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December 01, 2008, 07:01:47 PM

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Author Topic: Claws of the Six Dragons  (Read 1171 times)
Kitsunesama
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« on: January 13, 2008, 10:48:43 AM »

I know I've brought up the idea before, but i would like to bring a new topic into the discussion of why, lore wise at least, my idea seems well grounded:

I think that Dragon monks, and only dragon monks, should get the ability to " turn all melee damage into specific elemental melee damage." This would not alter our secrets, but would change all our melee attacks and dots (including feet of the fire dragon) to which ever element the dragon monk chooses.

Here is my reasoning:

One of the Dragon styles basic attacks is called Six Dragons Strike. That implies that their is a "type" of dragon for every element, we know their is a Sun Dragon, a Storm Dragon, a Cloud Dragon, a Stone Dragon, and a Spirit Dragon, based on abilities and stances, such as Cloud Dragon's ruse, and Sun Dragon's Corona, and Strom and Stone dragon stances, as well as Aspect of the Spirit dragon.

The developers could expand the lore by adding "Claws of the ----- Dragon," that would simply change the melee damage of the monk to that dragon's particular element.

Claws of the Sun Dragon = Fire

"                  Cloud Dragon = Mental (think of an astral projection dragon, "cloud" would be a good fit)

"                 Storm Dragon = Arcane

"                 Stone Dragon = Physical

"                   Spirit Dragon = Spiritual

"                   Frost Dragon = Cold (this is the only one that currently does not have a named mentioned in any ofour abilities, so what ever "cold" related name would suffice)


It would allow Dragon monk's to gain a slight offensive edge over the other two styles by adapting their damage type to match their foe's weakness.


Granted, it wouldnt be a huge advantage, but having some mobs in which all your melee attacks dealt double damage, would be very nice.

Perhaps the developers would need to limit it to only +50% damage?
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #1 on: January 13, 2008, 07:19:51 PM »

1) Six dragons strike doesnt imply there are 6 elemental dragons, it implys that the attack has the dmg of 6 dragons.
2) Ask any sorc in the game if ice spells do double dmg on fire mobs and they will tell you "no ice dmg is just resisted less and is more likely to hit for full dmg" 
3) It would allow NO gain over the other 2 forms, just uneeded complexity.  Since elemental attacks add no dmg above the base dmg, just less resists.   
4) Theres already a secret of ice, flame, transcendance, each of which adds an elemental dmg OR proc (none do both atm)...That being said we also have a stance of storm/stone, a buff from the spirit, and an attack of the cloud/flame.


I think if anything youd do better off asking for an extra attack in the cloud dragon line (1 min attack 4 jin melee+500, garunteed crit)

Maybe a defensive buff like drunken / harmonious get and call it sway of the stone dragon.

Maybe an int buff from the arcane dragon/spirit dragon?

If you could show me solid proof that elemental dmg on attacks would lead to ANY addition dps 90% of the time id be all for it but frankly its not how this game works.
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Kitsunesama
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« Reply #2 on: January 14, 2008, 12:42:53 PM »

Elemental damage does deal increased damage on specific mobs in APW, just as the "same" damage type heals a mob.

I've heard this from several people, and ill check my logs to verify if his are landing roughly twice as hard, or healing.

Use Feet of the Fire Dragon on a Flamewarden and see if it is healing it, i dont know if spells and elemental based melee damage are registered the same.
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Kitsunesama
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« Reply #3 on: January 14, 2008, 01:08:00 PM »

Here are the stats on solar flare from one fight against a Guardian A23, this is a heat based nuke of the druid class:

Solar Flare VI    15 casts   0 misses   1957 max hit   185 min hit   767.27 avg hit   

Now compare this to the same person in same gear against a Frostguard:

Solar Flare VI   10   0 misses   2504 max hit   190 min hit   1032.5 avg hit



After looking at the legitiment fights, with out switching groups during this time, the druid is striking harder with a fire based damage spell on a "cold" mob, with a known weakness to Fire spells, this is consistant on all parses with any fire damage, and while its not double damage, i could easily see it being a +50% damage or something of the sort.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #4 on: January 14, 2008, 01:15:29 PM »

true this works well in APW. 

my issue was that the remaining 95% of the game doesnt work this way.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #5 on: January 14, 2008, 01:34:19 PM »

Let me correct my self.  The other 95% of the game doesn't offer a benefit for using opposing elementals other then a reduced resist rate.  Secret of flame is not even noticably resistable by the mobs in RI, nor does secret of ice do extra dmg to these mobs.

Elemental dmg would be great if the whole game was coded to have every mob with an assigned element.  It doesnt though, so monks in APW would benifit while monks leveling 1-50 wouldnt
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Kitsunesama
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« Reply #6 on: January 19, 2008, 06:18:23 PM »

As far as the rest of the game is concerned, NOTHING should be considered when it comes to group or solo content, considering they are eventually going to be reassessing combat some point in the future.

Any real balancing concerns need to come in the form of raiding as it pertains to APW, because they are going to resign combat on the whole to have more strategic value, based off of things accomplished in APW.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #7 on: January 19, 2008, 08:27:58 PM »

i hate to break it to you but balancing a game on raid on the hopes that eventually the rest of the game will be rebalanced is silly and foolish.  Im sorry you feel we should be balanced towards raid and grouping and soloing ignored, but the fact is its a good 8+ months till they redo the overall combat system.  So that would be 8 months with an awesome elemental attack that does next to nothing for 99% of the game.

But atleast youd have your raid damage and thats what matters to you.   Selfish attitudes dont better a class.

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Abaya
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« Reply #8 on: January 20, 2008, 02:32:20 AM »

well why you have a point Fujitsu i also think balance on raids is more important atm.

lets face it group content is a joke right now. no one cares if 1 class is a bit weaker then the other in my experience as all get the job easily done.
(the only thing where balance is really broken is solo duo but personally i play this game to group so it doesnt bother me that much)
i really hope for some tougher group content soon to give non raiders something worth playing besides crafting lvling alts and so on.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #9 on: January 20, 2008, 08:31:55 AM »

they are adding 6 man heroic dungeons from what im told.  not sure about instances but its on the closer term outlook
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Kitsunesama
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« Reply #10 on: January 20, 2008, 01:41:03 PM »

Wow that was increadibly immature; you are making assumptions left and right.

1.) My monk is not my main, so i have no personal bias towards the raiding monk.

2.) Dragon monks do quite well in any group content i've seen, and generate large amounts of damage, especially with my disciple's 1 jin / 4 seconds buff, and they seem to benefit the most dps wise from reciving that buff. In a raid setting, they are currently worthless. Not as effective at pulling and surviving the pull, they offer almost no debuffs short of a mitigation decreaser, and their damage is not much higher, if higher at all, than the other monks, once a harmonious gets end regen to compensate and is criting constantly with a 2 hander, THEN add in the fact that soon haste will "be important" and their haste-stealing buff is going to further increase their dps, and since two handers swing slower, they will see the most noticable boost from haste.... and it compounds further and further.

This isnt the "only" change needed, but it should be one of the dragon's special things they bring to the table, the ability to exploit a foes elemental weakness.

3.) Im talking about implementing a design that is good for the long haul, and while content wont be "fixed" for a while, this design WOULD be ideal for a "damage advantage" for the class if the content did support this in more areas; how would it not?



Also consider that a monk can switch styles as they please, so if you do infact find that a drunken monk can solo some 4 or 5 dot some where that decimates your Dragon, you are free to swtich at any time you choose, which cannot be said for the shaman or necromancer classes, until future patches they are stuck with their choice.


But yes, group content is by and large so behind the class changes that it is not difficult in a full set of green armor if you know how to play your class and work with your team.

As a disciple, im fully capable of tanking several level 50 content areas, rather well in fact. The fact that A N Y class can solo, with little risk, area bosses, that shows the content is fubar.

A short 10 second Silence, a 30 second 50% snare, a ranged attack, Fear immunity, Endurance drain, or a self heal would make any Named that is currently soloable. I know as a healer that the disciple is the only one who could possibly survive a silence and energy drain, but if you compounded that with an endurance drain, i would be screwed. Also, no mob that is a BOSS should be hitting me weak enough that, in my armor, im able to keep myself alive with only my really gimp melee healing.




That, my friend, is why solo/group "balancing" doesnt mean SNARF at the moment, because the content is already painfully easy for even a novice gamer to tackle. Eq2 is often Gibed about having easy foes, but they are brutal in comparison to how fast mobs drop in NN, TOT, and such.


« Last Edit: January 20, 2008, 01:46:23 PM by Kitsunesama » Logged
Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #11 on: January 20, 2008, 04:10:02 PM »

1) Shaman can change at any time, they added totems in gu 3.3
2) i didnt assume anything... you said "NOTHING should be considered when it comes to group or solo content," and that is where my major beef with your statement came from.  Its a selfish thing to say to the 99% of monks who arent raiding, that it will benefit us in the long haul so accept the buff to raiding monks for now since 9 months from now we MIGHT benefit from it. 
3) Monks can only solo area bosses when they are 10 levels lower, and thats with drunken/harmonious, not dragon.  To me thats how all class should be.
4) Classes dps should be balanced on the average mitigation of a heroic 6 dot encounter.  Because ideally thats the ideal encounter for a full group and what the game is based on.  You dont level in raids... you dont do 90% of your questing in raids, you raid in a raid, and occasionally have quests to kill raid targets.  Thats why balance should be at a group level first and a raid level second.  Raids are way to ideal of a system... your looking at targets with the most possible debuffs on, group setups with the best possible buffs and situations that dont happen ever when leveling.  Its unrealistic to say the least to balance a class based on buffs/abilities available in a raid.

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Khana Kopnisien
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« Reply #12 on: January 20, 2008, 04:21:43 PM »

Righ, aside from all the back and forth on what the focus of balancing should be... can we meditate and have our teas in peace, fellas?

On the topic itself (adding utility to Dragons) though, I do see the option of giving Dragons extra Secrets that deal different damage types and have different effects. Examples:
- Secret of Force (mental): deals moderate damage, somewhere between fire and ice, and debuffs mobs' melee and ranged accuracy.
- Secret of Lightning (arcane): deals high damage, like fire, but has a chance to proc direct damage instead of a DoT
- Secret of Will (spiritual): deals moderate damage, like ice, but slows spellcasting and has a chance to silence for 4 secs.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #13 on: January 21, 2008, 08:35:10 AM »

Nice ideas Khana, giving the Dragon some alternate Secrets... would be nice to have some self-only utility.  I'd like to encourage you to start a post on the subject, see if we can't flesh it out some, but i like your start.

Fujitsu, i completely agree as far as the balancing focus you mention... it should never be based upon raiding, and groups should be well challenged by 6 dot heroic encounters.  If emphasis is placed on raiding to set the bar, the rest of the game will just go shallow and unimportant.  Some overall retooling needs to be done, again i'll suggest a new post on this subject, it warrants a serious long civilized discussion.

As far as 6 dragon strike goes.. i rather like it as is.  Accept i'd like to see it open up even more weaknesses, would be a good way to show the Dragons hard hitting focus to defeat an opponent.  And would give a greater chance for it to open up more chain options Smiley
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