Monk Class Tomes.

Snake

Dalayan Elder
Current Tomes:

Elemnetal Fist.
I really like Elemental Fist. It doesnt do that much dps, but the extra procs are fun, and when they crit, its even better :)

Force of Body.
This one i think is a big waste of AA's. Usually my kick does around 10-20 dps, so spending what 160 aa's? on two tomes, will give me an extra 10-20 dps.
I think it should be changed to giving a chance of double Special attack. So if you Flying kick, you might do 2 Flying kicks. Dragon puch and so on.
Would make it more fun, and would actually do more dps too with chance of more procs, not a lot, but enough to make it worth doing.



New Tome Idea:
Better Feigh Death (cant think of a name, Thanatosis? hehe).
Either it should make it so the monk has less % chance of failing a FD.
It could also lessen the time that the Monk has to stay FD to reset aggro (on roamers), by 30 seconds per rank.


Hope you all like my idea's, cause they are awesome, i know right!?
 
Does elemental fist work with weapons? (I have it banked, and wanted to figure this out before I no dropped it...)

Yeah, I agree force of body isn't really worth it. As a monk I love the ideas, but I'd be shocked if they got much non-monk support. (fd fails way too much!)
 
Hugh - Yes, Elemental Fists will proc while using weapons.

The usefulness of Force of Body is dubious -- doing some parsing shows my flying kick to be 1-5% of my total damage per fight. The damage increase from these tomes may be nice at early tiers, but will become negligible very quickly. The problem is that flying kick / kick / monk special attacks do not scale well at all. The strength of my flying kick has not changed much since completing the Codex of Power. After completing force of body, flying kick will remain around that damage until new tomes are implemented that augment the damage further, despite any gear upgrades the player gets.

Usefulness aside, the biggest problem is that this line of tome is just boring. After finishing Codex of Power, Flying Kick is boring. The only reason I click the button is the hope that my boots may proc. Elemental Fists may not add a significant amount of dps, but seeing procs are fun. Big numbers are fun. If Force of Body were changed so the damage of flying kick stayed the same, but it gave me a percent chance on flying kick to execute a MARVELOUS SUNSHINE KICK that deals 500% damage (and displays a message), I would want to press that flying kick button every 5 seconds. Even if this averaged out to the same dps increase as the current form of the tome, this would be far more preferable because it would make using the flying kick skill more fun. The AA Discipline of the Body increases special attack damage by 20/40/60/80/100% -- the idea of spending ~80 aa's to complete a tome that just furthers this line with zero flare or entertainment fills me with apathy. Becoming slightly stronger is fine, but boring. Becoming slightly stronger, while performing an action I've never before been able to do is awesome.

I don't really think flying kick / monk special abilities need to have their damage revamped to scale well, but if you're going to just increase the (arguably negligible) damage of the ability, at least make it fun.
 
What if the tome also increased the chance of boot procs.
 
Increasing boot proc chance would be nice, but I would be concerned about the stress that would cause developers for itemization. Most Monk usable boots with procs can be worn by other kicking classes-- If suddenly monks can proc the shit out of boots, how do you balance that for other classes who will not proc as much? Procs like Deflux on boots are amazing, but kept in check because it happens so rarely. I worry that the variety and power of boot procs will become homogenized since one class can now (potentially) proc them more frequently. This may diminish the excitement / usefulness of the item for other classes who can use them because you have to worry that the effect would be too powerful for monks, but otherwise fine for everyone else.
 
i thought a good monk tome would be one similar to rogues sinister revnge except when a killing blow is landed on the monk it gives them a short duration ethereal stance like buff to "potentially" save the monk from a horrible death.

with later tomes it increases either the duration of the effect or the chance of going off or maybe even both!
 
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Shoutouts to the stance changing tome that lowers the cooldown on changing stances.
 
i like the kick tome and i would like it more if it applied to all monk attacks (flying kick, tiger claw, eagle stike, tail rake)
 
i like the kick tome and i would like it more if it applied to all monk attacks (flying kick, tiger claw, eagle stike, tail rake)

That is exactly what my idea was about, change it to 50% and 100% chance of an extra special attack, be it flying kick, tiger claw, eagle stike, tail rake or what ever.
 
New Tome Idea:
Better Feigh Death (cant think of a name, Thanatosis? hehe).
Either it should make it so the monk has less % chance of failing a FD.
It could also lessen the time that the Monk has to stay FD to reset aggro (on roamers), by 30 seconds per rank.


Hope you all like my idea's, cause they are awesome, i know right!?

I think i wrote this wrong, what i ment was:

Either it should make it so the monk has less % chance of failing a FD.

OR it could lessen the time that the Monk has to stay FD to reset aggro (on roamers), by 30 seconds per rank.


Personally i prefer that last feature, but my point was that it would be nice with a tome that assisted FD pulling, as this is a huge part of what the Monk is. If im in an area of all linked mobs, well, im not that hot anymore...
 
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Reducing the time it takes to reset roamer aggro for feign death is interesting, but I believe even that is unnecessary. Feign Death should not be made any more powerful than it currently is. Additionally, not every roamer requires 90 seconds to wipe you from the aggro list. 90 seconds is just the guarantee that you are safe. I understand pulling in conjunction with feign death is the bread and butter of what a Monk is best at, but augmenting the power of feign death itself is a bad way to enhance, through tomes, this core function of the monk class.

An alternative idea, which I suggested in the tome ideas thread before ikisith was released, was a tome that gives the monk a short duration (2-3 tick) runspeed buff that can work indoors, on a relatively short cooldown. This would assist in pulling by allowing you to put distance between you and the mob when making long pulls, or if a feign fails and you need to get away quickly before you're beaten to death. You could still be stunned, you could still be summoned, you could still be cast upon, you can still suck at moving your character and run into walls or make wrong turns. It is balanced by the player's ability to manipulate how their character moves through the world. Something like this enhances and adds complexity to the player's ability to perform their major role, while not overpowering or really augmenting existing abilities. It's not a perfect idea, but it's moving away from "I use FD to pull so all tomes regarding pulling must make FD better."

Tomes were heralded as a way to increase what a class can do without being restricted by just making new spells or adding +1 to existing skills. Everyone can get gear upgrades that give a little more AC or HP, or get new weapons that increase your dps. Class tomes are the perfect place to evolve your character, and exemplify unique change and mastery of your chosen class. The stamina regeneration tome is a great example of adding something completely new that gives complexity to how you play.
 
there are currently items in game with run speed buffs that work indoors. Some are worn effects and some are procs. Not to mention tomes of the swift.

also with 2 force of body tomes done my kicks crit for upwards of 1k.

when i finish 3 and 4 that will be 2k. Thats pretty good!!! dont know what to tell you.
 
Obvious solution here guys. Remove Monk FD.
Class tome 1-
Monk has 33% chanec to succeed FD
Tome 2 - 66% chance
Tome 3 - 100% chance
Tome 4 - Monk fd's SO FUCKING HARD that he FD's the entire raid AND the mobs within a 1000m radius.
 
I personally like the run speed idea too. Or maybe something like the aa fd from live that has kind of a long cool down, but iirc was unbreakable (I could be totally making that part up...been awhile...) and was instant agro loss. Tbh I really would probably like any idea for a monk class tome that had anything to do with the non-dps side of being a monk. I guess it would just be nice for one of our class tomes to do something for the other half of what we do, although it's easy for those of us that haven't done these yet to say what we'd rather them be....
 
The point I'm trying to make is that all tomes don't have to be extensions of existing AA's. It's fine that most of them are; it's the foundation of increasing the power of your character. Just mix things up, give players new abilities or make things look different while adding bigger numbers. Kick, Round Kick, and Flying Kick are all essentially the same thing. You kick something for damage, but each ability does more damage than the one before, with a different animation. Initially getting flying kick was awesome because you look cool while doing more damage. I like doing more damage, but I also like seeing a new animation. Obviously we can't add new animations, but not every increase to power has to be "now I crush for 11 damage instead of 10." I just want to see some more flare! Elemental Fists is a good example-- Now when I punch things I make fire or ice explode in mobs faces. This is essentially just a dps increase, but now sometimes I make particle effects go off. There's more to the game than just min-maxing the numbers. Force of Body is just making numbers bigger, which is fine, but to me it's boring.
 
Obvious solution here guys. Remove Monk FD.
Tome 4 - Monk fd's SO FUCKING HARD that he FD's the entire raid AND the mobs within a 1000m radius.
OR you FD so hard that you convince the mob that he has died, and it despawns. 18 monk raids all flopping in front of raid targets until they depop, just to grief other guilds.
 
there are currently items in game with run speed buffs that work indoors. Some are worn effects and some are procs. Not to mention tomes of the swift.

The runspeed thing is just an example of enhancing the tools a monk uses to pull, without resorting to making FD better. Also I initially made that suggestion two years before those items ever existed.
 
The point I'm trying to make is that all tomes don't have to be extensions of existing AA's. It's fine that most of them are; it's the foundation of increasing the power of your character. Just mix things up, give players new abilities or make things look different while adding bigger numbers. Kick, Round Kick, and Flying Kick are all essentially the same thing. You kick something for damage, but each ability does more damage than the one before, with a different animation. Initially getting flying kick was awesome because you look cool while doing more damage. I like doing more damage, but I also like seeing a new animation. Obviously we can't add new animations, but not every increase to power has to be "now I crush for 11 damage instead of 10." I just want to see some more flare! Elemental Fists is a good example-- Now when I punch things I make fire or ice explode in mobs faces. This is essentially just a dps increase, but now sometimes I make particle effects go off. There's more to the game than just min-maxing the numbers. Force of Body is just making numbers bigger, which is fine, but to me it's boring.

but even elemental fists is just an extension of fire fist and cold fist stances.
 
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