Zhak Morris
Dalayan Beginner
Disclaimer: This will probably be a long post with me rambling off on a bunch of various topics.. so bear with me
In our current state, I feel monks are one of the worst choices to go when rolling a character, looking for an extra in a group, or whatever the case may be.
Feign death works fine and is quite handy at times, but I haven't seen a huge need for feign pulling outside of raid zones. This may be my lack of experience in certain experience zones, but it may just be that exp mobs aren't tuned to be FD pulled.
The main weakness I see in our class is DPS. On live (I know this isn't live, but it makes a good reference) monks were suppose to be behind rogues and wizards in terms of dps. Monks were suppose to be slightly ahead of rangers and magicians (if not falling pretty much dead even with mages).
In the current state of the server, I see monk dps far below other classes that shouldn't be out damaging them. For instance, a beastlord. Beastlords already have amazing solo capabilities and an all around solid class, but when a beastlord pet can out damage me (self buffed from his master), I think something is wrong. Jotto and I were hunting together last night, and when one of us would LD or get disbanded, his pet would always out damage me white he was sitting down meditating.
Even a warrior can out damage us with the correct aa abilities. If both classes has melee mastery 3, and the warrior had there flurry line of aa's, a warrior would come out on top in dps, as the monks don't get an aa ability similar to it (unless the return kick adds a *significant* dps boost). Rangers should be directly under us, not far above us.
I think either a #style or damage output tables should be reviewed. A #style similair to dooming with no negative effects would balance some of the dps issues for the time being. Also, maybe a bonus to the monk class in the damage table would be an order.
Another main issue with the class, is its total lack of keeping taunt. Now granted, I know we're not suppose to be a taunting class, but when I can't even hold aggro over a level 54 magician water pet, I think something should be looked at. Maybe make the Flying kick have a taunt effect to it. Not being able to hold aggro over a monk just sucks. On live monks could hold aggro when needed because damage was a big part of it, and monks were above most of the people in the group.
These are my big concerns atm, I'll continue adding to the post as I see fit, must get back to work now, haha.
In our current state, I feel monks are one of the worst choices to go when rolling a character, looking for an extra in a group, or whatever the case may be.
Feign death works fine and is quite handy at times, but I haven't seen a huge need for feign pulling outside of raid zones. This may be my lack of experience in certain experience zones, but it may just be that exp mobs aren't tuned to be FD pulled.
The main weakness I see in our class is DPS. On live (I know this isn't live, but it makes a good reference) monks were suppose to be behind rogues and wizards in terms of dps. Monks were suppose to be slightly ahead of rangers and magicians (if not falling pretty much dead even with mages).
In the current state of the server, I see monk dps far below other classes that shouldn't be out damaging them. For instance, a beastlord. Beastlords already have amazing solo capabilities and an all around solid class, but when a beastlord pet can out damage me (self buffed from his master), I think something is wrong. Jotto and I were hunting together last night, and when one of us would LD or get disbanded, his pet would always out damage me white he was sitting down meditating.
Even a warrior can out damage us with the correct aa abilities. If both classes has melee mastery 3, and the warrior had there flurry line of aa's, a warrior would come out on top in dps, as the monks don't get an aa ability similar to it (unless the return kick adds a *significant* dps boost). Rangers should be directly under us, not far above us.
I think either a #style or damage output tables should be reviewed. A #style similair to dooming with no negative effects would balance some of the dps issues for the time being. Also, maybe a bonus to the monk class in the damage table would be an order.
Another main issue with the class, is its total lack of keeping taunt. Now granted, I know we're not suppose to be a taunting class, but when I can't even hold aggro over a level 54 magician water pet, I think something should be looked at. Maybe make the Flying kick have a taunt effect to it. Not being able to hold aggro over a monk just sucks. On live monks could hold aggro when needed because damage was a big part of it, and monks were above most of the people in the group.
These are my big concerns atm, I'll continue adding to the post as I see fit, must get back to work now, haha.