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Re: Monk issue List
I found quite a few bugs when I was leveling Ice Disciple, and posted them on tazoon.com back in the days. I'll try to remember some of them.
Ice Disciple:
Freezing Touch I has 50% chance to slow down a mob
Freezing Touch II has 20% chance to slow down a mob.
Freezing touch III has 30% chance to slow down a mob.
So clearly version I needs to be fixed.
The level 70 general ability Iron Body conflicts with our class specific buff line Ice Armor. In fact Iron Body overwrites Ice Armor II even though Ice Armor II grants the same armor bonus, but more ethereal armor bonus and lasts longer. Could we get something else instead of Iron Body because we already have something far superior?
The level 60(?) ability Ice Tomb is broken. It currently doesn't do anything. It is suppposed to do major damage (according to the description) when used in conjunction with level 80(?) Shatter, but with Ice Tomb broken, Shatter is now useless as well.
The level 90 ability Numbing Cold is supposed to have an area slowdown effect, but it only affects 1 creature. Also, it only slows down that creature by a mere 10%, something which is awefully low for a level 90 ability (so low you can't even notice it), on the other hand Despirit Foes (Cleric level 48) slows down an area by 50%.
I think this was about it :)
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Re: Monk issue List
Burning Fist- Aside from the fact that there appears to be only a Tier 1 version of this, I can find nothing wrong. It applies a burning augmentation to the target which causes 5 points of damage every 5 seconds for 30 seconds.
Perhaps someone could explain what part is broken?
- Amon
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Re: Monk issue List
Thanks amon for fixing defy flame/spirit and uam21.
Anyone else come across anything more to add to this? a few multiclassers on order have found some things I have added to the list anyone else come across stuff?
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Re: Monk issue List
Still looking over a lot of these (and fixing some)... Wanted to say something about Fire Sheath. The damage on this ability should not be on part with other damage shields such as Cloak of Thorns IMHO for one simple reason:
Duration of Fire Sheath= 60 minutes
Duration of Cloak of Thorns = 15 minutes
- Amon
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Re: Monk issue List
But the recycle of CoT is only a few seconds so the duration is quite irrelevant.
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Re: Monk issue List
I'll take a look at it again then... Thanks for the feedback.
As far as two others:
1. Ice Armor. This ability adds 50/100/150 armor. Seems pretty good to me. Especially since a Gift only adds 41.
2. Group Ice Armor IS masterable, but Ice Armor is not. How do you all feel about that?
- Amon
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Re: Monk issue List
gift of armour has always seemed very gimpy :P
I think group ice armour is pretty class specific type ability hence shouldn't be masterable but others might disagree
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Re: Monk issue List
I think it is a huge contradiction and both should be made uniformly masterable or nonmasterable. It sounds to be like they both should be made nonmasterable imo.
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Re: Monk issue List
Cool... thanks for the feedback.
- Amon
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Re: Monk issue List
Updated to the issue list to reflect the changes I can confirm (iron body conflicts, iron bodies usefulness, spirit punch)
Can an Ice D, Flame D provide info on numbing cold/broken flamer abilities?
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Re: Monk issue List
shameless bump because editing top post moves this down the forum
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Re: Monk issue List
Ok, Instant Transfer III, gotten at Spirit Disciple level *90* allows you to transfer 200HP to a targe from your own health.... It's pretty silly as a level 90 skill. I say either bump it's level or just get rid of it for something else (perhaps an updated pillage that doesn't miss so much?).
-HratLi
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Re: Monk issue List
Its the same as all our other spiritist/bloodmage abilities. Low level and late on :(
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Re: Monk issue List
While I'm at it, there's a serious problem with starting with 0 in our casting skill and only getting 10/level. Granted it's not a prereq to have 150 Spirit Skill, but looking at another thread pointed out that most prestige schools end with around 950's in their final skill. This is because they gain 10/level, but they start at level 20 along with their 150+ skill.
I don't think it'd be overpowering to consider bumping the casting abilities of the Disciples to 11 or even 12/level. This ends up with either 880 at 100 or 960 depending on the bump. We currently cast at -1 TIER for our entier lives, and landing a spell pre level 50 is a Joke.
In exchange for our spell line, we gave up 1 UA, 1 Armour use (HUGE), faster UA Mastery gains (along with the speed and damage that entails), and innate bumps (Special attack Master/Expert) to our fist combat. So vs monk, we have lower damage, however gain the flexibility of the spells, but the it's just not 'fun' to not be able to land your spells until so much later in your career, and even then to always be using spells 20 levels under the level of the monster you are fighting.
Do I want us to be as powerful as spiritists as casters? Yes and NO. Yes, in that I think we should have a hope of casting the epic one day (if it ever unearths). We should be able to hope to hit monsters with at least respectable spells, it is, after all, our ONE spell line (be it Nature, Spirit, Ice, or Flame). NO, in that we shouldn't get the 1 to 5 other spell lines that come with a pure caster. We are specialists in ONE spell line that we use to supplement our fists.
NOTE: Ok, I am ranting that our spell power is lacking. Yet on various other posts I state that our repeaters (teched) do more damage than our fists once they start landing. Yes, this is true (except for IceD's which have no repeater [:(] ) even when casting at 20 levels under what we are. I am hoping that it is taken to say something about our damage output as melee rather than a comment about 'overpowered' spell casters.
I will have to start removing myself from the conversation concerning damage and spells in the future, because I have multiclassed so much (Fitter 84 STRENGTH! , Enchanter 82 Power/Focus , Healer 65 for T IV Buffs, Druid for Fury), that unless you consider these as a 'package' what I can fight now is no longer representative of what a 'typical' SpiritD would be capable of.
-HratLi
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Re: Monk issue List
The prestige schools you mention do you mean the pure caster prestige schools such as conjuror, bloodmage, sorc, wizard? If so then that is because they are casters.
Of the Hybrid/prestige schools (Guardian, Chaos Warrior, Ranger, Knight, Reaver, Battle mage, did I miss one?) They all end up at <=800. Because melee is their main damage type.
Our spell damage does exceed our fists which is not good. If the strength was increased for the monk/disciple schools then it would aid a great deal.
Disciples without training points can cast existing epic spells so my guess is they can cast any new ones that are released unless the requirements change (750 skill)
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Re: Monk issue List
Actually I mean the Hybrids. They ALL start with a pre-req. Usually 150-200 in the casting skill AND the melee skill. So they START at 150-200, and gain on top of that. Meaning that they can actually start landing spells pretty much immediately.
In light of this I wonder if it's a design flaw that we do not have a pre-req for the Disciples.... :O
For example, let's take Reaver, they start at 150 Spirit/Blight from spiritist, then gain 8 and 7 respectively, along with their 10 Slash, 10 2hand slash, AND 10 shield skill. (and of course the 9 evasion that we as Disciples get).
-HratLi
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Re: Monk issue List
See I tend to think of our unarmed sacrafice as when becomming a disciple as a biger problem.
Other hybrids get 10 weapon skill (not all but most).
We are not a Hybrid though we are Prestige we get 10 evasion (unless you are flamed) we get 9 unarmed which as a result we max out at 920 not good in this twisted mob weapon skill world. And 800 magic skill which is ahead of the hyrbid schools.
Should Disciples become a hybrid school? I prefer not but what do others think?.. Actually lets contiue that idea in a different thread like this
Definition
Prestige: Can be accessed by only taking one school (Melee Prestiges: Beserker, spearman, Elar, crossbowman, disciples, guardian, chsw (although most take the Hybrid method))
Hybrid: Requires one or more schools to join (Melee Hyrids: Knight of creation, Paladin, Reaver,btlm)
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Re: Monk issue List
What exactly remains unfixed on this list?
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Re: Monk issue List
Most of what needs to be fixed are balance issues (strength gain, evasion and its usefulness later in the game) and some of it is broken/low damage/limited usefulness of mid to upper range abilities (Instant transfer III/Pillage spirit/Ice tomb/Shatter amongst others).
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Re: Monk issue List
And the answer is :
"Pillage Spirit now uses the Spirit skill, does Ethereal damage, and is guaranteed to hit."
Great, I think in 3 years, the Monk skills will be worth be played