First off, thank you very much for Touch of Death! It’s exactly what monks needed. I know I complained on here at least fifty times about how monks needed a high burst damage ability to take down self-healing end bosses—no more; Touch of Death absolutely solved that problem. I no longer have ANY problems with DPS. Thanks again!
Now for the suggestions, commentary, and observations section of this post:
Handwraps: We still need more (or even one) useful, high-level, named handwrap (not kama) with attributes that are similar to green steel. Making uber kamas and quarterstaves does not help pure monks very much (espically TR’ed ones). For instance, I would absolutely love to see BODYFEEDER handwraps!
Armor: It is now impractical (for end game and especially epic) to make high armor monks. BIG PROBLEM. I have been working on my third reincarnation template with my monk and have decided to completely ignore armor (just like the mobs have) instead, maxing out strength and constitution. As everyone keeps saying, hit points are the new AC—it’s absolutely true. This admission hurts no one more than the monk class… Which leads me to:
Hit points: We need more of them. If we can’t rely on AC (without completely gimping everything else) to mitigate damage, and you are going to classify us (as you should) as a melee class, we absolutely need a toughness enhancement line.
Drop rates: Returning shuriken need to drop more often as end rewards. Transmuting handwraps need to drop more often. I have been playing monk almost exclusively since their implementation and have had two random transmuting handwraps drop for me…
Shuriken: Still suck. Monks still have no ranged viability. Shuriken damage should scale with monk level as unarmed does or be given a boost beyond 1d2 for hyper-inflated DDO mob stats.
Healing Ki: For pure monks, should be given a boost and should scale with MONK level ONLY.
DPS: fixed as far as I am concerned.
Now for the complaints section:
I appreciate all the bonuses monks get. In my experience monks always walked on the threshold of overpowered and underpowered. If built right pure monks used to be overpowered. No more. Splash monks are now even more powerful when compared to pure than before, and of course, in turn, pure monks are gimped in comparison.
My next incarnation will be 2/18 monk/fighter. It pains me to do this because I will miss my monk stuff.
The truth is that “monk stuff” just isn’t that useful anymore, endgame, when I can make an unarmed fighter/monk that does more DPS, has more HPS, better enhancements, and more feats. This upsets me and it should upset you too.
This is being said with the hope that by the time I reach level twenty again (in about seven years it looks like) you will have implemented changes that encourage me to go pure monk again. I hope that the monk PREs will fix some of the problems I mention...
Right now the reason to go pure monk (running fast, saves, armor, and finishers) are far overweighed, to me, by something as simple as… 200 more hit points. Tack onto that a 18-20 unarmed crit range and I’m sold.