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  1. #1
    Community Member Denssor's Avatar
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    Default What the Dark Monk Needs

    Sopposedly, Dark Monks are the aggressive Monks and rely on dealing damage compaired to the Light Monks which are more deffensive. But, they both have the same DPS and AC. The Light Monks get nice spells they can cast like lesser restore, remove curse, raise dead, while the Dark Monks can blind and curse mobs. But the Dark Monk finishers, as helpful as they could be, dont last long. By the time I get off a finisher and blind a mob, it dies. So theres no real reason to use the Dark Monks finishers, unless I'm in elite high end quest. The finishers are much harder to get and still they only last a second or 2 longer before they get vorped/CONed to death.

    I personally think there should be a line of enhancements that are damage dealing. Enhancements that increase To-Hit and damage on weapons, increase To-Hit and damage from elemental strikes, and Increase DC for finishers (these coulod just apply for the stikes, and/or increase the Ki needed to use them). Instead of Rise of the Phoenix and being able to rez, there would be an enhancement that would be similar to the Paladins Divine Light (6d6 points of damage to all nearby enimies).

    You would still need all the pre-reqs for Rise of the Phoenix (1st tier of all elements and 2nd tier of one element), excpet the Path is different. The Ki would also stay the same costing 50 Ki each use. As well as a cool down, I'm not sure what the cool down time is for RotP, but probally would be close the the same time if not the same time.

    Just my thoughts on what could be done to start the need/want of Dark Monks. Obviously, these ideas have lots of wiggle room, but hopefully it starts throwing some ideas around.

  2. #2
    Community Member Aerendil's Avatar
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    Monk finishers are problematic for a number of reasons - the primary issue being that they take some time to pull off.

    In that time, any trash mob is probably already dead or doesn't need to be debuffed anyways (waste of ki); any orange named is probably near dead; and any red con named is probably immune.

    So the most powerful / common finishers are often the group buffs.
    This is where light and dark split significantly.

    Light has several group buffs, as well as an AoE heal. It also has Fists of Light which places a reverse heal "curse" on it's target - which I've never seen resisted (don't think it has a save, does it?), although it doesn't land it if you miss your attack.

    Dark has nothing. Everything is single-target, and the Fists of Darkness attack has nothing aside from a single-target debuff.


    Therein lies the problem.
    Why choose Dark - which gives you single-target debuffs, when you can choose Light and get reverse heals, AoE heals, group blur, group +to hit/saves/skills buffs, group spell reduction, or group immunity to daze/stun/sleep.

    So this is where the devs need to fix Dark.
    Give it some AoE finishers and/or group buffs, equivalent to the Light path buffs, and you've now got a reason to go Dark. Currently there are NO reasons to go Dark.

    Just my 2cp.
    Last edited by Aerendil; 11-28-2008 at 11:58 AM.

  3. #3
    Community Member Junts's Avatar
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    ...to respec to light? but seriously, poor dark monks

  4. #4
    Community Member marcosoneghett's Avatar
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    Quote Originally Posted by Aerendil View Post
    Monk finishers are problematic for a number of reasons - the primary issue being that they take some time to pull off.

    In that time, any trash mob is probably already dead or doesn't need to be debuffed anyways (waste of ki); any orange named is probably near dead; and any red con named is probably immune.

    So the most powerful / common finishers are often the group buffs.
    This is where light and dark split significantly.

    Light has several group buffs, as well as an AoE heal. It also has Fists of Light which places a reverse heal "curse" on it's target - which I've never seen resisted (don't think it has a save, does it?), although it doesn't land it if you miss your attack.

    Dark has nothing. Everything is single-target, and the Fists of Darkness attack has nothing aside from a single-target debuff.


    Therein lies the problem.
    Why choose Dark - which gives you single-target debuffs, when you can choose Light and get reverse heals, AoE heals, group blur, group +to hit/saves/skills buffs, group spell reduction, or group immunity to daze/stun/sleep.

    So this is where the devs need to fix Dark.
    Give it some AoE finishers and/or group buffs, equivalent to the Light path buffs, and you've now got a reason to go Dark. Currently there are NO reasons to go Dark.

    Just my 2cp.
    /signed. As a suggestion i'd like the DEVS to rethink the finish moves of Dark Monks from debuffers to AOE buffs on the line of To-Hit and Damage. I don't think they would "break" the game and also would give more flavor to the dark path.
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  5. #5
    Community Member Aerendil's Avatar
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    Just to add a few ideas / proposed changes.

    Fists of Dark - add a False Life charge to anyone attacking the target (10hps +1/monk level) that lasts for 20sec or so unless re-applied. This would be on par with Fists of Light. One gives healing; the other adds false hps and prevents additional damage. Either way, they help the group.

    Dark-dark-dark - the light X 3 combo is an AoE heal for a reasonable amount (compendium is incorrect I believe. Pretty sure ingame Healing Ki shows as 2d4 + 1d4 per 2 monk levels or something? so that would be up to a 12d4 AoE heal at level 20, not counting people with +heal% gear on). I don't think it would be overpowering to have something like a Ray of Enfeeblement or Enervation bolt fire off, possibly hitting multiple enemies (if you stack them well), for the triple dark finisher. Could make an effective pulling technique on orange nameds!

    Other buff suggestions could include short-lived group damage boosts; haste boosts; some form of concealment (I think Blur should have been Dark-based, not Light, but ahh well); or even an AoE fear (or, on undead, function as a 30 second charm).

    Plenty of ways to do this!

    *edit* - a few more ideas. I think one of the dark line, maybe water-dark-water, is the equivalent of chill touch or ghoul touch. A nice damager might be nice to keep, as long as the damage scales with monk levels, or keep it as the paralyzer. Combined with bane items, this could be a nasty combo for higher level monsters if it works on them.
    Maybe instead of group concealment, have a group invisibility. 30sec timer, like all other finishers, so it would be enough to run through a room perhaps, but that's it. Could be quite fun though!
    Last edited by Aerendil; 11-28-2008 at 01:28 PM.

  6. #6
    Community Member Denssor's Avatar
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    AoE would be nice and got me thinking of what the finishers could be. Here just what I came up with (trying to keep everything balanced).

    Lightning-Dark-Lightning: 30 second Haste
    Fire-Dark-Fire: 30 second +2 To-Hit, +1 damage
    Earth-Dark-Earth: 30 second +2 AC bonus
    Water-Dark-Water: Chill Touch

    The only problem I see, is with haste being a level 3 spell and caster can't even cast it till level 5/6, but monks get their path at level 3. As far as length, and amount of the bonus could increase by Monk Level + WIS + Base or something along those lines (what monk feature isn't based of that? :P).

    Although looking at this I would probally only use Lightning-Dark-Lightning, because I'm a Halfling DEX based monk, and I see the Human STR based monks only using Fire-Dark-Fire. Earth-Dark-Earth probally won't be the most used, but used often enough to make it worth while. I just don't see Water being used that much. I'm just thinking and bashing my own idea.

  7. #7
    Community Member Zuldar's Avatar
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    Quote Originally Posted by Denssor View Post
    The only problem I see, is with haste being a level 3 spell and caster can't even cast it till level 5/6, but monks get their path at level 3.
    A caster could use scrolls of haste at 3, which would last just as long. So would be reasonable.
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  8. #8
    Community Member honkuimushi's Avatar
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    I don't know where it would fit in, but there really should be a place for Vampiric Touch somewhere in their arsenal. An enhancement to give their barehanded attacks Vampiric regeneration would be nice too. Some fear effects would also be good for the theme.

  9. #9
    Community Member Tin_Dragon's Avatar
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    Quote Originally Posted by Denssor View Post

    Lightning-Dark-Lightning: 30 second HasteFire-Dark-Fire: 30 second +2 To-Hit, +1 damage
    Earth-Dark-Earth: 30 second +2 AC bonus
    Water-Dark-Water: Chill Touch

    .
    I'd respec to dark just for that, no one in my group need ever buy pots, or spend SP again!
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