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View Full Version : A GREAT IDEA MONKS UR INPUT PLEASE!!!!!!!!!!


SageMarrow
02-24-2005, 08:59 PM
<DIV> <DIV> <DIV>PLEASE READ AND RESPOND NEED INPUT ON HOW THE COMMUNITY FEELS ABOUT THIS</DIV> <DIV> </DIV> <DIV>I have a great idea that would break grps down and add ALOT more diversity. with the first expansion add a 3rd subclass or specialization for level 55.  just a few suggestions to build strategy and expand the guild environment beyond caster tank dps healer. (aka you know ur job now get to work..)</DIV> <DIV> </DIV> <DIV> itll allow actual plans of action- like battlemages get this spell up and workin at this time- assasin aggressors go in first- then stealth sneak in after mob X=raid is undercontrol and unload all you got. then purecasters jump in last and start blowing stuff up w/ no threat of aggro pulling...etc)</DIV> <DIV> </DIV> <DIV>Battlemage- mage/wizard class that can equip armor but takes a hit on caster ability and can use 1h weapons and the buckler sheild. which allows him to fight upclose w/ added AC - balance most of his dps and take a bit in exchange for the defense. give him intervene type spells that are caster mob specific-sense they have high magic resistances. with the counterpart at selection naturally being a PureCaster type that keeps the massive blow out type spells</DIV> <DIV> </DIV> <DIV>Monk- give an option to take on a line of AC and defense and HP/heal boosting line of abilitys that are attack activated. which will promote the dps roll and give utility to a utilityless class..=) - or allow them to go the tanking route with more abilities to mitigate damage like a stone stance type of ability and so forth down that line.</DIV> <DIV> </DIV> <DIV>Assassin- give the option to go the agility/stealth route which will give them more mobility in and out of battle, as well as increased ability across the board in sneak attack type moves. and have an aggressor type that does a more raw type of dps with increased attack damage in melee more DOT type bloodletting type spells.</DIV> <DIV> </DIV> <DIV>and i suppose you all can see the direction im going- just a few shots in the dark there- im not feeling the games long term stability with the whole interchangeable parts route - this way people can still go the route they choose and achieve a higher level of grpability at high levels so that classes and grps wont be dilluted down as they presently are...</DIV> <DIV> </DIV> <DIV> we all know that the best grp is 1 good tank, 3wiz a druid and a cleric as far as doing single shot relatively safe pulls which is what most experience grps do.. pulling to a safe spot  - kill lather rinse repeat.  so yeah just something to think about would like your input on this becoming a reality or at least some sort of specialization. dont see much long term interest with the present a tank is a tank and a healer is a healer on down the line mentality. so give both feedback and ideas please and maybe </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV></DIV></DIV>

Jewishman
02-24-2005, 10:46 PM
<DIV>k</DIV>

RadricTyc
02-24-2005, 11:40 PM
<BR> <BLOCKQUOTE> <HR> SageMarrow wrote:<BR> <DIV> <DIV> <DIV> </DIV> <DIV> we all know that the best grp is 1 good tank, 3wiz a druid and a cleric </DIV> <DIV><BR> <HR> </DIV></DIV></DIV></BLOCKQUOTE> <P>First of all, calling your idea "GREAT" doesn't make it so, and by self-proclaiming it as such you actually reduce its greatness to a certain extent; at least in my eyes.</P> <P>Secondly, there are lots of strategies and tactics in this game.  We don't need new sub-sub-classes to create more.  We simply need new content that requires new game-plans.  If that is indeed what we want.  And I certainly would be campaigning for fixes to the ones we have long before I concern myself with lobbying for new ones.</P> <P>Thirdly, regarding your above statement, that is purely your oppinion and I certainly don't share it.  There are MANY combinations of players that make good groups, and so far I have not found one group that is "best" since each has its trade-offs.  For example th above group has the disadvantage that if the tank cannot hold aggro for any reason at all, there could be some huge problems when one or more wizards start tanking.  And considering that wizards do so much damage these days, the probability of losing control of aggro is increased.</P> <P>And lastly, even if I did entertain the idea of sub-sub-classes, I don't even understand your idea for Monks.  How do AC/defense/HP/Heal boosts promote the role of DPS and utility?  Was that a typo?  And If we wanted to tank by damage mitigation, why wouldn't we have chosen a warrior instead of a brawler?</P> <P>Frankly, I find these ideas pretty far from great.</P>

xrippe
02-24-2005, 11:50 PM
<DIV>And this is posted in every forum</DIV>

RadricTyc
02-25-2005, 12:07 AM
<DIV><FONT color=#ff0000><STRONG> <HR> </STRONG></FONT></DIV> <DIV><FONT color=#ff0000><STRONG>Moorgard</STRONG></FONT> wrote:</DIV> <DIV> </DIV> <DIV>Furthermore, you may not: </DIV> <UL> <LI>Make multiple posts on the same subject for the purpose of getting attention paid to your issue. </LI></UL> <P> <HR> </P> <P>This is clearly a major violation of this rule, taken from the "Rules of Conduct".</P>