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Post by chainlink on Apr 13, 2006 15:06:42 GMT
Circle kick is suicidal for monks (and the rest of their parties) in the Ssithrak area due to the creatures that do something unpleasant when you hit them. I won't mention the amount of times people have said to me "Your monk has Circle Kick?" when I'm playing with Bigrin.
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Post by FunkySwerve on Apr 13, 2006 17:25:07 GMT
Could the circle kick feat be modified . . . we can't add or modify most feats without a hak. That includes any feat directly involving combat. The combat system is a closed book to scripts, it's all engine level stuff. Can't change a class AB progression . . . Actually I THINK we could, if it were absolutely necessary, but it'd be exceedingly complicated, so it would have to be for a very good reason. And, of course, Bioware could alter the character file structure in an update, preventing that edit, so we would risk wasting a LOT of effort. There are almost definitely better avenues to pursue. Funky
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Post by mishimayukio on May 4, 2006 8:04:21 GMT
Here's an idea, say for every x ranks in the heal skill, add 1 permanent regen. Bump.
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Post by holla on May 25, 2006 0:05:18 GMT
I have had a few ideas for different classes over the past few weeks and thought now would be a good time to post after reading the Worst class? thread. I will post regarding LL suggestion on this post too rather than the other thread as some are tied into the changes anyway. Paladin - After testing smite in most areas since it was changed, I suggest keeping the duration as it is currently (4mins with all relavent feats), the timer should be unaffected by death, but rest should refresh smite - this is mainly due to magically shielded areas requiring a pt use for replenshing buff spells and regaining smite here too is helpful. Blackguard - The same as paladin but due to the smite not being as effective in the majority of areas a decreased duration would be nice imo, either 2 or 3 mins. Dwarven Defender - Defensive weave alteration, on use grants 3 rounds invulnerability but also causes the char to become immobile for the duration. LL Bonus - 3/- dr bonus every 6 LLs, maxing at 30/- total for 48 DD lvls. Arcane Archer - AAs could use some more power imho. I suggest adding a combined seeker/death/hail attack. Disable the current attacks and replace with a token (much like pally smiting could be set to timed useage). Target use on mob and an arrow automatically hits(seeker) every mob in a large radius(hail) for say 2d12 pierce damage, every mob then makes a fort save vs death(death) at a dc of say 10+AAlvl. Imbue arrow could also use a boost, change current to 1d6/AAlvl fire(or maybe magic) damage with a reflex save vs knockdown, dc = 20+dex mod. LL Bonus - +1 dex per LL, this would grant a much needed AC boost and also simulate the AB bonus through Enchant arrow is continued through LLs. possibly half this rate would be more balanced. Monk - +1 bludge damage per monk lvl after 20 for those using gloves. Change empty body to scale up from lvl 25 to 1% per lvl for monks with base str 30 or over(maxes at 85%) and 1% every 2 lvls for those under 30 str(maxing at 65%). Stunning fist dc = 10+monklvl/2+str mod, Quiv palm dc = 10+monklvl/2+str mod+dex mod. These suggested to give str based monks a trade off for the reduced ac. LL sr increase at 1/lvl from 40-50 and 2/lvl from 50-60 maxing at 80, I fell the class ability on sr should be higher than sr gained from subrace choice. Bard - the curse song on bard is already very effective at top lvl when in a party with a high dc caster, I would suggest either rescaling to max at current stats at lvl 60 or a rescaling that gives only a slight boost to save modifiers above current settings - prehaps 60;100;5;10;8;5;5;100;10;20 as a max. Shadow Dancer - rescale to max at 60 to 50;80%;30/15;+10. Some may argue the conceal should be 90% to equate with EV, my feeling is 80% is high enough considering SDs get very effective defensive feats when compared with casters. Barbarian - Double Mighty Rage duration at barblvl41. Pale Master - ok, i may be way off course with this as I have not actually made a PM caster. Add illusion school to pm casterlvls as necro applied but cap at 60. Uncap horrid wilting and any other capped necrospells. Change DC on deathless mastery touch, pmlvl +10 prehaps. LL Bonus - apply 10 tumble points every 4 lvls to simulate ac increase gained through normal lvl due to boneskin. again maybe half this rate would be preferable. I think thats it for now. All the best, Holla .
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Post by holla on May 25, 2006 0:33:53 GMT
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Post by Lord FlashHeart on May 25, 2006 12:00:26 GMT
I dont know if bosses can be made immune from quivering palm, even so make sure the bosses have high enough fort so theres only ever a 1 in 20 chance - I think it would be funny for a one off 1 in 20 chance at a boss insta kill would be incentive for str monks. Maybe viable in no port/rest areas so monks cant port out rest and have another go at it. Considering that they need to hit, then have the boss roll a 1 - a successful boss quivering palm could become the stuff of legend...... I like the DD idea too, gives you a chance to gather yourself together when a party wipe looks imminent, then heal up and try to rez people. Or just for uber tankage - might be in trouble when it runs out tho lol.
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Post by Master Jaxx on May 25, 2006 16:28:02 GMT
The monk most def is my pet class...lol I think some of their keen abilities are overshadowed by sub-races' SR, fast movement etc. I would like to see their SR scaled in LL's, movement scaled and also see if anything can be done to assist unarmed monks...since the unarmed Monk gets no keen, gmw or flame. One of the problems I have seen is that they are more useful againts crit-immune mobs...i.e. Castle Goalbin/ Rhaz. (Not saying to make more crit-immunies lol/ just an observation as to where they are useful) Just my opinion but they should be the masters of SR and fast movement...no other sub-race/class should top them in those regards. What do I recommend? For damage: I think granting them some kinda class secret monk gloves with special item property to help with ab or damage for X amount of rounds....you would see more unarmed monks and would make them have a bit more appealing. Also stunning fist is kinda useless because it's DC is determined by wis modifier...I have landed some stuns but on a 1... Quivering Palm is another monk ability/DC determined by wis modifier...maybe give that more uses a day...maybe 3? I'm not sure if the DC deteminate can be switched to DEX...or STR...oh, and since the last purge I have not seen hardly any STR based monks...maybe allow them to get Deva Crit...since they do sacrifice a bit of AC bonus to go STR. However, I could imagine a lot of ppl making even more Builds with one Monk lvl lol...With Deva Crit best they could get is 19-20 threat range...oh, and this would only be for unarmed Monks. To go this route one would have to get all the pre-requs Power Attack, Cleave, Great Cleave, Improved Crit, Over Crit...in lieu of Self Concealment or depending on the build, Epic Dodge. Oh and what of self-concealment? Empty Body doesn't last long at all....the duration should be up'd quite a bit...or give some kinda damage immunity for X amount of rounds. Or increase/ scale empty body for LL's. Maybe up to 90% ? . Also the Perfect Self feat is not too great. You get Mind Immune but the DR is only +1 /20...maybe this could be scaled and increased by lvls...+2/20 +3/20 every 5 lvls of Monk past 20th. I'm just giving some ideas and thoughts. I don't expect the Monk class to own and pawn everything...lol that is what mages are for, but they should be fun to play...right now they are not too much to play past 40th lvl. I have no idea if any of these could be done but these are some ideas that come to mind...
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Post by Master Jaxx on May 25, 2006 16:29:49 GMT
Oh and btw... I've tried Quiv on some mobs where they have rolled a 1 and it says something to the effect of "This creature/monster is too high level for this ability to work, it must be used on lower level creatures.." something like that. Lame no? Yes, very.
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Post by FunkySwerve on May 25, 2006 16:57:36 GMT
A few quick remarks (I don't want to stifle input too much):
Bards - agree. Will be prbably a 1 or 2 point improvement and a rescaling.
BGs - can't see making it more often, though I do want to add a few areas with good-aligned monsters.
PMs - why on earth would we give them illusion? They'd be untouchable with EV.
I'm also not a fan of giving dex-based classes too much more conceal, for any extended period of time.
We can't change monk speed, but since it stacks with subrace speed I don't really see that as a problem. Sr will be scaled to be around 80 without sr feats, maybe slightly lower, depending what I do with the feats. It will be far more effective than any other sr.
Funky
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Post by doomsdaybringer on May 25, 2006 20:39:15 GMT
for brb upgrade can u maybe start with mighty rage?
""-Mighty Rage has been altered. In addition to the normal bonuses, mighty rage now also simulates a stackable strength increase of 16, by adding 8 to the enhancement bonus of the weapon/s the barbarian is using - if the weapon has an attack bonus instead of an enhancement bonus, it will still only add 8 to enhancement, resulting in a potentially much lower bonus to hit."""
+8 weapon right now is a joke..... the +16 to str will only give 2 more ab and damage which make this effect like of the +10 weapon. With all the weapon buff caster can offer from +13, 14, 16. So using this features will REDUCES the brb's ab and damage...
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Post by hfb on May 26, 2006 11:50:08 GMT
Greetings, Master Jaxx--yes it sure does say that and yes it is disappointing. I am primarily playing a monk currently and to not even having one of their "best" or at least "theoretically coolest" abilities quick-slotted or even used once is really kinda sad. Cheers, The Dancer
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Post by lobivia on May 26, 2006 13:10:43 GMT
No, it stacks. Whenever my barb gets a gmw and then i use mighty rage, my enhancement maxes at 20, which is kinda nice, though it is short and i agree on making it longer definitely
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Post by holla on May 26, 2006 13:47:47 GMT
PMs - why on earth would we give them illusion? They'd be untouchable with EV. Funky From a class point of view the spells in illusion dont appear to be too far removed from what a PM would be adept at, rpers no doubt would disagree. I suggested this purely as a way of making PMs better in melee situations than sorc/wiz - currently PMs seem far weaker from what I've seen and was of the thinking that the sacrifice to offensive spells was to make them stronger in this respect. Anyways, thought I may be wide of the mark with this but thought I should explain my reasoning. Holla .
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Post by DragonChyld on May 27, 2006 15:38:37 GMT
For an Upgrade to the Barbarian class I would recomend something simple, because I honestly believe that this class is pretty strong already with the shapestrong ability and the changes to rages.
First would recomend a speed change scaled to half that of a monk, as a Barbarian gains in levels his endurance and Constitution improve, he is able to run longer distances and faster. He becomes closer to the wildness that courses though his veins.
I would suggest Level 1: Already get a +10% to movement Level 8: +10% Level 16: +10% Level 24: +10% Level 30: +10% = 150% Increase in Base Movement
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Post by lala on May 28, 2006 14:25:24 GMT
I read some suggestions about increasing benefits for Str based monks in a few previous posts, my view is that I prefer to see class enhancements given for taking many levels in a class rather than emphasising STR. Why? Well the emphasis for some classes are either towards Str or Dex, and this can be seen when you look at the skills, abilities, and feats available to them. Monk are primarily Dex and Wisdom orientated as seen by the majority of their skills and bonus epic feats.
As an example, should we also then give benefits for a Dex Barbarian, or even a Str Shadow Dancer. Both of which have emphasis on Str or Dex.
I am not saying that they should never be played in a varied way, just that it should be appreciated that in most cases you will end up with an inferior build (but still fun).
Suggestion; While concealment for high level of monk is good, is there a possibility that the duration could be increased with a staggered multiplier. Maybe 30 levels is 2x, 40 levels 3x, 50 levels 4x Might be nice for a staggered duration for Shadow Dancer.
Funky if SR is enhanced with legendary levels in general for Monk, please could there be some sort of other benefit for those who also have taken all the Improved SR feats - maybe some kind of immunity. I am suggesting this as all 10 feats may not be needed with future changes and its a heavy commitment.
Cheers Lala
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