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  1. #1
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    Default Green steel Handwraps

    Now that the handwrap code has been rewritten to remove the bugs, and the Shroud altars have been updated, I think it's time for greensteel handwraps to be added.
    This will allow monks to catch up with the vastly superior weapons that other melees use, especially for TRing.

    Geoff.

  2. #2
    Community Member V_mad_jester_V's Avatar
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    Quote Originally Posted by GeoffWatson View Post
    Now that the handwrap code has been rewritten to remove the bugs, and the Shroud altars have been updated, I think it's time for greensteel handwraps to be added.
    This will allow monks to catch up with the vastly superior weapons that other melees use, especially for TRing.

    Geoff.
    /signed and before this gets cluttered

    Please dont point out tod rings, EVERYONE can put bufffs on ToD rings, while monks only get the Dmg buffs on the said rings, everyone else can benefit from exceptions con/wis/str, ect. While we as monk players are foced to instead put holy burst and what not. So everyone else still has the benefit of being able to have green steel weapons, and tod rings while we have to use our tod rings for added dps...

  3. #3
    The Hatchery CaptainSpacePony's Avatar
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    Wink Tongue in Cheek

    Let me point out that ToD rings... wait... oops.
    Nevermind.

  4. #4
    Community Member Davelfus's Avatar
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    remove bugs? hell, i'm pretty sure the holy from crafted handwraps is still not working with holy burst rings

  5. #5
    Ninja Spy phillymiket's Avatar
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    Plus am I not seeing tactical rings now?

    Plus 10 stun etc?

    If weapon users can benefit from these, which I assume, then the TOD advantage for monks is lessened as melee can also have rings that help DPS.

    I'd love GS wraps.
    .
    BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.

  6. #6
    Community Member Ravoc-DDO's Avatar
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    Just make ToD bursted rings work on ALL weaponry and I'll sign this.

  7. #7
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    Consider me /signed

    Wanted these for years

  8. #8
    Community Member V_mad_jester_V's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    Just make ToD bursted rings work on ALL weaponry and I'll sign this.
    /signed to this too

  9. #9
    Community Member zarthak's Avatar
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    please!!!!!! /SIGNED
    Quote Originally Posted by MajMalphunktion View Post
    **** you forum folk...**** you all!!

  10. #10
    Community Member tikwid's Avatar
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    Quote Originally Posted by Ravoc-DDO View Post
    Just make ToD bursted rings work on ALL weaponry and I'll sign this.
    /signed
    I'm still new at this "helping" stuff.

    Amanita

  11. #11
    Community Member Lonnbeimnech's Avatar
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    Green-steel "brass"-knuckles.

  12. #12
    Community Member dredre9987's Avatar
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    Not signed


    No more Green Steel EVER please....They should just wipe out the whole **** thing.

  13. #13
    Community Member OkapiMaes's Avatar
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    Pretty sure they would need to add more ingredients to make this possible. Do you really want those loot tables diluted even more?

  14. #14
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    Quote Originally Posted by OkapiMaes View Post
    Pretty sure they would need to add more ingredients to make this possible. Do you really want those loot tables diluted even more?
    Not necessarily. How many recipies use Medium or Large Splintered Horns?

    Also a recipe may have been created way back in the day but never implemented due to buggy code.

    I strongly suspect that a good few combinations exist using current ingredients that could be used.

  15. #15
    Community Member Rizzia's Avatar
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    Quote Originally Posted by OkapiMaes View Post
    Pretty sure they would need to add more ingredients to make this possible. Do you really want those loot tables diluted even more?
    No need, since theres now a barter box it could use the same recipie as any other weapon.

  16. #16
    The Hatchery MRMechMan's Avatar
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    Hmmmm.

    Hate to be "that guy" but monks are currently one of the stronger melee classes, and certainly one of the most versitile and survivable. Don't play the "monks get no love" card because they get plenty.

    Certainly more than rangers and paladins. More than rogues, fighters and barbarians, too.

    Grandmaster of flowers is an incredible destiny from what I have seen, as well.

    Alchemical wraps are one of the few things that is sustaining peoples interest in LOB/MA...

    monks don't really need GS handwraps. TOD rings+alchemicals is PLENTY powerful. TOD ring incredible potential for monks...10+ damage/swing...for other melees it is 1 damage, or zero if they have +2/3 insight str somewhere else.


    My handwrap users would slobber over them but I just can't sign this. No point. I'd rather have them buff other classes that need it.

  17. #17
    Community Member V_mad_jester_V's Avatar
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    Quote Originally Posted by MRMechMan View Post
    Hmmmm.

    Hate to be "that guy" but monks are currently one of the stronger melee classes, and certainly one of the most versitile and survivable. Don't play the "monks get no love" card because they get plenty.

    Certainly more than rangers and paladins. More than rogues, fighters and barbarians, too.

    Grandmaster of flowers is an incredible destiny from what I have seen, as well.

    Alchemical wraps are one of the few things that is sustaining peoples interest in LOB/MA...

    monks don't really need GS handwraps. TOD rings+alchemicals is PLENTY powerful. TOD ring incredible potential for monks...10+ damage/swing...for other melees it is 1 damage, or zero if they have +2/3 insight str somewhere else.


    My handwrap users would slobber over them but I just can't sign this. No point. I'd rather have them buff other classes that need it.
    Pallies get alot of love these days, more resistance and can now boost to 120-180 ac (if i remember right)

    Barbs can swing away doing 200+ dmg per sec, with high dr and high hp

    Fighters get high versatility can can out dmg a monk if built right and have more ac then a monk

    Monks get high attack speed and good saves. But many well built monks are still glass cannons. They get befits of stances sure, and their passive feats, but who really cares for wholeness of body unless your a solo artist, most of the time they get healed by a divine before using it. Their shadow walk ability is no different then what an arcane can cast, and i think the grand masters was a way of balancing out monks who dont get as many insta kill options as every other class in the game. We dont get man slayer arrows, we dont get vorps (lets face it what self respecting monk would use kamas) It takes way too many feats to use swords (For light monks). we get the newly added nightmare wraps, crappy stonedust wraps, The thrashk wraps (hard to get cuz when monks see HoX posted many join and now there is strong competition for those wraps), devout which is good for low levels. (i own 2/4 of these items) Silver wraps are much harder to come across then silver anything else in game and same goes for byeshyk and metalline. (for monk splashed toons)

    ToD rings which everyone else can craft with exceptional bonuses (monks are forced to put burst dmg to make up for not having greensteel)

    Then you stick us with a quarter staff (staff of nat gan and souleater) which if your not built around a staff you wont be as good with it as yoru fist. (you can use it but it wont be as powerful as building around your fist) (both of which is on my main and not used)

    the equipment list is pretty short, i currently own dt vestments (disintegrate guard, healing amp and deathblock, equilibrium, and enlightened vestments (all of which are on my main and interchangeably used)

    named loot is double if not triple that for all other classes, and most of that loot requires less work then a monk. Im a glass cannon build who dose about 175-225 dmg per sec. base dmg (which many melees i've encountered my level boost about the same thing) with consistent damage dealt over time (i would say every 11 attacks i usually miss once). When i crit i crit a lot of times in a row (so if i crit once i usually crit 2-4 more times after the initial crit with base crit damage of 100-150). In pvp i test myself against pure monks most of which i beat down unless they have taken their epic levels. (12 wiz/6 fighter/2 monk)

    for green steel let there be less dmg then a typical greensteel item (not a bad compromise imo) and limit the benefits on said greensteel wraps

    classes that i think dont get their full dues are monks and rangers (i dont play rangers but i see them shat on often, and i myself shat on them preferring better dedicated melee and better dedicated ranged dps)

    there are many more things that cater to all other classes then these two classes. AA's can be outshot by a well built repeater mech rogue and an arti. And monks just have a limited range on equipment due to limited range on equipment usable.

  18. #18
    Community Member redspecter23's Avatar
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    As mentioned by many I'm sure, monks at 18+ have alchemical wraps and tod rings and do just fine compared to any other melee as far as weapons go. As you get into epic content, you may even find yourself not even using tod rings as much anymore as I have.

    I think the key point here is giving monks and option for greensteel equivalent from level 12 - 17 where they are a bit behind everyone else that gets their shinies at level 12. If that is truly the issue at hand, then all one has to do it figure out an option that gives monks a good greensteel option at level 12 that doesn't stack with what they have at level 18 that would break the power curve.

    The solution that I mentioned in the last thread like this was to allow greensteel ring crafting, but not wraps. This could give you either a tier 3 single or dual shard bonus like lightning strike, disintegration or earthgrab on a ring slot and perhaps the proc on vorpal blast type effect. I'd leave the burst and regular elemental damage off this particular ring so it's not too much like a tod ring. This would allow monks to have that low proc burst damage that others enjoy while leveling, but at level 18 it wouldn't stack with tod rings so you have to make a choice at that point and there isn't any stacking power creep. The key is to find the right amount of abilities to put on a greensteel ring so it isn't so far ahead of tod rings in power, but is worth wearing.
    Kaarloe - Degenerate Matter - Argonnessen

  19. #19
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by V_mad_jester_V View Post

    Barbs can swing away doing 200+ dmg per sec, with high dr and high hp

    ToD rings which everyone else can craft with exceptional bonuses (monks are forced to put burst dmg to make up for not having greensteel)
    Monks are not forced to do anything with their rings, they can put 20% amp or +2 insightful stat on a ring if they want.

    They just nearly ALWAYS put burst damage on a ring because it is clearly the better choice; it is a benefit that monks have, a benefit for not having good craftable handwraps.

    If other melee could put holy burst on a ring that effected their attacks they would do that in a second. It is a benefit given to monks....and with alchemical wraps being AWESOME, it puts the need for most monks having GS wraps at nil.

    I am sure that devs expunged the thoughts of having to make greensteel handwraps (probably a nightmare to them) when they made alchemical handwraps possible.

    And btw...any dps class can swing away at 200 damage per sec...if a barb cannot do 200 dps at cap something is very wrong.

  20. #20
    Community Member Delssar's Avatar
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    /signed

    I would love to get some GS handwraps on my monk since no one runs ToD flagging quests, the rings are super annoying to get and the alchemicals are a PITA to get as well, seriously no buddy runs LoB or MA during my play time and iv had 30+ lfg's up for them with 4 or 5 people joining then going off to do something else.

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