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  1. #1
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    Default U51 Preview 1: Grandmaster of Flowers

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Grandmaster! This has a few new subthemes within it and a drastically more simplistic overall design. Note that there's intentionally a lot of absorption % in here to help offset a robes character's naturally low MRR. Also of note is the intentional re-ordering of abilities to ensure the following:
    1: Non-monks can find enough places to spend points without being forced to engage with the Ki system.
    2: Players splashing into this tree that follow point 1 are not subject to their UI flipping over to the Ki UI using clever placement of maximum ki enhancements. This is why the Destiny Mantle grants you a flat 10 Ki and why the cores don't grant Ki directly unless you are already a monk or have the mantle on.

    Core 1 (level 20): Inner Focus: You gain proficiency with Handwraps. Each Core ability of this tree grants +10 Melee Power and +8 Ranged Power, as well as 15 Maximum Hit Points. You also gain +10 Maximum Ki per Epic Level if you have at least one level of Monk or are in the Grandmaster of Flowers Destiny Mantle.

    Core 3 (level 23): Disciple of Material: Select from Adamantine, Byeshk, Cold Iron, Crystal, or Silver. Your weapons now bypass that kind of DR innately. +5 PRR (doubled if you have the Discipline feat)

    Core 6 (level 26): Disciple of Morality: Select from Good, Evil, Lawful, or Chaotic. Your weapons now bypass that kind of DR innately. +5 MRR (doubled if you have the Discipline feat)

    Tier 1 (req level 20):

    • Strike with Poise: +2/4/6 Stunning DCs
    • Serenity: Grandmaster of Flowers Destiny Mantle: You may now fight with the Unarmed combat style as if you were a Monk, and may be Centered and use Ki. When you attack with Handwraps or begin falling, you will use the Monk class' animations instead of your own. You gain a +15% Action Boost bonus to movement speed, and no longer take damage from falling. Finally, you are unbothered by the physical restraints of the world: you may tumble through enemies, and are immune to slippery surfaces and most forms of knockdown.\\n\\nYou also gain 10 Ki for training this enhancement.
    • Disciple's Studies: +2/4/6 Heal and Diplomacy, +3/6/10 Healing, Repair, and Negative Amp.
    • Enlightenment: +15/30/45 Maximum Ki and +2/4/6 Concentration. Rank 3: +1 passive Ki generation.
    • Wholeness of Spirit: You may expend 50 Ki to bring your mind, body, and soul into harmonious balance, restoring health as if you were affected by the benefits of a Heal spell, as well as curing all ability damage, negative levels, and other Adverse Conditions that may be affecting you. Cooldown: 180/120/90 seconds.



    Tier 2 (req level 20):

    • Calm before Storms: +3/6/10 Spell Resistance. Rank 3: You no longer fail Will saves automatically on a natural 1.
    • Epic Strike: Multiselector
      • Drifting Lotus: Melee Cleave attack, deals +3/4/5W with +1/2/3 crit threat and mult. Deals 1d6+5 Force damage per character level to all enemies struck. The force damage scales with the higher of Melee or Ranged power. Cost 25 Ki, cooldown 15 seconds.
      • Orchid Blossom: A blossom is released from your palm in a line, exploding when it makes contact, dealing 1d6+5 Force damage per character level to all enemies within. The force damage scales with the higher of Melee or Ranged power. Grants 5/10/25 Ki when used, cooldown 15 seconds.
      • Ki Projection: Channel pure Ki into yourself, and then project it forward with your attacks. For 8 seconds, your basic attacks are replaced by pure Ki Projections that deal 1d6+6 Force damage per Character Level. The force damage scales with the higher of Melee or Ranged power. The duration of this ability is increased by 2 seconds per Monk Forms feat you have (max 16 seconds with Grandmaster of Forms). Activation Cost: 25 Ki. Cooldown: 60/55/40 seconds.
    • A Flower's Bloom: Multiselector:
      • Long Sword: You gain the effects of the Whirling Steel Strike feat, and may use Longswords as if they were Ki weapons.
      • Longbow: You gain the effects of the Zen Archery feat, and may use Longbows as if they were Ki weapons.
      • Sickle: You gain the effects of the Prescient Curve feat, and may use Sickles as if they were Ki weapons.
      • Deflection: You gain the Deflect Arrows feat, letting you knock aside one projectile every 6 seconds.
    • A Dance of Flowers: While in the Grandmaster Destiny Mantle, your weapons gain 1W.
    • Hail of Blows: +5% offhand strike chance, +10% Strikethrough, +3% doublestrike and doubleshot


    Tier 3 (req level 23):

    • The Flickering Flame: +1/2/3 to hit and damage. Rank 3: +25% Fire Absorption
    • Flow of Water: +1/2/3 saving throws, you take 5/10/15% less damage from being Helpless. Rank 3: +25% Cold Absorption
    • Serene Mercy: While in the Grandmaster of Flowers Destiny Mantle, you deal +5/10/15% bonus damage to the Helpless.
    • Catch the Wind: +1/2/3% dodge, +2/4/6 max dex bonus. Rank 3: +25% Electric Absorption
    • Strength of Stone: +5/10/15 HP and +2/4/6 PRR Rank 3: +25% Acid Absorption



    Tier 4 (req level 26):

    • The Clarity of Law: Your attacks bypass 5/10/15% of enemy fortification. Rank 3: +15% Law Absorption
    • The Serenity of Good: +1/2/3 Saves vs Enchantments, Curses, and Illusions, and +2/4/6 MRR. Rank 3: +15% Good Absorption
    • Multiselector:
      • Lotus Bloom: Drifting Lotus now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds, +.5 second per Monk Forms feat you have (max 4 seconds with Grandmaster of Forms).
      • Blossoming Peace: Orchid Blossom now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds.
      • Elemental Projection: Ki Projection now deals bonus Elemental damage that matches the Monk stance you are in (if none, this has no effect). This elemental power deals 1d6+6 damage per Character level of the corresponding element, scaling with the higher of Melee or Ranged Power, and also leaves a lingering debuff that corresponds to the element chosen:
        • Fire: Each strike with Ki Projection burns away 2% Armor Class, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.
        • Water: Each strike with Ki Projection washes away 3 MRR, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.
        • Air: Each strike with Ki Projection dazes enemies struck. The daze lasts for 2 seconds and has no save, and is broken by any subsequent damage.
        • Earth: Each strike with Ki Projection corrodes 3 PRR, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.
    • The Delight of Chaos: +1/2/3 Critical Hit Confirmation and Critical Hit Damage. Rank 3: +15% Chaos Absorption
    • The Cruelty of Evil: +1/2/3 Sneak Attack and Sneak Attack Damage. Rank 3: +15% Evil Absorption


    Tier 5 (req level 30):

    • Beyond the Center: +5/10/15 MRR cap. Rank 3: +15% Force Absorption
    • Imposing Force: +1 multiplier on a 19-20 while centered.
    • Epic Moment: A Scattering of Petals: Ki Cost: 100. You and nearby allies are covered by a swirling cloud of petals, granting you the effects of Petal Storm and debuffing your enemies with Disorienting Petals. This storm moves with you and enemies and allies that enter or leave its effects will gain or lose its buffs or debuffs. Cooldown: 5 minutes. Duration: 20 seconds.
      • Petal Storm buff: You have full Base Attack Bonus, deal 10% more weapon damage, and gain +10 PRR and Armor Class.
      • Disorienting Petals debuff: Enemies with this debuff become vulnerable to sneak attacks and lose 100% Fortification.
    • Elude the Veil: Elusive Target has double the chance to proc. +3% dodge, +1% dodge cap.
    • Legendary Flurry of Blows: +1/2/3% Doublestrike and Doubleshot, +3/6/10% Strikethrough, +3/6/10% Offhand Strike chance. Rank 3: While dual wielding (including handwraps) or using a quarterstaff, you gain: On Vorpal: Daze an enemy for 2 seconds. Dazed enemies are Helpless. (Since Daze breaks on any damage, this means you'll only get one Helpless hit in before the Daze breaks)


    Known Issues:
    • A Scattering of Petals is currently nonfunctional. Yes, it was functional in the first preview, I know, so I'm not sure why its not working now. Ghosts, probably.
    • There are several issues with how Ki Projection interacts with your character, and may currently leave your character in a non-operative state until you cast another spell. If you find yourself moving strangely or unable to jump or attack, activating Ki Projection or casting another spell will snap your character out of its broken state.
    • Ki Projection has very weird timings currently and is casting both too slow and too fast.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  2. #2
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    Thoughts

    Offhand attacks: Shintao gets a monk to 90%. here you can get another 15%, for 105%.
    Change: Hail of Blows: +5% offhand strike chance, +10% Strikethrough, +3% doublestrike and doubleshot, to give something else then 5% offhand, unless there is some reason to have more the 100% that I do not know.

    Serenity: Grandmaster of Flowers Destiny Mantle: You may now fight with the Unarmed combat style as if you were a Monk, and may be Centered and use Ki. When you attack with Handwraps or begin falling, you will use the Monk class' animations instead of your own. You gain a +15% Action Boost bonus to movement speed, and no longer take damage from falling. Finally, you are unbothered by the physical restraints of the world: you may tumble through enemies, and are immune to slippery surfaces and most forms of knockdown.\\n\\nYou also gain 10 Ki for training this enhancement.
    This is nice, but gives non monks so much, that was special to the monk. Would request you add something that you only get if you have so many monk levels.

    Wholeness of Spirit: You may expend 50 Ki to bring your mind, body, and soul into harmonious balance, restoring health as if you were affected by the benefits of a Heal spell, as well as curing all ability damage, negative levels, and other Adverse Conditions that may be affecting you. Cooldown: 180/120/90 seconds.
    Pls add to this, another heal type thing, the hit points you get from this is too small for level 30. Add a healing part that scales with level or something.

    Drifting Lotus: Melee Cleave attack, deals +3/4/5W with +1/2/3 crit threat and mult. Deals 1d6+5 Force damage per character level to all enemies struck. The force damage scales with the higher of Melee or Ranged power. Cost 25 Ki, cooldown 15 seconds.
    I love this on live. The only problem is it really cuts in to attack speed and the cooldown is to long, 10 or 12 sec, would be nice. Though adding actual weapon damage might balance it, not on test server right now. Though on live its not a cleave, its all around, and has a good size radius.
    So, don't know.

    Catch the Wind: +1/2/3% dodge, +2/4/6 max dex bonus. Rank 3: +25% Electric Absorption
    Most monks do not need more dodge, they need dodge cap, and cloth does not need dex bonus. So pls change these to something a monk would want.

    Strength of Stone: +5/10/15 HP and +2/4/6 PRR Rank 3: +25% Acid Absorption
    PRR 3/6/9 would be nicer. and this is epic hps should be 10/20/30

    The Delight of Chaos: +1/2/3 Critical Hit Confirmation and Critical Hit Damage. Rank 3: +15% Chaos Absorption
    The Cruelty of Evil: +1/2/3 Sneak Attack and Sneak Attack Damage. Rank 3: +15% Evil Absorption
    Both meh for epic levels

    Elude the Veil: Elusive Target has double the chance to proc. +3% dodge, +1% dodge cap.
    More dodge cap pls.

    Legendary Flurry of Blows: +1/2/3% Doublestrike and Doubleshot, +3/6/10% Strikethrough, +3/6/10% Offhand Strike chance. Rank 3: While dual wielding (including handwraps) or using a quarterstaff, you gain: On Vorpal: Daze an enemy for 2 seconds. Dazed enemies are Helpless. (Since Daze breaks on any damage, this means you'll only get one Helpless hit in before the Daze breaks)
    Doublestrike and Doubleshot should be 2/4/6

    The main problem for handwraps dps is crit range and multiplier, would be nice if you added somewhere an increase with handwraps for those. Like you added feats for everything else but handwraps that increase crit range awhile back.
    Also I was thinking in one of the raids there was an untyped (or not among the ones here) blast that could not be evaded, I could be wrong, if true though could you add an something for that.

    Thanks all for now, ciao

  3. #3
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    Oh, also what about the not failing on a 1 for dex saves.

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    Lotus Bloom: Drifting Lotus now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds, +.5 second per Monk Forms feat you have (max 4 seconds with Grandmaster of Forms).


    I see what you did with the absorbs, would rather have seen you do something like you did with lotus bloom but with MRR cap as opposed to 50 different absorbs. Avoid low monk splashs having access tie in some form of mrr cap to number of Monk forms you have. Thematically it makes sense (you have mastered your body, just kidding unless its cold then brr you are dead cause you are wearing a robe. Meditate on that baldy)
    Triple All

    Ghallanda forever.

  5. #5
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    also, would be nice if you reentered this from the cores.
    +1 stacking Spell Resistance that stacks will all other sources of Spell Resistance

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    Even if you increase (Legendary Flurry of Blows) doublestrike to 2/4/6 as I requested above, that just brings it equal to what's on live, so asking for 3/6/9 instead.

  7. #7
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    RIP the coolest power in the game for Monks.

    No more EIN for us.
    "A wise person chooses the right road; a fool takes the wrong one." - Author unknown
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    Quote Originally Posted by Lynnabel View Post
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  8. #8
    Community Member Paladin_of_Power's Avatar
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    I would’ve like to see some thing for ninjas. extra poison damage.. improved poison darts and flash bang…more sneak and sneak speed..some cowbell for short swords, Shuriken, kamas, something.

    Or is this the wrap and stick tree ?

  9. #9
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    I am so frustrated and shocked to see the most useful things deleted

    EIN just gone? Really?

    And as someone who uses Serenity in all of my epic builds, I am very upset it was removed and NERFed into this calm before storm thing - why not just port Serenity, EIN, and the existing destiny over to this new gated paradigm as it is?

    I am baffled why porting the existing ED system to a gated leveling enhancements system has to mean a complete redo of things that are not broken, that are working, are fun, and people enjoy, and have for literally a decade - is it to upset everyone on purpose? You are remaking such a large part of this game do you really expect people to stay if it isn't fun - when a very fun and usable system exists and people like it?

    EXAMPLE:

    Twists of Fate could be kept and allow people to select from the 9 trees that are not in the triple focus - literally everyone I've spoken to and mentioned this suggestion to thought it was a great idea.
    Last edited by Dark_Lord_Mary; 09-21-2021 at 02:45 PM.

  10. #10
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    Quote Originally Posted by Dark_Lord_Mary View Post
    I am so frustrated and shocked to see the most useful things deleted

    EIN just gone? Really?
    I understand it will be part of the Fatesinger ED tree.

    Really? Fatesinger???
    "A wise person chooses the right road; a fool takes the wrong one." - Author unknown
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  11. #11
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    Is there a way to get centered with Favored weapons as a selector? It would open up a ton of monk/divine hybrid builds. I'd love a centered GSword Pally/monk build.
    Kodraith / Xanxibar / Xinibar / Lensgrinder :: Lava Divers of Khyber :: I'm a monk. I hit things; it's what I do.

  12. #12
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    Drifting lotus does not seem to be applying the stun. Also, the DC on it is a static 30 that doesn't change with anything ive tried so wouldn't land even if it was applied.

    I still prefer the old version. Drifting AOE knockdown was more fun than cleave stun (when it gets fixed)
    Thelanis

  13. #13
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    This is very disappointing. The below is based on a first read through, just wanting to jot down my initial thoughts. Will come back and edit this post as I reread/think more or test on lammania. Edit: Thoughts in red after looking at trees on lam, but no actual playtesting

    Negatives:

    1. EiN? Seriously? Still a huge problem, every single GMOF player in the game will hate this
    2. Core 2 gives very little to wrap monks. We already get all that DR bypass either innately or from shintao. Except crystal.. yay.. Not too big an issue really
    3. I don't know what the design philosophy behind mantles is - everyone can be a monk without being a monk I guess? Not looked at other trees so maybe this is universal. Meh.. still seems to mainly be for non monks to be able to monk
    4. No fail reflex is gone, sad unlucky dice noises. Shame but not actually a big deal, can be picked up for 11 points in shadowdancer along with a load of other goodies
    5. We've gone from 15 PRR for 3 points, to 6 PRR?
    6. We've gone from 9% doublestrike to 6%?
    7. +1% Dodge cap in the entire tree (in T5!)? This is one area where a reworked GMOF could have shined, making 5% dodge cap available.
    8. The "Epic moment".. on live that ability removes 200% fortification, blinds the enemies and gives you 100 PRR on a 90s cooldown. Now it is a 300s cooldown, removes half the fortification, gives a tenth of the PRR and for what - making it mobile and with a 10% damage buff? Terrible, really terrible.
    9. We're losing the 6 potential stat points? I again assume this is for every tree but is a nerf for anyone working with DCs Quivering palm in particular is really suffering from the ED overhaul
    10. EiN? Seriously? See point 1

    Positives:

    1. The absorption is a cool idea on paper, although it will take actual testing to see if it really makes any difference in practice.
    2. Drifting Lotus looks strong, I think? Again, testing needed to see how it actually functions. If its the same animation as live it will be too slow. It is the same animation. Its cool but way too slow to use in combat
    3. The ranged ki blasts seem interesting in niche situations


    In summary, this tree looks more beneficial to non-monks or monk splashes than actual monks. Much of what was actually great about GMOF has gone. Everything is nothing going away is terrible. The absorbtion is a neat idea in theory, unsure how much difference it will make in practice.

    I'd much rather have just had the current GMOF ported straight over to the new system. If that ship has sailed, rework some stuff to give greater benefits based on monk class levels. So much stuff both in the monk class and in this tree can just be picked up by anyone with 1 level and a few feats spare or just spending epic action points. Also where wrap monks fall behind every other melee is crit range and multi, the +1 multi has survived but it would be nice to have an extended crit range in tier 5.

    My, and I think many other peoples first read through will be very negative because the tree is judged in isolation. After logging in to lam I realise that the new system is meant to promote getting more from multiple trees. Your main tree can be complemented by other trees much more than the current twist system allows, but to avoid too much gained power each tree has had to be scaled down individually.

    Still some particularly sore points remain -

    1. Everything is Nothing is the iconic monk epic ability, has been since 2012 and it is now being taken away and given to bards(?).
    2. Tier 5 is just really not very attractive at all. The only thing there that makes me want to travel that far up the tree is the crit multi, everything else can be done without or gained elsewhere for less investment.
    3. There really needs to be more reward for heavily investing in monk levels, better bonuses for those that have 12, 18 or 20 levels of monk for example.


    Last note: EiN? Seriously?
    Last edited by Codect; 09-22-2021 at 07:38 AM. Reason: Lam

  14. #14
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    Default Quivering Palm

    One of the big issues with the stat squish when it comes to monks is the DC for quivering palm.

    Very few things impact it making it highly dependent on it's primary stat. Losing stat points in the squish and now stat points in the destinies has made it unusable at endgame.

    Overall seeing around a 11 point drop in the base DC.

    Overall it seems the DC drops because of (a) no DC bonus in GMoF cores anymore and (b) even if you use the Legendary Dreadnaught Tree, the tactics boost is only +3 instead of the previous twist of +6 and of course (c) really high wisdom values are no longer attainable due to the squish.

    Can we either have QP start being affected by some other bonus such as assassinate or at the very least put bonuses back into the GMoF tree (probably under "Strike with Poise")
    ------------------------------------------------
    Manganese (Monk) , Arcflame (Wiz), Moncler (Drunk), Rhoque (Stick build), Arthee (Tosser), Complesean (Ranged Build),
    Haggail (Warchanter/Swash), Amandla (Pally), Bahrbie (Warlock), Alaniel (FvS)
    of Renowned

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    Initial thoughts


    Epic Strike: Multiselector
    Why no ranged multi-selector. Monkchers used to be a thing. Shuriken throwers still are. ( life support ) There should be a epic strike ability for ranged monks. As well as a ranged epic strike enhancement in Tier 4.

    Scattering of Petals
    The only use I would have for an ability with a massive cooldown and a short duration would be as a "save my bacon" ability. This ability provides a mediocre group attack buff and a fortification bypass that is highly situational. ( only some monsters in DDO have substantial fortification ) This does not qualify. And as the cherry on top, while every other epic destiny seems to get to use it's epic destiny for free, Monk has to spend 100 ki.

    I'll echo it. No "do not fail" on reflex save of 1?

    Ki Projection
    I do not not understand why a character would bring a monk up to 20. Develop their play style and then change it up so they can play a Ki projecting warlock for 8 out of every 40 seconds.

  16. #16
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    Just tested on lama…… honestly for monks it really suck… mantle is not for monks Adds nothing usefull

    no EIN … Signature of gof removed

    best conbination i found só far is use the fury epic tree mantle and some of the gof that dona require the ridiculous gof mantle

    imo gof is ruined for monks
    Helloween/Trooperrj/Dreamhealer/Sepulturaa/ x SabotageX/Ironhell/Aceshigh/Halibaba/gammaray/Blindgardian/Megadethx and 22 others..INFERUS SUS-Thelanis
    ?

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    Looks better than before, but a few friendly suggestions. Also, I will be testing tomorrow and will prob add some additional notes.

    High level, I like not having to charge abilities. That is a major win in my book. I also like the stunning tactics, but I have some suggestions. Epic Moment for a monk in my honest opinion is Weak. No EIN = Big Mistake. Overall, much better job, but needs a few more tweaks


    Core 1 (level 20): Inner Focus: You gain proficiency with Handwraps. Each Core ability of this tree grants +10 Melee Power and +8 Ranged Power, as well as 15 Maximum Hit Points. You also gain +10 Maximum Ki per Epic Level if you have at least one level of Monk or are in the Grandmaster of Flowers Destiny Mantle.

    Thoughts: seems fine

    Core 3 (level 23): Disciple of Material: Select from Adamantine, Byeshk, Cold Iron, Crystal, or Silver. Your weapons now bypass that kind of DR innately. +5 PRR (doubled if you have the Discipline feat)

    Thoughts: seems fine

    Core 6 (level 26): Disciple of Morality: Select from Good, Evil, Lawful, or Chaotic. Your weapons now bypass that kind of DR innately. +5 MRR (doubled if you have the Discipline feat)

    Thoughts: This should probably be +5MRR and MRR Cap

    Tier 1

    Strike with Poise: +2/4/6 Stunning DCs

    Thoughts: seems fine

    Serenity: Grandmaster of Flowers Destiny Mantle: You may now fight with the Unarmed combat style as if you were a Monk, and may be Centered and use Ki. When you attack with Handwraps or begin falling, you will use the Monk class' animations instead of your own. You gain a +15% Action Boost bonus to movement speed, and no longer take damage from falling. Finally, you are unbothered by the physical restraints of the world: you may tumble through enemies, and are immune to slippery surfaces and most forms of knockdown. You also gain 10 Ki for training this enhancement.

    Thoughts: this is a Weak for actual Monk players. Add in some bonus for players with at least 18 levs of monk or something.

    Disciple's Studies: +2/4/6 Heal and Diplomacy, +3/6/10 Healing, Repair, and Negative Amp.

    Thoughts: Meh. I'd never take this

    Enlightenment: +15/30/45 Maximum Ki and +2/4/6 Concentration. Rank 3: +1 passive Ki generation.

    Thoughts: prob skip out on this one too

    Wholeness of Spirit: You may expend 50 Ki to bring your mind, body, and soul into harmonious balance, restoring health as if you were affected by the benefits of a Heal spell, as well as curing all ability damage, negative levels, and other Adverse Conditions that may be affecting you. Cooldown: 180/120/90 seconds.

    Thoughts: looks good


    Tier 2

    Calm before Storms: +3/6/10 Spell Resistance. Rank 3: You no longer fail Will saves automatically on a natural 1.

    Epic Strike: Multiselector

    Drifting Lotus: Melee Cleave attack, deals +3/4/5W with +1/2/3 crit threat and mult. Deals 1d6+5 Force damage per character level to all enemies struck. The force damage scales with the higher of Melee or Ranged power. Cost 25 Ki, cooldown 15 seconds.

    Thoughts: Make this 12 seconds please

    Orchid Blossom: A blossom is released from your palm in a line, exploding when it makes contact, dealing 1d6+5 Force damage per character level to all enemies within. The force damage scales with the higher of Melee or Ranged power. Grants 5/10/25 Ki when used, cooldown 15 seconds.

    Thoughts: IDC

    Ki Projection: Channel pure Ki into yourself, and then project it forward with your attacks. For 8 seconds, your basic attacks are replaced by pure Ki Projections that deal 1d6+6 Force damage per Character Level. The force damage scales with the higher of Melee or Ranged power. The duration of this ability is increased by 2 seconds per Monk Forms feat you have (max 16 seconds with Grandmaster of Forms). Activation Cost: 25 Ki. Cooldown: 60/55/40 seconds.

    Thoughts: IDC

    A Flower's Bloom: Multiselector:

    Long Sword: You gain the effects of the Whirling Steel Strike feat, and may use Longswords as if they were Ki weapons.
    Longbow: You gain the effects of the Zen Archery feat, and may use Longbows as if they were Ki weapons.
    [Sickle: You gain the effects of the Prescient Curve feat, and may use Sickles as if they were Ki weapons.
    Deflection: You gain the Deflect Arrows feat, letting you knock aside one projectile every 6 seconds.

    Thoughts: not sure yet

    A Dance of Flowers: While in the Grandmaster Destiny Mantle, your weapons gain 1W.

    Thoughts: add .5 to this if you have x levs of monk

    Hail of Blows: +5% offhand strike chance, +10% Strikethrough, +3% doublestrike and doubleshot

    Thoughts: Doublestrike should be 5% here

    Tier 3


    The Flickering Flame: +1/2/3 to hit and damage. Rank 3: +25% Fire Absorption

    Thoughts: this is week compared to Flow of Water. Consider adding +1/2/3 to Tactics DCs here

    Flow of Water: +1/2/3 saving throws, you take 5/10/15% less damage from being Helpless. Rank 3: +25% Cold Absorption

    Thoughts: This is solid

    Serene Mercy: While in the Grandmaster of Flowers Destiny Mantle, you deal +5/10/15% bonus damage to the Helpless.

    Thoughts: This is solid

    Catch the Wind: +1/2/3% dodge, +2/4/6 max dex bonus. Rank 3: +25% Electric Absorption

    Thoughts: Maybe replace Rank 3 with no fail on Reflex 1


    Strength of Stone: +5/10/15 HP and +2/4/6 PRR Rank 3: +25% Acid Absorption

    Thoughts: weakest of the bunch. Double the PRR or add MRR to this

    Tier 4

    The Clarity of Law: Your attacks bypass 5/10/15% of enemy fortification. Rank 3: +15% Law Absorption

    Thoughts: This is solid but why not 25%

    The Serenity of Good: +1/2/3 Saves vs Enchantments, Curses, and Illusions, and +2/4/6 MRR. Rank 3: +15% Good Absorption

    Thoughts: This is solid, but why not 25%

    Lotus Bloom: Drifting Lotus now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds, +.5 second per Monk Forms feat you have (max 4 seconds with Grandmaster of Forms).

    Thoughts: This is solid but please consider 1 sec for each monk form feat, for a total of 6 seconds

    Blossoming Peace: Orchid Blossom now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds.

    Thoughts: This is solid

    Elemental Projection:[/COLOR] Ki Projection now deals bonus Elemental damage that matches the Monk stance you are in (if none, this has no effect). This elemental power deals 1d6+6 damage per Character level of the corresponding element, scaling with the higher of Melee or Ranged Power, and also leaves a lingering debuff that corresponds to the element chosen:

    Fire: Each strike with Ki Projection burns away 2% Armor Class, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.
    Water: Each strike with Ki Projection washes away 3 MRR, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.
    Air: Each strike with Ki Projection dazes enemies struck. The daze lasts for 2 seconds and has no save, and is broken by any subsequent damage.
    Earth: Each strike with Ki Projection corrodes 3 PRR, stacking up to 5 times. Duration: 30 seconds. All stacks drop on expiration.

    Thoughts: very interesting actually. I feel like fire is the weakest though, and that's what I normally run in. This essentially gives you a to hit bonus, and at end game, this isn't much of an issue, so I don't see taking this. Water seems like a legit debuff, and this will help casters. Actually, this whole listing is good for cycling though forms, as long as its not the current delay when doing so. the jury is still out on this one for me


    The Delight of Chaos: +1/2/3 Critical Hit Confirmation and Critical Hit Damage. Rank 3: +15% Chaos Absorption
    The Cruelty of Evil: +1/2/3 Sneak Attack and Sneak Attack Damage. Rank 3: +15% Evil Absorption

    Thoughts: Both are solid, but maybe not tier 4...try tier 3


    Tier 5 (req level 30):


    Beyond the Center: +5/10/15 MRR cap. Rank 3: +15% Force Absorption

    Thoughts: This is solid, but make it +5/10/20

    Imposing Force: +1 multiplier on a 19-20 while centered.

    Thoughts: This is a gimme

    Epic Moment: A Scattering of Petals:[/B][/COLOR] Ki Cost: 100. You and nearby allies are covered by a swirling cloud of petals, granting you the effects of Petal Storm and debuffing your enemies with Disorienting Petals. This storm moves with you and enemies and allies that enter or leave its effects will gain or lose its buffs or debuffs. Cooldown: 5 minutes. Duration: 20 seconds.

    Petal Storm buff: You have full Base Attack Bonus, deal 10% more weapon damage, and gain +10 PRR and Armor Class.
    Disorienting Petals debuff: Enemies with this debuff become vulnerable to sneak attacks and lose 100% Fortification.

    Thoughts: This is honestly meh. As a monk player, debuffing is cool and all, but this screams Raid Boss. If this is our epic moment, the mark was missed. I know you want to move EIN to bard, but that is a huge mistake. No more trash instakills for monks? Come on guys! Anyway, I digress...look, make this last for 30 seconds at least and have a 3 min cooldown at most


    Elude the Veil: Elusive Target has double the chance to proc. +3% dodge, +1% dodge cap.

    Thoughts: +3% dodge cap too

    Legendary Flurry of Blows: +1/2/3% Doublestrike and Doubleshot, +3/6/10% Strikethrough, +3/6/10% Offhand Strike chance. Rank 3: While dual wielding (including handwraps) or using a quarterstaff, you gain: On Vorpal: Daze an enemy for 2 seconds. Dazed enemies are Helpless. (Since Daze breaks on any damage, this means you'll only get one Helpless hit in before the Daze breaks)

    Thoughts: should be +2/4/6% DS

  18. #18
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    I really want the GMoF destiny to be good in its test state on lammania it needs a lot of work. The thought process behind it is sound but much of it could be tweaked and executed better. The tree is very very expensive ap wise at T5 12 ap vs say LDs 5. Far too many things cost 3 ap compared to other trees. The biggest offenders to this are all the absorption enhancements. We need to bring balance to this destiny and squish them all down to 2 ap and merge fire/water, earth/air, good/evil, law/chaos. That does two things it makes room in t3 and t4 for some more interesting enhancements and it makes GMoF more reasonable for someone to use as a secondary tree since we are losing energy sheath on all non casters.

    What's holding me back from doing too much testing is the stun on drifting lotus being broken; as others have said I much prefer the knockdown from the current implementation. Also the epic moment being broken is no good either. In general the new grandmaster of flowers gutted a lot of what I liked about the old version. It tries to shore up the weaknesses of wearing robes while neglecting to build up its strengths. Lots of absorption in there but no AC and very little dodge cap increase.

    I like the mantle for the most part more movespeed, FoM, 1W, and some helpless damage all good things plus the flavor option for people that want to fight like a monk without monk levels. There could be a little more extra in there for an actual monk who should be drooling to run this destiny if implemented well.

    Onward to what I think needs to be replaced. Wholeness of Spirit. It has never scaled well and is basically a glorified greater restoration in reaper mode. Straight up replace this with healing hands and give +3 uses for people who already have it. Add the regenerating hands higher in the tree with some healing amp tucked in. This would also increase build diversity since top tier monks no longer feel forced into aasimar for the healing.

    Drifting Lotus does not feel like a good ability without the CC part of it. I think you could give us the old version at t1 of the tree. Much of the leveling flow of a character currently running GMoF on live involves initiating fights with this ability. Its not going to cause an issue with other epic strikes due to them all sharing a universal cooldown eventually. At T4 I would add a multiselector: Option1: Stunning Fist the feat for people who want to play as a monk but are not an actual monk. Option2: Stunning Fists now works with any weapon you are centered with. Option3: Stunning fist can hit up to 3 targets with handwraps or somehow merge stunning fist into WWA and have them share a cooldown. Whatever happens in U51 monks will no longer have all of drifting lotus, dire charge, frog, EiN, scattering of petals. Your ability to control the battle field and how they play in epics is going to change for the worse with this current implementation of GMoF. They will desperately need more AoE crowd control when u51 goes live. This is my suggestion for how to get some of it back would love to see what other people come up with.

    Another change I would like to see is legendary flurry of blows work with any centered weapon shurikens included. I never once saw a daze icon over the head of a mob with either wraps or a quarterstaff so I assume this is broken as well on lama.

    And lastly some of the monk love coming their way could also come in the form of quality of life improvements to the epic feat: improved martial arts such as it improves your finishing moves DC to 20 + highest stat mod + stunning bonuses and vorpal strikes to you know actually add vorpal to your wraps.

    If you made it this far thanks for reading.

  19. #19
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    you have absolutely killed monk for me. there is nothing left here that is fun.
    My main is no longer anything I like doing.
    I will not be playing any further. I am not bitter I could use the time in better ways, just dissapointed this waste of development time has been used with such toxicity towards the game and players.

    Such a shame.
    goodbye DDO, it used to be a blast.

  20. #20
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    Quote Originally Posted by jamkriz View Post

    Very few things impact it making it highly dependent on it's primary stat. Losing stat points in the squish and now stat points in the destinies has made it unusable at endgame.
    (probably under "Strike with Poise")
    First time I took note of the new saves vs my monk DCs ( good ones) I could see right away new players wouldn't even bother using their attacks as they would never see any result from using them. Total clusterplop.

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