I also understood the concept of monks 'tanking' in this thread to be something similar to:Even with our avoidance stance and avoidance combo, we can't tank any difficult mobs. Lasting one or two rounds more than a caster before RNG betrays you and you get onerounded doesn't make you a tank. And I haven't seen anyone asking to be both a tank and a top tier dps so I don't even know who you're arguing with.
well lets see, those classes are ranged. that is probably what you would call a trade off, oh also they have spells, and a bunch of utility type stuff. I think some monks get forage and sense heading though so there is really no big trade off.- Monks should not be able to tank raid or 6 man content. there are 3 tank classes for that.
So you want to do about the same damage as necros, rangers , and mages plus have the added benefit of being able to tank.. unless you're talking about hundreds of dps less then there really is no big trade off.
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Are Dragon Punch/Tail Rake going to do the same thing?Okay, well I think that I know what I am going to do with this info, then! Also Susvain had the first chance to examine the set of Monk buttons which I will print out here. The Charged Up versions of special attacks CURRENTLY do the following:
Kick: Increased Damage (baby Flying Kick) at level >= 5
Round Kick: Roughly 2*Level Lifetap at level >= 10
Tiger Claw: +Aggro at level >= 20
Eagle Strike: Stun and/or Chance at Spell Interrupt for unstunnable but interruptable mobs (if those exist?) at level >= 35
Dragon Punch: Small Knockback and Root at level >= 45
Flying Kick: Higher Base Damage at level >= 50
These abilities all cost AROUND one bubble of Discipline (Lifetap costs a bit more, right now).
Yeah my tail rake did the same thing as dragon punch on that list.Are Dragon Punch/Tail Rake going to do the same thing?
the real question is am i gonna do the phat deeps or no i need to knowOkay, well I think that I know what I am going to do with this info, then! Also Susvain had the first chance to examine the set of Monk buttons which I will print out here. The Charged Up versions of special attacks CURRENTLY do the following:
Kick: Increased Damage (baby Flying Kick) at level >= 5
Round Kick: Roughly 2*Level Lifetap at level >= 10
Tiger Claw: +Aggro at level >= 20
Eagle Strike: Stun and/or Chance at Spell Interrupt for unstunnable but interruptable mobs (if those exist?) at level >= 35
Dragon Punch: Small Knockback and Root at level >= 45
Flying Kick: Higher Base Damage at level >= 50
These abilities all cost AROUND one bubble of Discipline (Lifetap costs a bit more, right now).
Kick/FK- I couldn't eyeball how much of a damage increase they were so no comment.Okay, well I think that I know what I am going to do with this info, then! Also Susvain had the first chance to examine the set of Monk buttons which I will print out here. The Charged Up versions of special attacks CURRENTLY do the following:
Kick: Increased Damage (baby Flying Kick) at level >= 5
Round Kick: Roughly 2*Level Lifetap at level >= 10
Tiger Claw: +Aggro at level >= 20
Eagle Strike: Stun and/or Chance at Spell Interrupt for unstunnable but interruptable mobs (if those exist?) at level >= 35
Dragon Punch: Small Knockback and Root at level >= 45
Flying Kick: Higher Base Damage at level >= 50
These abilities all cost AROUND one bubble of Discipline (Lifetap costs a bit more, right now).
You're right, rangers already fill that niche. Top tier dps, second tier tank, with additional utility on top. And yet people understand that rangers aren't viable endgame tanks so doing good dps is why you bring them. Monks currently have to severely reduce their tanking ability to do less dps than rangers, and aren't as reliable at being an emergency tank for brief periods to finish a mob if the tank dies. If monks are going to remain at the "better than utility dps, worse than real dps" place they are in now, they need to be able to contribute something more. Being second tier dps while also making the tank take a bit less damage is a good idea, so is the fists of fury mechanic so we can actually burn a mob when it's called for (pretty much every other dps/utility class gets better burn options than monks now through either spamming nukes, better stances, Crescendo, etc).I understand what you are saying, but what your post implies (and that this sentence in particular implies) is that NEC/RNG/MAG should be able to tank as well as a Monk tanks. Since we are using only the tank/dps axis to rank classes here. What you are saying is that a Monk should do the DPS of a 2nd tier DPS class but still tank as well as a 2nd tier Tank. That is too much! You are highlighting one of the exact problems of the Monk class right here. You want Monks to Tank better than anything except a Tank while still doing more DPS than almost any other class and that is not a "niche" that needs filling in the game.
As I understand it, this. You can choose to do steady DPS/offtanking/utility in form of flying kick button mashing, aggro generation via tiger claw and what not, or you can choose to do a tad lower DPS during "average" phases by not pushing those buttons, and then unload with FoF on those burn phases.One last unrelated comment- If all of the special attacks lower your disc, and you need full disc for Fists of Fury, does this mean optimal monk dps is "auto attack with weapons without using any specials, take them off at full disc to use FoF and still don't use any special attacks so FoF lasts longer"? Because it seems like that's how this would play out and I don't think that sounds very good. If I'm misunderstanding part of the system please let me know.
If anything, it seems like specials should ADD discipline, so after a few minutes in combat using your specials, you can use FoF if the situation calls for it. Having specials subtract discipline makes using them and FoF an either-or thing which doesn't make sense to me.
I had no solid picture to work toward, so most changes were directionless band-aids or attempts to shore up a perceived class weakness
Rogues are opportunistic and sneaky where monks are disciplined and careful.
STAFF CAVEAT -- THIS IS NOT MY DEPARTMENT AND ITS BALANCE, CODING, IMPLEMENTATION, RESTRICTIONS, OR DENIAL ALL PROBABLY WOULD INVOLVE ME INDIRECTLY ONLY, IF AT ALL.Monks need an independent DPS mechanic. FD is not a class defining trait for them for them in the same vein Tracking is not enough for Rangers. I think the DPS mechanic should be close ranged AE damage with their auto attacks. Keep the stamina resource mechanic and use it for their buttons. Those buttons should each be AE attacks that have an unresistable thematic effect as long as the attack itself lands. One AE lifetap, one AE stun, one AE nuke, one AE "jolt", so on and so forth. All of these should scale with level in way that makes them effective throughout the tiers. "Blue gem" if you will. Their tanking ability should be dependent on avoidance, not mitigation (rangers), so if and when they do actually get hit, they get hit hard, and if they can't avoid getting hit, then they can FD. For that matter, FD success rate should be much higher across the board. Now monks have a vision. While rogues and rangers focus their high dps on one target while the tank tanks, the monk is systematically brutalizing the whole pack of mobs from the back. If he pulls agro, he can offtank til the heals come, he can "jolt" punch, the mob dies, or the tank pulls it off. If all else fails, he FDs and then hops right back in.
I think it's silly to theme ideal monk dps around h2h too. They should get a bonus for using fists, certainly, but not be handicapped otherwise. The weapon swapping thing makes no sense. You can just take MNK off certain types of weapons or put them onto others if it's really a thing.
This is my idea.
STAFF CAVEAT -- THIS IS NOT MY DEPARTMENT AND ITS BALANCE, CODING, IMPLEMENTATION, RESTRICTIONS, OR DENIAL ALL PROBABLY WOULD INVOLVE ME INDIRECTLY ONLY, IF AT ALL.
So your vision for monks is dead enchanters and being exactly 0 DPS wherever mezzes are happening? Gotcha!