Slaariel
*The Only Real Life Girl Dev*
I would much rather tie it to an aggregate stat like Strength.. that way the power increase still goes up by tier but it is not tied to one slot and requires, as most power upgrades do, a comprehensive set of higher tier gear to take advantage of it all. I think 500 strength is reasonable for bleeding-edge Monkery or I could make it a different stat.
Anyway here is what is coded in currently as an update:
- Monks have a discipline system where their 6 combat moves have extra abilities under certain circumstances:
-- NORMAL STANCE
-- No moves have power-forms (pure discipline generation)
-- AGGRESSIVE STANCE:
-- Kick now has the small lifetap
-- Round kick will now do an AE attack
-- Flying kick has a large increase to base damage
-- DEFENSIVE STANCE:
-- Tiger claw will generate extra aggro
-- Eagle strike will stun or interrupt
-- Dragon punch / tail thing will kb/root
-- MOST OTHER STANCES:
-- Removed (I am looking for how to squeeze Ethereal back in here... I will probably just put it on a timer unrelated to discipline).
- A mob is never behind a Monk, ever. (PERMANENT /s 6).
- Flat Hand-to-hand bonus removed and looking for a way to integrate reasonably with gear progression.
- Monk Aux-Tanking Suite:
-- A Monk aux-tanking a mob raises the aux cap for that mob slightly.
-- A Monk has slightly increased aux contribution.
-- If armed, a Monk takes less damage from a mob it is aux-tanking.
-- If armed, a Monk innately dodges more attacks from a mob it is aux-tanking.
This is getting closer to my vision of a more durable fighter with a small amount of interactivity in combat choices and the possibility of adding utility along with the damage and tankiness one expects of a Monk. Also, permanent /s 6 solidifies their role as pullers without stepping on anything else in the raid game.
Anyway here is what is coded in currently as an update:
- Monks have a discipline system where their 6 combat moves have extra abilities under certain circumstances:
-- NORMAL STANCE
-- No moves have power-forms (pure discipline generation)
-- AGGRESSIVE STANCE:
-- Kick now has the small lifetap
-- Round kick will now do an AE attack
-- Flying kick has a large increase to base damage
-- DEFENSIVE STANCE:
-- Tiger claw will generate extra aggro
-- Eagle strike will stun or interrupt
-- Dragon punch / tail thing will kb/root
-- MOST OTHER STANCES:
-- Removed (I am looking for how to squeeze Ethereal back in here... I will probably just put it on a timer unrelated to discipline).
- A mob is never behind a Monk, ever. (PERMANENT /s 6).
- Flat Hand-to-hand bonus removed and looking for a way to integrate reasonably with gear progression.
- Monk Aux-Tanking Suite:
-- A Monk aux-tanking a mob raises the aux cap for that mob slightly.
-- A Monk has slightly increased aux contribution.
-- If armed, a Monk takes less damage from a mob it is aux-tanking.
-- If armed, a Monk innately dodges more attacks from a mob it is aux-tanking.
This is getting closer to my vision of a more durable fighter with a small amount of interactivity in combat choices and the possibility of adding utility along with the damage and tankiness one expects of a Monk. Also, permanent /s 6 solidifies their role as pullers without stepping on anything else in the raid game.