PDA

View Full Version : Monks, Ki, and current direction.



Kromize
01-11-2009, 11:16 AM
Well. I've been playing a monk, and enjoy it. I just have a few things I wanna say about all of it.

First off, I like the ki for monks, but I don't really like the exact way it's being used and the enhancements.

I don't think you should get ki just to add lightning damage to your attack, to, if u get the right combo, use a finisher. I think that if you go a certain path, little bits of damage(1d3, 2d3, and 3d3...etc)should just be an added bonus to your attacks. And as you build ki, you should be able to use finishers, that you can pay enhancements for.

I beleive that would make for a huge improvement in monks.

CSFurious
01-17-2009, 07:05 PM
i was even thinking about automatic lightning/ice/fire guards for when you are in certain stances

however, monks are pretty strong already, i just soloed a halfling air/water monk in the last 2 days to level 4 on ghallanda only dying once in new low road elite

no twinking as it is not my main server

anyway, they are pretty strong IMO already but the button smashing gets hard sometimes

RATRACE931
01-17-2009, 07:21 PM
I agree 100% with Kromize been saying that for awhile ;)... and i solo'd my halfling healing mark air/water stance till i was able to enter the vale... 10? 12? cant remember, monks are unkillable if played right but are low on damage early on in the game where mobs have... appropriate HP's they are insane, at higher lvls is when they become something that just lives. Don't get my wrong when monks came out i played her 24/7 till she had everything her build required cept the **** titan ring (all tomes, armor 8 bracers and did 87 GoP runs before i got my rainments in the Sub >_>) and loved every minute of it.

QuantumFX
01-19-2009, 12:37 AM
Monks are the only melee class not to receive any direct enhancement to increase their damage. I’d like to see them get the following:

- Ki Focus: Damage: Level: 1/5/10/15/20; AP Cost: 1/2/3/4/5;

Option #1: Description: Each tier of this enhancement grants the monk an additional point of damage so long as they are centered. The damage is added to the base damage and is multiplied by a crit.

Option #2: Description: Each tier of this enhancement grants the monk an additional point of damage so long as they are centered. The damage is considered Bane damage and is not multiplied by a crit.

Both options are limited by the AP cost (15 AP's to complete the chain is expensive) And an important thing to consider with Option 2 is that the monk's special effects / ki generation will be able to deal with foes that have a non bypassable DR.

- Ki Focus: Potency: Level: 1/5/10; AP Cost: 2/4/6;

Description: Each tier of this enhancement adds +1 to the DC of all the monk's Save based attacks.


I’d also like to see some mechanics to make the stances more useful. For example: if you are in an appropriate stance the number of special attacks to open up an elemental finisher is reduced by one and new finishers are added to the additional options. The new finishers could include the ability to add something like +1d3 elemental damage per tier while draining 1 ki per second. The effect would end when the character switches stances/stops attacking/runs out of ki.