Proposed Monk Changes

The hit box for special attacks seems quite a bit smaller than normal melee. I was also wondering if it is possible to adjust this in light of the combo system. In certain areas, it seems this problem is very persistent and practically makes monk combos impossible to pull off.

I am also wondering if it is intentional that, once started, the RKx3 (Your gyrations render you difficult to hit!) combo is not possible to maintain throughout the duration of an encounter. It seems odd to me that what amounts to a defensive stance is not possible to maintain through the combo system. By the time I am working on the second or third round kick to keep applying the combo, the previous effect is wearing off.

As for more feedback about the combo system itself- I have grown to tolerate it but I still feel its value is dubious at best for the trade off in diverted attention from the rest of combat and a noticeable lack of survive-ability versus melee hits. With the limited (obvious) usefulness of the combos right now, I grow weary of doing the same two combos- it doesn't take any more "skill" to decide which combo to use. It adds nothing but more button pressing that is more reminiscent of games I chose not to play for this type of play-style.

Lastly, I am still waiting on word concerning the 20% passive avoidance bonus. What happened to this? If the 10% avoidance bonus that has been claimed to be negligible is indeed so, why do I find myself dying to melee hits while pulling where I would have been fine before these changes?

(Oh yeah... I still think it would be a good idea to implement some in-game documentation of the combo system. I prefer not having to reference out of game material just to learn and understand mechanics in game that directly relate to my ability to play my class. Just saying, not everyone wants to pull up the Wiki. What if you are a new player and don't even know the Wiki exists or are a purist who doesn't want to look up information online?)
 
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Do monk special attacks have a very short range that leads to scenarios where you can be meleeing something and/or tanking something but your special attacks won't land because you're too far away? Because I think this has happened to me several times lately. Maybe this could be adjusted.

this cant be changed, just like disarm and other skills of the like. you need to move into range before you press them.
 
I am also wondering if it is intentional that, once started, the RKx3 (Your gyrations render you difficult to hit!) combo is not possible to maintain throughout the duration of an encounter. It seems odd to me that what amounts to a defensive stance is not possible to maintain through the combo system. By the time I am working on the second or third round kick to keep applying the combo, the previous effect is wearing off.

I didnt understand this either. I was hoping that, at least, the defensive combo would be 100% uptime since we lose, what seems like, a big chunk of accuracy when we use it. Which to me seems like a big enough drawback to warrant it being up 100%.

The dps stance is probably fine with it falling off early but it definitely needs to be fixed due to the unresistable proc being flat agro generation.
 
I am not Slaariel or even a dev at all, but given what Slaar posted on page 4 of this thread the lack of 100% uptime is working as intended and indeed one of the key features of the revamp.
 
this cant be changed, just like disarm and other skills of the like. you need to move into range before you press them.

Ugh that's unfortunate. Although changing the system so that the Round Kick to start didn't have to land might fix this somewhat?

It seems like the defensive combo typically makes me avoid maybe 2-3 extra hits in the 8 seconds it's up, so unless I'm tanking something that hits for 500+ regularly the lifetap is about as much survivability with much better dps and aggro.

DPS still seems lacking based on parsing exp groups this week so hopefully it's still being looked at. Once I finish my available tomes I'll be doing some solid parses with various other classes to get a better comparison.
 
Can anyone suggest a mob to parse solo against that doesn't vary in level, preferably a melee and one that respawns rather quickly?
 
Fleeing Crac'tees in remnants work pretty well. You'll just have to kill a lot to get an accurate average.
 
I am not Slaariel or even a dev at all, but given what Slaar posted on page 4 of this thread the lack of 100% uptime is working as intended and indeed one of the key features of the revamp.

yes and as I posted I dont understand why since we lose accuracy during the combo, which already seems like a good tradeoff.
 
Id like to see the aggro generation from rk^3 and rk, tc, fk swapped. Being in the stance where you want aggro you cant hold it and in the dps stance your always pullin aggro and not ready for it, especially mid combo you dont wanna flop and start over.

Also please make attempted initial rks work for combos.
 
Id like to see the aggro generation from rk^3 and rk, tc, fk swapped. Being in the stance where you want aggro you cant hold it and in the dps stance your always pullin aggro and not ready for it, especially mid combo you dont wanna flop and start over.

Also please make attempted initial rks work for combos.

the huge agro from the dps combo was unintended. it just so happens when something is unresistable it is big agro.
 
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Numbers are still being worked out - and we want to keep hearing feedback on them. We are doing a bit of our own parsing too to see if things are where they should be.

Be sure to give feedback on whether or not the system is fun/interesting/worth keeping regardless of the numbers needing a bump. Also any other cool effects or combos would be nice to hear.

Susvain said:
Thank you very much for the update! I'm liking the system itself very much, most of the monks I've talked to (that have had Round Kick skilled up, lol) have said the same.

As far as ideas for new effects, I'm pretty jealous of human monks with their Wrath of Nalansar combo. Maybe turn one of the Tail Rake combos into an AOE with a secondary effect of some sort that makes it more similar?

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.
 
It lasts 3 ticks, which means if you want to keep it up you won't be doing any other combos. Maybe if it was a longer duration it would be more useful. But I'd still rather have an AOE combo.
 
So... about that avoidance thing...

+20% not-attacking combat avoidance doesn't amount to much because you lose a huge amount of avoidance anyway from not engaging a mob (at least in my experience). which means it's +20% of a small amount of avoidance to begin with
 
Yeah, I heard 10% avoidance isn't a big deal but let me tell ya... I can see the difference and it's a bit more than a little bit. I'm getting face raped on pulls that I could easily survive before when FD failed once.

Best example I can give is Bloodfires in deep FR and splitting farhags in ToT. Before, if FD failed, I usually was able to just mend and live long enough to flop again. Now... there's not a chance in hell that I can survive without going ethereal. It's not even close. All I see is a wall of hits, whereas before there were just enough misses to warrant a chance at flopping a second time.
 
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Yeah, I heard 10% avoidance isn't a big deal but let me tell ya... I can see the difference and it's a bit more than a little bit. I'm getting face raped on pulls that I could easily survive before when FD failed once.

i never believed that the flat 10% wasn't a big deal -- it was huge. then again I am talking from a 1-60 perspective
 
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