Last edited by Teh_Troll; 01-27-2014 at 03:39 PM.
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
I never felt that sundering should have been added to QP. Although I do believe QP was always very weak past Heroic. Sundering is a Tactical Feat. QP is not a Sundering feat.
Maybe another type of bonus needs to be applied but not sundering or any other tactical feat.
75 DC with 6sec cool down is way OP. I play monks all the time, have four toons with monk (one pure). But that doesnt keep me from being objective.
Why do Monks get Stunning Fist with a 6sec cool down and Stunning Blow is 15 second cool down? Because Turbine sells MONks???
Even the DC calculations for Stunning Fist are way better than Stunning Blow. So my point is that it's not just QP that is OP. Stunning Fist is too.
And another thing i've noticed..thanks to tactical feats...fighter splashes can have even more DC's...
Last edited by Raiderone; 01-27-2014 at 06:44 PM.
I think part of the DC issue is that I doubt the game engine can handle something being a "Tactical Feat" that doesn't count as stun/trip/sunder. Turbine should code in a 4th "generic" tactical feat, where only general bonuses work, and then apply that to QP... and the rest of the Monk finishers/moves with useless DCs.... And Assassinate. Possibly other rejiggering will need to be redone, but then DCs can be figured out while taking into account gear slotting issues. With gear slots, you have a wider arena of conceptual design to play in. A toon could go all out and have an awesome ability, or they could get a more reasonable ability and save a bit of build space or gear space. Or they save both, but the ability will probably end up nigh useless.
SF vs. SB... I do think that SF should be superior, just due to the handwrap constraint, which is a pretty huge factor. The Ki constraint come into play at times as well. And the DC isn't as far off as it seems, as there are quite a few more sources of Str than there are of Wis. That said, both advantages may currently be too high. I don't think there is quite +28 of strength over wis available (although there might be .... Fighter/Pal could get 8 from power surge, maybe 12 from DM and 5 from Scream), and perhaps the 2.5X faster cooldown is too low.
One design piece that hasn't been mentioned much is Ki costs. A higher Ki cost would definitely cut into use. As it stands, on my monk, in a trash fight I'll can run out of Ki just using SF & QP. I'll nearly break even, so if I'm well stocked up the risk is low. But in QMOF, when Drifting Lotus becomes a regular part of the rotation, Ki costs come into play much more. On my toon I haven't made any concessions for Ki other than gear. While I can live within my current Ki restraints, it does mean I switch between trash fighting Ki moves and DPS moves which I'll only really use on bosses. Any increase at all will force me to either lose something else for more Ki (enhancements for example, if I try to fit in Crane), or the cooldowns themselves start to become less important and Ki costs become the main limiting factor.
Cannith Server :Vice Sovereign of The Guild of Calamitous Intent
Kalener (Monk) Renelak (backup band) Raoull (Mr. McStabby) Kaleray (laser heals) Kalrah (xbow rogue)
what happens when that red named dude at the end of each quest shows his face? oh yeah then they are the worst member of the party, by miles...
Reality is, monks in the current state are cute and thats it. (not talking about monkchers or centered kensai etc)
J i c h a e l -&- D i l l i n j a h
I will say this, quivering palm was over powered in its own sort of way that it should never have had such a high dc and low cool down. But any blitzing melee, any kind of caster, any ranged destroy a monks dps, they are weak. Gmof gives monks almost no benefit aside from the +3 tactics and ein, starting next update gmof will be unheard of. Don't get me wrong monks are pretty sweet damage on single target stunned mobs, but now that there is more than 5 mobs at a time and no mob takes more than 5 seconds to kill, they are meh at best even with the current QP dc. Monks need an overall boost, contrary to morons saying they are OP, it's just ridiculous. QP needed a nerf, what is presented looks too heavy to me(just from people's screen shots haven't actually logged on lam) but yes monks overall need an everything boost.
1) Get rid of the cooldown on QP (well, make it 1-3 seconds.)
2) Make QP have to charge up via vorpals
3) 10 charges on QP and it becomes available
4) QP is autohit and not affected by doublestrike
5) Leave QP DC as it is on live.
Or, barring that, make QP like it is on Lammaland, but sprinkle a new suffix in the game that increases the DC of QP and Assassinate.
so if I did have a monk, soloing EE DQ would convince you that monks are better than cute?
interesting form of proof you want, but whether I could or not or someone else could or not doesn't change the fact that you obviously have never played a monk or failed at building one.
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