How would you buff/rework monks?

HoopleHead

Well-known member
give them an attack like WB's Taz

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QuantumFX

Well-known member
I absolutely loathe how Turbine/SSG boat anchored specific fighting styles to specific trees. You want a character that's attached to the canonical Eberron Shintao monastery that created Whirling Steel Strike? Well, eff you! You will be a ninja spy because, well, eff you. How about that other Shintao monastery that created Sudden Willow Strike? Nope! Eff you too! We created Henshin Mystic and absolutely no deviation will be accepted! I get that you can make trees that have some support, but the damn tier 5's should at least be a multiselector.
 

ACJ97F

Well-known member
Yes, that's that main reason archetypes was introduced.
Well, not really. They could have made an exclusion tree in the class, so people could have done Base > Iconic > Subclass, and actually finish
grinding one out. Instead they designed it out-of-class, adding (3x) TR's and PL creep, to keep the DDO store hamster-wheel churning. To any
business that programs, there's no reason to create a new TR system for a Subclass.

To current Trees, add a 4th (Subclass). If you take Tree 4, you're locked out of Tree (Whatever). They already have coding for that, they use
the same method for T-5. Instead, they took the extra time just to make whale-bait. Adding more TR's certainly wasn't for players health.

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As for monks... restore the cool Lotus animation, change non-canon (+1) hit to at least (+1) damage so it's closer to original Monk, and dump
the button mashing by putting Finishers on a base cooldown like most everything else. There's enough to do without playing track-and-field.
 
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