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Message ID: 177
Date: Thu Jul 29 20:28:42 BST 1999
Author: Aaron Braunstein
Subject: RE: Monk Armor and the short end of the stick


>don't really know why you need a monk anymore though... since the warriors
>are doing more dmg than ever.. they got more hps.. and they can taunt...
>casters seem to like that taunt thing.. it can come in handy in keeping a
>party alive... it really sucks to see one of my casters gett'n the crap beat
>out of em and there is nothing i can do about it... as a matter of fact i
>normally just stay on the 1st mob until he's dead... tanks normally have to
>taunt off the casters when we get more than one... and they take more dmg
>than ever... high lvl monks hardly ever take dmg... not because of block,
>dodge, reposte and such... but because we can't taunt... i've gotten to
>where i normally do the pull'n just so i can take some dmg before the mob
>jumps on a caster and it has to be taunted off by the tank.
>actually i think if there were more high lvl warriors and i wasn't such good
>friends with the ppl i normally party with i would probably get replaced...
>just like our server's 1st high lvl rogue.)
>
>sorry to go off the subject like that... but this has been bugging me for a
>while..(

No, no!!! Don't apologize! This has been really on my mind
for the last several days. One of the things I accepted when I
became a monk was that I wouldn't really 'come into my own' until
level 30 when Flying Kick became available - at which point I could
start being a more serious contributor to how the party functions.
Well, now that I'm less than a bubble from that turning point, Verant
updates warriors in such a fashion so as to make monks a clearly
second-class melee type. Consider the following notes regarding some
of the skills afforded each class:

Mend: Monks get it, warriors do not. With a successful mend, we have
about as many HPs available to me as a warrior of a similar level.
Needless to say, we do not always have mend available, so we are
typically at a disadvantage in terms of hit points. Result: Healers
would rather have warriors around because they don't have to heal
them as often (all else being equal).

Taunt: Monks don't get it, warriors do. Result: Casters would rather
have a warrior around when they are getting beat on.

Armor: Monks don't get it, warriors do. Result: All sorts of neat
bonuses and stat boosters not available to us.

Weapons: Don't get 'em (from a pracitical perspective). Result: All
sorts of interesting effects we don't get to throw around.

Extra Magic Resistance: Monks don't get it, warriors do. Result: We
are far more vulnerable to magic attacks than warriors are. Team
members don't like this because they have to rush to your aid more
often.

Critical hit: Monks don't get it, warriors do. Result: A warrior I
group with (who is lower level than I am) REGULARLY criticals in the
70-90+ range. I can't expect to hit in the 90s until I'm level 45+
(16 levels from now) and even then, it'll be a rare occurrence off of
a special attack. Where once we had a rough parity in the amount of
damage we could do, this has been completely destroyed with the last
patch.

Monks get more hits: I don't buy it. A warrior and a ranger I often
group with multi-hit just as often as I do and since they are using
cool double-weilded weapons, they do much more damage per hit.
Besides, the theory that more hits help break up a caster's
concentration also does not hold water. Any decent NPC (level 25+)
will recover their concentration 9 times out of 10 and finish the job
anyway.

There is more, but I'm running the danger of getting myself a
little too worked up about this. The bottom line is that I feel as
if monks have been cheated by a too-generous tweaking of warriors.
Am I way off-base here, or do others feel as I do?

--
Aaron Braunstein
Pacific Data Management, Inc.

<aaron_braunstein@...>