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Message ID: 476
Date: Tue Sep 7 19:02:11 BST 1999
Author: Dan Gilbert
Subject: RE: Suggested monk improvements


At 01:17 PM 9/7/99 -0400, you wrote:
>From: Robb Flynn <RobF@...>
>
>yellows at once. Why? Because of her debuffs. The only 2 buffs she ever
>casts on me are Alacrity and Cloud (weaker versions of Clarity and
>Augmentation I believe. Please correct me if I am wrong.) I don't know the

Alacrity (lvl 24) is a speed buff. Increases attack speed by 122 - 144
Cloud (lvl 20) is a +14AC bonus

Clarity (lvl 29) increases Mana regeneration by 15% - 50%
Augmentation (lvl 29) has the following effects:
Increase Attack Speed +115
Increase AC +22
Increase Agility + 22

In all honesty, there isn't much else she can give you besides a
+10 Str buff and maybe a damage shield. The damage shields available at lvl
24 are not really worth it. Mana is better spent elsewhere.




>As for their Travel spells, illusion is self only, invis from any class is
>finicky at best (I find camo and superior camo to be more reliable), and I
>am not aware that they get Enduring Breath and Levitate. I do know that my
>partner, a lvl 27 enchanter, has never cast either one on me, so perhaps it
>is a higher level spell. Again, please correct me if I am mistaken.

Lev is gained at lvl 16 and Enduring Breath is gained at lvl 12.
Illusions are self only, but they are helpful when you need to buy or sell
from/to vendors. Enchanters seem to get the best prices in foreign
cities. :-)


>I think we have it pretty damn good, and
>personally don't see a need for gloves that proc or nunchukas that stun or
>anything else for that matter.

Actually Monks are in desperate need of a Stun effect. Considering
the LOW MR that we have naturally, we are toast when fighting even a green
spellcasting Mob. EVERY other Melee class has the ability to Stun or
Interrupt spellcasting. Monks are very deficient in this area and it does
affect balance in my opinion.


>I stick by my assertion that the
>two most important things you can do when in a group situation is to 1)
>Communicate efficiently and 2) know the strengths and weaknesses of your
>class and play within your strengths.


Even more important is know the Strengths and Limitations of the
OTHER classes in your group. Know what they can and can't do and you will
be able to save yourself and your group a lot of traveling to get corpses.
This is especially true if you are the puller for your group.