Proposed Monk Changes

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.

yeah, that 10% was never "a small deal" and now that it's gone I see a noticeable difference when I pull and FD fails or when I try to tank.
 
It truly makes me sad- some of the most exciting times to be had as a monk puller was the failed FD and what happened until FD's cool down was met.

Now, it's like... FD fails ---> stamina check ---> fate.
 
I hate the idea of pulling, it's gay and bad and I really dislike the whole concept of exploiting a game engine oversight in order to progress past areas.

Just saying.
 
782 DPS against Ulazzaria with full raid buffs, just standing behind her the whole time chaining my DPS combo. Really hoping the effects of the combo are still being tweaked.

Also, completely unrelated... Is there some sort of bug or issue with debuffs that slow you having a much greater impact on abilities than they should? The debuff "Rust" is supposedly a 5% slow, and my auto attacks seem to be nearly full speed with it on me, but I cannot do any combos because my abilities are taking ~10 seconds to refresh. This doesn't seem right.
 
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Shm ghot and yes even rust cause so much delay in combos you cant finish them before they expire. Please look at slows and combos.
 
Shm ghot and yes even rust cause so much delay in combos you cant finish them before they expire. Please look at slows and combos.

Same thing happens with Backstabs & slow -- I imagine this is working as intended since it has been this way since the beginning of time.
 
I dont think being unable to complete a combo because of any source of slow is working as intended. Perhaps its a client side issue that wasnt anticipated, thats alot more believeable than ya we know the combos wont work if you have any sort of slow debuff and we intended that. Seems like this happened for backstab too instead of 'working as intended' they came up with a 'fix'.
 
If you do not stop trolling in this thread you are doing something very wrong. Consider this your final warning, you know who you are.
 
So I'm having tons of problems continuing combos when switching targets, when I vary how close I am to a mob, or especially when I'm not level with a mob on z-axis. Suddenly the second or third special attack just doesn't register, and the combo expires. If it was just an occasional thing it wouldn't be a huge deal, but it seems to happen constantly. Anyone else having this problem or have any suggestion besides stay perfectly level and really close to the same mob and don't move?

Also did anything else happen last patch besides the two stances getting swapped? I've kinda started only ever really using the big tap and the dps stance, and the dps stance doesn't last long enough imo. How does it parse compared to just spamming the big tap? I don't necessarily dislike the new monk with some work, but right now I really don't feel like my dps increased nearly enough to justify how squishy I feel like I am compared to before. It feels more like a gimmick or toy instead of a dps boost, as there seem to be too many ways it breaks to be reliable enough, especially if you have to box. Is it still a work in progress?
 
Yeah I have my second/third attack not register and the combo expires when switching targets or moving very frequently. Also even against stationary single targets I'll often get an expiration message immediately after a successful attack when I had to wait a few extra seconds because of fight mechanics or boxing or whatever (so hitting round kick like 6-8 seconds after the previous one).

The mez combo works correctly now but I think the overhaste one is still bugged. The DPS one definitely is more of a DPS increase than lifetap but you also take a ton more damage using it.
 
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