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Message ID: 178
Date: Thu Jul 29 21:11:14 BST 1999
Author: Capps, Lee (EDS)
Subject: RE: Monk Armor and the short end of the stick


i was think'n that they would give warriors a skill...
i wonder what warriors woulda said if they got instill doubt and we got
death touch (like we should have anyways.)
i was completely happy with my monk except for the dull attire... now this
crap happens.
the only way they can restore balance now.. is give us death touch or taunt.
that was are balance with warriors damnit... they had the hps and they could
taunt... and we could do more melee dmg.
btw... they also got alot more hps along with the dmg adjustment.

-----Original Message-----
From: Aaron Braunstein [mailto:aaron_spam@...]
Sent: Thursday, July 29, 1999 2:29 PM
To: EQ-Monks@onelist.com
Subject: RE: [EQ-Monks] Monk Armor and the short end of the stick


From: Aaron Braunstein <aaron_spam@...>

>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@...>

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