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  1. #1
    Founder Delacroix21's Avatar
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    Default Mod 9 Monk Weapon Fix?

    Eladrin, is there any chance the Dev's can take a look at monk weapon options in Mod 9? Currently monk's weapon selection is the worst in the game (even worse then wizards) as we have no access to piercing weapons (daggers cant count because we lose all monk benefits, may as well be a great axe). Can we perhaps add daggers to the list of "centered" weapons? Because without being centered you cant really play as a monk the way you intended.


    In addition, can we really think about changing the crit range or multiplier on the monk weapons? I am not asking for both, just one or the other.
    Quarterstaves become= 1d6 19-20x2 or 1d6 20x3
    Handwraps become= 19-20x2 or 20x3
    Kamas become= 1d6 19-20x2 or 1d6 20x3
    Shurikans become= 1d2 19-20x2 or 1d2 20x3


    These are the only tools the monk has in his arsenal and they are all dwarfed by even the simplest of weapons (the dagger) which we cant even use with ki or stances. Which means we are the ONLY class in DDO that cant use a weapon for each DR/ type, we instead must use a transmuting weapon, which can only be a kama or quarterstaff (since no transmuting handwraps exist).


    As you know crit range/multiplier plays an important part in dps (where we are lacking), and no other class in the game would willingly choose to use the weapons we are given to do damage. Our weapons need a boost, even if it means bending the DnD rules a bit, you have done it before with great crossbows etc. to make them more viable. Thats all we are looking for, more viable options with our weapons. =)

  2. #2
    Community Member maddmatt70's Avatar
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    There was a statement on Ask the Devs regarding this very issue or specifically concerning Greensteel Handwraps. What the dev said was there will be no GreenSteel Handwraps, but he said there would be rings in mod9 which add bursts and other similiar damage. Are these rings just for unarmed monks or all classes? My guess is for all classes, but with some nice monk specific ones. Anyway we will see.
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  3. #3
    Community Member Fennario's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    There was a statement on Ask the Devs regarding this very issue or specifically concerning Greensteel Handwraps. What the dev said was there will be no GreenSteel Handwraps, but he said there would be rings in mod9 which add bursts and other similiar damage. Are these rings just for unarmed monks or all classes? My guess is for all classes, but with some nice monk specific ones. Anyway we will see.

    Yes I heard that as well. I just posted a little rant about it in general discussion.

    I agree that we will have to wait and see.

    That being sad, I'm not very happy. So my monk has to farm these rings and then give up precious item slots to add effects that every other class can craft on their weapons?

    Not cool IMO.

  4. #4
    Community Member wiglin's Avatar
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    Rings = Bad Move

  5. #5

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    Quote Originally Posted by Delacroix21 View Post
    Can we perhaps add daggers to the list of "centered" weapons?
    I would expect Ninja Spy to do that.
    Quote Originally Posted by Delacroix21 View Post
    In addition, can we really think about changing the crit range or multiplier on the monk weapons?
    There is nothing that warrants nor justifies such a deviation from PnP rules.

    If anything at all, this would actually be a bad idea from a balance perspective. AC monks would far overpowered other AC builds.
    Quote Originally Posted by Delacroix21 View Post
    Quarterstaves become= 1d6 19-20x2 or 1d6 20x3
    Handwraps become= 19-20x2 or 20x3
    Kamas become= 1d6 19-20x2 or 1d6 20x3
    Shurikans become= 1d2 19-20x2 or 1d2 20x3
    Well, if that was to happen, the choices in red would be the ones making most sense.
    Quote Originally Posted by Delacroix21 View Post
    Our weapons need a boost, even if it means bending the DnD rules a bit [...] to make them more viable.
    How did you come to such a conclusion?

    If you really care about monk, then you know they have great DPS while in 'AC mode'. It's when you actually care about dealing high DPS (or try to spec them for high DPS) that they come short. Thus, the logical conclusion is that monks need to be able to trade their AC for more DPS.
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  6. #6

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    Quote Originally Posted by Borror0 View Post
    Thus, the logical conclusion is that monks need to be able to trade their AC for more DPS.
    So how about a new Feat, Monk Power Attack, you trade 5 AC for +5 to DMG ???

  7. #7
    Community Member wiglin's Avatar
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    Monk's do not need to trade ac for dps. Rangers and rogues can have untouchable ac and still have good dps. I play my monk more than anything currently. It is what I would call my main. Monk's need more dps without losing what we alread have. If they want us to start wearig rings, then increase the amount of healing from healing ki, and stop devotion items from increasing it. That will free up an item slot. As long as healig ki does less than a cure serious pot it's pretty useless unles I am soloing and want to be cheap.

    Rangers and Paladin's both bring solid support to the party through buffs and tey have solid ac and dps. Monks need to be brought in line.

    I know everyone has their own opinion about how to improve the monk. Since Monk's have a horrible crit range we will still be lacking in the dps dept. What I would like to see is at least give us transmuting handwraps. We need a nice handwrap option for a raid in mod 9 sinec we will not get greensteel. Increase the duration of our buffs, and then increase healing ki. I would not mind being able to be a front line healer and buffer with my monk, while still contributing to dps.

    Again this is my opinion, but I like to see the monk forums becoming more active, mabee the dev's will see we have an interest playing monks and start giving us so mer attention.
    Last edited by wiglin; 04-01-2009 at 10:56 PM.

  8. #8

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    Quote Originally Posted by wiglin View Post
    Monk's need more dps without losing what we alread have.
    Sure. Why not? Let's give monk more AC, more DPS and easier access to Evasion than S&B.

    Oh, wait, they already got that. Let's more them even more powerful than they were! We already have ranger/monks doing it and it's not like if those were unbalancing.
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  9. #9
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by wiglin View Post
    Rings = Bad Move
    It makes sense why they want us to grind for rings. The only good ring in game right now is the chattering ring and that is only for ac builds. Somebody levels up a new character they have to grind for the icy or dragontouched armor, shroud items and perhaps weapons (some weapons will probably be less good next mod), the new raid for rings, and three other raids the reaver raid, titan, and abbot depending on build. That is alot of grinding and time spent at end game..

    Edit: My guess is there will be rings for every class just monk's rings might be more powerful..
    Last edited by maddmatt70; 03-31-2009 at 02:11 PM.
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  10. #10
    Community Member wiglin's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    It makes sense why they want us to grind for rings. The only good ring in game right now is the chattering ring and that is only for ac builds. Somebody levels up a new character they have to grind for the icy or dragontouched armor, shroud items and perhaps weapons (some weapons will probably be less good next mod), the new raid for rings, and three other raids the reaver raid, titan, and abbot depending on build. That is alot of grinding and time spent at end game..

    Edit: My guess is there will be rings for every class just monk's rings might be more powerful..
    I agree Rigs will bring some good options for othe classes, but I hope that is not their answer for Monks. If so it is a bad move. I should have clarified.

    ring (as a fix for monks) = bad move.

  11. #11
    Founder Delacroix21's Avatar
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    Besides, how do rings help monks over other classes? I mean will all the rangers etc. TWF with greensteel not have access to these rings? Or will we be left just as far behind in dps as always.


    If they add "transmuting" rings, we will be even WORSE off then these classes, rocking twin radiance, earthgrab, lightning strike, etc. While we punch away with our transmuting ring, and some +5 holy wraps, gimme a break.

  12. #12
    Community Member Tashier's Avatar
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    My 2 cents on rings,

    Bad move, item slots are at a premium since monks need 4 stats (str, dex, con, and wis) plus need melee bonuses as well (protection and armor bonus). Not to mention other standbys like death block and resistance. There just isn't enough slots to fill these needs if rings are needed as well.

    Dragonscale armor or some other item that combines can be helpful, but why should I grind to get up to par with a class that does not have too because they need only 3 or sometimes only 2 stat increasing items.

  13. #13
    Community Member Hraust's Avatar
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    Quote Originally Posted by Delacroix21 View Post
    Besides, how do rings help monks over other classes? I mean will all the rangers etc. TWF with greensteel not have access to these rings? Or will we be left just as far behind in dps as always.

    If they add "transmuting" rings, we will be even WORSE off then these classes, rocking twin radiance, earthgrab, lightning strike, etc. While we punch away with our transmuting ring, and some +5 holy wraps, gimme a break.
    You nailed my concern, Delacroix. The rings will be usable by all classes, adding to greensteel weapons. IF the rings work like GS, it will only bring monks to Mod 8 status, while the other classes have moved on to Mod 9 gear, still leaving us far behind in DPS.

    And it still sucks that we must use another item slot to upgrade our weapons to something all of the other classes already have. Monks take a penalty.
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  14. #14
    Community Member wiglin's Avatar
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    Quote Originally Posted by Borror0 View Post
    Sure. Why not? Let's give monk more AC, more DPS and easier access to Evasion than S&B.

    Oh, wait, they already got that. Let's more them even more powerful than they were! We already have ranger/monks doing it and it's not like if those were unbalancing.
    Monks do not need more ac, just more dps. If not more dps then give us better buffs with longer duration and better healing, so we can play a support role that stacks with having a bard in the group. Mabee add a +2 to damge to the FPF buff. That alone would be a ncie increase in a raid.
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  15. #15

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    Quote Originally Posted by wiglin View Post
    Monks do not need more ac, just more dps.
    Monks don't need more DPS.

    If we compare monks to S&B, monks have more AC, more DPS and easy (Improved) Evasion. How do you call this balanced? The only thing monk are short on, compared to S&B, is the ability to adapt well when DPS is needed but that's a different topic. No matter how you look at it, a monk with Intimidate is the best tank in the game, in he can keep aggro.
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  16. #16
    Community Member wiglin's Avatar
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    Quote Originally Posted by Borror0 View Post
    Monks don't need more DPS.

    If we compare monks to S&B, monks have more AC, more DPS and easy (Improved) Evasion. How do you call this balanced? The only thing monk are short on, compared to S&B, is the ability to adapt well when DPS is needed but that's a different topic. No matter how you look at it, a monk with Intimidate is the best tank in the game, in he can keep aggro.
    Monk will never keep aggro. Intimidate alone will not hold aggro it takes good dps. The new enhancements for the defenderish prestige enhancments will help with this for sword n board. Monks will not come close to this type of aggro retention.

    We will have to wait and see what mod 9 does to the meta game, but as of now paladins, rangers, and bards can all have good dps and ac or survivability through spells. They also self buff themselves and party members quite well. I do not see this changing much. That means monks since they will not be able to hold aggro need a dps increase or at least give us transmuting so we can apply the dps we have.

    You are right in that if a monk had a way to hold aggro they would make great tanks, but that is not an option and I doubt it will ever be. So for now we need one of two things. A serious bump in our party support via healing, buffs, and debuffs or an increase to dps.

    This point of view is really for raids and the tougher rednames, but for me a measure of a characters strengths is how they perform in raids, not soloing monastary chests.
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  17. #17
    Community Member tenga's Avatar
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    Quote Originally Posted by Accelerando
    you seem to enjoy being contrary for no reason.
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  18. #18

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    Let me get this straight: if all you do to fix monks is give them more DPS, they are either not worth a slot or overpowered.

    Perhaps both at the same time.
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  19. #19
    Community Member Vanda's Avatar
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    There should be more weapons that keep monks centered. They are proficient with daggers and handaxes. The PnP bonuses from monk weapons are not all seen here, so what would be problem with letting monks use say daggers and handaxes in place of sais and saighams? No it is not an exact swap out, but it should fit well enough and give monks charactes greater options without making them overpowered.
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  20. #20
    Community Member wiglin's Avatar
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    Quote Originally Posted by Borror0 View Post
    Let me get this straight: if all you do to fix monks is give them more DPS, they are either not worth a slot or overpowered.

    Perhaps both at the same time.
    or just bring them to the same level as other builds possible.

    Since these conversations typically just go back n forth, I am going to bed. Good night all.
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