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View Full Version : Monk Improvements!



Azmode
11-01-2009, 05:43 AM
Recently after reading 1,000 posts, and talking to many high level monks I've been kicking a ton of ideas in my head that would give us monks the edge to balance some of our issues out. I'll list some suggestions, and I would love to hear your guys', as well as opinions on what I said. Hell, if you can even improve my ideas, or disprove of why we do, don't need it...

0) Fix Dark Path! It's obviously broken in comparison to Light! This is my biggest gripe with the game.

1) Scale Monk Finishers.
- Simple enough, right? I feel, that some finishers are nice in the lower levels but definitely lose their effectiveness later on. I would like to see finishers get Stronger as you level up. As some finishers are just **** while some are quite good. The fact that it's not easy to juggle our buffs(or debuffs) makes some finishers more desired than others.

2) Make Finishers Last longer.
- One minute for the buffing finishers is just not long enough. Increase the Duration of all finishers that are timed by something like 3 seconds per level, or even more.

3) Improve range of buffs.
- Light Buff ranges are hideous and it's not always possible to have the party group together so it hits everyone. In fact, many times Clerics/Casters don't get the buffs that benefit them the most! Make it hit everyone no matter how far they are from us as long as they are in the same Dungeon.

4) Ability to Hold Finishers indefinitely.
- I'm so tired of how interacting with anything instantly cancels the finisher. Make them so only either A) You cast it, or B) You gain an other Finisher! So make it so looting any item, casting a potion, climbing a later, hanging out a ledge, opening a door, AND MOST OF ALL, accidently hitting the button when your Ki runs out at the same exact time. THIS should at least be added for Dark Monks.

5) Allow to stack finishers!
- Imagine being able to stack finishers! Allowing you to do something like Wind, Light, Wind, with Fire, Wind, Fire, and then using them at the same time! At least allow the Dark Path to stack Finishing Moves; ) So you can save up three debuffs, and then pop them on a boss to significantly make the fight easier.

6) Make Dark Finishers effect all opponents.
- Dark path quite frankly is broken. The best use for them without a doubt would allow them to be cast on bosses. In fact, make them so they can't be missed by any creature! That would be a huge improvement for the Dark Path.

7) Add some new weapons that would benefit both Monks, and other Melee classes already! Polearms are seriously lacking and I can't stand it! Possibly add a Spear, as there are no current Piercing Two Handers! And let's face it - we need a wider weapon selection!

8) Make Staves more powerful! They frankly stink.

9) Add Finisher/Fist/Kama Enhancements.
A) Maybe add +Attack/Damage to Fists/Kamas/Staves for a class enhancement. This would help improve our DPS significantly!
B) Give Enhancements that increase the effectiveness of our Finishers. Albeit the ability to increase the Duration, or increase the power of it!
C) Add enhancements that improve our Ki-Strikes. Maybe have it reduce the cooldown, or add +5 to hit when you use it. Or have it have a higher critical range, or critical multiplier! Maybe they can add it so it costs less Ki to use!
D) Add enhancements for ALL special monk attacks like Stunning Fist, Eagle Strike, and such to use less Ki activate. Also you can add the ability to improve the DC saves on them.
E) Give us more enhancements to effect DR, Spell Resistance, or AC.
F) Give us more abilities to raise Ki faster!
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Anyways, any opinions on this would be greatly appreciated. As well as any changes to it, and even your own suggestion to make Monks better ; ). As you can see, I tried focusing on improving Finishers, and other Ki abilities as I believe Turbine has added a very nice system that is unique and entertaining, but definitely needs some more fixing and ideas!

Mobeius
11-01-2009, 01:08 PM
Fix Empty Body So I Can See Where The Heck I Am Going!!!!!!

manfredshw
11-01-2009, 08:31 PM
Fix Empty Body So I Can See Where The Heck I Am Going!!!!!!

It will be even better they change empty body to cl20 displacement.

Maegin
11-01-2009, 08:37 PM
It will be even better they change empty body to cl20 displacement.

Or the fly spell in reavers refuge, but for, say 5 seconds. Bah, i can still dream.

Korvek
11-01-2009, 08:42 PM
You know, I always wondered why Fists of Darkness didn't have an effect matching Curse of Healing. Something that adds an additional 1d4 or 1d6 damage on each hit against the target while its affected. Shaken, to me, isn't an adequate effect to produce.

Maegin
11-01-2009, 08:47 PM
it should add a damage DoT, but I am thankfull it does add some type of debuff for 5 ki.

Then again, its geared towards trash mobs anyways. I mean, the dark stuff cant touch bosses anyways, so why shuold its foundational strike do too?

Some say, "d00d, quit wasting time and vorp the guy :P" But with the addition of epic quests, now that shaken affect might come in handy again :/ Who knows(?).

manfredshw
11-01-2009, 08:59 PM
it should add a damage DoT, but I am thankfull it does add some type of debuff for 5 ki.

Then again, its geared towards trash mobs anyways. I mean, the dark stuff cant touch bosses anyways, so why shuold its foundational strike do too?

Some say, "d00d, quit wasting time and vorp the guy :P" But with the addition of epic quests, now that shaken affect might come in handy again :/ Who knows(?).



shaken is just so so. TOO HIGH save, the epic contents mobs have.
But dark monk is excellent in epic. You know, most of desert mobs are humanaid.

Arvess
11-02-2009, 10:29 AM
Fix Empty Body So I Can See Where The Heck I Am Going!!!!!!

LMAO.
+1 rep.