon Breath/Secrets)
Permanant Damage Shield (Scales 30+)

Undaunted Drunken Resolve [Drunken Style] Level 30
100 Spiritual
100 Mental
50 Arcane
30% Stun Resistance
Permanant Damage Rune (Scales 30+)

Diamond Body [Harmonious Style] Level 30
100 Physical
100 Mental
50 Arcane
30% Base AC Bonus
Permanent Disease/Poison/Curse Purge (Scales 30+)
« Last Edit: October 19, 2007, 07:07:03 PM by Hanzou Masamori » Logged

-Hanzou Masamori
Hanzou Masamori
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« Reply #1 on: October 19, 2007, 07:56:00 PM »

Just giving some of MY reasoning behind these resist spreads and special properties-

Dragon Style is the more mystical oriented of all three styles and with the elemental nature of dragons it makes sense that the Dragon Style would be more inclined to be naturally resistant to elemental forces themselves. The idea of a Spell Damage Focus for the style is also a "mystical" type of special benefit, granted from their styles affinity to Dragons; this would naturally convey benefits to the more supernatural abilities of the Monk- Secret of Fire, Ice, Transcendance, Dragon's Breath, and Sun Dragon's Corona.

Drunken Style is the most evasive, and usually inebriated of the three Monk types. Their unique training, and outlook would naturally grant them resistance to the influance of the Divine or Mind altering magic due to their superior will power. The same training (or drinking) would also grant them an unnaturally high tolerance to pain thus the damage rune and stun resistance.

Harmonious Style is naturally the more balanced of all three styles, emphasizing harmony in all things; mental, physical, and metaphysical. Due to such training their bodies are stronger then natural and their minds are an impenetrable fortress. Because of this- Poison, Disease, Mind altering magic and other mystical effects as well as even sword or fist have a hard time getting past their defenses.
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-Hanzou Masamori
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« Reply #2 on: October 19, 2007, 08:02:02 PM »

i personally like that

only thing i would change would be that make it stun/movement speed impairment
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Xenophon
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« Reply #3 on: October 19, 2007, 08:55:14 PM »

Sounds very reasonable to me.  I'd like to see these put in. 

The +30% stun resist for drunkens interests me though.  On the surface, it seems like drunkens ought to get +30% avoidance (or some reasonable %) but considering a drunken monk's emphasis on tanking, the stun resistance also seems practical.  I personally play a harmonious monk so I'll ask, what do you drunkards think would help ya more?  maybe a mixure of both at less potency?
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #4 on: October 19, 2007, 09:11:28 PM »

Ive actually played a drunkard at 50 for 2 weeks so im no resident expert, but i can say its a good step.

30% avoidance bonus would be hellva nice, but even as much as i love drunken i know this would be over powered.

A more reasonable would be
10% damage rune
constantly purge movement impairments, stuns, mez, charm

Id say the same for dragon
Constantly purge fire,ice, arcane instead of a damage shield
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Hanzou Masamori
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« Reply #5 on: October 20, 2007, 09:46:40 AM »

I like that idea also Fujitsu, makes sense they would each purge different types of effects they would naturally be resistant to. And agree 30 percent would be crazy nice heh, but it would probably be too much, what I think they should do is give Drunken's tanking stance a bit of a boost to parry/dodge (like 2-3 percent to each) on top of these additions and it would be perfect. Good stuff.
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-Hanzou Masamori
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« Reply #6 on: October 20, 2007, 11:53:18 AM »

Due to stuns being more situational, I think the Drunken should have a higher resist (say 50% if not total immunity) because the Harm having 30% AC works against all melee mobs and really helps tank in pretty much all situations, whereas not every mob stuns and if they do its only a couple seconds usually so I think 30% would be short changing them.

Although I still feel Harm is more set to be a tank, lacking aggro they have abilities that allow them to tank (this is from a lower lvl perspective, I found my Drunken lacked the ability to tank which was a shame due to ability to hold aggro) and their superior DPS, perhaps they should be the half breed between the 2, gaining some enhancment to their damage and an enhancement to their avoidance (inferior to Harms mit and inferior to Dragons DPS but combined making it effective)
« Last Edit: October 20, 2007, 11:56:11 AM by Diagoras » Logged
Deshiro Mifune
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« Reply #7 on: October 21, 2007, 05:57:40 AM »

Jea sound interesting, like coats from ranger - just more things to change and put out for different situations
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