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Message ID: 179
Date: Thu Jul 29 21:24:54 BST 1999
Author: Reedo
Subject: Re: Monk Armor and the short end of the stick
> >don't really know why you need a monk anymore though... since thewarriors
> >are doing more dmg than ever.. they got more hps.. and they can taunt...beat
> >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
> >out of em and there is nothing i can do about it... as a matter of fact ito
> >normally just stay on the 1st mob until he's dead... tanks normally have
> >taunt off the casters when we get more than one... and they take more dmggood
> >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
> >friends with the ppl i normally party with i would probably getreplaced...
> >just like our server's 1st high lvl rogue.)a
> >
> >sorry to go off the subject like that... but this has been bugging me for
> >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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