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| | #1 (permalink) | |
| Sly. Join Date: Mar 2002 Location: Florida
Posts: 600
+4 Internets | Pure melee classes From Mobhunter: Quote:
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| | #2 (permalink) | ||
| sir pimp's a lot Join Date: Dec 2002
Posts: 32
| The monks beggest gripe is Quote:
Let's see some monks posts. what or if any changes they want to see?
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| | #3 (permalink) |
| Registered User Join Date: Aug 2002
Posts: 88
| I wonder too... It seems to me Monks are fine. That is high end Monks. The middle tier and below got smacked hard. Without a clearer definition of what Pure Melee classes can do I can't see why Monks need to tank at all. Warriors are in worse shape and don't need Monks dancing on their skills. |
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| | #4 (permalink) |
| Registered User Join Date: May 2002 Location: sup
Posts: 43
| Well with PoP mobs noone can really tank well unless they're slowed then I find anyone can (minus boss encounters). At around 6600 Hp and close to 1400 AC buffed, I am noticing the nerf less and less, but I'll be damned if I don't get hit for max more than most other classes. And did I ever get reamed on the way to my current gear/HP/AC. Our avoidance isn't really tweaked to make up for the rapage we take. Well, at least we can FD. Seriously, offensive wise, sure very high end monks and rogues can pump out 150+ DPS sustained on low AC PoP mobs. BUT PoP fights are not about sustainable DPS, they are about burst DPS and this is where wizards, COD chanters and necros own melee. Monks and I think rogues have shitty ass discs that do not make up for our lack of burst DPS. And with all these AE rampage type mobs, we do even less since we have no viable range alternatives. Those are the issues as I see it. Takrolimus MiM RZ |
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| | #5 (permalink) |
| misses Sand Giants and shit like that Join Date: Aug 2002 Location: Derv 2
Posts: 752
| Pure melee have gotten hit with the boring stick. AA's that are boring for the most part, boring "hit auto-attack" mentality to their design, boring non-scaling Disciplines or abilities. Booorrr-ing. |
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| | #7 (permalink) |
| Registered User Join Date: Nov 2002 Location: Northern Europe
Posts: 20
| Hit "auto-attack" mentality? WTF else did a pure melee ever have since Level 1? Pure Melee bitching about how all that do is Melee is idiotic. You want utility? Go re-roll. You want to do ranged damage? Go re-roll. It's the same thing with Clerics and soloing. Somewhere around level 30 you should have realized your role in the game. Boring? Non-scaling? Go cry me a fucking river, you burn-out. |
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| | #8 (permalink) | |
| Unlicensed Vaginoplasty Surgeon Join Date: Jan 2002
Posts: 3,672
+13 Internets | Quote:
__________________ "The eyes are the groin of the face" | |
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| | #10 (permalink) |
| Some guy Join Date: Feb 2002
Posts: 81
| Shrug. Would have liked to seen some creative new uses of the discipline feature in PoP for pure melee, but of course that didn't happen. I don't think there is anything wrong with the monk class right now really. DPS seems fine, can't really comment on itemization at the end point since Time hasn't been explored yet. It does irk me a bit that light blue cons generally kick the shit out of me, let alone anything dark blue, but such is the game, and it's more a problem with pure melee in general in PoP than a monk issue. I dunno what they could or should really do with monks that would be warranted. I suppose some form of ranged combat would be helpful considering it's utility in this expansion other than summoned fangs, but we've never had it before and I can't think of a justification to just hand it out now. Then again, if there's stuff like this spell below waiting in time on items, maybe it'll work itself out. http://lucy.fnord.net/spell.html?id=3641&source=Live |
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| | #13 (permalink) | |
| sir pimp's a lot Join Date: Dec 2002
Posts: 32
| 03/04/2003 10:38 AM CST almost 3 months old
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| | #14 (permalink) |
| this way Join Date: Mar 2002 Location: El Dorado
Posts: 1,465
| If they want to give a monk something why not a new skill ? Instill Doubt (lately renamed into Intimidation I think) gives a chance to fear a mob (up to a certain level) for 1 or 2 ticks, pretty handy skill for the time it works. Now how about a new one that gets unlocked at level 60 and allows a monk to cripple enemies, and act like a 40 percent low resist magic slow with up to 10 ticks duration ( percentages and duration are up to speculation). There seem to be many effects that melees could produce, monks break bones and hit weak spots this is presented so far only as pure damage (and that knockback AA), room for upgrades ? |
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| | #15 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 286
| Give some class An ae rampage range reducing spell. Make it so that ae rampage has an extended range without the spell cast (say, max melee range). Then give different scales of the spell to some class... I really don't know which one, but I always liked giving shamen stuff so lets say them. Have this spell cut down ae rampage range so that melee can be less cautious about meleeing... could also add ones for ae range lowering. Then on fights where meleeing the mob isn't exactly viable because of ae rampage (yeah I know its doable but still risky) or insane ae's, once these spells are cast it becomes possible again for classes to use their full potential. This would fix most of the problems that rangers are claiming with the upcoming agro "nerf" as well as allowing rogues and monks to get back into range. Or SoE could add an aa ability that makes you avoid 25% 50% and 75% of ae rampages or something, cutting each round to 3 rounds 2 rounds and 1 round of combat respectively. Or add an aa ability that allows for a scaling rampage immunity disc: level one lasts 18 seconds, next is 36, next is 72, etc...
__________________ I guess we found out his weakness: bullets. |
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