this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.
this way we can put on two different types. making handwraps into handwrap I think will increase the flexiablity of the monk and provide possibly little more on the dps scale.
Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.
Not sure how the mechanics would work (or not work), but considering I also hit stuff with my feet, shouldn't I get "feetwraps"?
Just a curious observation...
~ Pallai, Chennai, Saraphima~
~Shipbuff, Sophalia, Northenstar ~
~ Ascent~
its a suggestion i put out a while back
it would work having two pairs of different wraps on,
the thing is, that all the combined prefix+suffixes will be added to each hit
so...
if you have a holy 5% weighted
and a icyburst pure good
each hit will have
icyburst holy of puregood 5% on it
i think it would help make up for no gs
this way we can have
devouts and GEOB at the same time to help boost our beaters
and yes, monks would own early on, but wed be even at the end
All handwraps, every single one in the game, is just a 0-0 dmg item u 'hold' in your hands. the 'effect' on the wrap buffs you. (Normal handwraps, non magical, non masterwork ones, will NOT increase your damage at all)
The way monk was made was that the handwraps 'enchant' you much like your rings, boots, etc does.
So being able to 'duel' enchant a monk is at the same time, overpowerd, and equal to what we have(2 x weighted wraps would do nothing, but one banisher + one weighted 5% becomes EXTREMLY overpowerd in a monks hands if it was possible.)
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Originally posted by C-Dog
If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.
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Originally posted by C-Dog
If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.
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Originally posted by C-Dog
If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.
I didn't know monks were that useless that they needed two differnent handwraps. Hmmm...guess I better stop inviting them to my parties...
+The Goddess of Tempest's Spine+Merc's Only, THELANIS: List is here: http://forums.ddo.com/showthread.php...94#post2798094 LEGIONNAIRE /Salute to Rameses, He has RETURNED!
Well, issues I can see with GS handwraps...
1) Monk Wraps are not really weapons.
2) All GS weapons increase in damage, how do you do that for unarmed?
3) All GS weapon (damage) effects would have to be redone as BUFFS for the monk and tested
4) All GS weapon non damaging effects need to NOT be done as buffs so they're actually useable
5) Two weapons for the price of one, how to balance?
6) Only one fairly unpopular class benefits from redoing an entire system.
7) Would be Overkill now that ToD rings are in the game.
That said... I love my monks and I would appreciate a little love coming their way.. It's been happening very slowly... In another half year we might have a great class
PS: I want the damage from rings mechanic expanded and brought to monks at a lower level, even if it's just a ring that grants 'Minor Flaming' to your attacks ... That ToD stuff comes out of nowhere ..
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You monks can upgrade a ToD ring with holy burst and shocking burst and now put icy burst on your whatver burst handwraps of 5% weighted and you want more?
wraps arent even a weapon, they imbue your fists with the effects, making one fist do one type of damage and another fist do something else wont bypass DR any more than weilding a silver khopesh in one hand a a holy one in the other.
Pointless idea, no point arguing it further.
Last edited by DrWorm0; 03-06-2010 at 03:29 AM.
Sarlona--Radiation, Liquidation
Yet the weapon pawns trade them
The Monk Past Life feat can increase the dmg categors by one step, so the principal technique is already implemented. Or if that's too complicated, a simple unnamed bonus to base damage would do.2) All GS weapons increase in damage, how do you do that for unarmed?
How is that different from existing weapon enchants?3) All GS weapon (damage) effects would have to be redone as BUFFS for the monk and tested
Again, how is that different from existing weapon enchants?4) All GS weapon non damaging effects need to NOT be done as buffs so they're actually useable
It is one weapon and one enchant, even though it affects all attacks. So that would be about the same as two-handed weapons, no?5) Two weapons for the price of one, how to balance?
Is it unpopular with you? I've seen many monks on Orien. Not sure about other servers. And even if there are less monks around than, say, fighters, that may well be because it is a fairly new class and still in the process of getting balanced. The last update was only a few weeks ago. Saying that monks don't need any more attention because nobody likes them is just like saying 'please don't introduce any new class/race/whatever unless it's better than anything existing from the start!'6) Only one fairly unpopular class benefits from redoing an entire system.
Hm, not high enough, or experienced, to say if that is an issue, really. Seems like everyone considers monks subpar DPS in endgame, and that does include all available items, so monks are 'unbalanced' already - how then would this particular item combo change that?7) Would be Overkill now that ToD rings are in the game.
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Originally posted by C-Dog
If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.
You're not getting just how many effects and combinations can be on Green Steel.. The sheer number of them that needs to be checked makes it more than daunting to even think about.
No, it's not. Since monks can use TWF with handwraps for extra attacks, letting them get the benefit from crafting a single lightning strike weapon on ALL melee attacks not just the primary hand or limited to the number that THF recieves isn't balanced.It is one weapon and one enchant, even though it affects all attacks. So that would be about the same as two-handed weapons, no?
Read my post, I like my monks, I've said so. That said.. They are rarely seen later in the game as anything beyond a splash class. Most "Monks" in DDO are usually 18 Ranger/1 Rogue/1 Monks or a 18 Cleric/FvS 2 Monk.Is it unpopular with you? I've seen many monks on Orien. Not sure about other servers. And even if there are less monks around than, say, fighters, that may well be because it is a fairly new class and still in the process of getting balanced. The last update was only a few weeks ago. Saying that monks don't need any more attention because nobody likes them is just like saying 'please don't introduce any new class/race/whatever unless it's better than anything existing from the start!'
The ToD Rings let a monk add an additional X Element/Alignment Burst to their unarmed attacks, granted it doesn't stack damage of the same name, but with Green Steel and two of the rings you could end up with a weapon that is + 5 Shock Good Burst Holy Burst Shocking Burst Shocking Blast Lightning Strike and what ever else increase base damage it has. .. Thats a bit much.Hm, not high enough, or experienced, to say if that is an issue, really. Seems like everyone considers monks subpar DPS in endgame, and that does include all available items, so monks are 'unbalanced' already - how then would this particular item combo change that?
[REDACTED]
Yeah it's a grind to farm them and craft them:
Tower of Despair raid in the Devils of Shavarath adventure pack. You get to Amrath (in Shavarath) by talking to a guy in the tower of The Twelve. There's 4 flagging quests - A New Invasion, Bastion of Power, Sins of Attrition, and Genesis Point.
In this adventure pack, they made an item set for every current or currently planned prestige enhancement line that consist of a (belt + ring) or a (necklace + ring). You don't have to have the prestige-enhancement to get the set bonuses. You get the non-ring items from the flagging quests or ToD, and the rings in the final chest in ToD.
Each ring has a couple of pre-defined bonuses (check out Dragon.Star's awesome loot thread http://forums.ddo.com/showthread.php?t=121279) and an incredible potential which allows you to craft certain greensteel-like mods onto the ring using medium (shroud) ingredients and some trophies that also drop from the raid chest. I don't think we know everything about the available crafting mods you can add to them quite yet, but they're similar while not exactly in-line with the greensteel t2 weapon mods. If you add holy or lightning or (etc) burst to the ring, the damage effect will be added to unarmed attacks only.
That's the gist of it--though that's mostly info gleamed from reading up on it, so feel free to correct anything I slipped up with. I've only done 1 ToD run to date XD