Quoted post is from 10 months ago. Maybe you'll have better luck than me Tevinter.Any word on whether it would be possible to change the Round Kick - Tail Rake - Round Kick for Iksars into something like the human version? Currently it's single target 210 nuke with 3 tick poison resist debuff and small mana drain vs AOE 15% slow, 10% cast slow, 200/tick DOT. I'd use the second one pretty frequently but can not think of any time I'd use the Iksar version as it stands.
I've never had a problem because of switching targets solely. It's always been an issue where I'm in range of regular melee, but in that weird like 1 inch space where it won't tell me I'm oor of special attacks but they don't hit/miss or anything.When you initiate a combo, it is supposed to guarantee that your next two special attacks always hit so your combo will complete, but yeah switching targets fucks this up often.
Once you get flying kick you'll probably use the lifetap combo in various situations but that's still only 2 out of the 8 or whatever combos that are worth using.
Are the kicks landing yet still not starting the combo? Many people have reported issues with streaks of kicks not being able to start combos because the kicks are not landing.I get the reason for why it misses, and I think you are right on it being the funky hitbox distance. I am occasionally seeing the issue of the next 2-3 kicks not beginning a new combo.
Maybe it could be retooled to have both round kick and flying kick be interchangeable. I think they picked round kick because you get it at level 5 instead of 30 (maybe)...Kinda crazy how much less useful one of those is than the other, heh. I've heard the combo system was being scrapped for something different maybe, so it probably might not matter, but while we're making plugs for stuff, I'll put in another shameless plug for changing combo starter from round kick to flying kick so we can at least use the stronger attack again and not keep the second class tome completely useless. /shrug
The haste one was actually worth using while it was broken and always staying up until FD... Honestly, I think it should be 're-broken' as the permanent state of this combo.only 2 out of the 8 or whatever combos that are worth using.
Yup. 2-3 kicks will not land following a failure. Also - I have noticed, if I switch boxes to my druid and heal once or twice, then flip back to the monk, I will land a second kick in a combo, and then it will immediately say the timer was up and end the combo even though the second kick landed. Does this mean the timer starts from the first kick and you have to land all three specials in that 15 seconds or so?Are the kicks landing yet still not starting the combo? Many people have reported issues with streaks of kicks not being able to start combos because the kicks are not landing.
These seem like cool ideas.1. Scrap combos
2. Make the innate procs on Monk specials more awesomer and almost 100% proc rate through AA (Disciple of the Body?). Basically bake the combo effects into these buttons so people will use them because nobody says "you know, I'll probably need a stun in 12 seconds". This would provide meaningful utility in another way.
3. Give Monk stances some love. Right now it is a dozen stances of rarely used, not used, and not as good as /s 2 (plus ethereal). Just spitballing, but maybe give Monks stances corresponding to the elements (Iksar monks are big into that) which take from existing stances to make multifaceted usefulness.
EX: Wind Stance - Is whirlwind stance + no backstab stance + a movement speed boost
Now just figure out something for Flame (+dps, maybe a proc that boosts others dps), Stone (hit slow and hard, +defense), Inner Moistness (might want to work on the name), and leave Ethereal more or less alone. Bam- a few specials that actually work and are useable as well as useful stances that serve the class that most makes sense for even having stances.