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King Kong
Character: Kamaala, Saranyu
Guild: Dark Horizon
Server: Teh Bazaar
Posts: 46
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Monk KoS Tree Revamp to end all Revamps
I spent a few good minutes thinking of a way to revise our KoS AA tree to make it possible to choose your path as a brawler. Want to tank? Take the STA/AGI lines. Want to DPS? Go STR/INT. Want to add utility? Take the WIS. Inc AA pwnage...
Our first and most maligned tree is the Tiger Sifu STR line, which is our pure DPS line. Here are my ideas:
--First spot goes to adding Strength, of course. +4 strenght per point, same as always.
--The attack that goes with STR is Pressure Point in its original form, except you can use it while equipping weapons (or barehanded, as it were).
--For the third item, you get a passive bonus to crush/slash/pierce. Name it Tiger Pounce. Kind of lame, but it gives you a better to-hit %, which is nice nowadays when fighting orange mobs.
--Fourth, I moved Melee crits over here. Straightforward melee damage goes in the Pure DPS line.
--And for the Final ability, I placed Chi here, except give a MAJOR reduction to your defensive abilities. Bring back the cooldown effect as well, but make it recast every 5 minutes (or even 10).
Next is our AGI line, which I will call Ghost.
--Once again, these points go to Agility.
--The attack skill will be Mantis Star, except instead of de-buffing STA, it will debuff the mob's crush/pierce/slash and subjugation. Makes us harder to hit, see?
--Third is a speed buff, call it Ghostly Vapors. This would encompass our old reuse speed buff as well as adding an in-combat speed bonus.
--Fourth is a new creation of mine, I call it Shield Arm. It requires you go unarmed in your off-hand. But it works like a shield does, except instead of blocking, it will give us uncontested deflection. If you remember LU #1, we lost our buckler-using ability for more deflection. This should settle a score that is 43 updates overdue.
--The final ability is another new skill I came up with. I call it Ghost of Wu. The idea of it is to give a % chance to have a saving throw when you take a a death blow. Not sure what would be fair, if it's 50% or 5%. Give us the ghost of Master Wu himself, similar to the Defiler spell, that will come out and pick up our mob for 10 seconds until we get healed up.
The STA line is next, and I have renamed it Iron Man, and it should make us more viable tanks.
--Blah blah +STA per point of course.
--The second skill would be our old Crane Sweep skill, with a lil more damage. We are sorely lacking in AOE tanking ability, and an extra AOE that does real damage would do the trick.
--The third skill would be the same as our old + %hit points (Crane Growth) that was in our WIS tree. More HP is nice for tanking, and fits nicely in the STA line.
--The fourth would be a passive Mitigation buff that would affect our current armor instead of a set mit number (like our temp buffs do). And yes, I want mitigation rivaling Plate. We are tanks, and this would fix the problem of avoidance. Just make us all even on both accounts.
--The end line would be Eagle Shriek in its current form. It is very nice, especially when combined with the AGI line.
The WIS line could be our utility line. Call it the Joker line. Here we go...
--Again, +Wisdom per point
--The next could be our current Baton Flurry skill, except add an attack speed debuff to it.
--Next could be a buff called Whistling Fists, which would be a small reuse speed buff for the group that would go on top of our haste buff.
--Fourth is another new skill I call Zan Fi's Voice. It would be a temp buff that gives our avoidance check to all in group, similar to a Druid's tortoise shell skill (but not nearly that strong).
--The end line ability would be Altruism in its current form.
The INT line would be our AOE DPS line. Name it Monster. Inc aggro mgmt...
--Of course +INT per point, but for god's sake can we get INT to affect our proc damage (like crane twirl, mantis bolt, jolting hands) like it does for mages?
--The attack skill would be Eagle Spin in it's current form, except make it stifle the mob for the duration. Call that a trade for losing the stun on crane twirl.
--The third skill could be Crane Twirl, except modified so that it wouldn't be as powerful since it is this high on the tree and easy to get.
--Fourth would be Mantis Leap. That's right, the old gimp STA endline ability could go here. Or you could put it above and move Crane Twirl down (and not nerf it as much).
--The endline ability would be Crane Flock in it's current form.
And for all those Barehanded-loving monks out there, I would like to see <something> attached to our Fists skill that puts going barehand slightly below Legendary at all tiers. This way we won't have to sacrifice a whole AA line for role-playing's sake.
That's it. And before anyone goes getting their panties in a ruffle saying Monks would be overpowered in this form, I would call for a nerf on everything that would make us so. We shouldn't be as good at DPS as scouts, even DPS specc'd, as we are tanks no matter how you slice it. But we should at least own others who are tank-specc'd.
And on the other end of the spectrum, I don't want to be able to tank as well as a Guardian. But as a tank, I would rather not be laughed at when I offer to tank an Epic encounter, too. That is fair, I would think. I just want a fighting chance, especially when I use all my AA's on tanking. I should have the ability to pick up a mob and be able to hold it after the MT dies.
And the WIS line may give us trouble, as more than a few raid guilds would make us spec down this line. If this perturbs anyone, feel free to make a constructive suggestion to give us a different kind of utility. It is almost a bard line as I made it (which is why I called it Joker), but that goes along with the Lore of Zan Fi and the Whistling Fists Clan.
I welcome all criticism, except just saying yuck that sucks, or screw you that is too overpowered.
BTW, SOE, I can do this for all your Fighters if you like. The way raids have been set up, you have made it where more than one Tank is a waste (although I have noticed that a few of the new encounters make an extra one reasonable, but certainly 6 fighters is not desirable), and the AA lines are set up to make all fighters hybrids. There is no way to personalize them and that is a shame. This would be a way to give tanks some abilities that would make them raid-desirable. I mean, after all, rogues have their STA line which can make them pretty dang decent tanks. Why not give us the same kind of option?
Lemme know whatcha think...
Peace,
Kamaala
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