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  1. #1
    Community Member Timjc86's Avatar
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    Default Mod8 Sate of the Monk

    I would like to create some sort of compilation of the current state of monks now that Mod 8 is out. I think it will be helpful for me, but also hopefully for the devs as well, to have a consolidated list of the changes we like, the changes we don't like, and the changes we would still like to see.


    Changes I am happy about:
    • TWF works with unarmed strike. I am extremely happy about this. It was definitely needed. What I have yet to do is try and come up with some kind of detailed comparison between TWF unarmed, TWF with greensteel kamas, and ranger/fighter/barb DPS, simply to find out how far behind the curve we still our and to assess whether or not such a gap is acceptable considering the other monk bonuses (high AC, improved evasion, high saves, innate SR, etc).
    • Wind Stance stacks with haste. I am also excited about this. When coupled with the TWF change above, I no longer feel like I am not living up to my monk's damage potential when I choose to don handwraps instead of kamas*.


    Thanks.

    Changes I am not happy about:
    • Rise of the Phoenix is totally non-functional. I of course assume this is a bug, but it's frustrating at the same time. Its uses are definitely situational, but it's still just one more thing that can surprise raid leaders (from the aspect of getting that party member back in the fight, as well as taking some strain off of the cleric - both from spellpoints / $ and also allowing them to keep there attention on healing the rest of the group) and get them to bring me back a second time.
    • 4 status ailment curing enhancements do not function on yourself. This is not a major complaint, but it still helps trim down the potion budget. It would at the very least be nice if we could get an idea on the timeline of when RotP and these will be fixed. This is a solid, what, 12 or more action points I could be using to play with and test other enhancements if these won't be fixed for at least a week.


    Still waiting on:
    • Handwrap effects. Unarmed TWF is certainly a step in the right direction, but *monks who choose to don handwraps are still crippled in the situations when DPS matters the most (ie raid bosses). I have not seen transmuting handwraps. My ghost touch handwraps still do not work. I have not seen any kind of bane or pure good wraps yet (although I'm not yet saying they're not in the loot tables as the mod has only been out a few days).
    • Greensteel Weave Handwraps. See above.
    • Combat Expertise and monk specials. I still lose Combat Expertise anytime I use a monk special or drink particular potions. Decreasing CE's cooldown from 30 seconds to 6 seconds certainly helps with this a little but, but it's still a pain in the hooha.


    I imagine I will be adding to this list as I continue to play with my monk. Please feel free to share your input. Let me know what you like, don't like, and are still waiting on. Let me know if I'm stupid. All that good stuff.

  2. #2
    Community Member Craggath's Avatar
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    Good post.

    A while ago a heard a rumor concerning longswords being made a weapon that Monks could remain centered using. Is there any basis in fact?

    What I would like to see most is an ability/enhancement that improves weapon critical threat range and/or weapon critical threat multiplier. All our weapons crit only on a 20 for 2x damage...which is pathetic.
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  3. #3
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by Craggath View Post
    Good post.

    A while ago a heard a rumor concerning longswords being made a weapon that Monks could remain centered using. Is there any basis in fact?

    What I would like to see most is an ability/enhancement that improves weapon critical threat range and/or weapon critical threat multiplier. All our weapons crit only on a 20 for 2x damage...which is pathetic.
    depends how much you consider this to weigh. Or the Post Eladrin made saying that link is a work in progress.
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  4. #4
    Community Member Whargoul's Avatar
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    /signed

    Unfortunately, I don't think it is receiving the attention in deserves (from the devs anyway).

    ...oh, and uh...

    /bump


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  5. #5
    Community Member Timjc86's Avatar
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    Since my original post I have rolled another rogue (who I am thoroughly enjoying - Assassinate is almost as fun as Abundant Step... almost; but I can kill stuff now too).

    I am still of the opinion that monks need a review and this stuff needs to be addressed quickly, but from all the posts I've seen, it should take a back seat for the time being; the current top priority needs to be massive droves of new content, or there might not be a server to Abundant Step around in another 6-18 months.

    I also remember stumbling upon a dev post a day or two ago that stated a fix to Rise of the Phoenix (and the other enhancement raise abilities) should be coming on Tuesday (maybe today, but I think it was next Tuesday). I don't remember if the 4 status ailment cures will be included in that.

  6. #6

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    Quote Originally Posted by Timjc86
    Changes I am not happy about:

    * Rise of the Phoenix is totally non-functional. I of course assume this is a bug, but it's frustrating at the same time. Its uses are definitely situational, but it's still just one more thing that can surprise raid leaders (from the aspect of getting that party member back in the fight, as well as taking some strain off of the cleric - both from spellpoints / $ and also allowing them to keep there attention on healing the rest of the group) and get them to bring me back a second time.
    * 4 status ailment curing enhancements do not function on yourself. This is not a major complaint, but it still helps trim down the potion budget. It would at the very least be nice if we could get an idea on the timeline of when RotP and these will be fixed. This is a solid, what, 12 or more action points I could be using to play with and test other enhancements if these won't be fixed for at least a week.
    Today's release notes mention Rise of the Phoenix being fixed (along with other enhancement-based resurrections). The four ailment curing ki enhancements were also tinkered with, although I'm not sure what they did with them.
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  7. #7
    Community Member Kevlar's Avatar
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    Quote Originally Posted by Timjc86 View Post
    I have not seen transmuting handwraps. My ghost touch handwraps still do not work. I have not seen any kind of bane or pure good wraps yet (although I'm not yet saying they're not in the loot tables as the mod has only been out a few days).
    [*]Greensteel Weave Handwraps. See above.
    No transmuting handwraps so far.

    They fixed the ghost touch problem with 7.2. Ghost touch handwraps from prior to 7.2 have to be put in a stone of change. It worked for a pair I was using then and the ones I've gotten since work.

    I've seen bane and pure good handwraps.

    I saw something from the devs saying they were not working on a greensteel handwrap item right now.
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  8. #8
    Community Member Taelan's Avatar
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    Default Ailment curing ki enhancements

    So I haven't seen any other mention of this, but if you mouse over the enhancement you will see that these now have a target of ally. Which means, that for those of us hoping to avoid all of those pots that we were carrying around? Forget it. Stock up on your pots and forget about saving any cash. Maybe we could get a reason from a dev as to why this was changed? I didn't think that it was that big of a problem.

  9. #9

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    Quote Originally Posted by Timjc86 View Post
    Changes I am not happy about:
    What about the finishing moves?

    While I don't have a monk, I always felt they could have been improved...
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  10. #10
    Founder Garth_of_Sarlona's Avatar
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    Quote Originally Posted by Borror0 View Post
    What about the finishing moves?

    While I don't have a monk, I always felt they could have been improved...
    the dc on the finishing moves is nice - mine is 10+16+11 (37, fort) but the effort of getting them set up vs the benefit of them only working on trash mobs just doesn't make it worth it in the end.

    I find the only finishing moves I ever use are the buffs ones. If debuff finishing moves worked on red named then I would be seriously tempted to use them (especially the earth-earth-earth anti-casting one) a lot more.

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  11. #11
    Founder Cole's Avatar
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    Did not the Ki cost of quivering Palms go down? (30 vs 50 at the introduction of Monks) Also does anyone know if deflect Arrow is working/useful currently?

  12. #12
    Founder Garth_of_Sarlona's Avatar
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    Quote Originally Posted by Cole View Post
    Did not the... Also does anyone know if deflect Arrow is working/useful currently?
    ssssshhhh edit your post quick before people realise monks aren't gimped!!!

    Garth

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    Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
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