View Full Version : Update 3 Release notes: Monk changes
Arvess
01-07-2010, 06:10 PM
Monks
Monks now automatically receive the first tier of elemental stances for free. These are available in the character’s Feat list as a granted feat. Selecting a philosophy will now automatically grant Fists of Light or Fists of Darkness, which will also be found in the character’s Feat list.
Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.
The Monk's Curse of Healing and Touch of Despair effects now have visual effects on their targets.
The Two Weapon Fighting and Two Handed Fighting feats have been added to the martial arts feat list available to monks at levels 1, 2, and 6.
The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class. Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.
Enhancements:
Static Charge
Prerequisite: Path of Inevitable Dominion, Level 3 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.
Porous Soul
Prerequisite: Path of Inevitable Dominion, Level 4 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.
Winter's Touch
Prerequisite: Path of Inevitable Dominion, Level 5 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.
All-Consuming Flame
Prerequisite: Path of Inevitable Dominion, Level 6 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.
Touch of Death
Prerequisite: Path of Inevitable Dominion, Static Charge, Porous Soul, Winter's Touch, All-Consuming Flame, Level 9 Monk
Cost: 4 AP, 50 Ki to use
You strike your opponent down with twisted ki, dealing 500 additional damage.
http://forums.ddo.com/showthread.php?t=206066
Also:
In update 3, the earth stances will also gain a +1/+2/+3/+4 bonus to natural armor. (Does not stack with other natural armor bonuses.)
http://forums.ddo.com/showpost.php?p=2667606&postcount=46
Maegin
01-07-2010, 07:00 PM
Touch of death. oh dear... Makes sense tho, since light can raise, why shouldn't dark kill?
Now, if clarification will follow, can these curses be applyed to red/purple names?
Just say the word yes or no, turbine, and watch the whole monk community flip a b!tch...
Visty
01-07-2010, 07:05 PM
Touch of death. oh dear... Makes sense tho, since light can raise, why shouldn't dark kill?
Now, if clarification will follow, can these curses be applyed to red names?
Just say the word yes or no, turbine, and watch the whole monk community flip a b!tch...
like the curse of healing prolly: hits everything but mobs immune to curses
TreknaQudane
01-07-2010, 07:05 PM
Touch of death. oh dear... Makes sense tho, since light can raise, why shouldn't dark kill?
Now, if clarification will follow, can these curses be applyed to red names?
Just say the word yes or no, turbine, and watch the whole monk community flip a b!tch...
Those look like curses... Not all red named mobs are immune to curses
Hurunewyz
01-07-2010, 07:07 PM
Whoohaaaaa! Gotcha all in check...
I finally feel justified joining the Darkside. Opens a can of whoop!@# (and smiles).
Cedwin
01-07-2010, 07:09 PM
Looks like this may tip the scales and make DPS builds go to the dark side.
Maegin
01-07-2010, 07:13 PM
Looks like this may tip the scales and make DPS builds go to the dark side.
agreed, sir.
Rumbaar
01-07-2010, 07:16 PM
Wow 500 points, instant kill most times. But 50ki can be hard to get at times.
It seems we'll all be 'reset' after this patch is public due to their inherent changes?
I see we get the first 4 stances and Light/Dark feats for free? Does that mean Monk get an additional 4-5 AP to spend else where?
Maegin
01-07-2010, 07:16 PM
like the curse of healing prolly: hits everything but mobs immune to curses
I guess my point was, can I say apply the ice curse on harry for others polar rays?
Even tho twisting Ki will be the focus, and cause monks to be the new tanks, but thats up to debate.
Visty
01-07-2010, 07:17 PM
I guess my point was, can I say apply the ice curse on harry for others polar rays?
Even tho twisting Ki will be the focus, and cause monks to be the new tanks, but thats up to debate.
no, cause harry is immune to curses :p
but if he wouldnt, then yes
TreknaQudane
01-07-2010, 07:17 PM
I guess my point was, can I say apply the ice curse on harry for others polar rays?
Even tho twisting Ki will be the focus, and cause monks to be the new tanks, but thats up to debate.
Since you can't curse him period probably not.
Maegin
01-07-2010, 07:19 PM
An as far as fire stance is concerned... this could mean actual use of it to get Ki mega quick for repeat ToD's.
Do I smell monk revolution? or was that shammis? :p
Cedwin
01-07-2010, 07:20 PM
I see we get the first 4 stances and Light/Dark feats for free? Does that mean Monk get an additional 4-5 AP to spend else where?
Looks that way, I'm hoping to be able to get all four GM stances plus the capstone.
Maegin
01-07-2010, 07:20 PM
no, cause harry is immune to curses :p
but if he wouldnt, then yes
Since you can't curse him period probably not.
Its what I figured, but hoping there was some saving grace for this ability :p
Cedwin
01-07-2010, 07:22 PM
An as far as fire stance is concerned... this could mean actual use of it to get Ki mega quick for repeat ToD's.
Do I smell monk revolution? or was that shammis? :p
With that amount of DPS, I think so. Fire stance plus the way of the crane would be the only way to keep that much ki going. Especially at level 9.
Cedwin
01-07-2010, 07:26 PM
Static Charge
Prerequisite: Path of Inevitable Dominion, Level 3 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.
Porous Soul
Prerequisite: Path of Inevitable Dominion, Level 4 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.
Winter's Touch
Prerequisite: Path of Inevitable Dominion, Level 5 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.
All-Consuming Flame
Prerequisite: Path of Inevitable Dominion, Level 6 Monk
Cost: 2 AP, 10 Ki to use
You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.
These remind me of something they did over in LOTRO. I think it was either the captain, or the rune-keeper, that could cause an enemy to take 10% more damage from fire for example. If they stick on most red names, I can see having a dark monk in party come in really handy.
Arvess
01-07-2010, 07:34 PM
An as far as fire stance is concerned... this could mean actual use of it to get Ki mega quick for repeat ToD's.
Do I smell monk revolution? or was that shammis? :p
If it works anything like rising phoenix, there will be a LONG cooldown time.
QuantumFX
01-08-2010, 11:52 AM
I see we get the first 4 stances and Light/Dark feats for free? Does that mean Monk get an additional 4-5 AP to spend else where?
Yes it does… unfortunately that means that you get to spend it on Monk Concentration I and Monk Tumble I so you can pick up Monk WIS I. This probably won’t be so bad once we get PrE’s. (As they usually require an investment into two “Useless Skill II” enhancements) But in the meantime, prepare for the /facepalm you’re going to do when you respec your enhancements. (On Lamannia my monk was pretty much forced into Monk Concentration II and Human Versatility II due to AP requirements.)
(BTW: This change does not give you a free enhancement reset. I doubt this is WAI but it’s still there.)
Rheebus
01-08-2010, 01:50 PM
I guess my point was, can I say apply the ice curse on harry for others polar rays?
Even tho twisting Ki will be the focus, and cause monks to be the new tanks, but thats up to debate.
Not sure why doing 500 damage would qualify a toon as a tank. Sounds more like a DPS dealer to me, unless we are talking about grabbing aggro from those red named bosses with tons o' HP.
Redicular
01-08-2010, 01:59 PM
Yes it does… unfortunately that means that you get to spend it on Monk Concentration I and Monk Tumble I so you can pick up Monk WIS I.
so they didn't change progression requirements? ewww
yeah, looks like those 5 "free" AP are basically worthless, since you HAVE to burn them on lowbie enhancements, skill boosts, save boosts, and status resists.
If i had to guess I'd bet the testers only checked that you would have something to spend AP on, not that it was something you'd actually want to.
This probably won’t be so bad once we get PrE’s. (As they usually require an investment into two “Useless Skill II” enhancements)
concurr with this as well, for the time being i'd say blow the points you have to spend on concentration or spot. conc isn't all that bad for a non-capstoned monks, and spot is always nice to have. concentration is also by far the most likely to be a PrE pre-req.
also: this is STILL not final, there is still time to (maybe) get a full progression adjustment done. lamanian monks, our future is in your hands. we need griping, moaning, bug reports, DM calls, don't let this just slip through in the orgasm of Pale master and new quests.
Emizand
01-09-2010, 08:42 AM
This probably won’t be so bad once we get PrE’s. [/I]
Read the post. Arent the PrE's in there?
Emizand
01-09-2010, 10:43 AM
Monks
The original monk paths have been replaced with new paths that better incorporate the changes that have been made to the class. Characters that are currently on one of the three paths will continue to remain on it, but newly created monks will have a choice of the Shintao Monk, Ninja Spy, or Henshin Mystic paths.
I thought Shintao Monk, Ninja Spy, or Henshin Mystic were the PrE's. Does raise some confusion.
Brother_Solar
01-09-2010, 12:23 PM
I thought Shintao Monk, Ninja Spy, or Henshin Mystic were the PrE's. Does raise some confusion.
That part of the patch notes refers to the pre-assigned character generation paths, like the current Two Headed Heron. Perhaps we will gain some insight to the requirements of the PrE's through the enhancements the character generation paths assign, but the PrE's themselves are not being released with Update 3.
Emizand
01-09-2010, 12:28 PM
That part of the patch notes refers to the pre-assigned character generation paths, like the current Two Headed Heron. Perhaps we will gain some insight to the requirements of the PrE's through the enhancements the character generation paths assign, but the PrE's themselves are not being released with Update 3.
Ah that makes some sort of sense.
The 4 main characters I want to play are assassin (love it), Deepwood Sniper, Ninja Spy and Occult Slayer.
With my luck the 3 will come out together and be the last to come out.
Sweyn
01-09-2010, 12:35 PM
If it works anything like rising phoenix, there will be a LONG cooldown time.
It is 15 seconds from what i have heard
Rumbaar
01-10-2010, 06:59 PM
Yes it does… unfortunately that means that you get to spend it on Monk Concentration I and Monk Tumble I so you can pick up Monk WIS I. This probably won’t be so bad once we get PrE’s. (As they usually require an investment into two “Useless Skill II” enhancements) But in the meantime, prepare for the /facepalm you’re going to do when you respec your enhancements. (On Lamannia my monk was pretty much forced into Monk Concentration II and Human Versatility II due to AP requirements.)
(BTW: This change does not give you a free enhancement reset. I doubt this is WAI but it’s still there.)Ah thx for the info. Well I have Concentration and Human Versatility IV in my build so getting that stuff at lower levels just shifts it around for me.
But not getting the reset for free? Now that's a bit of a stinker, but they did say it would most likely come when the update is released. But if it wasn't the case on test server, fingers crossed. If it is automatic I can see a lot of Monks going huh! when their toons are loaded and all their skills are gone. I'm sure it will mess up hotbars and everything.
Also hopefully they'll make it so a person can get a 32pt build and a PrE in the future for ease of path and build for people.
Thorynn
01-11-2010, 09:33 AM
I posted earlier on another thread, to my mistake, but......
As a L5 monk waiting to go L6, how do i implement the changes that have been mentioned? Do i need to respec enhancements at the trainer, or am i misreading and need to wait for game itself to update? Excuse the cluelessness, hi IQ doesnt always come with having a clue!
rimble
01-11-2010, 09:44 AM
I posted earlier on another thread, to my mistake, but......
As a L5 monk waiting to go L6, how do i implement the changes that have been mentioned? Do i need to respec enhancements at the trainer, or am i misreading and need to wait for game itself to update? Excuse the cluelessness, hi IQ doesnt always come with having a clue!
Yeah, it's not live yet. They put things on Lammania, the preview server, for a little bit first to make sure nothing is horribly broke, then they update the live servers after a week or two.
TPICKRELL
01-11-2010, 09:45 AM
As a L5 monk waiting to go L6, how do i implement the changes that have been mentioned? Do i need to respec enhancements at the trainer, or am i misreading and need to wait for game itself to update?
The changes are only on the beta server (Lamania) for now. Turbine stages new features onto Lamania for testing before they are moved on to the general game servers. Turbine's goal seems to be to post content update's every two months and with the last one going live in December, that makes latish February a likely time for the next update.
It's likely that you will have to visit a trainer to respec once the updates are applied. Its not clear if the enhancement points freed up by tghe free tier 1 stances will be available automatically, or if you will have to do a full respec at the trainer to free them up.
Thorynn
01-11-2010, 09:53 AM
Thank you! I hate being so detailed in my planning that it takes away from game experience.
Rumbaar
01-11-2010, 11:19 PM
Well from this point in the release notes I would say they are planning to have it automatically reset peoples enhancements:
Lists of common finishing moves are now visible in the feats list. As a result of these changes, most monks should find that their enhancements have been reset.
But who knows, I hope at least they'll be very clear with what they have done and what is required. With the very minimum a free reset via Fred.
Eladrin
01-11-2010, 11:25 PM
Well from this point in the release notes I would say they are planning to have it automatically reset peoples enhancements
If your enhancement layout ends up "impossible", it'll get reset. Since it was the bottom tier of enhancements that got removed, many monks will find their enhancements auto-reset. If you have some tier 1 enhancements like Concentration +1 and tier 1 racials, you may not be forced to reallocate your enhancements.
Maegin
01-11-2010, 11:30 PM
If your enhancement layout ends up "impossible", it'll get reset. Since it was the bottom tier of enhancements that got removed, many monks will find their enhancements auto-reset. If you have some tier 1 enhancements like Concentration +1 and tier 1 racials, you may not be forced to reallocate your enhancements.
well thats cool.
Rhysem
01-12-2010, 02:52 PM
If your enhancement layout ends up "impossible", it'll get reset. Since it was the bottom tier of enhancements that got removed, many monks will find their enhancements auto-reset. If you have some tier 1 enhancements like Concentration +1 and tier 1 racials, you may not be forced to reallocate your enhancements.
Should the reset be happening to characters copied over via the tool? Because I did that but didn't get auto-reset. Pretty sure I'd taken the full tier-1 set at level 1 so should have been invalid -- at the very least I didn't have the enh points back from there (had < 4 pts) and didn't have an auto-reset either.
Drfirewater79
01-13-2010, 11:47 AM
the good
now dark monks are finally gonna be worth a lick of ......
this is assuming that the monk attacks work on purple named mobs at all
and assuming they will work with kamas.
the bad
pre update 3 not all light monks could rez ... if post update holds the same problem then dark monks become the only worth while type making light monks garbage cept for soloing. Basically irradicates 80% of current monks or forces a reincarnation.
the ugly
there is no proof that the new attacks will work on purple named mobs meaning these changes could lead to nothing great for monks as we still dont have greensteel and prolly never will ...
rimble
01-13-2010, 12:32 PM
now dark monks are finally gonna be worth a lick of ......
Yeah, I'm torn...as a Halfling with Dragonmarks I DO already have some healing, so I guess that minimizes the value of the normal Monk Fist of Light stuff...and I'm also going to be picking up UMD, so I should soon even be able to whip wands (in addition to potions of course). Ok, so that's a point toward Dark.
But dang, I like my Walk of the Sun, and Aligning the Heavens, and even Blur and Stun Immunity a little bit too, and they always work, even against red nameds...the Dark stuff all allow saves, whereas my buffs just work...so a point back towards Light.
I haven't bought all the lame pre-requisites for Rise of the Phoenix, so could I even afford the corresponding Dark ones? Maybe the 4 APs we're getting back would help with that.
Also, would I need to run in Fire stance to afford using the Hadouken! Even as a Strength Monk I'm not sure I'm ready for that...
I think I'll just True Reincarnate and figure it out later, heh.
Redicular
01-13-2010, 01:48 PM
I haven't bought all the lame pre-requisites for Rise of the Phoenix, so could I even afford the corresponding Dark ones? Maybe the 4 APs we're getting back would help with that.
as a halfling its gonna be tough, guile eats a lot of AP, and the total cost is 20 AP(though up to 8 you would have taken anyway-t2 stances) 1/4 of all the AP you gain in game. I know my current(finesse) monk could NOT fit it in, but if I went dark path i'd be a human and their racial AP are pretty poor. and the good ones, adapt/greater adapt and healing amp, actually save a monk AP by stacking with some of our more expensive class enhancements.
rimble
01-13-2010, 01:57 PM
as a halfling its gonna be tough, guile eats a lot of AP, and the total cost is 20 AP(though up to 8 you would have taken anyway-t2 stances) 1/4 of all the AP you gain in game. I know my current(finesse) monk could NOT fit it in, but if I went dark path i'd be a human and their racial AP are pretty poor. and the good ones, adapt/greater adapt and healing amp, actually save a monk AP by stacking with some of our more expensive class enhancements.
Oh yeah, that's the other point I forgot...so if going for a DPS Monk...I still think I'd be better off with Max Guile, instead of 1 or 2 tiers lower of Guile, and the Hadouken. Decisions decisions...
the good
now dark monks are finally gonna be worth a lick of ......
this is assuming that the monk attacks work on purple named mobs at all
and assuming they will work with kamas.
the bad
pre update 3 not all light monks could rez ... if post update holds the same problem then dark monks become the only worth while type making light monks garbage cept for soloing. Basically irradicates 80% of current monks or forces a reincarnation.
the ugly
there is no proof that the new attacks will work on purple named mobs meaning these changes could lead to nothing great for monks as we still dont have greensteel and prolly never will ...
Wrong as usual the big dark attack takes abit to set up and light monks will still be superior.
Drfirewater79
01-13-2010, 04:35 PM
Wrong as usual the big dark attack takes abit to set up and light monks will still be superior.
Yeah, I'm torn...as a Halfling with Dragonmarks I DO already have some healing, so I guess that minimizes the value of the normal Monk Fist of Light stuff...and I'm also going to be picking up UMD, so I should soon even be able to whip wands (in addition to potions of course). Ok, so that's a point toward Dark.
But dang, I like my Walk of the Sun, and Aligning the Heavens, and even Blur and Stun Immunity a little bit too, and they always work, even against red nameds...the Dark stuff all allow saves, whereas my buffs just work...so a point back towards Light.
I haven't bought all the lame pre-requisites for Rise of the Phoenix, so could I even afford the corresponding Dark ones? Maybe the 4 APs we're getting back would help with that.
Also, would I need to run in Fire stance to afford using the Hadouken! Even as a Strength Monk I'm not sure I'm ready for that...
I think I'll just True Reincarnate and figure it out later, heh.
first off i am never wrong ... i know too much about pnp and DDO and I am starting to really understand Turbine which makes me sick sometimes
the biggest advantages to light fist are
1) 1 heal points per hit from light fist
2) 18-70 points of healing from mass heal (can only hit high number if wearing healing lore items and manage to crit)
3) 1 minute buffs of which the best one is air giving blur and close second is fire which gives a bonus to saves (making a much higher reflex possible) and bonus to hit but if you built it right a monk shouldn't ever have a problem hitting things cant think of the last time i rolled anything but a 1 and saw a miss come up on my monk and i dont have any special enhancing items (aka shroud dex item)
when you compare that to a de-buff that adds to the lighting damage and other elemental damages of your entire party and a 500 point untyped finisher ...
sorry all you need is two vampirism kamas from mindsunder stuff and you are just as uber on the heal end and twice as effective in raids on the DPS end.....
while i think greensteel would have been nicer and more even ... dark is the best way to go .. Ithink i would suggest light until your 18 then respec darkon an ac build and your uber powerful and hard to hit.
rimble
01-13-2010, 04:54 PM
3) 1 minute buffs of which the best one is air giving blur and close second is fire which gives a bonus to saves (making a much higher reflex possible) and bonus to hit but if you built it right a monk shouldn't ever have a problem hitting things cant think of the last time i rolled anything but a 1 and saw a miss come up on my monk and i dont have any special enhancing items (aka shroud dex item)
Interesting priority, I'd probably rank Aligning the Heavens as the best buff we have. Sure, in everyday quests it doesn't matter much, but I make sure to keep it up in raids. Really no way for me to tell how much it helps though. I guess if they burn 1000sp that's +250sp, if they burn 2000sp then it's +500sp. Walk of the Sun is probably my second favorite, first to get that +2 Intimidate if the tank needs it, and also just to give others +2 Hit, again, pretty hard to tell if it really mattered sometimes. Blur and Stun Immunity bring up the rear on my list.
You have a good point about the +10% adding to everyones Electrical damage, but isn't everyone using Mineral II on the raid bosses? Does the debuff work on raid bosses? Not much else is alive long enough for it to matter.
Dual vampirism Kamas? You lost me there.
Cedwin
01-13-2010, 05:00 PM
You have a good point about the +10% adding to everyones Electrical damage, but isn't everyone using Mineral II on the raid bosses? Does the debuff work on raid bosses? Not much else is alive long enough for it to matter.
They are basically curses, so if the raid boss is immuned to curses, then they are immune to the debuff. That being said, are Epic mobs immune to curses? If not it would work great in Epic level quests.
Also, back to Drfirewater's post. If Touch of Death works like Quivering Palm, then you won't be able to use it while weilding kamas anyways. Handwraps only. Has anyone tested that?
SolarDawning
01-13-2010, 05:03 PM
Walk of the Sun is probably my second favorite, first to get that +2 Intimidate if the tank needs it, and also just to give others +2 Hit, again, pretty hard to tell if it really mattered sometimes.
Personally, I find Walk of the Sun to be the least useful.
It won't stack with Heroism, Greater Heroism, or Good Hope, and there's few groups that won't have any arcane caster at all in them.
IDK, I kind of got excited upon first reading the new dark side stuff. Now, I'm pretty meh on it. The 10% damage debuff curse is only really going to matter versus mobs that can die in fire walls or would consistently have one damage type used against them. Since the raid devils are immune to curses that reduces that a good amount. Then the 500 extra damage per 15 seconds comes in. That is a real dps boost of ~ 20 damage per swing. That's actually very nice. However, it takes a heck of a lot of ki (which does mean unless you have fire stance, henshin necklace, or capstone you are losing out on flurry attacking with some of your other ki powers). Add in a total AP cost which is very large and it is a lot less attractive. Then you also have to remember to go darkside you lose the spell point cost buff.
Rumbaar
01-13-2010, 05:34 PM
1) It's not always just +1 HP heal on each hit. Though at times I've had +2, not sure of the reason or modifier.
As for Dark I can see their +10% damage modifier and the new Ranger enhanced arrow ability + Manyshot doing a lot of damage in combinations.
Brother_Solar
01-13-2010, 10:44 PM
Personally, I find Walk of the Sun to be the least useful.
It won't stack with Heroism, Greater Heroism, or Good Hope, and there's few groups that won't have any arcane caster at all in them.
Walk of the Sun DOES stack with all other bonuses. It is an untyped bonus.
Drfirewater79
01-14-2010, 09:25 AM
They are basically curses, so if the raid boss is immuned to curses, then they are immune to the debuff. That being said, are Epic mobs immune to curses? If not it would work great in Epic level quests.
Also, back to Drfirewater's post. If Touch of Death works like Quivering Palm, then you won't be able to use it while weilding kamas anyways. Handwraps only. Has anyone tested that?
touch of death is a enhacement line power like all the light powers it can be used with kamas as well including finishers ... quivering palm and stunning fist are feats and can only be used with handwraps ...
but even if for some reason they go against everything they have done with monk so far ... its still more powerful then light
silvertrit
01-17-2010, 10:53 PM
Not to be mean, but what about the new status that are taking out the animal stances. Shinto Monk and the other two. Are these actually going to be prestige styled lines?
Impatiens
01-17-2010, 11:08 PM
Personally, I find Walk of the Sun to be the least useful.
It won't stack with Heroism, Greater Heroism, or Good Hope, and there's few groups that won't have any arcane caster at all in them.
Walk of the Sun does stack with heroism/greater heroism. Dance of Clouds, however, does not stack with Blur
Xyfiel
01-17-2010, 11:27 PM
Here is a video of the new death attack:
http://www.youtube.com/watch?v=7Fh2fLPVTO8
Maegin
01-18-2010, 04:34 AM
idk. I think both monks will be appreciated, like both WC or SS bard. That -25% spell cost is pretty hard to pass up...
The extra dps from ToD is pretty nice, and 10% more damage can help with lvling up.
Id say they are both tied, imo.
DarkFlash
01-18-2010, 05:08 AM
first off i am never wrong ... i know too much about pnp and DDO and I am starting to really understand Turbine which makes me sick sometimes
the biggest advantages to light fist are
1) 1 heal points per hit from light fist
2) 18-70 points of healing from mass heal (can only hit high number if wearing healing lore items and manage to crit)
3) 1 minute buffs of which the best one is air giving blur and close second is fire which gives a bonus to saves (making a much higher reflex possible) and bonus to hit but if you built it right a monk shouldn't ever have a problem hitting things cant think of the last time i rolled anything but a 1 and saw a miss come up on my monk and i dont have any special enhancing items (aka shroud dex item)
when you compare that to a de-buff that adds to the lighting damage and other elemental damages of your entire party and a 500 point untyped finisher ...
sorry all you need is two vampirism kamas from mindsunder stuff and you are just as uber on the heal end and twice as effective in raids on the DPS end.....
while i think greensteel would have been nicer and more even ... dark is the best way to go .. Ithink i would suggest light until your 18 then respec darkon an ac build and your uber powerful and hard to hit.
1) 1 HP/hit from fol? the base heal is 1d2 and with 90% heal buffs its 2d2. (80% is enough)
And with grandmaster Air-stance... Oh god...
2) 18-70 HP from mass heal?? with 90% heal buff AND +50% potency i get ALOT more.
AND the +90% isnt really +90% because it stacks like this 1.3x1.3x1.1x1.2= 223% total heal.
(+90% = +123%)
So mass heal heals 334%. ("+90%"+50% = +234%)
(2x1.3 are human & monk amplifiers, 1.1 & 1.2 are d-touched robe amplifiers)
Aussieee
01-18-2010, 05:52 AM
The extra dps from ToD is pretty nice, and 10% more damage can help with lvling up.
Regarding TOD light monks can do the antistun finisher(can't remember the name) which makes the last fight a bit easier. Guess dark monks can't do that.
Drfirewater79
01-18-2010, 04:11 PM
Interesting priority, I'd probably rank Aligning the Heavens as the best buff we have. Sure, in everyday quests it doesn't matter much, but I make sure to keep it up in raids. Really no way for me to tell how much it helps though. I guess if they burn 1000sp that's +250sp, if they burn 2000sp then it's +500sp. Walk of the Sun is probably my second favorite, first to get that +2 Intimidate if the tank needs it, and also just to give others +2 Hit, again, pretty hard to tell if it really mattered sometimes. Blur and Stun Immunity bring up the rear on my list.
You have a good point about the +10% adding to everyones Electrical damage, but isn't everyone using Mineral II on the raid bosses? Does the debuff work on raid bosses? Not much else is alive long enough for it to matter.
Dual vampirism Kamas? You lost me there.
I have to amit since i made my monk as a uber ac monk I only have two options ice and wind
if someone could give me an intimidate +2 spell that only lasts 1 min i would tell them save your spell points ... if you need a +2 one min intimidate buff then you shouldnt be intimidating.
nothing is hard to hit in this game at end game while these light monk buffs are great for lvl 10 ish stuff once your lvl 18+ light fist is gonna suck unless for some reason you have every healing amp item you can on then at least you will heal fast for yourself again not helping anyone else at all.
if everyone wasted there money and ingredients on min II's then that is there loss ... against raid bosses metaline pure good is only 1d6 worse then the best min II you can get. so really the heaviest DPS will get min II if they weild a single weapon but lightning II if they dual weild ... and if for some reason one day we get a raid boss that can take acid damage then theres a finisher for that too ...
but all that aside this is about the monk and his role in a party ... if you made min II kamas on a monk i am so sorry for you ... metaline kamas or pure good are the cheapest MPG's on the AH if you use them at all ... the difference in damage per second rather then per hit me using my 2 +5 metaline kamas of pure good and my +3 shocking burst handwraps of greater evil outsiderbane is so small often i dont use my kamas at all unless i really need the ki building kamas only do so much damage and hands alone do double that .. besides if your a monk who wants to do real dps then you are either dual weilding lighting ii kamas cause increase speed leads to more lightning strikes or your using metaline pure good handwraps to make good use of increase dps and attack speed.
once i have an additional +10% damage per swing and 500 extra untyped damage per every so much ki ... i am definatly grinding out dual weild lightings for him ... i just might do nothing but shroud for months to get them if i need to.
dual weilding vorpal dream edges that are upgraded makes up for not having light fist healing as it adds 1 hp per hit and has a chance of lopping off the heads of non boss mobs.
Drfirewater79
01-18-2010, 04:23 PM
1) 1 HP/hit from fol? the base heal is 1d2 and with 90% heal buffs its 2d2. (80% is enough)
And with grandmaster Air-stance... Oh god...
2) 18-70 HP from mass heal?? with 90% heal buff AND +50% potency i get ALOT more.
AND the +90% isnt really +90% because it stacks like this 1.3x1.3x1.1x1.2= 223% total heal.
(+90% = +123%)
So mass heal heals 334%. ("+90%"+50% = +234%)
(2x1.3 are human & monk amplifiers, 1.1 & 1.2 are d-touched robe amplifiers)
human monk .. ok so we are not talking stelar AC monks which make up oh i dont know maybe 80% of the good monks on most servers .... where are you getting this 90% hike from? i never got that buff ... i am grandmaster wind monk and have full healing amp feats and i hit myself for around 70 ... if your gonna gimp yourself and wear all the items like the bracers from hound which could be better fitted with ac bracers from xorian ... and the necklace from fleshmakers which could be better fitted with ninja spy for more sneak damage that is if you didnt gimp and make it anything but a halfling.
and where are you wearing this superior potency item? helm and not getting minos legons or shroud helm? rings and not using TOD rings? personally i have the gloves out of reaver.
ah nm i see now so your human .. and you wasted your DT armor on healing amp well that is nice ... my ac is over 80 and while healing amp lets you heal yourself just fine it helps the party 100% of nothing.
10% damage amp helps the whole party ...
and 500 damage untyped yeah speaksfor itself
Impatiens
01-18-2010, 04:52 PM
10% damage amp helps the whole party ...
and 500 damage untyped yeah speaksfor itself
Not bashing the new dark path stuff because it does look *very* interesting, but I have my doubts that the 10% extra damage debuff will work on the bosses where it would really make a difference, Horoth, Harry, etc. Since, from what I understand, the debuffs work like curses. These mobs are immune to curses. Even my light path healing shield doesn't work on them because it's technically a curse.
Ten percent extra damage may help the party, but the light path buffs help the party too. I can't think of a single caster who doesn't appreciate 25% fewer spell points. Walk of the Sun may not be incredibly important, but every little bit helps. Dance of Clouds is iffier, since you'll almost always have blur, but it's definitely nice if for some reason there isn't someone who can blur present. Grasp of the Earth dragon may even become more important if the changes to the Horoth fight mean the stun will be raid wide, or at least a wider radius.
Go dark path, have fun, I'm glad they are finally making it worth while. I don't think that dark path is going to out perform light though. Will it do more damage? Sure. But Light still has a lot of useful buffs to bring to the table and help the whole pary. I think an ideal raid would have one of each type. Maybe we'll finally get over the "one monk per raid" stigma that seems prevalent and get at least two per raid going :)
Drfirewater79
01-19-2010, 09:14 AM
I have my doubts that the 10% extra damage debuff will work on the bosses where it would really make a difference, Horoth, Harry, etc. Since, from what I understand, the debuffs work like curses. These mobs are immune to curses. Even my light path healing shield doesn't work on them because it's technically a curse.
.....
. I don't think that dark path is going to out perform light though. Will it do more damage? Sure. But Light still has a lot of useful buffs to bring to the table and help the whole pary. I think an ideal raid would have one of each type. Maybe we'll finally get over the "one monk per raid" stigma that seems prevalent and get at least two per raid going :)
I agree if for some reason they dont work vs boss mobs (especially the 500 pointer) then dark is just as pointless as it is now.
Now i never tried improved cursespewing on harry or horoth but i know it works on reaver and dragon so not all boss mobs are immune.
I was pretty sure i was getting hitpoints when i am hitting harry ... using light path right now and you really notice 1-2 hps a tack when he is hitting you.
I wish we could get some dev response to if the new dark path stuff works on boss mobs looks like i am gonna have to move my monk to lamma and check it out first hand but unlikely to get a party for shroud, VOD or TOD on lamma.
think i will make a post about it and see if someone else has already debunked this myth.
dark side doesnt work against boss mobs and monks are still gimped
darkside does work against boss mobs and monks become the worlds best debuffer and lighting II's come back into style.
Drfirewater79
01-22-2010, 06:19 PM
turns out ....
the Damage add on % does not work on purple named mobs who cannot be cursed
aka
Harry Sully and Horoth
will work on all curseable mobs
Stormreaver
Velah
..........
not sure if abbot can be cursed
.........
however the 500 point attack is a ki strike so it affects all mobs untyped damage
and can be used once every 15 seconds.
man that will be twice against orthons let along how many times against purple named ... .dark monk dps is gonna be off the chart if done right ... bout time monks got some love assuming you have the ki to preform it fast enough.
daiceman
01-22-2010, 08:32 PM
Actually, iirc the strike is piercing damage.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.