U72 Preview 2: Monk Class Changes

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SteelStar

Senior Systems Designer
Hello again, everyone!

Preview 2 is here with an updated look at Monk Class changes! Thank you for your feedback in Preview 1, it was very helpful in tracking down issues and making adjustments! Below is a list of bugfixes and balance changes we've made since last Preview, and below that is the complete (updated) list of notes. Once again, we're primarily looking for gameplay feedback from those who have given things a test-drive on Lamannia! So please log in, try things out, and let us know that you did when you reply! With that said, let's take a look:

Changes from Preview 1:

  • Clear Your Mind no longer requires charges. It now costs 35 ki to activate.
  • The Attack-and-Damage line in each of the Monk trees now works as intended
  • Henshin Mystic's Wisdom to Attack and Damage now works as intended
  • Tier 1 Henshin Mystic now properly has Ki Shout
  • Ninja Spy Ninja Master now properly has its updated Fortification Bypass and Melee Power
  • Taking Elemental Words now properly grants all versions of Elemental Words
  • Kata of Ice now properly scales with the highest of STR/DEX/WIS
  • Core 2 of Henshin Mystic now has its intended Ki generation
  • Light and Dark Path abilities in the Monk trees now properly require the feat for that path
  • Upgrades for Light and Dark path abilities in the Monk trees now properly require the ability they upgrade
  • Poison Exploit now properly removes stacks of Ninja Poison when Shadow Flurry is used
  • Shadow Double now properly applies its effect
  • Light and Dark Path abilities in all three trees now have 9 second cooldowns.
  • Cloak of Shadows' Invisibility now works as intended.
  • Cloak of Shadows' Invisibility is now 3 seconds (balancing against the dramatically-reduced cooldown)
  • Shadow Flurry no longer costs Hit Points.
  • Subtlety now also reduces Ranged threat.
  • Negotiator no longer grants Haggle; instead, it grants Intimidate.
  • Hand of Harm no longer adds Negative Vulnerability.
  • Hand of Harm now automatically crits.
  • Deadly Striker is now: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range." (This change was present in Preview 1, but missed both the notes and tooltip).
  • Mantra of Body is now Mantra of Soul, and grants +5/10/20 MRR
  • Conditioning has moved up to Tier 3 in Henshin Mystic.
  • T2 Henshin Mystic has had its copy of Elemental Ki Strikes restored.
  • Dragon Disciple's Shaken effect can no longer hit allies from certain spells
  • Kata of Ice can now freeze most creature types (only exclusions are now Floating, Incorporeal, Boss, and Raid Boss)
  • Elemental Words now properly applies to Henshin Mystic's Ki spells
  • Cleared up confusion in the notes about the vulnerability aspect of Ninja Poison (it isn't changing)

A Topic of Discussion:
Last Preview, we had a note that read "Coming Soon: We are planning to add "Enemies in range of your Hand of Healing gain Healing Shield for 10 seconds." in addition to the above effect. Healing Shield: On a successful hit, any allies and the attacker will gain 1d2 HP. This is not present in this Preview."

This is proving to be tricky on a technical level. We'd still like to incorporate this somewhere useful, ideally still tied to Light Monks - Where would you like to see it?

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Overall Class Adjustments

  1. Remove the combo system and its core components.
    1. This retires the feat-based Elemental combo builders, and the resulting combo finishers. The effects of these abilities have been redistributed into abilities in the Monk trees.
    2. That said, Monks still gain their Stances and your choice of Light vs. Dark Path.
      1. The Light vs. Dark Path choice no longer gives something specific on being taken, but opens up enhancement choices at Tier 3 in each Monk Enhancement Tree.
    3. We are thankful for the feedback about Monk combo moves and finishers in the previous feedback threads; especially as we look into the future, this is valuable feedback. At this time, though, we have made the decision to move forward with retiring the current combo system in U72.
    4. If there are still Finishing Moves that haven't been replicating into the trees that you feel are especially necessary, let us know which ones and where you'd like to see that appear in the trees.
  2. Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
  3. Stunning Fist's DC now uses the highest of Strength, Dexterity, or Wisdom.
  4. The Unarmed Strike Feat now grants +5 Melee Power while Centered and using Handwraps for each copy of the feat you have.
  5. The Sun and Stars item effect now reads "When you activate Hand of Healing or Hand of Harm from the Shintao enhancement tree, you benefit from increased Melee Power and Positive Healing Amplification for a short time."
  6. Core 4 of Grandmaster of Flowers has not changed in this Preview, but will need to before U72 - We're open to suggestions for how to change this ability!
  7. Bugfix: The Vorpal Strikes feat now properly makes your Handwraps Vorpal.
  8. Action Point costs across Ninja Spy, Shintao, and Henshin Mystic have been reduced.

Ninja Spy

  • Cores:
    • Poisoned Darts now reads "Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee and Ranged Power every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Activation Cost: 15 Ki. Cooldown: 12 seconds)"
    • Diversion no longer has its Critical bonus (moved to Tier 5). Instead, it has +5 Melee and Ranged Power.
    • Ninja Master now also has "+10% Fortification Bypass, +15 Melee and Ranged Power. If you have Self Defense, you gain an additional +10 Melee (just Melee) Power".
  • Tier 1:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Henshin Training. Essentially, you can only take one Attack+Damage line.)
    • Subtlety now also reduces Ranged Threat by the same amount.
  • Tier 2:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Elemental Ki Strikes is has been removed (it still exists in Shintao). It is replaced with Extra Action Boost: +1/2/3 Action Boosts.
    • Action Boost: Melee/Ranged Power is now a multiselector with Action Boost: Haste.
  • Tier 3:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Flash Bang is removed, and replaced by Shadow Arts:
      • Light Path: Flash Bang: Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have DC equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs). (Activation Cost: 20 Ki. Cooldown: 9 seconds)
      • 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: 10 Ki. Cooldown: 9 seconds.
  • Tier 4:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • Deadly Exploits is removed, and replaced with Greater Shadow Arts:
      • Light Path: Cloak of Shadows: After using Flash Bang, you become Invisible for 3 seconds which is not broken by actions.
      • 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.)
  • Tier 5:
    • Touch of Death now reads: You strike a living opponent down with twisted ki, dealing +50% damage and 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 14 + Monk Level + Highest of Str/Dex/Wis Modifier + Assassinate DCs). Cooldown: 15 seconds). Passive: +3 to Hit and Damage while Centered.
    • Deadly Striker now reads: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range."
    • Self Defense is now a multiselector with Improved Archer's Focus: Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10 Ranged Power.
    • Shadow Double is no longer a Melee Attack. Instead, it's an activated ability that grants +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Activation Cost: 30 Ki. Cooldown: 25 seconds)

Shintao

  • Cores:
    • Cores remain the same, except all abilities that say with Handwraps now say while Centered.
    • To Seek Perfection's "You no longer suffer penalties from Meditation of War" is removed (see below) and replaced with "If you have Meditation of War, +10 Melee and Ranged Power".
  • Tier 1:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and Damage while Centered. (Antireq: Ninjutsu and Henshin Training. Essentially, you can only take one Attack+Damage line.)
    • Ki Shout is removed (moved to HM), and replaced with NEW: Fast Hands (Multiselector): +1/2/3% Doublestrike OR Doubleshot
    • Exemplar is removed (moved to HM), and replaced with Negotiator currently found in Henshin Mystic. Negotiator now grants Intimidate instead of Haggle.
    • Deft Strikes is now a multiselector with Improved Second Strikes:+[5/10/20]% Strikethrough.
  • Tier 2:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • Elemental Ki Strikes are no longer combo builders, but otherwise remain unchanged.
    • Conditioning is removed (moved to HM), and replaced with Quick Strike currently found in Henshin Mystic. Quick Strike is no longer restricted to Quarterstaves, but you must be Centered.
  • Tier 3:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • NEW: Hands of Mercy (Multiselector):
      • Light Path: Hand of Healing: You heal all nearby allies for 1d4 plus 1d4 per monk level. (9 second cooldown, costs 5 Ki)
      • Dark Path: Hand of Harm: Melee Attack: This attack is a guaranteed critical strike. You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) to negate. (9 second cooldown, costs 10 ki)
    • Dismissing Strike has its AP cost reduced to 1, because it's extremely situational
  • Tier 4:
    • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
    • NEW: Greater Mercies (Multiselector):
      • Light Path: Greater Hand of Healing: Your Hand of Healing now applies a Lesser Restoration effect and removes Blindness, Curses, and Diseases.
      • Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
  • Tier 5:
    • Empty Hand Mastery becomes Shintao Mastery, which does the same thing but "and wielding Handwraps" is removed.
    • Kukan-Do now reads: You lock gazes with an enemy, stunning them for a short period of time on a failed Will save (DC 14 + Wisdom modifier + Monk level). Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability. (Cooldown: Unchanged)
    • The penalties from Meditation of War are removed. It also gains +3 to Attack and Damage in addition to its other effects.

Henshin Mystic

  • Cores:
    • Riddle of Fire now gains "While you are centered, you can use your Wisdom modifier to hit" in addition to its other effects.
    • The casting time on Ki Bolt is reduced. Ki Bolt also gains "While you are centered, you can use your Wisdom modifier for damage. In addition, while you are centered, you gain +2 Ki each time you hit a creature. This stacks with all other sources of Ki generation"
    • Sounding Staff is now Cauldron of Flame. Most of it remains the same, but "you personally gain +20 PRR, +10 MRR, and +15% Dodge that ignores Dodge Cap" changes to "you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level."
    • Cauldron of Flame is now Improved Cauldron: The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
    • Serenity removes the text "and wielding a Quarterstaff" and replaces it with "and Centered", letting you gain the bonus crit while in the Cauldron with other weapons. The Attack Speed for Quarterstaves is removed (see Cauldron of Flame).
  • Tier 1:
    • Elemental Words now grants you all four of the attacks, which now share a 6-second cooldown cooldown. The attacks are no longer combo moves, but instead deal 1d6 (Element) damage, plus 1 per Monk Level. It no longer applies stacks of Vulnerable (though still applies the element-specific 10% extra damage).
    • Henshin Staff Training is now Henshin Training: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Ninjutsu. Essentially, you can only take one Attack+Damage line.)
    • Mystic Training is removed (no longer using Finishing Move DCs anywhere) and replaced with Ki Shout (formerly in Shintao)
    • Negotiator is removed, and replaced with Exemplar (formerly in Shintao). Exemplar's +10% Threat Generation is removed, and replaced with +5/10/15% Attack Speed with Quarterstaves. Antirequisite: Rogue Acrobatics
  • Tier 2:
    • Elemental Words is replaced with Elemental Soul: You gain four Imbue toggles, one for each of Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element) portion of this damage. This damage scales with the highest of Melee and Ranged Power.
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Quick Strike moves to Shintao, and is replaced by Embrace the Void, which moves down from Tier 3.
    • Elemental Ki Strikes is still here.
  • Tier 3:
    • Elemental Words is replaced with Mystic Kata:
      • Light Path: Kata of Wind: Activate to grant you and nearby allies 20% Concealment for 60 seconds. (9 second cooldown, costs 10 ki)
      • Dark Path: Kata of Ice: Melee Attack: +30% Damage. On hit: Encase a tainted target in ice on a failed Will save for 10 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 9 second cooldown
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Lighting the Candle is gone, replaced with Conditioning from Shintao.
    • NEW: Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 35 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
  • Tier 4:
    • Elemental Words is replaced with Mystic Kata:
      • Light Path: Kata of Deep Magic: When you use Kata of Wind, you grant you and other allies a 25% reduction in Spell Point Cost for 60 seconds.
      • Dark Path: Kata of Dark Stars: You use the power of the stars to set up harmonic vibrations within your enemy that force them to dance for 12 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 9 second cooldown
    • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
    • Mantra of Soul: +5/10/20 MRR.
  • Tier 5:
    • Void Strike is no longer a Void combo builder. Otherwise, remains the same.
    • Henshin Staff Training is now Henshin Training: +3 to Attack and Damage.
    • Staff Specialization is now Mystic Honing, +1 Competence bonus to Critical Damage Multiplier and Threat Range. Passive: You gain a +25% Competence bonus to maximum hit points.
    • Balance In Dawn's attacks are no longer Light/Dark builders.
That's the list! Give it a spin on Lamannia, and if you do, let us know you did with your feedback. We'd like to know what's working well, what you'd like to see improved, and any bugs you run into so we can get things in good shape for the next preview! Thanks!

Known Issues:
  • The Tabaxi Trailblazer Iconic's Path may still be granting retired feats in this Preview. This will be corrected before Live.
 
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you could rework the original light and dark strikes that were part of the philosophy feats to be basic stand alone moves perhaps light keeping the heal shield curse and dark being either shaken like the original or just a short save penalty to "soften up" a target for a dark CC or teammates DC.
This would let the light/dark choice have an immediate impact on the character at level 3 not needing to wait 1-2 ranks for it to have an effect. And with the strikes already existing you could instead have enhancements modify these techniques perhaps as a way to make the damage effect in the tree different instead of purely redundant wastes of space.
 

Sholekar

Well-known member
Maybe GmoF C4 gives you a multiselector for a number of strikes/"finishers" from the trees, regardless of your path? Can't double up on something you already have, but gives the ability to either diversify, or grab a finisher you otherwise didn't get to. Or get a single finisher for a non-monk GMoF.
 

Edrein

Well-known member

Changes from Preview 1:

  • Deadly Striker is now: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range." (This change was present in Preview 1, but missed both the notes and tooltip).
  • Kata of Ice can now freeze most creature types (only exclusions are now Floating, Incorporeal, Boss, and Raid Boss)

Ninja Spy

  • Cores:
    • Poisoned Darts now reads "Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee and Ranged Power every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Activation Cost: 15 Ki. Cooldown: 12 seconds)"
  • Tier 5:
    • Touch of Death now reads: You strike a living opponent down with twisted ki, dealing +50% damage and 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 14 + Monk Level + Highest of Str/Dex/Wis Modifier + Assassinate DCs). Cooldown: 15 seconds). Passive: +3 to Hit and Damage while Centered.
    • Shadow Double is no longer a Melee Attack. Instead, it's an activated ability that grants +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Activation Cost: 30 Ki. Cooldown: 25 seconds)
Could Deadly Striker also add Sickles to that list? Mostly for the thematic nature, synergy with Dragon Disciple, and fit with Swords to Plowshares.

On the exclusion list for Kata of Ice would it be easier to just say it doesn't effect Reapers lol? I mean I feel like that's the main target of that particular list of tags.

I'd still love to see Ninja Poison change from Magical to Supernatural to increase the effective use cases. Not having access to an immunity stripper like Vile Chemist or Blightcaster is definitely hurting this playstyle far more than anything else.

Maybe give Touch of Death the immunity strip effect?

Could Shadow Double get some THF love? Maybe +100 strikethrough like a lesser version of Dance of Death, that gives value to the rest of the melee monks that will likely hit their DS cap during the 12 seconds its active.
 

Pretty Good Old One

Well-known member
For Healing Shield, could it be a strike added in at Shintao Core 2 (so that you would have to have made a Path choice). It could simply be a 10ki strike that applies the shield if you are on light path, and a 10 ki strike that applies Impending Doom (temp hp and ki if you kill the target while the curse is active) if you are dark path.

If adding the strike is risky this late, how about just make it a monk feat at level 3:

5% chance proc. That adds healing shield to your target if you are light, Impending doom if you are dark. Vary percentage as needed.
 

FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
good changes. some quick notes
  • NS needs a poison immunity strip... somewhere. I like the idea of adding it to touch of death
  • would be nice if shadow double gave something to DS capped melees
  • some/all cores in NS should give +1 assassinate DC
  • would be awesome if cloak of shadows shed aggro if you had it (like diplo but no check)
  • sting of the ninja should scale with 150% MP/rp
  • violence begets violence should be changed to "+1 stacking crit range every 3 seconds you do not attack. stacks 5 times. resets when you crit"
  • I'd like to see tomb of jade cool down reduced to 20 seconds
  • crippling strike should give an additional passive of hamstring on crit (like the item effect)
  • all cores in shintao should give the +1 ac and saves
  • iron hand should make your weapons immune to durability damage (hand wraps already are but it would help the new styles)
  • would be nice if argent fist could give +5 effective monk level to light/dark abilities that scale off of monk level "healing hand for example"
  • smite tainted creature should have its cool down reduced to 8 seconds and be a full frontal cleave
  • instinctive defense should be removed, it is useless
  • air stance meditation of war should probably also give +10% DS since right now it ONLY gives offhand hit chance
  • all the henshin mystic abilities should scale off character level to keep their damage relevant
  • incinerating wave needs to not reset arcane warrior stacks (the bug)
  • lightning the candle scales off 150% MP? does it still reduce ki gen on hit?
  • shadows cannot exist without light needs the heal to scale off of 200% melee power otherwise it is useless (or spellpower, doesn't really matter)
 

Xeang

Well-known member
you could rework the original light and dark strikes that were part of the philosophy feats to be basic stand alone moves perhaps light keeping the heal shield curse and dark being either shaken like the original or just a short save penalty to "soften up" a target for a dark CC or teammates DC.
This would let the light/dark choice have an immediate impact on the character at level 3 not needing to wait 1-2 ranks for it to have an effect. And with the strikes already existing you could instead have enhancements modify these techniques perhaps as a way to make the damage effect in the tree different instead of purely redundant wastes of space.
Where should Heal shield (and Touch of Despair for Dark Monk) go?

Devs this makes sense that you still get 1 "attack" when you choose your philosophy -- heal shield with Light monk and curse strike with dark monk.

This is not overwhelming number of feats being granted. Just one.

No changes would have to be written in the code -- keep them as they are but with "no finisher." That I'm sure could be easily eliminated. You were saying otherwise it is tricky -- but this already exists!
 

Xeang

Well-known member
Clear the Mind:

Your new notes say it should cost only 35 ki (more reasonable than 50 since monks don't even have a starting 50 pool til around level 12+).

However the actual tree enhancement still says 50 and I tested it -- it is requiring 50.
 

Viamel

Well-known member
I think you've landed at mission success, Monk looks better than live.

For the healing curse, just have the active that gives the burst also grant a second active on a different cooldown?
 

Efretti

Active member
Was it intended that monk finishers puts every other finishers on cooldown? Right now, shadow flurry puts hand of harm on cooldown. The finishers also seem to have a larger global cooldown than other abilities, making them a bit awkward to use in a rotation
 

Wisefreelancer

Well-known member
Tested out Henshin in a basic way for a bit and I am really quite happy with how it now looks.

Only feedback on mechanics is Shadow Cannot Exist Without Light is absolutely useless. Neither the DOT nor the healing scale at all and are pathetic to start with - now its not giving you light builder its 100% a wasted Tier 5 ability. Please add proper scaling!

The Cauldron with reduced recharge is very fun, but the visuals are a bit much. Could they be toned down? Like removing the central fire and just leaving the ring? Its a lot of visual clutter to have up 100% of the time.

Tooltips on some Shintao cores are broken - they refer to "unarmed attacks while centred", instead of just "attacks while centred" but they do apply the appropriate bypasses to quarterstaffs so think its just the tooltip.
 

misterski

Well-known member
good changes. some quick notes
  • violence begets violence should be changed to "+1 stacking crit range every 3 seconds you do not attack. stacks 5 times. resets when you crit"
I love this suggestion It's an otherwise useless enhancement and has been stated as so many times in the past, but it's never been changed. It even spread to the poor Sacred Fists.
 
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