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View Full Version : A problem of monk scaling



TalynnHawke
12-18-2009, 10:15 AM
From the information I have read about the monk skill, Fist of Light, its healing never scales. This doesn't seem to be very sound of an idea, as many other skills in the game scale according to the player's level in that class (or caster levels.) Additionally it doesn't quite seem strong enough initially. Yea, 1d2 health every strike isn't gonna compare to healing a sudden 4d8+1 health by level 4, ESPECIALLY to the strength of healing by level 20. From what I've heard most higher level monks only go for using fist of light to get to the area heal "Healing Ki", so...

My suggestion is to change fist of light's healing effect to scale according to the monk's level. Say, allies who hit the foe that you apply it to are healed for 1d2, +1d2 for every 3 Monk levels.

This would mean that when you first get the spell it would start healing for 2-4 health every hit, and by level 18 it would cap at 7-14 health healed every hit. Even with the human and monk healing bonus enhancements it would only get to healing about 10-21 per hit. compared to the strength i've heard of Cleric or Favored Soul heals this should be adequate to at the very least be on more equal footing those healers.

This is just a rough cut suggestion, as obviously it would be fine tuned to be a proper balance worthy of monks. I'm not wanting to replace Clerics and Favored Souls, just looking at balancing the alternatives.

hydra_ex
12-18-2009, 10:19 AM
I agree with you partially, but I don't think it should scale directly to monk levels, per se. I think an advancement either by APs or by benchmark levels (such as Inspire Courage) would do well to increase the damage. Mind you, monks can effectively get 1d3 with all their healing amp. The numbers you suggest, IMO are too extreme

Maybe increase the damage at level 12 to 1d2+1, and at level 18 to 1d2+2. For a TWF with no healing amp, getting back 3-4 hp per swing is quite substantial.

Judo
12-18-2009, 10:19 AM
while i do wish it healed for more, what you are suggesting is overpowered...max 5 back per hit would be the limit before it became broken

SolarDawning
12-18-2009, 10:19 AM
That would be insane.
As it is, in a two and a half second cycle of attacks, a level 20 monk in wind stance hits 10 times. That's 10-20 health. Maybe a bit on the small side, but that's every few seconds if the target is holding still.
The FoL healing is still noticable at max level.

If it were 10-20 a hit... they'd be healing a hundred health a second.

r3dl4nce
12-18-2009, 10:35 AM
As of now yes, it's a bit of low healing (except for portals with gazillion of hp where if FoL is always active, everyone can fill up the hp bar). But think of the FoL curse healing and the added finisher 3xFoL... It's an infinite source of healing ...

Impatiens
12-18-2009, 10:38 AM
From what I've heard most higher level monks only go for using fist of light to get to the area heal "Healing Ki", so...


No, we use it for the elemental/positive/elemental finisher buffs, particularly Aligning the Heavens (water/pos/water). While I wouldn't mind seeing Fists of Light do a little more healing at higher levels, it isn't strictly necessary. The ability isn't meant to do massive healing, it's just meant to add a little bit of a buffer as far as healing goes and for use in the finishing moves. It doesn't work on a lot of boss level mobs anyway as far as applying the healing shield goes so even if it were changed it would still have limited use at endgame except in a rotation to build up a finishing move.

Baahb3
12-18-2009, 10:52 AM
I agree with you partially, but I don't think it should scale directly to monk levels, per se. I think an advancement either by APs or by benchmark levels (such as Inspire Courage) would do well to increase the damage. Mind you, monks can effectively get 1d3 with all their healing amp. The numbers you suggest, IMO are too extreme

Maybe increase the damage at level 12 to 1d2+1, and at level 18 to 1d2+2. For a TWF with no healing amp, getting back 3-4 hp per swing is quite substantial.

This is a pretty good alternative to the OP. +1 to the effect for every 5 or 6 levels of monk would be helpful but not unbalancing.