U72 Preview 2: Monk Class Changes

Status
Not open for further replies.

Broken Old Monk

Keep All Void and Elemental Finishers Please?
Shinning Star use to be something all Monks could gain access to. It really is a kick in the groin to us Light Monks that its now a Dark Exclusive....

iu

plus wouldn't the Shiny Star be more in line with Light ....
and why can't top tier Henshin Mystics again access t o both finishers any more? that makes my heart hurt........
 

Broken Old Monk

Keep All Void and Elemental Finishers Please?
Breath of Fire and Healing Shield really carried me till level five as a Falcon lover, now I need to go deep into Shintao for my healing which use to be included with my philoso-fee
 

Celtic

Active member
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?

Why not just have it as an autogranted attack at level 3 similar to what happens now, and give the dark folk something as well. Only difference would be that it isnt used as a builder any more.
 

Broken Old Monk

Keep All Void and Elemental Finishers Please?
What did they do with the Light/Negative damage we had for using our philosophy attacks? why no auto granted toggle with maybe half as much damage potential since it not ki based any more or keep it ki based works too?!?!?!?
 

Havocthedemon1

Well-known member
Anyone else think normal non-DD monks should have a light imbue and a dark imbue toggle depending on your philosophy? Or maybe put that into Core 4 of GMOF. Normal monks get terrible imbues - poison and fire are the most resisted things in the game.
 

ACJ97F

Well-known member
Yeah, they really gutted a few aspects of the Monk. They even moved stuff into the Disciple, regardless of many people stating their dislike
of the Archetype. We're going to be stuck with poor decisions everytime they crank out an Arch for their eternal hamster-wheel sales plan.
 

misterski

Well-known member
Anyone else think normal non-DD monks should have a light imbue and a dark imbue toggle depending on your philosophy? Or maybe put that into Core 4 of GMOF. Normal monks get terrible imbues - poison and fire are the most resisted things in the game.
The fire imbue is now a choice of the 4 standard elements, so acid would be the way to go.
 

Fisto Mk I

Well-known member
There is no acid imbue. Not every monk is DD.
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.

It's not worked in Lammania, but must works after release... i hope... 8)
 

Tilomere

Well-known member
Cauldron 100% uptime also makes it very easy to sustain 95% dodge on a dedicated tank, while this was pretty tricky to achieve before the enhancement change and required a lot of other sacrifices.
Dodge on 20 Monk (Shintao HW)

25 Cloth
3 Racial
3 HeM 31 Embrace the Void
15 HeM 31 Cauldron of Flame
5 Shintao 41 AP T5 Meditation of War
3 NiS 8 AP Agility
8 Ocean Stance
4 Scion
3 Reaper
15 SD Improved Meld
8 Sentient Celerity / Snowpeak / Zephyr / Twilight
2 Sentient Zephyr / Twilight set
1?

It still requires a fair bit of sacrifice. The 5% chance to be hit and MRR cap means you won't be tanking high difficulty raids, and a visage-lord can already tank+CC+DPS+instakill R10 dungeons, so even if you made such a build, what situations would it be overpowered in?
 
Last edited:

pame12

Well-known member
Does anyone know if cauldron of fire works with handwraps now? Previously when I tested it out side lamia on public servers a few months back it didn't work.
 

SpardaX

Well-known member
Dodge on 20 Monk (Shintao HW)

25 Cloth
3 Racial
3 HeM 31 Embrace the Void
15 HeM 31 Cauldron of Flame
5 Shintao 41 AP T5 Meditation of War
3 NiS 8 AP Agility
8 Ocean Stance
4 Scion
3 Reaper
15 SD Improved Meld
8 Sentient Celerity / Snowpeak / Zephyr / Twilight
2 Sentient Zephyr / Twilight set
1?

It still requires a fair bit of sacrifice. The 5% chance to be hit and MRR cap means you won't be tanking high difficulty raids, and a visage-lord can already tank+CC+DPS+instakill R10 dungeons, so even if you made such a build, what situations would it be overpowered in?
2 ship buff.
1 reaper cloak
2 curse card
3 (at least) from 2 LGS items

If you go to the top of GMoF and take EIN, 1 from EIN

I made a 95% dodge build before, and for filigree I had:

Weapon:
Celerity D
ShadowStrike D
Snowpeak D
Twilight Cloak D
Zephyr D

Artifact:
Celerity D
Snowpeak D
Twilight Cloak D
Zephyr D

And from the sets:
Twilight Cloak 4 Piece D
Zephyr 2 Piece D

For 11 total from Weapon + Artifact.

And now that 5 Slot Artifacts exist, you could slot another Shadowstrike D into the Artifact. That didn't exist when I made my build.

But now that the 5th slot on Artifacts does exist, you could also more easily fit in a 5 piece Nystul's Mystical Defense. Skip the Twilight Cloak 4P. Have:

Weapon:
Celerity D
ShadowStrike D
Snowpeak D
Twilight Cloak D
Zephyr D
Nystul's Mystical Defense
Nystul's Mystical Defense
Nystul's Mystical Defense
Nystul's Mystical Defense
Nystul's Mystical Defense

Artifact:
Celerity D
Shadowstrike D
Snowpeak D
Twilight Cloak D
Zephyr D

You'd hit 95% dodge, and get +40 MRR cap (Filigree), get +30 MRR cap (Set Bonus / Solar Augment), get +10 MRR cap from GMoF Core 4, and maybe +15 MRR cap from GMoF Tier 5.

50+40+30+10+15 = 145 MRR

Though the build I used wasnt in GMoF so, itd just be 120 MRR.
 
Last edited:

Sylvanush

Well-known member
In addition, items with Enhanced Ki +5 Increase the rate at which the user gains ki with each successful attack. Those items are not working for range attacks. The description says that with each successful attack, not melee or the use of hand wraps, there is another issue for range characters with shuriken.
 

BananaHat

Well-known member
Add one more vote for the GMoF core 4 to allow for balance between light and dark and give access to the other path on top of the dodge bypass and MRR cap increase. Maybe also increase the base absorption from the enhancements in the tree by 10%.

As for the healing shield, maybe just tie it into another strike or a passive ability on vorpals, but make sure to add a dark equivalent.
 

Urklore

Well-known member
No word on what happens to the items that function with elemental finishers once this is released live this week? Such as items with the Balanced Ki Strike ability (Moonrise Bracers). The new monk goes live and there was no mention what happens to the Monk related gear.
 

misterski

Well-known member
No word on what happens to the items that function with elemental finishers once this is released live this week? Such as items with the Balanced Ki Strike ability (Moonrise Bracers). The new monk goes live and there was no mention what happens to the Monk related gear.
This was the only item related change in the notes: "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."

Would be nice if they looked at other item effects, too.
 
Status
Not open for further replies.
Top