Smiting Prayers as a half-melee line
shinta_himura
I don't really get why Monks have to spec into warrior secondaries just to have martial moves. They are monks, they are martial artists, if you have any doubt about this just type /dance. Your character starts practicing their kata.
Monks should of course remain primarily spell-caster based, but I think the upcoming Smiting revamp should change it from entirely prayer and signet based, to a half prayer, half martial line. Call it "Divine Wrath" or something.
They already have touch skills but they are spells if I recall. Maybe incorporate some skills with small adrenaline costs? Melee range wand/staff attacks? Stances? Idk, it's just curious that a martial artist who follows Balthazar has no form of melee attacks. I guess going Warrior secondary counts for that, but that isn't really canon to the Monk profession since they can have any class as a secondary.
I would love to see wand and staff attacks. Maybe even a ranged attack where you charge up a bigger ball of smiting power and then shoot it. I realize that wand damage isn't entirely negligible but it is certainly proves to be near-useless, and I don't think anyone really cares about wand or staff attacking. But maybe if monks had some kind of adrenaline based payoff, that would change.
Monks should of course remain primarily spell-caster based, but I think the upcoming Smiting revamp should change it from entirely prayer and signet based, to a half prayer, half martial line. Call it "Divine Wrath" or something.
They already have touch skills but they are spells if I recall. Maybe incorporate some skills with small adrenaline costs? Melee range wand/staff attacks? Stances? Idk, it's just curious that a martial artist who follows Balthazar has no form of melee attacks. I guess going Warrior secondary counts for that, but that isn't really canon to the Monk profession since they can have any class as a secondary.
I would love to see wand and staff attacks. Maybe even a ranged attack where you charge up a bigger ball of smiting power and then shoot it. I realize that wand damage isn't entirely negligible but it is certainly proves to be near-useless, and I don't think anyone really cares about wand or staff attacking. But maybe if monks had some kind of adrenaline based payoff, that would change.
Dosearius Takerius
really? Did you really just use the monks dance emote as 'proof' that they should have melee attack skills?
We've all seen wammos, but watch out for the Monkiors too. They'll kill ya dead and then go heal their party.
We've all seen wammos, but watch out for the Monkiors too. They'll kill ya dead and then go heal their party.
Lanier
Ariena Najea
What you just described is the Dervish.
Smiting Monks already have their niche in PvP, and PvE has larger problems.
Smiting Monks already have their niche in PvP, and PvE has larger problems.
RedDog91
Quote:
They are monks, they are martial artists, if you have any doubt about this just type /dance. Your character starts practicing their kata.
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all warriors are from the move Pulp Fiction, and should swear non-stop.
all male mesmers are Irish and should have skills that make them drunk.
all female rangers should be reduced to being the cheerleaders of the group.
all female elementalists are belly dancers and should only be present in seedy bars.
all male ritualists are nerds and want you to vote for their Mexican friend.
Ka Tet
I loved the NWN monks.
Mechanko1
i would simply like a buff to smiting skills that would make me want to use a monk for smiting. Eh idc too much about it tho lol
Siver
All monks need is one or two non elite aoe spells. then Smiting prayers would be balanced
Kirin's Judgment:
10 energy 15 recharge
For 8 seconds target for and adjacent foes take 8-27-32 holy damage each time they attack
Zealot's Wrath:
5 energy 10 recharge
Target foe and up two adjacent foes move 90% slower (for 4 seconds). While moving they take 5-15-20 fire damage a second.
Kirin's Judgment:
10 energy 15 recharge
For 8 seconds target for and adjacent foes take 8-27-32 holy damage each time they attack
Zealot's Wrath:
5 energy 10 recharge
Target foe and up two adjacent foes move 90% slower (for 4 seconds). While moving they take 5-15-20 fire damage a second.
Del
LOL. Nice joke dude, but most of the skills in smiting are bad, either because of long recharge, mediocre damage, or both. A couple decent aoe skills won't all of a sudden make the attribute balanced. especially considering how balanced these days means OPed.
Siver
Quote:
LOL. Nice joke dude, but most of the skills in smiting are bad, either because of long recharge, mediocre damage, or both. A couple decent aoe skills won't all of a sudden make the attribute balanced. especially considering how balanced these days means OPed.
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To be able to spam that your going to need Auspicious Incantation to keep your energy up, speaking of energy U might as well take Castigation Signet for damage and energy.
The only two elites worth taking are are RoJ and SoJ.
So to recap:
RoJ/SoJ
Arcane echo
Auspicious Incantation
Castigation Signet
Hardly nothing else in Smite is worth taking.. but if the affor mentioned skills were added:
Kirin's Judgment:
10 energy 15 recharge
For 8 seconds target for and adjacent foes take 8-27-32 holy damage each time they attack
Zealot's Wrath:
5 energy 10 recharge
Target foe and up two adjacent foes move 90% slower (for 4 seconds). While moving they take 5-15-20 fire damage a second.
Your bar would look like this:
RoJ/SoJ
Arcane echo
Auspicious Incantation
Castigation Signet
Kirin's Judgment
Zealot's Wrath
Now that's a pretty decent bar for any HM area. With Room left over to bring a rez and/or PvE skills of your choice.
In all, one good bar in the same attribute line, is all any profession really has anyways. And while it might not balance all the crappy Elites in Smiting Prayers, it still provides a CHOICE for monks to go damage (if they choose too)
shinta_himura
But dervishes can't charge up smiting energy in their wand and then shoot it.
Shayne Hawke
It's good to have a vision for what you want the class to become in concept, but there needs to be something a little more concrete for there to actually be a helpful suggestion. Siver, for example, has gone half the rest of the distance by listing some skills and the changes that would be made to them (or additions, in this case). The other half would be explaining why the old skills may not fit the new paradigm and how the changes would be good for the class, good for the game, and would maintain or bring further balance.
If you're really interested in seeing this further, go back to the drawing board and return here when you've got some names and numbers about what needs change.
Closed.
If you're really interested in seeing this further, go back to the drawing board and return here when you've got some names and numbers about what needs change.
Closed.