View Full Version : Monk Utility Request Thread
Bewts
05-03-2007, 08:08 PM
<p>We have had some very good ideas get buried in some of the more recent threads regarding our utility to raids, let alone groups. Considering an increase to our dps or tanking ability would incur the wrath of many of the other classes, I think a lof of the community agrees we could see some development love in regards to utility we bring to a raid. Considering that Monks are supposed to be Tranquil, I think the 'great' monks should be able to share their tranquility with others just by being in their presence ala make people more tranquil. So it makes a lot of sense in the applied theory that monks should be able to share more with their groups than the 22% M1 Haste we have(isn't that the opposite of being tranquil? Swinging faster that is). The following are ideas I'll cut/paste/paraphrase from other posts of users. Feel free to add to the thread, but lets keep it as constructive as best we can.</p><p>Allow Tranquil Vision and the Bruiser equivalent to be a cross raid buff placeable on anyone much like intercede is. You can set a timer to have it 'proc' 5 times per minute if they aren't grouped with us.</p><p>Allow Storming Palm to be a group buff similar to the dirge Chime of Blades(I think thats the buff?)</p><p>Allow Focal Serenity to be targetable on people within your group. Add concentration to make it use up 2 slots so we can maintain it on ourselves and one other person. This would leave us one concentration slot for whatever stance we use and would limit us from both buffing two people with it, using a stance and keeping up Storm Advance.</p><p>Bump up the debuffs that Punishing Cobra does. Suggestions have included debuffing block, deflection, parry as well as increasing the value that defense is debuffed by.</p><p>Group deaggro on the monk AA line would be much more logical than just for the monk. It is rare we can take enough hate as it currently stands, so having a deaggro for solely ourselves is redundant and wasteful.</p><p>Allow Crane Flock to affect the entire group when it is used. I think just about every melee class would see a significant bump in DPS each fight from that.</p><p>I wouldn't be opposed to giving us a group buff that on a successfull melee attack would proc decrease threat by the value we get from Mongoose Stance. Of course 50% chance to proc would be rather significant so as a group buff it should be toned down to maybe 3 times a minute.</p><p>Some of these are my ideas, or others ideas (with me chiming in a bit!). Again I cannot emphasize enough the need to make a monk viable to high end raiding. As a class we can parse well enough if we can get into DPS minded groups. We really don't tank epic content all that well, nor should we - the system is designed to favor a guardian who is king at tanking epic content anyways. This leaves us with bringing utility (tranquility) to our group members to achieve things beyond what they normally could.</p><p>Adding the following proposal found on the first page of this thread:</p><p>Group haste/dps mod should add in extra abilities for the group other than simply haste and dps mod, because atm the haste and dps mod is not noticeable! Monks should also give a % chance to double attack and bruisers should give crit chance, the percent's should scale to be equal added dps for each brawler. </p>
TheHidden
05-06-2007, 08:27 AM
<p>Ive been grouping more with my monk lately. and leveled another toon to tier 7. and hoesntly looseing my taste for the monk :/ sad to say. Anways, yeah thers a lot of complaining going around about monks since they are!. out dpsed by zerkers - zerkers can constantly out dps us. 2 group buffs? not sure about aa. out healed by crusaders - pallys out heal. and take less damage. and have 2 group buffs? good aa set out tanked by all plate tanks. - just standard. yeah they take less physical damage. no doubt. Maybe future aa will fix it. But we should for sake of balance. get another group buff. compare our 22%haste against a zerkers. not only do zerker stuns affect encouter whereas we are single target. but they get group buff for str. and for mitigation. they also get berzerk. gives us a chance to proc for extra damage. im looking into the other classes now for a comparison. but to me it seems that bralwers buffs are.. well honestly lame. 22% haste? and 25% dps for bruiser. devs. dont you see a bit of a discrepancy here?. and not to mention our end AA. i feel both monks and bruiser end aa abilties are garbage. hopeing future aa will fix this. </p><p>Monks are tanquil they are wise and can see to the root of the problem. they are thoughful. they meditate to clear their mind. as such i think a group buff of wisdom and focus would be very fitting. they are precise. not so hard hitting but rather crippling attacks. as such i dont think a group stun/stifle would be outta place. even if its only 2 seconds. adding a slow effect to their existing AE, would also not be overpowered and would fit in with their class style. </p><p>These three things alone would: make us slightly more desireable. still wis/focus buff is kinda useless for our own mellee class. hence not giving monks any advantage solo. the stun/stifle aoe would give us a tiny bit of a dps increase(perhaps). would help us hold aggro just a tad better. and be generally beneficial to group wihout really changeing our overall standing with other classes. adding a slow effect proc (fro monks. striking special spots to slow mmobs.. for bruisers. its stronger hit that just sorta pushes em back and makes em hesitate on their attacks a bit). this really does nothing as well in the overall scheme of things but would make more sense. a slight raise in our mitigation values via a buff is not uncalled for either. we are talking mainstream characters for balance here. none of this makes a monk uber. Idealy for a raid buff, something that would be useful would be a substantial buff to avoidance for the mt. combined with a hate transfer. these are changes i would imagine the devs could implement. but they woudl really still not place us outta whack with any other character. in the scheme of things our position remains unhanged. we just bring that tiny bit extra to group. and maybe even slight bonus to raid. keep in mind devs. ive never been able to max out concentration! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> other ideas that they would not go for: An extra heal or drastically reduced heal. bruiser heals are on half the timer of the monk heal. this part i dont get. for starters monks are logically a better healer. while bruisers are logically the better one to take damage. id would expect a bruiser. to have higher mitigation than amonk and to stand there and take a beating. a ward would make more sense for a bruiser. that would fit into the whole "ignore pain" idea. while a monk trhough tranquil study etc is more about deflecting avoiding the attacks completely.(which really doesnt happen against higher con mobs much). and being able to heal the damage thats been done. though a ward might make more sense there too. this however would set the community at large in an uproar. so i doubt taht would ever happen. :/. higher damage output for monks and bruisers. as it stands. we take way more damage than the plate tanks. while crusaders can heal themselves. and warriors just genrally take less damage. i feel we are slighly shafted. almost all the abiltiies we have are damage dealing. i really dont think its too much to ask for a inate 10% dps boost. zerkers already go post 1k if they are well setup. i can do 700 dps max solo with very decent gear. ive heard fully masters/fabled monks get somewhere around 800-900 dps. (though that all depends on how they are reading their dps. not sure how teh buff bots do but all other scouts /mages outdps us. (cept maybe coercers/unsure). surely a little extra dps isnt too much to ask?. speaking of which. i wonder how many people use the invis we have. or the walk like a mountain (the stun/mit increase). those two spells i never use anymore. since the invis breaks far too often and has similar timer to the sprint ability. acutlaly ive never used the stun/mit buff in battle period. i wonder how many other people have. devs PLEASE think of something to bring us in line with the usefulness of other tanks. these are just some suggestions. but you guys know what plans are for the game. but i advise you to take a look .. a careful look at the abiltiies of the other tanks. and i bet youll agree that both on paper AND in practice. it is an uneven playing field. Monks/bruisers. you wanna tank and dps easier(not better. thats skill). go zerker. you will loose your heal and your fd. thats really all you will loose though. also try the wisdom line for your brawler AA. it will give you dps spike every 5 minutes if you do it right thats a lot of damage. but its not a constant increase. the mantis bolt i found while dualwielding just was doing nothing for me. going off less than once a battle for me. so i respecced. Still a fun class to play though. and FD DOES help you get places you otherwise coudlnt... thers just not much you can do when you get there <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> good luck to you all. Id like to hear your input on what you think the monk class could need. or brawler class in general. </p><p> </p>
Jobeson
05-08-2007, 09:42 PM
Buffs. We should be the dps with buff tanks. The driges of fighters.
Stew2782
05-11-2007, 08:24 AM
Would a GROUP aggro transfer be too much to hope for? Seeing as we have fairly weak group taunts and, unlike other tank classes, no passive way to generate hate; how about the abillity to channel the "negative energy" generated by our team members through ourselves (or better yet through ourselves OR another target - MT - for raids, just select who should recieve aggro and buff). We can then hold aggro while projecting an "aura of tranquility", thereby better protecting our group members. Even if it had to be balanced by using a concentration slot or defensive stance only, or be very weak by default but upgradeable using AA's, I'd love to see something like this. I'm sure the ability to channel energy could be used in other ways as well to give us monks some added utility and unique abilities.
Junaru
05-11-2007, 10:39 AM
I don't think any Monk will disagree that the Brawler/Monk AA trees suck completely. The Brawler AA's lack any end ability worth getting. I picked up Altruism just for raiding but it's far from great. With my left over AA's I picked up Eagle Shriek. Again nothing great I just picked it up because nothing else was worth getting. The Monk tree is complete crap IMHO. I'm sitting at 88 AA's and NOTHING to spend it on. I put points into my taunt and group taunt upgrades. But guess what? I NEVER get to tank and when I do I just die anyways. The other night while raiding Labs the MT when down on Vvemm and then a few other tanks. I heard the raid leader say "pick it up Tsukuwa" so I did. Woot the upgraded taunts worked I got aggro. Two shots later I was dead. I didn't even get a chance to hit Skin like Mountain or tsunami before I went down. Granted I don't think they expected me to tank the mob to the end, but long enough to bring the MT back up would have been nice. I'm sure some will say it's cause I didn't hit tsunami fast enough, but why should I rely on one ability to tank anything? So I completely agree that Monks need something to make them worth having around. 22% haste just isn't enough. medium DPS isn't enough. Make us Kings/Queens of fighter DPS is a start but we need more then that. If I can put out 1700DPS and a Brigand can do 1700DPS and debuff the mob to hell and back and tank it better then me why invite me over the Brigand? Group hate transfer? LOVE THE IDEA. Not only will it help with out of encounter aggro (something Monks do NOT have right now) but on raids it gives the Monk a purpose. We need our mitigation AA's back. Why this was taken away from the Brawlers I have no clue. If there was ever a fighter class that needed more mitigation it's the Brawlers. Someone else said 50% double attack added to our offensive stance. Another idea I like.
Timaarit
05-14-2007, 04:49 AM
As far as I can see, monk 'utility' is totally broken. Only raidworthy utilities are basically FD which many in raid have anyway and the short range Heal. Our haste is basically a 10% DPS increase for the melee classes in the group, the AA hate transfer is so small that nobody really cares. The defensive abilities are just for the monk, no one in raid really cares whether we can cure ourselves, ward for non-melee damage or have a 10s AE immunity. As for our debuff, very few people even know that we can debuff mobs defence since the effect is really small. As for DPS, monks do far less DPS than the utility scouts and the scouts still can tank mobs better than monks. What really shows how worthless the monk utility is, is the fact that they are almost totally unknown to other players. Everyone wants brigands and swashies on the raid but no one really cares is a monk joins. With this in mind, brawler classes should have either better debuffs than rogues or higher base-DPS.
giving monks more dps than scout classes is not how you fix a broken fighter class. scouts are supposed to bring dps. fighters are supposed to tank. that was the deal from before launch. if you made a monk to be a dps class you made a mistake. i agree that some scouts are tanking way too good, and i honestly don't think scouts ever should have got a defensive stance. i really don't think monks suck. i think we are a little underpowered, but i think the problem lies in a couple other classes being overpowered. sony hates to nerf ppl, for fear of them throwing hissy fits. even if the nerf is 100% justified the ppl who get nerfed are still gonna cry like babies. i think making non fighter classes *want!* to use their de-taunts is really vital in validating monks as tanks. why even have a monk class if another class is gonna do 3 times the dps *and* tank better. just get rid of monks altogether. give us a /re-roll command. putting some hp on our wis/str buff and making it group would be a good idea imo. also making the shocking palm line a group thing would be great.
Gasheron
05-14-2007, 10:38 AM
<cite>Kota wrote:</cite><blockquote>giving monks more dps than scout classes is not how you fix a broken fighter class. scouts are supposed to bring dps. fighters are supposed to tank. that was the deal from before launch. if you made a monk to be a dps class you made a mistake. i agree that some scouts are tanking way too good, and i honestly don't think scouts ever should have got a defensive stance. i really don't think monks suck. i think we are a little underpowered, but i think the problem lies in a couple other classes being overpowered. sony hates to nerf ppl, for fear of them throwing hissy fits. even if the nerf is 100% justified the ppl who get nerfed are still gonna cry like babies. i think making non fighter classes *want!* to use their de-taunts is really vital in validating monks as tanks. why even have a monk class if another class is gonna do 3 times the dps *and* tank better. just get rid of monks altogether. give us a /re-roll command. putting some hp on our wis/str buff and making it group would be a good idea imo. also making the shocking palm line a group thing would be great. </blockquote><p> Like said here, Monks are meant to be fighters, not scouts, and thus we aren't supposed to be high end DPS, we are supposed to be tanks. Our problem in our ability to tank tho isn't because of our low mitigation, but the fact that avoidance doesn't seem to work like it should, and most plate tanks with only some effort put into their equip/AA's can make it to 50% avoidance, while us Monks have to have the best equip we can get in the game and maximized AAs in order to reach 50% mit. I have seen several top-geared plate tanks sitting at 70% mit/70% avoidance, and that is just wrong and unbalanced. We need our roles as tanks brought back.</p><p>I do agree tho that we need more utility. I highly approve of the group aggro reduction. Another thing I was thinking of was a group-wide resist buff. Monks are supposed to be tranquil and wise, so why not allow our "aura" or wisdom give the rest of the group some spell resists? We could also use some more useful side effects added onto our CAs, as right now the only side effect that I know of that even works on raid mobs is the defense debuff, which as said is very small.</p><p>We definitely need our AAs reworked, and hopefully the work the devs are putting into the AA "changes" that they claim to be doing for RoK will help a lot, but looking at past changes, I'm sure I'll be disappointed.</p><p>Lastly, all through EQ1, Monks were able to double attack, and do so very well. Yet here, currently, the max we get is what? 2-3% chance without taking the unarmed combat AA lines? and Zerkers get a 76% double attack as long as they wear a buckler? We need a flat out double attack bonus without restrictions.</p><p>I know most of what I said doesn't have much to do with utility, but I honestly dont think we need too much of a utility increase, just a few more things to fill our concentration slots. Our utility prob is, imo, more a problem that we only have 1 or 2 things total, while others classes have at least 3 different things. Give us some decent end-line AAs and another group buff or two, and I believe our utility probs won't be an issue.</p><p>I think the devs need to take a hint from the forums. All the other class forums are filled with topics about maximizing AAs, DPS, Mit, etc., while the Monk forums is filled with "Help us, we suck." threads. </p>
Jobeson
05-15-2007, 02:54 AM
I think Focal Serenity should still use just 1 concentration slot. It would buff 2-3 other players depending on if the monk is tanking or if the monk is not tanking and it would be a much needed addition to the monk class. Giving out a small amount of STR and WIS/AGI should not be limited to the monk and 1 other player. Group haste/dps mod should add in extra abilities for the group other than simply haste and dps mod, because atm the haste and dps mod is not noticeable! Monks should also give a % chance to double attack and bruisers should give crit chance, the percent's should scale to be equal added dps for each brawler. As it is now if you want to give the group melers dps bring a crusader or zerker. Storming palm as a group proc buff would mean an extra 900 or so damage for each meler in the group every minute. This is a cool idea not overpowering and it would up the dps that monks bring to raids and groups by around 50 dps which would not be overpowering but would count as more utility. (not my idea but I like it a lot) Those three changes would make brawlers a very good class to be an off tank in a mele dps group and not make us overpowered on soloing. We would still be pickup tanks but we would have a reason to be there. Why take a brawler over a warrior / crusader for a raid, beyond needing a brawler to tank 2 gimpy mobs in the game due to an instagib proc on the mobs. (cheap way to FORCE raids to bringing a brawler) <hr /> Tranquil vision lowers the agro warriors generate. It is not something they really want to have all the time, it would lower the damage they take but also lower the agro they generate while taking the beating by a good deal, for one mob this is great for multiple encounters it is not. For this reason I think if anything brawlers should get a second "intercede" for the tank as an extra emergency. It would deflect the next single mele attack the player takes. A monk feeding the MT 5% hate would not come close to making up for the agro the tank loses from having us deflect for him. I throw 3k-7k heals on the tank all the time and add in intercedes when needed but having this to use even more would be very nice on a raid situation but not something that would make people truly WANT to bring a monk on a raid over another class.
Timaarit
05-15-2007, 04:20 AM
<cite>Kota wrote:</cite><blockquote>giving monks more dps than scout classes is not how you fix a broken fighter class. scouts are supposed to bring dps. fighters are supposed to tank. that was the deal from before launch. if you made a monk to be a dps class you made a mistake. </blockquote>There is one problem with this. It is very obvious that the only True Tanks are now warriors. What supports this is the fact that you really dont need more than 2 tanks in any raid, generally just one is enough. And still there are 6 fighter classes. Then on the other hand, brigands, swashies and assasins can tank any content just as well as a brawler can. Now they could make the other fighters more supporting ones. Like crusaders are in a way. Also crusaders can off-tank if more tanks are needed and they can do it better than brawlers. So brawlers are out-performed by 4 fighters. Brawlers wont be MT's if there is a warrior, brawlers have no supporting utility and brawlers dont have enough DPS to warrant a DPS role. IMO they should finally admit that brawlers wont be tanking in raids and just give us the DPS and utility equal to the scouts. Like I said, scouts can already tank for groups just as well as brawlers so the argument about all fighter being tanks and not DPS has been dead for over 2 years now. BTW, I didn't make my monk to be DPS, I made it to tank. But it has become very clear that SOE has no intention on making monks even closely as viable tanks as warriors. And still zerkers can out-DPS us. So they propably should make brawlers to be one of the scout classes.
Steamburn
05-24-2007, 06:17 PM
<cite>TheHidden wrote:</cite><blockquote><p>Ive been grouping more with my monk lately. and leveled another toon to tier 7. and hoesntly looseing my taste for the monk :/ sad to say. Anways, yeah thers a lot of complaining going around about monks since they are!. out dpsed by zerkers - zerkers can constantly out dps us. 2 group buffs? not sure about aa. out healed by crusaders - pallys out heal. and take less damage. and have 2 group buffs? good aa set out tanked by all plate tanks. - just standard. yeah they take less physical damage. no doubt. Maybe future aa will fix it. But we should for sake of balance. get another group buff. compare our 22%haste against a zerkers. not only do zerker stuns affect encouter whereas we are single target. but they get group buff for str. and for mitigation. they also get berzerk. gives us a chance to proc for extra damage. im looking into the other classes now for a comparison. but to me it seems that bralwers buffs are.. well honestly lame. 22% haste? and 25% dps for bruiser. devs. dont you see a bit of a discrepancy here?. and not to mention our end AA. i feel both monks and bruiser end aa abilties are garbage. hopeing future aa will fix this. </p><p>Monks are tanquil they are wise and can see to the root of the problem. they are thoughful. they meditate to clear their mind. as such i think a group buff of wisdom and focus would be very fitting. they are precise. not so hard hitting but rather crippling attacks. as such i dont think a group stun/stifle would be outta place. even if its only 2 seconds. adding a slow effect to their existing AE, would also not be overpowered and would fit in with their class style. </p><p>These three things alone would: make us slightly more desireable. still wis/focus buff is kinda useless for our own mellee class. hence not giving monks any advantage solo. the stun/stifle aoe would give us a tiny bit of a dps increase(perhaps). would help us hold aggro just a tad better. and be generally beneficial to group wihout really changeing our overall standing with other classes. adding a slow effect proc (fro monks. striking special spots to slow mmobs.. for bruisers. its stronger hit that just sorta pushes em back and makes em hesitate on their attacks a bit). this really does nothing as well in the overall scheme of things but would make more sense. a slight raise in our mitigation values via a buff is not uncalled for either. we are talking mainstream characters for balance here. none of this makes a monk uber. Idealy for a raid buff, something that would be useful would be a substantial buff to avoidance for the mt. combined with a hate transfer. these are changes i would imagine the devs could implement. but they woudl really still not place us outta whack with any other character. in the scheme of things our position remains unhanged. we just bring that tiny bit extra to group. and maybe even slight bonus to raid. keep in mind devs. ive never been able to max out concentration! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> other ideas that they would not go for: An extra heal or drastically reduced heal. bruiser heals are on half the timer of the monk heal. this part i dont get. for starters monks are logically a better healer. while bruisers are logically the better one to take damage. id would expect a bruiser. to have higher mitigation than amonk and to stand there and take a beating. a ward would make more sense for a bruiser. that would fit into the whole "ignore pain" idea. while a monk trhough tranquil study etc is more about deflecting avoiding the attacks completely.(which really doesnt happen against higher con mobs much). and being able to heal the damage thats been done. though a ward might make more sense there too. this however would set the community at large in an uproar. so i doubt taht would ever happen. :/. higher damage output for monks and bruisers. as it stands. we take way more damage than the plate tanks. while crusaders can heal themselves. and warriors just genrally take less damage. i feel we are slighly shafted. almost all the abiltiies we have are damage dealing. i really dont think its too much to ask for a inate 10% dps boost. zerkers already go post 1k if they are well setup. i can do 700 dps max solo with very decent gear. ive heard fully masters/fabled monks get somewhere around 800-900 dps. (though that all depends on how they are reading their dps. not sure how teh buff bots do but all other scouts /mages outdps us. (cept maybe coercers/unsure). surely a little extra dps isnt too much to ask?. speaking of which. i wonder how many people use the invis we have. or the walk like a mountain (the stun/mit increase). those two spells i never use anymore. since the invis breaks far too often and has similar timer to the sprint ability. acutlaly ive never used the stun/mit buff in battle period. i wonder how many other people have. devs PLEASE think of something to bring us in line with the usefulness of other tanks. these are just some suggestions. but you guys know what plans are for the game. but i advise you to take a look .. a careful look at the abiltiies of the other tanks. and i bet youll agree that both on paper AND in practice. it is an uneven playing field. Monks/bruisers. you wanna tank and dps easier(not better. thats skill). go zerker. you will loose your heal and your fd. thats really all you will loose though. also try the wisdom line for your brawler AA. it will give you dps spike every 5 minutes if you do it right thats a lot of damage. but its not a constant increase. the mantis bolt i found while dualwielding just was doing nothing for me. going off less than once a battle for me. so i respecced. Still a fun class to play though. and FD DOES help you get places you otherwise coudlnt... thers just not much you can do when you get there <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> good luck to you all. Id like to hear your input on what you think the monk class could need. or brawler class in general. </p><p> </p></blockquote> I would recommend not playing your monk anymore...and opening an English book once in a while.
Waung
05-27-2007, 12:09 AM
i really like the idea of adding double attack to group haste for monks and crit to group dps for bruisers, that's definitely a winner. i also like the idea of making serenity a 1 conc single target buff, not just self. a few things i would like to see are increasing our defense debuff on cobra and adding in parry and deflect, a group parry/deflect/defense group buff (since we are supposed to be avoidance oriented, why cant we share it?), increasing the hate transfer significantly from our monk AA's, also i think monks should get an innate double attack chance and bruisers an innate crit chance increase. we also need a solid brawler tank AA line, as we dont really have crap for that (4% hp and some addons to avoidance in other trees? sweet!). i will also never understand why our bare fists are considered a 2handed weapon type, make it like in EQ1 (i know, this is not EQ1 but it had some good points) and make our bare hands DW with a major increase to double attack and tweak our str line to coincide with this. the group wis buff is nice, maybe add that into the group avoidance buff? oooh also storming palm as group would be nice, but not necessary.
Keshaan
05-27-2007, 11:05 PM
ehh sorry about the double post..
Keshaan
05-27-2007, 11:08 PM
I've read alot of ppl say that avoidance is the biggest problem with monks tanking. IMO group aggro is as much a part of the problem. Our ability to keep aggro against aoe nukers is just pathetic compared to fighters. But I agree that the "more utility"-idea is the way to go from here. It's just the best way to make us desirable in a raid, because we will never be the best tank or dps. That would make us too good at soloing
Zabjade
05-28-2007, 12:27 AM
<p>Since Monks don't wear that much armor, and Avoidance while nice fails up too much compared to the tanks. Monks should get also an armor Buff that is useful. </p><p>Think, Monks strengthen their bodies both to avoid hits, and to withstand hits when they get through. Basicly channeling our ki though our bodies (that is how I view our safe fall and what avoidance we have by the way) to protect ourselves.</p>
selch
05-28-2007, 03:59 AM
<p>* Gaining Aggro everytime we dodged / parried / riposted an attack buff like warriors gaining aggro everytime they got hit. This is necessary against multiple enemies. </p><p>- Adding Monks, c/p/s debuff, adding bruisers defense debuff (and multiplying this defense debuff for parry/block as well, not just defense for both classes)</p><p>- Group Aggro Transfer, over monk if Tranquil Vision is used on a non-fighter, over person if TV is used on a fighter and enlarging range of TV to raid-wide rather than group-only.</p><p>And so on...</p>
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