U72 Preview 1: Monk Class Changes

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Shall

Well-known member
Didn't even notice the meditating requirement, terrible idea for a fast paced game. And yes it is fast paced waiting around 30 seconds sucks.

Archers focus HW waiting is fine since you keep attacking. Meditating is a stop and do nothing. It's awful gameplayoes meditation still only have a couple uses per rest on lamannia,

I'm away from my PC so just a couple thoughts, does meditation itself still only have a couple uses per rest? If so this seems so clunky compared to other trances that don't make you stand around to recharge usages and have a such a low hard limit of uses per rest, plus being lost if you get uncentered for example through strength damage lowering carry capacity. If this stays it should have a longer duration compared to other trances or sonething

I see shadow flurry/ poison exploit still has the HP cost it got from the first preview where it was merged with the fire dark fire finisher that got removed in the second preview. I still think that cost should be reverted then add fire dark fire to the in my opinion weak crippling strike enhancement in t5 and move the HP cost there if it even needs a hit point cost considering other autocrit t5 abilities dont. None of the other fort debuff attacks cost HP either afaik. And it still has a recurring save so I don't see anything that warrants the cost.
 

Lotoc

Well-known member
checked on lam, some unlisted changes are the imbues being increased to 150% melee/ranged power from 100%
Some quick things noticed
Henshin's Wisdom to hit/dmg is non functional
Poisoned darts does not strip poison immunity and still stacks 5% poison vulnerability per stack of ninja poison
Elemental words only grants porous soul
Ki spells are not applying imbue damage from elemental soul
 

Wisefreelancer

Well-known member
Quite a few bugs - mostly already mentioned here.

Looks like some Tier 5 AP costs got toned down, which is awesome.

I generally like the changes.

I have a few things on the wish list, some which people brought up in the preview threads:
  1. Wind Stance can't compete at cap with other stances and needs something else (MMR Cap, just maybe???). Making the morale doublestrike ability available to non-QS is the final nail in the coffin for this stance.
  2. There's a push to make abilities work for Str/Wis/Dex, which is great. But there's still no viable melee trance for Dex :-(. Could Henshin's not be multi-selector like most other class trances?
  3. Putting back healing shield is nice - given the imbalance most see between Light and Dark, I do think it could come down to Tier 3 tbh.
  4. Wasn't Stunning Fist going to be weapon-agnostic? I was really looking forward to that, but it isn't in the build
  5. Cauldron of Flame should change element with the imbue (I am guessing this is too vfx costly to implement now...)
I don't know that this is completely true in practice and don't have time this week to test, but I don't like that the latest build seems to push more towards handwraps than before:
  1. Stunning fist still handwrap-only
  2. 30(!) free melee power with handwraps only through the improved unarmed strike feat - I don't think any other class comes close to this...
  3. Making all weapon abilities in the trees agnostic gives handwraps access to all the fun stuff quarterstaff used to have exclusively and most of ninja spy
Monk offensive needed the boost, but it would have been nice to share it around a little more?
 

Bliv

Well-known member
Decided to play monk, you know for nostalgia's sake, before you remove combos.

Here I am at lvl 12 with a whopping 18-20 x2 crit.

I hope you're doing something about this. Cuz it's really f*cking silly compared to other builds.
 

peng

Well-known member
I like adding melee power to the unarmed strike feats.
I like that you're adding the healing curse back in, though hand of healing still needs to scale better. Should be *at least* 1d6 per monk level, scaling with higher of positive or twice melee/ranged power.
I *hate* requiring meditation to regen trance charges. Meditation is a garbage feat that is rarely used because it


takes


so


long
for very little benefit.
Meditation and wholeness of body should take *at most* 8 seconds, and still allow you to move, and heal/regen ki for more than they do currently.

Finishers that I noticed are still missing:
  • all the 3x element finishers. 3x fire would be nice if the dmg was not horrible. The rest are situationally useful
  • all of the void finishers
  • all of the element/dark/element finishers (some were partially included and folded into other abilities)
  • earth/light/earth
  • fire/light/fire
Also, just about everything I said in the previous thread still stands:
I have been a monk fan and player pretty much since I started playing ddo in 2010. I'm going to try to collect all my thoughts regarding the proposed changes here, but I have a *lot* of them when it comes to monk.

Bugs:

Builders / Finishers:
Aside from the issues Steel lists in the op, there's another issue with the current system, which is that players unfamiliar with monks tend not to realize that when they unlock adept/master/grandmaster of forms, they gain new strikes which need to be dragged out from your feat list to a hotbar, and those strikes have a separate cooldown.
I think all these issues can be addressed by having the initial strikes scale rather than adding more powerful versions, and reducing the number of strikes needed to activate a finisher from 3 to 2 (with the possible exception of shining star). Losing the extra strikes will be a bit of a nerf, but lowering the complexity while not getting rid of it entirely should be a net win. Cutting out the strike/finisher system entirely is a *big* nerf to monks and completely changes the playstyle, which is what draws many players to monks in the first place.

Other changes to base monk:
  • Losing the elemental and light/dark strikes is a not insubstantial hit to dps and the active playstyle monk players have grown to love/hate.
  • Losing light/dark strikes also means that your initial choice of philosophy has no direct impact on your character until you go to spend your enhancements
  • QP/stun DCs working with any stat makes character building more flexible, which I'm a fan of, even if it is untraditional. I'm ambivalent about allowing them to be used with any centered weapon. Mechanically, great. Flavor-wise, it's a bit weird that the name implies you hitting something with your hand while you're actually hitting them with a weapon instead.
Shintao changes:
  • So you now get 5 melee power at lvl 18 and 25 (15 +10 in Meditation of War) at lvl 20? Can some of that MP come earlier, say at the level 12 core (eg 5 MP each at lvls 12 and 18, and 10+10 MP at lvl 20)
  • Strikethrough chance was sorely needed on monks, this is a good addition
  • It seems to me that negotiator and ki shout are *both* tank ablities. Maybe combine them into one enhancement in whichever tree ends up being the tanky one?
  • Quick Strike good, not limited to staff better
  • Hand of Harm should do extra damage (Touch of Despair deals +30% dmg)
  • Greater Hand of Healing: nice change. I always thought the curatives should be cumulative.
  • Kukan-Do: I like the increased DC, not sure why this is only Wis-based when it seems the other strikes use the higher of Str/Dex/Wis.
  • Big fan of removing Meditation of War's penalties, some of those can be quite punitive.
Ninja Spy changes:
  • I like the Poisoned Darts changes (more initial stacks, fewer stacks removed on expiration, lower cooldown, immunity bypass at the expense of losing poison vulnerability)
  • Adding melee/ranged power to the cores is good. I'd prefer if some of it came earlier than lvl 18.
  • Haste Boost: Finally. 10/10
  • Flash Bang: not sure why this has become locked to Light Path
  • Shadow Flurry: Touch of Despair (which we already get in Shintao) except the neg vulnerability is replaced with no spellcasting. If the no spellcasting affects bosses, that is potentially *very* powerful. If not, it's pretty inconsequential on a class with so many ways to take out casters. Also, it should not cost HP now that you got rid of auto-crit (which should probably be added back in somewhere).
  • Cloak of Shadows is nice
  • Poison Exploit references Touch of Despair which will not exist in this system. Also, make sure that enemies normally immune to poison still take this damage even though you are getting rid of the poison that strips immunity
  • Shadow Double: I like that this works with ranged now, but why the cooldown increase?
Henshin Mystic Changes:
  • Wisdom to hit/dmg? Yes please
  • Extra Ki generation for all weapons at lvl 3? YES
  • 15% qstaff speed at lvl 6? Significantly better than at lvl 20, but still worse than rogues getting it at lvl 1
  • Cauldron at lvl 6 is very nice and I like the scaling defensive buffs
  • Gaining all 4 elemental strikes at once is good. Having them scale is good. Having them share a cooldown is terrible.
  • Moving the imbue to t2: big fan. I'd like the imbue to scale with 2x or even 1.5x melee/ranged power. Or maybe grant an extra imbue die if your imbue matches your monk stance.
  • Kata of Wind: cooldown is way too long, or duration is way too short. Giving the party blur is something a wizard can do at level 3, and they don't have to refresh it every minute. Even with a cooldown/duration that let's you have 100% uptime, it's still pretty bad. This was the only Light Finisher I never used. I'd change it to 25% concealment, doubled on yourself (and with a shorter cooldown and/or a longer duration)
  • Mantra of Body/Soul: 2 prr or mrr is *way* too little for 1 ap, particularly in T3/4. These should give at *minimum* 3/6/10
  • Wis trance? Yes please.
  • Kata of Deep Magic: I'd add the Earth/Light (immunity to daze, stun, and sleep) and Fire/Light (stacking heroism) Finishers here as well (or in T5)
  • Kata of Dark Stars: Allowing monks to get Shining Star by level 5? Nice. Locking it to Dark Path and reducing the duration from 60 to 12 seconds? Big Nope.
  • Mystic Honing/Self Defense: do these both give 25% competence hp now?
Overall enhancement tree changes:
  • Currently, it seems to me that Shintao is the tanky tree. Not sure why that's being moved to HM. Not a huge fan of this change, but I'm willing to keep an open mind about it.
  • While I usually only take one of the Elemental Ki Strikes, that's because I can only afford to take one. All 3 enh trees have good t2 abilities, so spending 2 ap on my 2nd/3rd favorite of these in my 2nd or 3rd tree is too much of an ask. Either grant all of them for spending 2 ap in one tree, or let us take one per tree, but make them only cost 1 ap.
  • Having three different lines with different names that cost the same and give exactly the same +1 or 2 atk/dmg to all centered weapons in all 3 trees, feels... off. Either give them the same name (ie you can take this one weapon boosting line, but you choose which tree to take it in), or give them some sort of distinctive buff on top of weapon damage (like what we have now).
  • While you say that Shintao's theme includes core weapon DPS, it seems to have the *least* DPS of all 3 trees

Other changes I think should be made in addition/instead:
  • Ranged attacks should generate Ki like melee attacks, and many or even all of the monk strikes should work with ranged
  • Damaging/healing SLAs: I believe these should all have higher dmg/healing dice and scale with 2x melee/ranged power instead of spellpower or 3x melee power.
    • Hand of Healing (or Healing Ki) should be 1d6 or 1d6+1 per monk level, scaling with 2x melee/ranged power
    • Ki Bolt should be 1d6+2 fire and force per monk level, scaling with 2x melee/ranged power
    • Incinerating Wave should be 1d6+4 fire and force per monk level, scaling with 2x melee/ranged power
    • Fire Finisher (if we get it) should be 1d6+3 fire dmg per monk level, scaling with 2x melee/ranged power
  • Monks should get more MRR cap and PRR. Maybe 1 MRR cap and PRR per monk level.
  • Allow the BAB increase from Flurry of Blows to apply for feat pre-requisites
  • Meditation and Wholeness of Body give way too little and take way too long. Maybe change them to something like:
    • Meditation: A monk can meditate to rapidly regain ki. You gain ki equal to 1/4 of your Concentration every 2 seconds for 8 seconds. You can still move while meditating, but do so at a reduced speed unless you have the mobility feat. Other actions will interrupt your meditation. 1 minute cooldown.
    • Wholeness of Body: This feat allows Monks to expend 10 Ki to heal some hit points over time in a meditative state. You regain hit points equal to twice Monk level + Epic/Legendary levels + Wisdom modifier every two seconds for 8 seconds. This scales with the higher of Positive or twice Melee Power. You can still move while meditating, but do so at a reduced speed unless you have the mobility feat. Other actions will interrupt your meditation. 1 minute cooldown.
  • Empty Body and Perfect Self are pretty underwhelming for lvl 19/20 abilities.
    • Empty Body: add Dark Discorporation on top of Shadow Walk.
    • Perfect Self: add +1 passive ki gen and/or some more PRR and/or MRR.
  • Stances: They could use a bit of a rework. Currently Mountain is a tank stance which barely increases your prr and threat gen. Wind is a DPS stance at all levels (assuming you're melee and not doublestrike capped). Sun is a DPS stance starting at lvl 12. All the stances except wind have a way to generate Ki, but other than Sun, they are either unreliable or start at lvl 12. So:
    • Mountain
      • +1/1/2/2 Ki on being hit or missed
      • +5/10/15/20 PRR
      • +50/100/150/200% threat gen
    • Wind
      • 3/6/9/12% Doublestrike and Doubleshot
      • Ki abilities cost 20/30/40/50% less
      • +4/6/8/10% stacking run speed (could be untyped, quality, action boost, etc)
    • Sun
      • +1/1/2/2 Ki on hit (no extra Ki on crits needed)
      • either +1/1/2/2 crit multiplier on 19-20 OR +0.25/0.5/0.75/1 [W]
    • Ocean
      • +1/1/2/2 passive Ki generation
      • +3/6/9/12 MRR and MRR cap
 

Erork07

Active member
Hei. I think the Henslin Mythic needs something more appealing for its tier 5 choices. compared to the other tier 5s, the most unique offering it has is void strike and balance of dawn (which both, I don't believe scale well enough into higher levels).

with void strike not being apart of combo system, it no longer provide something new or powerful to the gameplay. it's also overly spammy with a 3 second cooldown.
 

Subfive

Active member
Hi, I didn't have a lot of time to go over everything on Lamania but here is some recommendation/observation/bug that I personally have.

General:
Ki regen with ranged attack (might be limited to only when in wind stance / all the other have their "speciality" earth = being hit, fire = crit, water = passive)
Meditiation and healing variant can't really be used in group due to the time it takes so linking it with a stance charge is not great.

Ninja Spy:
The tree is a bit costly, it's mostly 2 points each or 3 tier ability or 3 tier 2 points(x2).
Subtlety is only threat reduction on Melee attack, it should be range too.
Shadow Flurry and Touch of death would be really nice with a range version too.(at least have some ranged attack in one of the tree)
Shadow Flurry cost of 20 HP in addition to the KI each hit seems a bit of a high cost for what the attack gives, HP loss on ability usage should really be for special case in my opinion.
Improve archer's focus should be a selector with crippling strike instead(only melee atack needs the assasin DC and crippling is not really good)
CapStone would benefit from range power in addition to melee power.

Shintao:
Negociator tier 3 should work on ki shout.(item version doesn't either)
Still has a bit o confusion in the core description, some say your unarmed attack and some doesn't

Henshin:
Exemplar could be with two handed weapon instead of only quaterstaff since a few things can let you stay centered.
bug: Meditiation doesn't seem to give clear your mind charges.(tried on 2 different kind of monk)
Kata attack doesn't specify melee attack only and is not workin on ranged weapon
bug: Elemental soul doesn't work on ki bolt
Bug: Still Mystic training instead of the shout
bug: Elemental words seems to be only porous soul.
 

J1NG

I can do things others can't...
Who also thought that only having one source of a Monk Strike (Eagle Claw Attack, Fists of Iron, Knock on the Sky and Unbalancing Strike) now held in Shintao was a good idea?

*shakes head*

J1NG
 

Shall

Well-known member
Who also thought that only having one source of a Monk Strike (Eagle Claw Attack, Fists of Iron, Knock on the Sky and Unbalancing Strike) now held in Shintao was a good idea?

*shakes head*

J1NG
Agreed, I always took at least two strikes for the sneak attack enabler and the earth strike for general damage. With how many abilities have been removed the enhancement should just give all of them like with the henshins elemental words changes
 

Fisto Mk I

Well-known member
Subtlety is only threat reduction on Melee attack, it should be range too.
Yea.
Shadow Flurry and Touch of death would be really nice with a range version too.(at least have some ranged attack in one of the tree)
Exactly, as say before many times.
Improve archer's focus should be a selector with crippling strike instead(only melee attack needs the assassin DC and crippling is not really good)
Crippling Strike must be removed at all because literally do nothing and change to IAF +3 Assassinate DC. Selector in Self Defense meaningless, no one in sane mind wanna take +50 very situational RP over permanent 25% bonuses to HP and 5 to MRR and MRR cap, with same success it can be not existent totally.
I say it before too, but devs keep silence...
 

Eunostos

Well-known member
K, so nerfed monk is even more boring compared to previous monk than I thought from the initial thread. Are we going to get a +20 heart like your company used to give us when you changed things beyond recognition or are you just going to run with the Happy Accident of selling some?
 

J1NG

I can do things others can't...
K, so nerfed monk is even more boring compared to previous monk than I thought from the initial thread. Are we going to get a +20 heart like your company used to give us when you changed things beyond recognition or are you just going to run with the Happy Accident of selling some?
I would advise SSG to go with the free +20 or a +5 at the very least for anyone with a Monk Level.

The coincidence of a sale, or if asked for a sale like I've asked for a few times, wouldn't fly here. As there are so many things changing that can only be fixed with a Reincarnation; the Path is the primary one. But we also have other stuff like Feats, and possibly class splits that now no longer work (either at all, or is so gutted that if you asked WotC to look at the class, they wouldn't be able to even identify that it was a Monk class). This would be different to the prior times when asked for a Heart, as those times there was not enough changed; mostly it would still work as before. This is not the case this time.

For example, I have a 20 Monk that uses a bow. Funnily enough, because all her enhancements were in the Racial Tree and Universal Tree's absolutely nothing of the changes here impact on her. However, they would miss out on all the things that the old Monk would have had if I had to drop the bow, and go melee (like the pillars in VoN), most notably the Elemental Strikes that would have allowed them to not seem like dead weight.

My other Monks however, are hampered in various ways. My main most primarily, is now nothing more than a Cloth Wearing Rogue fighting with their FIsts that might be able to CC things but can't buff. Or can buff but can't CC things. Unlike on live where they could switch and do both.

As said when I first saw the initial threads. This is bad. And the Devs continue to way to take the cheap, quick and easy way out. Investment of time to get the abilities going as they should do is needed. This approach taken is just the worst.

J1NG
 

SpartanKiller13

Why do I have 614 ddo build files
Testing wise, so far:
HM C2 Ki Bolt does not have the +2 Ki on-hit portion listed, and does not generate ki for Shuriken (did not test melee)
NS T5 Shadow Double does not grant either Doublestrike or Doubleshot.
NS T5 Improved Archer's Focus (Self Defense) does not allow you to stack past 15 stacks.
Shintao T3 Hand of Healing is currently free with 6s CD, which feels about right for endgame given the uhhh impressive (/s) size thereof. Also currently available even with Dark Path.

Opinions:
I'd like some way to switch to Light Path cheaply/freely when the update hits.
Henshin Mystic could really use some better way to spend a few AP in T1, it feels really bad trying to reach Core 2 for the theoretical Ki-gen on a thrower build, or at worst the passive ki-gen in T3.
Battle Trance requiring Meditation to recharge is pretty dubious, maybe it could give some benefit to make up for the awkwardness? EG: 1/2 of your trance bonus to Assassinate DC's (1/4 of stat).
Ninja Spy T1 Subtlety should either have a multiselector or just be -all threat. Weird that throwing stuff from farther away draws more attention than hitting in melee range IMO.
 

LouDaCrisp

Well-known member
Some bugs that I found:
  • Swapping to Handwraps makes you invisible.
    HdHxnz2.png
  • Clear Your Mind (Henshin T3 battle Trance) starts quests with 0 charges and does not regain any charges while meditating.
  • Elemental Soul says it has 150% Melee Power scaling in-game, but 100% in the Forums Post. Which is correct?
  • Elemental Soul does not add imbue damage to Henshin SLAs (Ki Bolt, Cauldron of Flame, and Incinerating Wave)
  • Henshin Core 1 & 2 Wis to Hit/Damage are not giving Wis to Hit/Damage.
    6wsU5Q7.png
  • Henshin Core 5 does not reduce the cooldown of Cauldron of Flame.
  • Shadow Double (Ninja Spy T5) doesn't give any of the bonuses it claims to give.
  • Ninjutsu (T4 Ninja Spy) allows you to select the upgrade for the opposite ability. The forums calls this core Greater Shadow Arts, but in game its called Ninjutsu.
 
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SpardaX

Well-known member
Since it's made it this far, this probably wont happen. But I would once again like to suggest that Ninja Spy's Dark Flurry, and Shintao's Hand of Harm, these ones:

Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 20 HP, 10 Ki. Cooldown: 12 seconds.

Dark Path: Hand of Harm: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its negative energy vulnerability by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) to negate. (12 second cooldown, costs 10 ki)

Get swapped, and the Hand of Harm get changed to do Poison vulnerability. So it would end up like this:

---------------------------------------------------------------------------------
Ninja Spy:

Dark Path: Shadow Flurry: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its poison vulnerability by 25%. Periodic Fortitude saves (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) to negate. (12 second cooldown, costs 10 ki)
+
Dark Path: Poison Exploit: On a failed saving throw, your Touch of Despair purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. (This factors in the damage boost from Deadly Exploit as well.)

--------------------------------------------------------------------------------
Shintao:

Dark Path: Hand of Harm: Melee Attack: +20% damage. Target must make a saving throw equal to (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 10 Ki. Cooldown: 12 seconds.
+
Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
---------------------------------------------------------------------------------

These changes mean that the Hand of Harm becomes the complete debuff attack, doing "Unable to cast spells, Blinded, and Nauseated" when upgraded, keeping it all on theme

And the shadow flurry becomes the complete damaging attack, putting all power into the poison strike, and making the Dark attack buff Touch of Death, the way that it does right now with the +25% Negative Vulnerability, and Touch of Death's 500 Negative damage.

Edit: Swapped the DCs around to fit their respective trees, and removed the HP cost because it doesn't need to be there anymore. The Fire-Dark-Fire crit effect isn't there anymore.
 
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Below are some bugs found in initial cursory testing on Lamma. Actual thoughts to follow when I can find time! I did not test anything w ranged, so apologies there


Kata of Ice/Hand of harm- not including stunning dc bonuses to DC. Kata of dark stars doesnt display DC, didnt test in PVP. Touch of Death and Shadow flurry do appear to be scaling appropriately with assasinate DC (tho Shadow flurry is using 18+monklevel+assassinate + statbonus)

Improved Cauldron- doesn't shorten cauldron cooldown, nor does it persist when stepping outside.

Clear your mind- currently cannot be used, as it starts with 0 charges and gains no charges meditating. As previously mentioned, literally any other recharge mechanic is preferable to sitting down for 6 seconds. Cannot overstate how bad that feels when playing- this is the worst sort of balancing, the one where the cost is actions that feel unpleasant to the player but has no impact on the character. You just got rid of finishers due to concerns of clunkiness, breaking on opening doors etc, and now want to add a sit for 6s of every 2mins to the class? Honestly I'd prioritize changing this over any of the listed bugs. The flavor does not outweigh the negative gameplay feel.

Elemental soul of X- currently not applying force on crit

Porous soul- currently only giving acid vuln strike

Henshin wis to hit and wis to damage not applying

Kata of dark ice is currently applying helpless, unclear if this is intended or not, paralysis effects are not consistent in DDO. It used too as well I believe

Shintao +1 hit/dam line isnt working properly, cursory testing suggests neither Henshin or NS +hit/dam lines are working either

Improved hand of harm is applying blind, but not nauseated

+3 hit/dam from Meditation of war is not applying

Another bugfix request- deception +to hit while sneak attacking remains broken, as it has for about 2 years

Thanks for reading, will have some actual thoughts later.
 

Nickodeamous

Mercenary for Hire
I'll try and be constructive here. Where do I start. Removing the FDF and EEE finishers is excactly what I thought. Regardless of the MP you added, this aided in crushing the monk DPS. I had PLENTY of buttons to mash for extra DPS, and here I am now hitting fists of iron every few seconds. lol This is extremeley boring. DPS needs a major improvement in shintao to compensate. I tried mixing it up with the other trees, and maybe its just me, but I am not even close to the DPS I was pulling before.

Suggestions:
  1. Need to add EEE and FDF finishers to Monks in general. Not in a tree.
  2. Need to increase crit range/multi for handwraps. period. They can't keep up with other weapons.
  3. give us elemental strikes back. dont hide them in henshin behind APs.
  4. quick strike is poorly placed. Most of us already hit 100% DS and dont need it. Make it a cleave if its in Shintao.
  5. we need all of the toggles available in shintao (eagle claw, fist of iron, etc) and should able to pick up each for a nice DPS rotation

I canceled my VIP a month ago. I was hoping things would be better than what was portrayed in the previews. Please listen to the player base on this one. Monks are unique and I hate to see them die.

cheers,
Nic

EDIT: see next post for bugs and things I missed...
 
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