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Xavon
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Offline
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7th Level
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Supporter
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Obligation is the sincerest form of insanity
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Posts: 3155
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Philip Goodman wrote: Xavon wrote: Fiddy wrote: Xavon wrote: Please indulge me to talk about the Monk for a moment.
I've seen a lot of claims that the Monk is all about damage. I don't think that is true. The Monk is all about nifty little attack tricks. Sliding twice, stunning, Dragon Fist to get around DR. Plus all of the defensive abilities that so rarely come into play. Unlike FIghter they don't get an extra bonus to hit. Unlike Barb, they don't get bonus damage. The idea that a monk is all about damage has grown out of the large amounts of tokens that enhance damage, and that for the Monks, they are twice as effective.
I'd like to get away from that, and get back to the Monk having a bag of tricks rather than just stacking on damage numbers.
I am also opposed to auto-kill, and of the belief that having two different Legendaries that have it is not good. It makes both less special, and increases the chance of it triggering.
My suggestion therefore is this:
Necklace of the Elder Drake
FoB ignores: Incorporeal, Invisibility, Immune to Stun, and Immune to Critical
Necklace of the Spirit Drake
FoB ignores: Incorporeal, Invisibility, Immune to Stun, Immune to Critical, and DR
Stun Fist and Critical on 18 & 20
FoB melee against range targets (1/combat)
First, about the names, I just think Elder sounds like 'power gained with age and experience', while Spirit sounds like 'transcended mortal limits'. So I think we should switch them.
Now, as for the actual powers; We have ways around incorporeal, invisible, and immune to critical, but the first two are fairly situational. There is nothing (at least that I can find in the DB) that gets around Immune to Stun. So rather that give the Monk more damage, I'm saying have the Relic get around a number of things that limit the monk's ability. And have the Legendary expand that even further, adding that they get around DR. Crit and Stun on 18 and 20 is similar to the normal expanders, but again, is a bit of a trick. It also opens up the option to get the missing '19' through other tokens, (Ring of Stunning fist).
As for the capstone "GoFF 1/combat"; a lot of us Monks have been asking for the power, just flat out. It is a fairly iconic monk ability (Ki blasts, wind blades, stretching arms), and our only access has been OOP for 5 years, in fairly high demand, yet searching the auction and sales forums doesn't show any available. Personally, I would still like to see this as a fully available power, but I think once per combat would be a good compromise; have the power once if needed, but doesn't fully eclipse the original (not that the current version is concerned about eclipsing the aforementioned ring or last year's common Monk belt).
I could get behind immune to stun and immune to crit. I dislike giving them immune to invisible and ethereal, I'll admit partly because I planned to suggest those for the Fighter tokens next year. The core feature of Fighter seems to be the ability to hit more often (bonus to hit and their reslide) so giving them the ability to ignore invisibility (like Blindfight in D&D) or ignore Ethereal (apply Ghosttouch to their weapons) feels like some of the few things to give Fighters other than straight to-hit bonuses.
Then what about:
Necklace of the Elder Drake
FoB ignores Immune to Stun, and Immune to Critical
FoB melee against range targets (1/combat)
Necklace of the Spirit Drake
FoB ignores Immune to Stun, Immune to Critical, and DR
Stun Fist and Critical on 18 & 20
FoB melee against range targets I like these suggestions more than the current iteration.
The Rogue legendary originally had sneak attack at range and bypass crit immunity. It was changed because it undermines tokens that already do that. Was originally hoping that the effects would be new and not a grab bag of previously available effects.
I also feel that if TPTB want to make stun immunity a thing, let them and do not bypass it. Having tokens that bypass it means that we would probably see more of it which I do not want.
There are already plenty of monster that are immune to stun. All Plants and Constructs. Most Undead and many outsiders. There are already multiple ways around Immune to Crit and Immune to Sneak Attack.
And frankly, I think having multiple Stun Fists per round is more likely to inspire more 'immune to stun'. than bypassing said immunity. If it can happen a lot, they will want to block it. If it can't be blocked, why bother including the block?
Applications programming is a race between software engineers, who strive to produce idiot-proof programs, and the Universe, which strives to produce bigger idiots. <br /><br />So far, the Universe is winning.
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