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  1. #1
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    Default Monk Ki generation post stun change=fail!

    Well i have i think its 8 monks of all flavours, and the change to stun/auto crit and ki generation, in theory sounded 'bearable', but in practice doesnt work.

    It really needs looking at again.

    I am finding that to actually use my monk in a fun way that uses abilities, I need to solo and avoid groups.

    It doesnt stack up being in a group, with casters that can run around with pretty much unlimited spellpoints due to more than enough shrines, spell clickies, spell regen items, and spell pots, and other classes,, you just dont get enough KI generation, and when you do you use a punch only to find at the same time the mob has been insta killed and you have wasted your KI.

    Obviously this is for normal trash mobs, as boss fights last long enough to generate more than enough KI,, but why should we have to wait to the boss to have some fun ?

    Why dont monks have Ki pots avaialble at vendors ?

    to actually have fun on a monk now using monk ki based abilities, we are pigeonholed into

    -a particular stance ( doubly supported by a paticular bracers stance bonus, where wind/water is the most useless combination concieved)
    -a particular necklace
    -a particular way of


    WHen you get an average group, with the above pigeonholed monk build, you end up with more than enough KI, too much , but all the other options are nowhere near enough, the extremes are way to far apart if you want to do something different, even if you drop one of the above points, you then drop to an extreme again, so much that there isnt any midground, its either way too much, or not enough, no matter how you swap the points above or change stances.

    BUt with a decent group, even with the points above, it is not enough, most of the time you run around just getting a few hits in and move on.

    Before the stun change, it was just about viable to be a different stance, or to change one of the points to at least have fun in a group,, but now all i want to do is solo on a monk and exclude everyone else, just because i want to do monk things.

    Give monks the option of variability again PLEASE, maybe give us KI pots in vendors,, or let us generate critical KI on helpless !!

  2. #2
    Community Member negativeprogression's Avatar
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    Default

    I totally agree.

    Ki pots would allow for more fun on a monk, they would need to drop as loot though IMO.

    An alternative to pots that I can think of that would equalise the stances a bit would go something like this:

    Firstly, remove the +1 ki per hit from fire stance and double the extra Ki on critical hits for fire stance. Then add feats for extra Ki generation gained for free as the monk levels. I.E. +1 Ki per hit at level 10 monk, +2 Ki per hit at level 20 monk.

  3. #3
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    I was puzzled by the change when I first read about it, and then I realized something. They had to make the change and here is why...

    If the old rules of stunning remained in place then the *only* stance that anyone would be using currently would be the new Earth III&IV. The improvement to a X3 multiplier on the new Earth stances would be *massive* with the old rules of auto crits on stunned mobs.

    Now, because of the new Earth stance, TWO changes would have to be made if we were to go back to the old stun/crit rules. They would have to take away the new Earth & go back to auto crit.

  4. #4
    Community Member Jaid314's Avatar
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    i can assure you that people killing the mobs you spent ki on stunning faster than you can gain the ki back is not a new feature caused by the new auto-crit rules.

    if you think it's all because of spellcasters, you're dead wrong. this routinely happens to my monks when in groups with well-built characters of *any* class. and happened to me before the change to helplessness too.

    i do think bonus ki on a critical would be reasonable. my vote would be to give it to water stance, which is otherwise pretty lousy (air is actually pretty good, earth is pretty good too now, and fire, as you mentioned, has pretty much always been good).

  5. #5
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    Default agreed

    Between my DC40ish stuns and other monk-goodness no longer landing at even 50% efficiency and slower ki regeneration, I'm finding it mostly just seems better to not even bother with weighted wraps and simply go back to highest dps wraps with alternating fists of light and elemental combos.

    With AC being useless, might as well play a barbarian.
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  6. #6
    Community Member MaxwellEdison's Avatar
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    Water stance should give you ki on an enemy miss or successful save, a stacking %5 miss chance (Not AC, like blur but works against True Seeing) for tiers 1&2 increasing to %10 for tier 3 and 4.

  7. #7
    Community Member HelvanderSeries6's Avatar
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    Quote Originally Posted by Eme View Post
    Why dont monks have Ki pots avaialble at vendors?
    my best guess is that you can not put psionic energy in a bottle because it comes from within.
    But its just my best guess.
    Last edited by Hellicaust; 07-21-2011 at 05:55 PM.
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  8. #8
    Community Member negativeprogression's Avatar
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    Quote Originally Posted by edgarallanpoe View Post
    I was puzzled by the change when I first read about it, and then I realized something. They had to make the change and here is why...

    If the old rules of stunning remained in place then the *only* stance that anyone would be using currently would be the new Earth III&IV. The improvement to a X3 multiplier on the new Earth stances would be *massive* with the old rules of auto crits on stunned mobs.

    Now, because of the new Earth stance, TWO changes would have to be made if we were to go back to the old stun/crit rules. They would have to take away the new Earth & go back to auto crit.
    The crit multiplier is only increased on rolls of 19 or 20.

    http://compendium.ddo.com/wiki/Enhan...ountain_Stance

  9. #9
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    Umm, I'm a bit ignorant in regards of other monks, but couldn't you just make it that if the base damage of a hit goes over a certain number (50/60ish) you get +1 ki? It would mean that after a certain level, most monks would get it on attacks against helpless foes and crits, and by level 20 it should be most the time?

  10. #10
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    IMO, a good start to the Ki problem might be eliminate (or maybe just shrink) the degenerative value of Ki. When I solo or run in small groups my Monk is fine on Ki. The only real problem I have had is when I am in an average (or better) group of 4+ players. It is difficult to build up any Ki. You don't get to hit enough things to build it up and then once you start to develop a usable pool of Ki it starts dissipating.

  11. #11
    Community Member Tirisha's Avatar
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    Basically being forced into wearing Oremi's neck to have any kind of meaningful ki generation on a capped monk that doesn't use Fire stances is down right silly. Make the capstone not useless and give monks +1 ki generation on hit. Oremi's and the capstone should have always had opposite effects imo.
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