Blitz should be a trance effect.
Blitz should be a trance effect.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
Monks shouldnt be top dps, not sure why you think that. Monks were always about there ability to cc with stunning fist prior to enhancement passes. They still get access to the most amount of cc abilities, which is the way it should be. There ability to basically get everything but really high hp and mrr means they are just melee kings.
That being said, the nerf to EIN doesn't affect me but I will assume its similar to the nerf of tree builds. It takes what is rather unique ability and trashes it to be not worth the ap cost. Rounding up 50 mobs and using EIN isnt broken, its strategy and fun. So much for "we want to make the game more fun," from the devs.
This is a comparison of the exclusive things in the two destinies because of Twists the exclusive things in a destiny are the most important and the once that dictate how good the destiny is.
Dreadnought Shadowdancer "Winner" +88 Melee Power +60 Melee Power Wash or Dreadnought (do to annoying Blitz mechanics) +82 Ranged Power +24 Ranged Power Dreadnought +5 Damage (Advancing Blows) +3d6 Sneak Attack (Core 1-3) Shadowdancer +1[w] & 15% Helpless Damage (Combat Brute) +3d6 Sneak Attack, Shadow Mastery, +3% DS with Light Weapons Wash +1 Crit Multiplier 19-20 +1 Crit Multiplier 19-20 Wash Action Hero Dark Imbuement + Shadow Training Dreadnought +60 HP +3% Dodge & -20% Threat Wash or Shadowdancer (threat reduction is getting important) +30 PRR or 50% Dodge Shadow Form Wash or Dreadnought (do to due to Light Vulnerability) Pulverizer or Headman's Chop Shadow Manipulation, Executioner's Strike/Shot, or Consume Meh, Too Different Unmoveable Sealed Soul Shadowdancer Unstoppable & Thick Skinned Evasion Wash
So Dreadnought has more defense then Shadowdancer thanks mostly to Thick Skinned but Unstoppable is good too, could counter Think Skinned with Meld but since Meld can be twisted Dreadnought can have both making it better.
EDIT forgot that Shadowdancer give Evasion if you don't have it some other way this is big if you do already have it then the above sentence is still true ...
Damage wise they seam really close for melee but not close at all for Ranged.
Dark Imbuement and Shadow Training II don't come close to Action Hero, really need to do something to Dark Imbuement. Dark Imbuement needs to be a big burst something that starts getting close to Fury levels. I also think it should have a 0 threat generation component for the 30s its up and grant Improved Invisibility for 30 seconds after it expires.
Also think of increasing the Doublestrike in Shadow Training IV and remove the weapon restriction the place for weapons restrictions is class trees not Epic Destinies, and give an appropriate amount of Doubleshot as well.
This is getting close but needs just a bit more to get people to see is as an alternative to Dreadnought.
Last edited by Grailhawk; 06-09-2019 at 12:08 AM.
Good, I might actually look at them then. I have no idea if they were cool or not; I never even tried to use them, because the charge system looked way too annoying.
If you're nerfing it that hard, you need to also rename it to, "A Few things are Nothing"
About this… you want to open ED for many builds, and its ok. But there is many that atm don’t have much choices… and are orphan on ED. For example:
· Fey Warlock and Spellsinger Bard, o most nothing to improve sonic spellpower or some spell to deal a big damage on something. And if you want DC, now you have to go to Magister :C bored.
· Intelligence based DPS ranged types. LD and Shiradi don’t have Intelligence Stats on those ED, can try to supply with gear, but is just not the same.
· Caster’s Druids. All DC is in Magister, all nucker on Draconic, but no Wisdom Stats on those ED
· O most forgot: EK Wizards… those rare melee ones. Don’t have Intelligence Stats in melee ED
The first time that I saw the “ED Pass” was so happy… but after read too much in forums, now I’m worried that it end it bad again, and will pass years before you all try to fix them again, and o most hopeless from see any new ED any time soon. we have ‘new’ enhancement trees to diversify builds, but no ED to support them.
- And many nerf… because some are using all wrong (or… how many people actually solo a raid with Reborn?.. if you think is an exploit, and know who he is… you could easily warn him or ban him. (have seen ban for less)
Any way… thanks for the effort and feedback, is a lot of work.
PD: I don’t play melees (except for Intelligence based rogue assassin too much fun), and my monk life was a +20 heart, but agree that EIN with only hits a máximum of 4 enemies is terrible, At least 8? ignoring red names and those immune?
And sorry for my bad english ^^
The CD of 3 is nice, the smaller AOE acceptable, the 4 enemies questionable, but it´s still unclarified to me what a realistic DC with stacking effects vs what save will be. While a stunning DC of 106 vs. fortitude in sharn is useless, where do we go for EiN and how? It needs to be reachable for an Epic Momentum, while e.g. Blitz is an Epic permanency that doesn´t require anything to trigger.
Last edited by Robbenklopper; 06-08-2019 at 08:56 AM.
"It´s too late. Always has been - always will be. Too late"
I agree with this but 50% of the game is still undead, and the only thing that stuns these is jade. Which has a timer. Stunning fist doesnt work, QP doesnt work, etc. The tree should grant some bonus or something that lets you hit undead with stunning fist. The only thing that works is EiN. I love the fun abilities that make monk unique. Just wanted to add some additional color to this comment.
Any chance to change LD Legendary Tactics bonuses to 3/6/9?
Thanks in advance.
No fun, no $$$
Shadowdancer
Shadow Training II is granting:
The full movement speed while sneaking.
+5 Attack Bonus to hit with Sneak Attacks.
+2 Sneak Attack Dice
Shadow Training II is not grating:
+3 Hide
+3 Move Silently
You are the reason people add 'how-to' guides on Dungeons and Dragons Online.
An idea for Dark Imbuement sup it up so that its in the ball park of A Thousand Cuts.
ATC right now is 30 MP and DS for 15 out of 90 seconds if we double the up time we can keep it in balance by doubling the cooldown getting us 30 MP/DS for 30/180 seconds that could also be 10 MP/DS for 30/60 seconds or 50 MP/DS for 30/300 seconds since this is an epic ability add 5d6 Sneak Attack and no threat is generated while this ability is active.
So to right it out
Dark Imbuement: Add 50 Melee Power, 50% Doublestrike, and 5d6 Sneak Attack for the next 30 Seconds (5 min cooldown) while this ability is active you do not generate any threat.
Further thought has me thinking DS gets capped a lot of the time so a 25/25 DS/ODS might be good but that has issue for THF (Acrobats for instance) also a Ranged version that has appropriate Dobuleshot and RP is a good idea.
Last edited by Grailhawk; 06-08-2019 at 05:10 PM.
To be pretty blunt, as a player I don't care at all about some under-the-hood "client strain". The lag I actually care about is the lag I actually experience first-hand: freezes, stuttering, frame rate reduction, etc.. If none of those are happening, why would I care about "client strain"? When those things are happening, why would it be any consolation to me that there isn't "client strain"?
I don't think I've read a thread in recent memory more full of ignorance and arrogance. The fact that some of you are dismissing and being rude to a developer who is trying to inform you is, quite frankly, embarrassing.
First of all, just wanted to thank the Devs for giving us so much info on an update we as a community have been looking for/forward to for a while.
From what I've read from the comments here, as well as casual talking in game, seems like people mostly like a lot of these early changes with some gripes over some specific issues, ein and certain shadowdancer issues. I have to say that when i was reading the notes for the first time I was thinking 'Wow this is all great I love these changes' up until EIN. EIN I believe really captured the feeling of 'Epic Moment' in a way few if any of the other t6's ever have. That being said, EIN was so strong originally because a monk had to give up a lot of dps and power to go 'wisdom monk' in order to achieve even somewhat useful EIN's. Nowadays with stuff like the falconry tree, upcoming bonuses to tactics for the ED, and stat inflation, wisdom monk is no longer a goofy tradeoff of major power for a showy 'ult', it is a respectable version of dps monk on its own.
Anyway, the main purpose of my post is to ask an open-ended question to Devs and players about the Epic Destiny Archetypes: What should they be going forward? For instance, Legendary Dreadnought is all about emphasizing damage in the thick of the fight, with the mass majority of the tree improving dps and giving some tankiness as well, though clearly more dps. Shiradi has been largely about 'Death from 1000 cuts, turned into magical explosions for even more cuts' which seems basically self evident. Tank ED emphasizes tankiness, Exalted Angel emphasizes light damage and healing, with some improvement to general spellcasting.
The reason I ask this question is because if there isn't going to be a 'Monk epic Destiny' and instead an archetype that presumably goes along with the average monk's playstyle, what is that? thus far the tree gives great no-fail save mechanics, a short aoe knockdown, a very fun temporary aoe blind/defense buff, and a planned possible 4-creature instakill or at the very least low number instakill. This all seems interesting, but doesn't give me much to go on as an identity or archetype. It sort of suggests a skirmishing type playstyle, going in with a knockdown and aoe blind/defense buff to attack at will for a short duration before ducking out. However, it gives some relatively small defense-oriented moves, but no real offensive moves such as an AOE blast with a high-cd to 'punish' staying in, or something along those lines.
Would anyone have any thoughts about this for the 'GMOF' ED in particular? Because as it stands, an archetype with no real identity and no satisfying, flashy, overpowered move like the current EIN will fall flat with me, and many others I believe.