Navigation:    Home arrow Forum arrow Monk Discussionarrow Monk Generalarrow what do we want with pushing hands?

User Menu

Welcome Guest.






Lost Password?
No account yet? Register

Main Menu

Home
News
Forum
Search

Class Info

FAQ
Abilities
Quests
Guides

Polls

What race will you be?
 
What's your favorite martial style?
 
User Info
Welcome, Guest. Please login or register.
May 15, 2008, 10:15:15 PM

Login with username, password and session length
Search:     Advanced search
News Box
Welcome to Vanguard Monks!

Key Stats
8954 Posts in 959 Topics by 1993 Members
Latest Member: accogignips
Home Help Search Login Register
Vanguard Monks  |  Monk Discussion  |  Monk General  |  what do we want with pushing hands? « previous next »
Pages: [1] 2 3 Print
Author Topic: what do we want with pushing hands?  (Read 1913 times)
Meiyo
Desciple
**

Karma: +0/-0
Posts: 43


View Profile Email
« on: November 08, 2007, 12:25:09 PM »

QtM has been asked several times on Pushing Hands and what we wnt to do with it.  Most of us have taken it off the hot bar or the rarely use it due to its limited use.

realy unsure of what I would want myself with it. Most likely needs to be unique in application as all monks get it. We would more then likely not get another attack with it, so be creative.

maybe a jin to endurance exchange or vice versa
another jin surge type group attack
Hot self Heal


or not even change it at all and leav it be
Logged

Convict Meiyo
Drunken Monk
Tkagi Ro -- Xeth
Kivik
Grandmaster
****

Karma: +0/-0
Posts: 106


View Profile Email
« Reply #1 on: November 08, 2007, 01:13:49 PM »

There is several boss fights where mobs get into stances and those stances not being removed can eventually wipe a raid..there is also enchantments which certian casters  cast to take them out.
Push hands takes the mobs out of the stance. Rangers i think also get a similar skill
Logged

Matsu
Desciple
**

Karma: +2/-0
Posts: 34


View Profile Email
« Reply #2 on: November 08, 2007, 02:56:57 PM »

I think I made a suggestion about this before. Why not make it have another effect, like a push back (knock back) similar to what the name implies. I would also lower the Endurance cost... it's a bit steep.
Logged
Khana Kopnisien
Sensei
*****

Karma: +9/-4
Posts: 369



View Profile Email
« Reply #3 on: November 08, 2007, 03:09:05 PM »

The ability is fine. It's just that mob don't use stances often and if they do, they can switch back to it within 5 seconds of us using the ability.  That's what's wrong with it.
Logged

Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
Fujitsu
Sensei
*****

Karma: +20/-16
Posts: 781


dustincfoley@live.com dfoley323
View Profile Email
« Reply #4 on: November 08, 2007, 05:13:56 PM »

The first problem with it is that mobs rarely use STANCEs that it can remove

The second problem is the skill costs 40 endurance, which is crippling for a skill thats next to useless except on maybe 20 mobs total in the game.

Im fine with it removing stances
1) Make it work in pvp
2) Lower its end cost to 10 since most mobs/pc can switch a stance back on if they choose to
3) Make more mobs default to have stances. 
Logged

Khana Kopnisien
Sensei
*****

Karma: +9/-4
Posts: 369



View Profile Email
« Reply #5 on: November 08, 2007, 06:05:02 PM »

It could also prevent the target from switching stances for the next 15-30 seconds or so. That could work.
Logged

Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
Diagoras
Master
***

Karma: +0/-0
Posts: 65


View Profile Email
« Reply #6 on: November 09, 2007, 04:39:26 AM »

Yeah it should prevent another stance being entered for X seconds
Logged
Azrius
Recruit
*

Karma: +0/-0
Posts: 17


View Profile Email
« Reply #7 on: November 09, 2007, 04:48:35 AM »

Maybe tune to closer to what DK have, have it strip a positive enchantment that a mob has and/or take them out of the stance they are in.

 I think Strip one buff (on mob), take them out of stance they are currently in, and null stance change for 30 seconds, 25 endurance cost.
Logged
Ushiba
Recruit
*

Karma: +0/-0
Posts: 5


View Profile Email
« Reply #8 on: November 09, 2007, 04:51:35 AM »

I would like to see pushing hands keep its affect now of forcing a mob out of its stance, and at the same time because you have taken a mob say off balance have the mob be vulnerable for a set time and not be able to assume a new stance during this period.  Matter of fact it should be susceptible to more damage because the mob is trying to regain its balance and cannot defend itself properly.

Ushiba
Logged
Quinn the Mighty
Monk Lead
Kyoshi
Sensei
*****

Karma: +50/-38
Posts: 443

Quinn_The_Mighty@hotmail.com
View Profile Email
« Reply #9 on: November 09, 2007, 07:04:10 AM »

I just want to clarify that I think that the overall idea is great the end cost is a touch steep imo but, forcing mobs out of  stances is a wonderfull thing. It's limitations is that the game is not really making mobs use stances.... this is the main reason why it doesnt get much play. Thus it's limited value.

I am hoping that the devs make for more interesting combat by having mobs make use of stances. For now its sits at the very end of a hot bar I normally use for my CR stuff.

~QTM
Logged
Junshi
Recruit
*

Karma: +0/-0
Posts: 11


View Profile Email
« Reply #10 on: November 09, 2007, 07:47:39 AM »

Well, I'm not sure if this is realistic, but seeing as how this skill pushes the mob 'off balance' and out of their stance, what if it also decreased dodge/parry/block?   I also agree end. cost needs to be halfed, and there needs to be a set amoount of time before the mob can enter another stance.  I don't think changing the skill to something else completely is the way to go.  Just improve upon what it is.  I'm sure this will be a useful skill as the game progresses with tougher mobs.  However, Disciples get a smiliar skill so it's not unique to Monks.
Logged
Draxs
Grandmaster
****

Karma: +9/-3
Posts: 123



View Profile Email
« Reply #11 on: November 19, 2007, 03:14:02 PM »

I just want to clarify that I think that the overall idea is great the end cost is a touch steep imo but, forcing mobs out of  stances is a wonderfull thing. It's limitations is that the game is not really making mobs use stances.... this is the main reason why it doesnt get much play. Thus it's limited value.

I am hoping that the devs make for more interesting combat by having mobs make use of stances. For now its sits at the very end of a hot bar I normally use for my CR stuff.

~QTM

This is a very important skill and is mandatory we have it. Other than the steep END cost I dont see it needing anything looked at. It is a good idea to have it stop a mob from returning to a stance for X number of seconds but should not be implimented IMO.

It would simplify some encounters in a negative way, IMO.
Logged

Draxs
50 Dragon Monk
Brotherhood of the Spider
Xeth
RhoShan
Master
***

Karma: +0/-0
Posts: 91



View Profile Email
« Reply #12 on: November 30, 2007, 02:21:22 PM »

I say keep the skill as is.. keep the cost as is.. and give it a (0) second stun, to interrupt casters, assuming there's a cooldown to keep balance.  20 seconds  maybe.  Do Mobs have a cooldown affected by their changing stances?  I heard the 5 seconds mentioned earlier, but couldn't recall but one encounter with a stanced mob... which at the time, i surprised myself by remembering this and it worked wonderfully Smiley
Logged

~It's not easy being this Sexy ;p


Dragon Monk lvl 50- Xeth server
    <Radiance>
Kivik
Grandmaster
****

Karma: +0/-0
Posts: 106


View Profile Email
« Reply #13 on: November 30, 2007, 06:11:25 PM »

Problem with a cooldown is that several mobs (few bosses too) require the skill to be used several times to knock out the stance, and leaving the mobs stance up is not a wise idea..so much so that it can quickly wipe a raid.From the many tests with this skill i have done on different encounters the skill works just fine as it is,som mobs are easier to knock out of their stance..some take quite a bit (having more then 1 class using the skill helps a ton )
Logged

Pusur
Desciple
**

Karma: +0/-1
Posts: 45


View Profile Email
« Reply #14 on: January 24, 2008, 03:23:40 PM »

Actually there are a couple of changes that would be nice. The end cost is fine IF it only takes one push to get them out of stance. Problem is i never know if its my pushing or if their stance simply times out when i have to push 5-10 times which takes a few to do. Also be nice if they added a personal text for the pusher saying "Mob_01 lost his balance and staggered, losing his stance" or something like that so u know when it works....  idiot2

Like its now im simply not even sure if it works....of course would be nice to know the difference between a stance and a buff on the mob.... There is much confusion around this...not only from me...
Logged
Pages: [1] 2 3 Print 
« previous next »
Jump to:  

Powered by SMF 1.1.1 | SMF © 2006, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com