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Quick monk seguestion

I was thinking, a while ago a few people said that they thought that monks needed a little something, and I think I have figured it out. The simple soultion is to remove the cap on the mana used for prayer beads. This is of course assuming that prayer beads are coded on a formula basis and not a table.

This would...

increase their hitroll a significant amount, helping against all classes

increase saves helping against mages (not entirely nessessary)

increase AC bonus helping greatly agains Melee characters which is where most people agreed they need help.

The downside is they would have the higher saves and they already have good stability against mages. Again if this is coded as a formula this could easily be adjusted to compensate.

Half-elves have advantage over humans in the respect that they learn faster and have more mana to make beads with. This in turn allows them to make max beads at lower levels (barring equipment). Humans have advantage over half-elves as they have higher strength. The beads would be a compensating factor in this area as half-elves would have a higher over all mana pool and would be able to make stronger beads.

This doesnt affect the skillset as a whole as most people agree that the skill set is mostly decent and versitile. It does give a boost to combat vs. Melee and might even possibly give rise to different races in the guild. Sliths could be added in as well as a few other because they would suffer in respect to others in the beads while having their own strengths. Elves, halflings, drow, all would have lower strength and affect the end beads differently. I am not saying that they should be opened up immidiatly if this where ever to be implemented rather that it could be considered.

Just some thoughts. Please add your own.

I don't much like the idea. H-elf is already the more popular choice for monk, as dex is so important. In addition, opening the class to halflings would be insane, as monks thrash/trip (though not perfect now) would practically be as halflings. I strongly disagree with monks having trouble with melees; the only melee class really rough on my monks has been blademaster. Half-melees and clerics're worse IMO, but you can still run them off IF they don't catch you very poorly prepared or stanced.

If a change should be made to beads, I would say add a socket to beads w/ max mana. A versatile benefit, to both human and h-elf. More so to good monks (due to an excellent good-only socket) but a nice thing to have across the board.

Wow, You and I would have to be complete oposites, Every monk I play completely ruins communers and gets beaten almost every time by warriors/zerks. Blademasters we agree on, they suck to fight. Last counter point, I havent seen a non-human monk at 50 in quite a while.

That might be a function of the recent difficulty in finding goods in general at 50. However, that seems to be changing a little bit.

Part of our opposites might be my thorough lack of EQ knowledge, which combined with an insatiable lust for HR/DR over saves renders me usually paltry with saves. The relative ease with melees I mostly attribute to a quasi-frenetical mindset on training. I can run off a lot of communers, don't get me wrong, but hit me with a sermon when I'm running around in horse and I'm yours.

I can run off a lot of communers' date=' don't get me wrong, but hit me with a sermon when I'm running around in horse and I'm yours.[/quote']

Well yea, you have to be prepaired properly to win against any class with a monk. But with Hitroll as your priority you should be able to win against any cleric in crane/monkey stance. Warriros can still dish out a beating when lagged, thats why they are hard for monks. With a cleric, they cant do squat (most of the time) while lagged.

Ahh. I very rarely need to go offensive when fighting warriors. I personally usually only do it for ogres with my non caballed monks, and even that depends on his weapon selection.

When I say my priority is hit/dam, I don't say that I can get them awfully high.