Last edited by Teh_Troll; 01-27-2014 at 04:39 PM.
A melee could have better stats then that defensively. A monk could have 120+ prr, over 30 dodge, incorp and could hit yourself with cocoon and regenerating lay on hands without stepping out to heal or chug those silver flames. Problem is the offense starts sucking at some point when you build up the defenses enough and eventually it takes forever and a day to kill things. I have a character right now that can solo most anything on ee, but not in any sort of reasonable time unlike those shiradi and monkchers which can do things in a reasonable time. Now with a bunch of past lives and all sorts of things I think one of the two handed melee could get there defensively and do quite a bit of offense with Legendary Dreadnaught..
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
I agree with some stuff...
I never felt that sundering should have been added to QP. Although I do believe QP was always very weak past Heroic. Sundering is a Tactical Feat. QP is not a Sundering feat.
Maybe another type of bonus needs to be applied but not sundering or any other tactical feat.
75 DC with 6sec cool down is way OP. I play monks all the time, have four toons with monk (one pure). But that doesnt keep me from being objective.
Why do Monks get Stunning Fist with a 6sec cool down and Stunning Blow is 15 second cool down? Because Turbine sells MONks???
Even the DC calculations for Stunning Fist are way better than Stunning Blow. So my point is that it's not just QP that is OP. Stunning Fist is too.
And another thing i've noticed..thanks to tactical feats...fighter splashes can have even more DC's...
Last edited by Raiderone; 01-27-2014 at 07:44 PM.
I think part of the DC issue is that I doubt the game engine can handle something being a "Tactical Feat" that doesn't count as stun/trip/sunder. Turbine should code in a 4th "generic" tactical feat, where only general bonuses work, and then apply that to QP... and the rest of the Monk finishers/moves with useless DCs.... And Assassinate. Possibly other rejiggering will need to be redone, but then DCs can be figured out while taking into account gear slotting issues. With gear slots, you have a wider arena of conceptual design to play in. A toon could go all out and have an awesome ability, or they could get a more reasonable ability and save a bit of build space or gear space. Or they save both, but the ability will probably end up nigh useless.
SF vs. SB... I do think that SF should be superior, just due to the handwrap constraint, which is a pretty huge factor. The Ki constraint come into play at times as well. And the DC isn't as far off as it seems, as there are quite a few more sources of Str than there are of Wis. That said, both advantages may currently be too high. I don't think there is quite +28 of strength over wis available (although there might be .... Fighter/Pal could get 8 from power surge, maybe 12 from DM and 5 from Scream), and perhaps the 2.5X faster cooldown is too low.
One design piece that hasn't been mentioned much is Ki costs. A higher Ki cost would definitely cut into use. As it stands, on my monk, in a trash fight I'll can run out of Ki just using SF & QP. I'll nearly break even, so if I'm well stocked up the risk is low. But in QMOF, when Drifting Lotus becomes a regular part of the rotation, Ki costs come into play much more. On my toon I haven't made any concessions for Ki other than gear. While I can live within my current Ki restraints, it does mean I switch between trash fighting Ki moves and DPS moves which I'll only really use on bosses. Any increase at all will force me to either lose something else for more Ki (enhancements for example, if I try to fit in Crane), or the cooldowns themselves start to become less important and Ki costs become the main limiting factor.
Cannith Server :Vice Sovereign of The Guild of Calamitous Intent
Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)
so you can take out 1 trash mob every 6 seconds in easy EE, big deal, a good PM can take out 20 trash mobs in the same time.
what happens when that red named dude at the end of each quest shows his face? oh yeah then they are the worst member of the party, by miles...
Reality is, monks in the current state are cute and thats it. (not talking about monkchers or centered kensai etc)
I am the world's biggest monk fan, but you're right, they are cute at best and that's non arguable.
I will say this, quivering palm was over powered in its own sort of way that it should never have had such a high dc and low cool down. But any blitzing melee, any kind of caster, any ranged destroy a monks dps, they are weak. Gmof gives monks almost no benefit aside from the +3 tactics and ein, starting next update gmof will be unheard of. Don't get me wrong monks are pretty sweet damage on single target stunned mobs, but now that there is more than 5 mobs at a time and no mob takes more than 5 seconds to kill, they are meh at best even with the current QP dc. Monks need an overall boost, contrary to morons saying they are OP, it's just ridiculous. QP needed a nerf, what is presented looks too heavy to me(just from people's screen shots haven't actually logged on lam) but yes monks overall need an everything boost.
Solution:
1) Get rid of the cooldown on QP (well, make it 1-3 seconds.)
2) Make QP have to charge up via vorpals
3) 10 charges on QP and it becomes available
4) QP is autohit and not affected by doublestrike
5) Leave QP DC as it is on live.
Problem solved.
Or, barring that, make QP like it is on Lammaland, but sprinkle a new suffix in the game that increases the DC of QP and Assassinate.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
I don't have a monk. I just play the class for past lives.
so if I did have a monk, soloing EE DQ would convince you that monks are better than cute?
interesting form of proof you want, but whether I could or not or someone else could or not doesn't change the fact that you obviously have never played a monk or failed at building one.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
if you succeeded at building one than why did you ask me to go solo EE DQ to prove that QP monks can solo it? you should already know. does soloing a EE raid prove anything no matter what build you are playing? if a QP monk only relies on QP than I would say its a weak build. there is so much more they can do besides insta kill mobs. it still sounds like you don't know anything about monks.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter