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Message ID: 197
Date: Fri Jul 30 19:33:06 BST 1999
Author: Dave Woomer
Subject: Re: Monk Armor and the short end of the stick


Well, I suppose we could start a petition and try to get some stuff
implemented -- the warriors were at a distinct disadvantage to us until the
patch. But, there's more going on then just basic skills -- it's in how you
play it. Someone else just posted that he's the last one out in a fight --
he gets his party moving, sticks behind, lets his group get away safely, and
feigns death. This is great and this is how I intend to play it, too.
Warriors need to be the masters of armed combat, just as we are the masters
of hand-to-hand. And we do have different roles -- we're not meant to be the
damage sponges. In a pinch, we suffice for that job, but it's not our
primary role. Our primary job is to be walking Damage Over Time weapons and
that we still do rather well. And, when the inevitable happens and we die,
who's in worse trouble -- us or a warrior? Take a warrior's weapons away,
and he's nothing. That cannot be said about us.

Now, warrior tweaks: More hitpoints -- they need 'em -- they're going to get
hit more than us.

Critical hit: For me, the jury's still out -- I'd like to hear from
experience how it goes for a level 30 warrior compared to a level 30 monk as
far as damage done per round on average. Will a warrior consistently do more
damage than us? That's the real question.

Magic Resistance: This one does cheese me off -- why are warriors so much
more deserving of magic resistance than any other melee class? This is an
unfair advantage, imho.

Taunt would be a lovely skill to have, but maybe they could just make our
magical attacks act more like taunts. We're never, ever going to be able to
pull a mob off a caster who's done a full mana burn -- that's just the fact.

All in all, I'm still pleased with my monk and I don't think grouping will
be a problem because your friends aren't going to be that empiracal about
it -- be a good groupie and do your job and you will be loved and sought
after. I've never once had anyone say "Gee, Owyn, you're just a monk. We've
got this great warrior to replace you. Sorry, bud." Don't look at it
strictly as Class A is better than Class B -- If you want to solo as a monk
(or any other class) you're going to have a tougher go at it. Just have fun
and when it's not fun any longer, try something else.
-----Original Message-----
From: Aaron Braunstein <aaron_spam@...>
To: EQ-Monks@onelist.com <EQ-Monks@onelist.com>
Date: Friday, July 30, 1999 12:32 PM
Subject: Re: [EQ-Monks] Monk Armor and the short end of the stick


>From: Aaron Braunstein <aaron_spam@...>
>
>>The Grass is Greener Syndrom has landed on us, has it? It's all been
said:
>>No one class is best -- that' why we group. I've put a lot of time in
other
>>classes, but so far, I like being a monk best of all. It's always going to
>>be a personal preference thing. If you're unhappy, role another character,
>>but remember that no one class is really best at soloing -- some are
better
>>than others, but all in all, I think we (monks) have a pretty well
balanced,
>>kick ass class.
>
> My feelings are similar. I have loved my monk more than any
>of the other many classes I played from the moment I started him. I
>knew going in that I wouldn't be as good as a 'classic' tank as would
>be a warrior and wouldn't be able to match them in damage until at
>least the upper 20's. I didn't mind this so much and took a kind of
>perverse pride in the fact that monks didn't 'mature' until much
>later - making them a labor of love and patience. Well, I'm finally
>'mature' (meaning I've hit 30 and now have Flying Kick), but it seems
>that my hopes for being as valuable a contributor to my party as our
>warrior have been undercut.
> I've always bemoaned the lack of Taunt, because I see it as
>one of my primary callings in life - to protect others (especially
>those who have dedicated themselves to the healing arts). Without
>such a tool, this has been extremely difficult. I have consoled
>myself with the knowledge that recently I had achieved a rough parity
>with our warrior in terms of the ability to put down a creature who
>had come up against our group. We would split duties and assignments
>as equals (except in those situations where our individual abilities
>dictated otherwise). Now this parity is no more.
> I have no desire to see monks become a 'superclass'... if
>they were everybody would play them and how much fun would THAT be?
>Nor am I looking for the ability to solo. I vastly prefer group play
>and find it to be much more rewarding on a number of levels.
>Unfortunately, the benefits which can be brought to a group by monks
>have been marginalized by the incredible adjustments made to the
>warrior class. I would just like to see some thought given to giving
>monks a greater ability to contribute again, that's all.
>
>--
>Aaron Braunstein
>Pacific Data Management, Inc.
>
><aaron_braunstein@...>
>
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