Hey!
Since Turbine is on a spree to tackle class balance, I'd like to start a thread about Monks. Yeah, I know a lot of preconceptions are that monks are OP, and as I can see, Monkchers are in a decent place, but the 12+ Monk as an unarmed fighter is not. The latest system updates either introduced even more M.A.D. (Harper) oder completely went by the Fistomancer (Armor Up). So what's wrong with the combat style itself, the class features and the enhancement trees?
1. Combat Basics:
Monk unarmed combat relies on several conerstones, most prominently the use of handwraps and pajamas. There are two primary ways to build, either WIS-based for tactics, or STR-based for more damage. He's always using TWF and is offensively strictly STR-based, it's not possible to use any other stat for damage with handwraps.
a) Handwraps: TWF is the forgotten combat style, as many people have noticed. Rangers, Rogues and Monks suffer from its inadequacy compared to SWF/THF the most. There needs to be an update to the whole style and seeing ranger and rogue passes in the near future, I'm decently sure this one is on the dev's agenda. Handwraps themselves still don't work with various enhancements/feats/enchantments and need more love looking at their very bad scaling behavior (20/x2 crit).
b) Pajamas: The protection that went from Hero to Zero. Since unarmed monks can't really build dex-heavy, the unlimited bonus to AC is not particularly helpful. No MRR/PRR at all, and the last eye-opening piece of gear in that slot was the Spider-Spun Caparison from years back. Only Earthstance and the (ab)use of many displacement-clickies provide any survivability toe-on-toe.
c) Tactics: Stunning Fist is working great in all content, but that's pretty much it. QP has been slaughtered and Kukan-Do suffers from Cha-to-DC in harder EE's.
d) Ki-Strikes/Finishers: Well, those have been abandoned in mid-heroics. Their contribution to damage is (for the most part, Iron fist scales well) sad in the bigger picture. This system either needs a heroics-only-tag or an overhaul, the buffs are short and small, the DC-based ones are useless.
e) Stances: For Melee, there's one stance. All relevant defensive bonuses are tied to Earth, the best offensive bonus is there, too. It's a pretty illusionary choice at the moment, other stances need something to make them interesting and Turbine should untie the PRR-enhancements from Earth to any.
f) Self Healing: Again, lost in heroic scaling, effectively there's no self-healing later on. Triple-Pos-Finisher is a drop in the ocean and locks you out of IF-Spam.
g)Boss Damage: For a WIS-build? Ahahaaahaaaa. I shamelessly admit using Tree, otherwise it's just not there.
2. Class features:
...of which the monk has many, some awesome, some not so much. I want to pick the biggest offenders in this section. The most glaring problem at the moment is, that after level 12, the monk is completely done. QP extended the life of the tactician to level 15/16 or even 20, but we all know how that story went. To it:
a) Level-Scaling AC-Bonus: Not up to defensive standards anymore. AC is pretty much an abandoned game system and the monk direly needs some PRR somewhere. Here's the place for it in my opinion.
b) Quivering Palm: Once the joy of the tactician, now relegated to try-try-try-kill. The stacking mechanic on miss is atrocious, the DC a disaster. While I somehow saw a nerf coming back then, you pulled the stunt of giving out a skill-based instakill not much later. This iconic ability needs to be reinstated for the pure and 15+ monk and it should work if you go all-out wis+tactics.
c) Shining Star: This could be awesome for the pure monk, sadly the DC is bad. Off-Stat, no additional scaling, that's it. Why not simply make it a no-save dance (Otto's irresistible) once you invoke our funk-heroes Earth, Wind & Fire?
3. Enhancements:
The Monk trees are a mess. I don't even want to go into the enhancements itself mostly, because even musing over the basic concepts is enough.
a) The Henshin Mystic: HM is a walking T5 for stick builds, anything that should make the HM's flavour is not working past GH Heroic. The spell scaling is not there, the clickies are worse versions of the Thief-Acrobat. This tree should have been and could be the brother of the Eldritch Knight, a hybrid between spell damage and staff combat. For that, especially the cores need a whole lotta love and direction.
b) Ninja Spy: This is the tree that is done best from a flavour and power perspective. It works well for throwers but lacks punch for melee. ToD is not what it used to be in Vale and Amrath, again a scaling issue. This tree could use a SB-treatment regarding Shortswords (Auto-Crit-Adjustment)
c) Shintao Monk: What is this tree even conceptually? A tank? A gimpy paladin? I don't know. I only know that the enhancements have bad dependencies, high costs and low DC's. Tankability is just not there, at least not nearly enough to stand your ground in EE's. The curatives are a joke nowadays and can easily be substitued with potions and low-UMD scrolls. Meditation of War's drawbacks for a non-pure monk are steep. The only direct offensive Bonuses in the whole tree are Empty Hand Mastery (~15 base damage at 28) and Deft Strikes (~5.5% more Damage). That's so bad that it's probably less than Holy Sword alone.
Happy Discussion, please keep it civil. Again, this is about 12+ unarmed Monk builds, not the monsters in the back of your head (the two-splash, the shuricannon or the monkcher).