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Old 03-11-2003, 01:31 PM   #1 (permalink)
Drave
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Pure melee classes

From Mobhunter:

Quote:
... he (Rich Waters) did acknowledge that monks are probably most in need of some love right now. But even though he admitted the infamous mitigation nerf hurt mid-level monks more than intended, don't expect any huge changes to the way monk defense works at present. In fact, he indicated that the most valid gripe monks have right now is their damage output relative to other classes, especially in PoP. The team is well aware of the current disadvantage melee face and is considering the best route to take, so you can expect to see some tuning to the relative damage output of the various classes.
Thoughts on pure melee classes?
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Old 03-11-2003, 02:00 PM   #2 (permalink)
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The monks beggest gripe is
Quote:
is their damage output relative to other classes, especially in PoP
Is that true? I still see monks as putting some hard core damage out. That and they can tank pretty well also from what I have noticed.

Let's see some monks posts. what or if any changes they want to see?
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Old 03-11-2003, 02:10 PM   #3 (permalink)
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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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Old 03-11-2003, 02:26 PM   #4 (permalink)
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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.

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Old 03-11-2003, 02:34 PM   #5 (permalink)
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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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Old 03-11-2003, 02:55 PM   #6 (permalink)
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Now if 6 monks could group up and due to all 6 wearing the "Charm of One" they transform into the "Incarnation of Wu" and become immune to rampage.
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Old 03-11-2003, 02:56 PM   #7 (permalink)
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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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Old 03-11-2003, 03:05 PM   #8 (permalink)
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Quote:
Originally posted by Takrolimus
they are about burst DPS and this is where wizards, COD chanters and necros own melee.
Not really on topic. But necros for (CATCHWORD!) burst DPS?
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Old 03-11-2003, 03:34 PM   #9 (permalink)
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Mages do ok in the Burst DPS as well =p
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Old 03-11-2003, 03:34 PM   #10 (permalink)
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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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Old 03-11-2003, 03:54 PM   #11 (permalink)
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Also, isn't that quote from mobhunter like 3 months old?
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Old 03-11-2003, 04:07 PM   #12 (permalink)
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Mob Hunter article
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Old 03-11-2003, 04:09 PM   #13 (permalink)
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03/04/2003 10:38 AM CST
almost 3 months old
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Old 03-11-2003, 04:10 PM   #14 (permalink)
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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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Old 03-11-2003, 05:45 PM   #15 (permalink)
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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...
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