Currently, monks at level 1 get access to four elemental stances, each one focused in a class strength and a stat. Those stances can be improved at level 6, 12, and 18 (free for monks, via feats for splashes), giving increased benefits over their base stances.
The main problem right now is that the four stances are not balanced over each other. Air and Earth are superior to the other two, except in very specific cases (like a wis-based caster in water stance). The purpose of this thread is to revamp those stances to make them more balanced.
My suggestions are the following:
Elemental Focus: What each stance do?
Sun Stance have an offensive focus, based on increasing damage outpost per hit. Its focus is to hit as hard as possible. The drawback is that you become a Paper Tiger.
- Basic Stance provides +2 to Strength, -2 to Constitution, +1 Ki per hit (melee and ranged), +1 Melee and Ranged Power.
- Adept Stance provides +2 to Strength, -2 to Constitution, +1 Ki per hit (melee and ranged), +3 Ki per critical hit, +2 Melee and Ranged Power, and +0.5[W] damage with monk weapons.
- Master Stance provides +4 to Strength, -2 to constitution, +1 Ki per hit (melee and ranged), +5 Ki per critical hit, +3 Melee and Ranged Power, +0.5[W] damage with monk weapons, and an extra +1 crit multiplier with monk weapons.
- Grandmaster Stance provides +4 to Strength, +2 Ki per hit (melee and ranged), +5 Ki per critical hit, +5 Melee and Ranged Power, +1[W] damage with monk weapons, and an extra +2 crit multiplier with monk weapons.
Wind Stance have an offensive focus, based on increasing hits per second. Its focus is to hit as fast as possible. The drawback is that you will have trouble hitting with your special monk attacks.
- Basic Stance provides +2 to Dexterity, -2 to Wisdom, +2% alacrity (melee and ranged, stacks with Haste), +2.5% Doublestrike and Doubleshot, and +1 dodge.
- Adept Stance provides +2 to Dexterity, -2 to Wisdom, +4% alacrity (melee and ranged, stacks with Haste), +5% Doublestrike and Doubleshot, and +2 dodge.
- Master Stance provides +4 to Dexterity, -2 to Wisdom, +6% alacrity (melee and ranged, stacks with Haste), +7.5% Doublestrike and Doubleshot, +3 dodge, and +1 dodge cap.
- Grandmaster Stance provides +4 to Dexterity, +10% alacrity (melee and ranged, stacks with Haste), +10% Doublestrike and Doubleshot, +5 dodge, and +3 dodge cap.
Mountain Stance have a defensive focus, based on reducing damage as much as possible. It also double as a tanking stance. The drawback is that you will be more stiff and have limits on your dodge capability as if you are wearing armor.
- Basic Stance provides +2 to Constitution, -5 to dodge cap , a 5% boost to AC, +1 to all saves, 3 PRR/MRR, and +50% threat from all sources (melee, ranged, spell).
- Adept Stance provides +2 to Constitution, -5 to dodge cap, a 10% boost to AC, +5% boost to your hit points (do not stack with defender/sacred stance), +2 to all saves, 6 PRR/MRR, and +100% threat from all sources (melee, ranged, spell). You gain 1 Ki every time you are hit in combat.
- Master Stance provides +4 to Constitution, -5 to dodge cap, a 15% boost to AC, +10% boost to your hitpoints (do not stack with defender/sacred stance), +3 to all saves, 9 PRR/MRR, and +150% threat from all sources (melee, ranged, spell). You gain 1 Ki every time you are hit in combat.
- Grandmaster Stance provides +4 to Constitution, a 20% boost to AC, +15% boost to your hit points (do not stack with defender/sacred stance), +5 to all saves, 15 PRR/MRR, and +200% threat from all sources (melee, ranged, spell). You gain 1 Ki every time you are hit or missed in combat.
Ocean Stance have a balanced focus, based on be adaptable as the water. You will have an easier time with tactical feats and special attacks. The drawback is that your physical attacks are not as hard.
- Basic Stance provides +2 to Wisdom, -1 penalty to all Spell DC, -2 penalty to melee and ranged damage, and +2 bonus to the DC of all tactical maneuvers and Finishing Moves.
- Adept Stance provides +2 to Wisdom, -1 penalty to all Spell DC, -2 penalty to melee and ranged damage, 5% Elemental Absorption, and +3 bonus to the DC of all tactical maneuvers and Finishing Moves.
- Master Stance provides +4 to Wisdom, -1 penalty to all Spell DC, -2 penalty to melee and ranged damage, 5% Elemental Absorption, +4 bonus to the DC of all tactical maneuvers and Finishing Moves, and you gain +1 to passive ki regeneration.
- Grandmaster Stance provides +4 to Wisdom, 10% Elemental Absorption, +6 bonus to the DC of all tactical maneuvers and Finishing Moves, and you gain +1 to passive ki regeneration. You also receive a +5 bonus to Spell Resistance.
Adept, Master and Grandmaster of Forms feats: The elephant in the room.
Monks will keep getting those feats for free at level 6, 12, and 18 regardless of pre-requisites. This will not change.
Multiclassed characters will be able to get those as feats, if they meet the pre-requisites for each one:
- Adept of Forms requires character level 9, at least 1 monk level, and a combination of Str, Dex, Con, and Wis 13.
- Master of Forms requires character level 15, at least 3 monk levels, the Adept of Forms feat, and a combination of Str, Dex, Con, and Wis 15.
- Grandmaster of Forms requires character level 20 (yes, it is an epic feat), at least 6 monk levels, the Master of Forms feat, and a combination of Str, Dex, Con, and Wis 17.
This will give access of enhanced stances to monks first, while at the same time not cutting access to others that already use the feats for those. Just making them late bloomers.
Grandmaster of Flowers: A minor change
There are four enhancements on this Epic Destiny that are linked to each elemental stance: Running with the Wind at tier 2, Walking with Waves at tier 3, Standing with Stone at tier 4, and Dancing with Flames at tier 5.
I propose those 4 enhancements to be compacted into the "Improved Elemental Forms" line, with each square being a multiselector of any of those enhancements. Obviously, they would be rebalanced because any of those could be categorized as a "tier 2" enhancement.
- Dancing with Flames provides 4/8/12 Fire Resistance. If you have Sun Stance active, you gain +0.25/0.5/0.75 [W] damage and +2/4/6 Melee and Ranged power.
- Running with the Wind provides 4/8/12 Electric and Sonic Resistance. If you have Wind Stance active, you also gain +10/20/30% enhancement bonus to movement speed, and 1/2/3 doublestrike and doubleshot.
- Standing with Stone provides 4/8/12 Acid Resistance. If you have Mountain Stance active, you also gain 10/20/30 max HP and 5/10/15 PRR/MRR.
- Walking with Waves provides 4/8/12 Cold Resistance. If you have Ocean Stance active, you also gain 3/6/9 AC and 1/2/3 dodge.
Shintao Monk enhancements
Shintao have three enhancements that are worth changing while we are remodeling the elemental stances. Check the wiki for the current versions of those. Below are the proposed changes:
- Iron Skin will become an enhancement named "Elemental Path", and is no longer linked to Instinctive Defense. Devs can decide if it is either 1 AP per rank on a multiselector, or 2 AP per rank for all benefits at once (based on stance change). Or both (5 options on a multiselector).
- Flame Wrath: While Sun Stance is active, you gain +1/2/3 damage.
- Lightning Speed: While Wind Stance is active, you gain +1/2/3% doublestrike and doubleshot.
- Iron Skin: While Mountain Stance is active, you gain +2/4/6 PRR and MRR.
- Water Flow: While Ocean Stance is active, you gain 1/2/3 dodge.
- Violence Begets Violence no longer requires you to be on Earth stance.
- Meditation of War will be changed and no longer have any extra drawbacks:
- Sun Stance: +2 Insight bonus to hit, +5 insight bonus to melee and ranged damage.
- Wind Stance: +5 Insight bonus to Maximum Dodge Bonus. +10% bonus to off-hand attack chance.
- Mountain Stance: +5 Insight bonus to PRR/MRR and +5% Insight bonus to Maximum Hit Points.
- Ocean Stance: +2 Insight bonus to the DC's of your tactical feats and Finishing Moves and +3 Insight bonus to Spell Resistance.
Elemental Stances items
Jidz-Tet'ka is a special item that gives you extra bonus if you are in specific monk stances. because this proposition also changes (slightly) the way the elemental staces are envisioned, and since this item is wildly popular, I think they deserve special mention and changes. Part of those changes is making the heroic and epic versions of the bracers to give out different effects.
- Sun Stance will give the wearer +10% Fortification bypass. EPIC: 20% fortification bypass.
- Wind Stance will give +15% enhancement bonus to movement speed and +10 competence bonus to Tumble and Jump. EPIC: +30% speed and +30 skill.
- Mountain Stance +10 exceptional bonus to healing amplification, and will give a small chance to proc Stoneskin when the character is hit. EPIC: +20 healing amplification bonus, and it procs Radiant Forcefield instead of stoneskin.
- Ocean Stance will add Paralyzing (DC 15) to all attacks made by the wearer. EPIC: Paralyzing DC raises to 27.
Way of the Sun Soul (AKA: Eveningstar Villager set) will give out different properties as well. They all share the following restrictions: They proc on a vorpal strike (natural 20), and have an internal cooldown of 20 seconds.
- Sun Stance will give the wearer +10 Melee and Ranged Power for the next 12 seconds. It will also benefit from the effects of Haste for 12 seconds.
- Wind Stance will give the wearer +6% Doublestrike and Doubleshot for the next 12 seconds. It will also benefit from the effects of Displacement for 12 seconds.
- Mountain Stance will hit the wearer with a Greater Restoration and a Heal. It will also benefit from the effects of a Radiant Forcefield for 12 seconds.
- Ocean Stance will give the wearer +15 Insight bonus to all elemental resistances for 12 seconds. It will also benefit from the effects of Freedom of Movement for 12 seconds.