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View Full Version : Rebalancing Monks: Itemization


circusgirl
05-06-2009, 04:48 PM
<p>This thread is for itemization-based fixes to monks and brawlers.  Post any issues with item balance pertaining to the monk class here!  <span style="font-family: verdana; -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px;">Visit these threads to post your ideas for solutions to problems with monk <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=450453�" target="_blank">combat arts</a><span style="color: #000000;"><span style="font-family: Verdana; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px;"><span style="font-family: verdana; -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px;">, <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=450455" target="_blank">content-based solutions</a>, or <span style="color: #000000;"><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=450452" target="_blank">AA abilities</a>.</span></span></span></span></span></p><p><span style="text-decoration: underline;">Missing Deflection Chance</span></p><p><ul><li>The Cord of Innoruuk's Favored (Byzola drop, healer belt) buffs shield effectiveness but not deflection chance</li></ul></p><p><span style="text-decoration: underline;">TSO Set Gloves & Haste</span></p><p>With moves self-buffing haste so high, the 40 haste on these gloves give us barely anything in comparison with what every other fighter gets from 40 haste.  Please switch the haste out for its equivalent in *any* other damage buff--MC, DA, MB, CA damage, DPS mod, anything but haste.</p><p><span style="text-decoration: underline;">Avatar Gear</span></p><ul><li>Wu's Fighting Chestwraps are bugged with only 20 critmit instead of 40</li><li>The Justice Charm needs Deflection chance along with Shield effectiveness</li><li>The Brawler weapon needs a serious upgrade in terms of defensive capability</li></ul><div><span style="text-decoration: underline;">DPS Fixes via items</span></div><div>This is sort of a vague idea, but as a means of increasing the dps potential of brawlers to be higher than that of warriors/crusaders, why not make many of the high dps melee jewelry items All Scouts, monk, and bruiser useable instead of just All Scouts or All Scouts, All Fighters?  This would increase our dps potential while still forcing us to make tradeoffs between dps and survivability, since it prevents us from using tank items in those slots.</div><div></div><div><span style="text-decoration: underline;">Mitigation Adorns/Food/etc.</span></div><div>Plate tanks can up their uncontested avoidance significantly using adornments and food (3%+3% for wrist adorns, 2.2%+2.2% from food, 3% from slashing weapon adornments for a total of 13.4% uncontested avoidance).  However, brawlers have no equivalent means of upping our mitigation.  I suggest adding in:</div><div></div><div>+3 mitigation increase wrist adorns</div><div>+3 mitigation increase 1-handed crushing weapon adornments</div><div>+2.2 mitigation increase food and drink</div>

Morgane
05-06-2009, 04:51 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>Wu's Fighting Chestwraps are bugged with only 20 critmit instead of 40</p></blockquote><p>Wow... still???</p>

Morrolan V
05-06-2009, 06:47 PM
<p>For the love of the gods, get rid of the haste on the monk TSO set gloves.</p><p>Replace it with any other DPS increaser.  Base DPS, Melee Crit, Double Attack, Base CA, Melee Crit Bonus.  All fighter TSO gloves have haste on them.  Taking the x4 raid set as an example, they all have 40 haste.  This is NOT balance.  Monks have far more self haste than any other fighter.  So, most fighters get 30 to 40% more autoattack damage from 40 haste.  Monks get 8-9%.  So, give monks something else that gives us an equivalent DPS boost.</p>

Derang
05-07-2009, 12:04 AM
<p><cite>Rythalian@Crushbone wrote:</cite></p><blockquote><p>For the love of the gods, get rid of the haste on the monk TSO set gloves.</p><p>Replace it with any other DPS increaser.  Base DPS, Melee Crit, Double Attack, Base CA, Melee Crit Bonus.  All fighter TSO gloves have haste on them.  Taking the x4 raid set as an example, they all have 40 haste.  This is NOT balance.  Monks have far more self haste than any other fighter.  So, most fighters get 30 to 40% more autoattack damage from 40 haste.  Monks get 8-9%.  So, give monks something else that gives us an equivalent DPS boost.</p></blockquote><p>Im all for Melee Bonus / Base Ca / Base Auto attack! <--- #1 I know they can do it! -_-</p>

Editedmind
05-07-2009, 03:22 PM
<p>Yeah the haste tends to make the stuff look unattractive. It would be great if someone had a sudden flash of insight and either increased the haste cap to about 500 or replaced it with something meaningful.</p><p>Otherwise I'm not bothered about gear much and I don't see it as being a long term issue as every expansion basically requires upgrades anyway. It could be nice though to actually have more <em>choice</em> in the gear we can use instead of having one set being obviously the best, but with some useless feature.</p>

circusgirl
05-07-2009, 07:27 PM
<p>I think our best bet in terms of our haste issues is actually getting everburning changed from a haste buff to something like flurry.  It up the number of times we're hitting without pushing us up to the edge of a cap.</p><p>The gloves are a problem, but in truth its basically just the same problem we've always had when it comes to haste.  I am all for switching them out for a dps mod or any other combat mod, but there's a problem there in that if we don't have haste on our gloves we can put on a different haste item and get both benefits (even if the haste benefit is marginal at best), which seems a bit unbalanced. </p>

Morrolan V
05-07-2009, 07:40 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>I think our best bet in terms of our haste issues is actually getting everburning changed from a haste buff to something like flurry.  It up the number of times we're hitting without pushing us up to the edge of a cap.</p><p>The gloves are a problem, but in truth its basically just the same problem we've always had when it comes to haste.  I am all for switching them out for a dps mod or any other combat mod, but there's a problem there in that if we don't have haste on our gloves we can put on a different haste item and get both benefits (even if the haste benefit is marginal at best), which seems a bit unbalanced. </p></blockquote><p>We should not forget that "balanced" DPS for fighters DOES NOT mean that all fighters have the same DPS.  It means that brawlers have better dps than the more survivable plate fighters.</p>

circusgirl
05-07-2009, 08:45 PM
<p><cite>Rythalian@Crushbone wrote:</cite></p><blockquote><p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>I think our best bet in terms of our haste issues is actually getting everburning changed from a haste buff to something like flurry.  It up the number of times we're hitting without pushing us up to the edge of a cap.</p><p>The gloves are a problem, but in truth its basically just the same problem we've always had when it comes to haste.  I am all for switching them out for a dps mod or any other combat mod, but there's a problem there in that if we don't have haste on our gloves we can put on a different haste item and get both benefits (even if the haste benefit is marginal at best), which seems a bit unbalanced. </p></blockquote><p>We should not forget that "balanced" DPS for fighters DOES NOT mean that all fighters have the same DPS.  It means that brawlers have better dps than the more survivable plate fighters.</p></blockquote><p>Assuming that dps is the tradeoff we get for lower survivability.  They could also go the route of increasing our survivability significantly and then leaving our dps only moderately better.</p><p>My personal stance is that the best route for brawlers is one where we can basically exist anywhere on a continuumthat ranges from near crusader-like survivability with low (plate-tank like) dps to rogue-level dps with low (scout-like) survivability, or can occupy any space in between (medium survivability, medium dps).</p>

Morrolan V
05-07-2009, 11:22 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Rythalian@Crushbone wrote:</cite></p><blockquote><p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>I think our best bet in terms of our haste issues is actually getting everburning changed from a haste buff to something like flurry.  It up the number of times we're hitting without pushing us up to the edge of a cap.</p><p>The gloves are a problem, but in truth its basically just the same problem we've always had when it comes to haste.  I am all for switching them out for a dps mod or any other combat mod, but there's a problem there in that if we don't have haste on our gloves we can put on a different haste item and get both benefits (even if the haste benefit is marginal at best), which seems a bit unbalanced. </p></blockquote><p>We should not forget that "balanced" DPS for fighters DOES NOT mean that all fighters have the same DPS.  It means that brawlers have better dps than the more survivable plate fighters.</p></blockquote><p>Assuming that dps is the tradeoff we get for lower survivability.  They could also go the route of increasing our survivability significantly and then leaving our dps only moderately better.</p><p>My personal stance is that the best route for brawlers is one where we can basically exist anywhere on a continuumthat ranges from near crusader-like survivability with low (plate-tank like) dps to rogue-level dps with low (scout-like) survivability, or can occupy any space in between (medium survivability, medium dps).</p></blockquote><p>I agree that would be ideal.  My position is that SoE knows how to make a melee class that can do high DPS.  It has not shown that it knows how to make an avoidance tank with decent survivability.  Therefore, as between the two, I'll take the DPS, since if that's what they try for, they're more likely to hit the mark.</p>

Couching
05-08-2009, 02:52 AM
<p><cite>Rythalian@Crushbone wrote:</cite></p><blockquote><p>I agree that would be ideal.  My position is that SoE knows how to make a melee class that can do high DPS.  It has not shown that it knows how to make an avoidance tank with decent survivability.  Therefore, as between the two, I'll take the DPS, since if that's what they try for, they're more likely to hit the mark.</p></blockquote><p>It's trivial of how to make avoidance tank with decent survivability. SoE definitely knew it.</p><p>For example, if meditative healing could be fixed to 40% instead of 15%, the chances of getting 2 shotted is much lowered.</p><p>The only problem is whether they are going to give us decent survivability or not.</p>

Megavolt
05-16-2009, 11:52 AM
<p>That's why I'm all about raising the innate monk haste cap to over what it is for other classes.  That and raising the delay on our base weapons to 3.0  from 2.5 so we can actually see returns on a raised haste cap. In eq1(I know it's another game but for historical uses of the monk class is a good reference) monk haste was a seperate haste that would go above the spell/gear haste cap. A return to this would bring us back into the "Kings of speedy hits" style dps that we had before every other class starting hitting the haste caps. Or possibly removing the dual wield penalty that we have.</p>

circusgirl
05-30-2009, 12:09 PM
<p>Updated to include some ideas about balancing all the uncontested avoidance adorns/food/etc. that plate tanks have access to.</p>

circusgirl
06-08-2009, 12:37 AM
<p>updated to include the byzola belt.</p>