Monks are currently one of the strongest classes in the game right now, and are getting stronger in mod 9. There's no need to give them any more, unless all you want to see is monks out there.
Monks are currently one of the strongest classes in the game right now, and are getting stronger in mod 9. There's no need to give them any more, unless all you want to see is monks out there.
Thanks for the long time forum user purge of Aug '10 (Sarcasm for those who don't get it)
I think just adding silver to fists would go a long way. Hell, swap silver with the useless magic if you want.
Not the best solution. But it would be extremely easy for them to add, and it would at least be something while they come up with a real solution for their broken class.
Last edited by Fennario; 08-21-2009 at 08:27 AM.
Monks are the WEAKEST class period. Monk splash one of the strongest. It is that dichotomy that is at the heart of the problem. Currently the best role a Monk can fulfill is of a craptacular ‘Bard’.
Many characters in the GIMP project are stronger than Monks – and that is with characters DELIBERATELY DESIGNED to be gimped!
Last edited by Tarrant; 08-21-2009 at 09:24 AM.
I vaguely remember reading that now. That's weird...
The point I was trying to make is that adding Transmuting on handwraps would be easier to balance and, if their DPS their DPS is so low that it imbalances them, then Turbine can increase their DPS to bring them back into balance by either implementing good named transmuting handwraps or simply improving their DPS depending on what the source of the imbalance is.
Thus, the argument that "they need inherent transmuting on their fist because their DPs is too low/just fine now" is invalid.
This offers no justification as to why they should be able to transmute with their fist, over other possible suggestions though.
I never claimed they did.
By the way, while it is true that Green Steel weapons do not stack the same way, it's misleading to describe it like you do because, unlike other green Steel weapons, the effect affect both hands and not only one. Therefore, the effect is doubly powerful in that "crafting" one is the equivalent of two Green Steel weapons for someone who uses TWF.
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Dang...Does this mean if you craft two of the new rings you will get the 4 effects? Like, if you made Holy Burst and Shocking Burst, would they count once for each each hand? I'm probably wrong, but that would be cool. lol, saves a lot of shards I guess.By the way, while it is true that Green Steel weapons do not stack the same way, it's misleading to describe it like you do because, unlike other green Steel weapons, the effect affect both hands and not only one. Therefore, the effect is doubly powerful in that "crafting" one is the equivalent of two Green Steel weapons for someone who uses TWF.
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A well built, well equipped, and well played level 20 pure-class monk is an exceptionally powerful character. Weakness at any of the three seriously cripples them however, which is why they're considered (at least by us) an advanced class.Monks are the WEAKEST class period.
That is correct. The first ring will add "Holy Burst" to all of your unarmed attacks, and the other ring would add "Shocking Burst". The rings do not stack with exactly identical effects. (No Holy Burst Ring + Holy Burst Handwraps, but Holy Burst Ring + Holy or Pure Good Handwraps will work.)Dang...Does this mean if you craft two of the new rings you will get the 4 effects? Like, if you made Holy Burst and Shocking Burst, would they count once for each each hand?
The rings are not greensteel weapons. They're different. In some ways better, in other ways worse. (Note: There are also a couple of incorrect assumptions that have been made regarding some of the available enchantments on them, but those will clear as there is more experimentation with them. Their enchant list is similar to, but does not exactly match, the greensteel weapon enchantment set.)Unlike every OTHER GS weapon, the Monk ring effects do NOT stack with their regular equivalents.
I tried to be subtle about it in a different thread, but it wasn't picked up. This statement is incorrect. There's even a named set of transmuting handwraps that Tharagrim made (that I was really waiting to show up in the Static Rewards / Unique Loot list, but wasn't found).Handwraps are the only weapon in the game that cant have transmuting on it.
In an update following the EU launch, there are some revisions planned to monk special attacks and finishing moves. I'll give more information on that as I can.
I remember that quote, and I've also seen a pair of transmuting handwraps for sale on the AH on Khyber recently (although I didn't screenshot it, so I guess it didn't happen in most people's eyes). However, given the incredulity most have responded with (and the price for sale on the AH - millions of plat), I think that speaks volumes for their rarity.
Perhaps the loot tables could be looked at, Eladrin, to ensure these are dropping with a bit more regularity so as to make them more than "rumoured to exist"?
I know there have been other issues with decent handwrap rewards in the past (i.e. level 10+ quests offering +1 handwraps as static rewards).
Thanks for the response to confirm, though.
Thanks for the Reply Eladrin.
Maybe there is Hope for the monk class after all!
/crosses fingers
“If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu
Any update on whirling steel strike by chance?
“If you know the enemy and know yourself you need not fear the results of a hundred battles" TsunTzu
Thanks for the response, Eladrin.
The problem hasn't been that they don't exist, but that they are broken .. a quick search for 'transmuting handwraps' shows several threads where people have confirmed that transmuting handwraps aren't bypassing DR -- personally, I have never seen a set of transmuting handwraps so it's hearsay at best coming from me.
Are you saying that the broken-handwraps issue has been fixed for Mod9?
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Thanks for the info. I hope that they also have holy or good on them as well, or they still won't get through the dr of the big devil bosses with the coming change to transmuting.
Will having a ring with the holy/good effect count for bypassing dr?
On a side note, I thought that the problem with handwraps and transmuting was the thing that was holding back greensteel wraps?
If you found a way to solve that problem, then why not just release greensteel wraps?
If I was an item designer, I would not bother making an item intended to address a current imbalance if the effect used to correct the imbalance does not work. It would end up angering the players it was supposed to help, instead, and that's not really a smart move.
Thus, it's very likely that it works.
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