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1

Saturday, October 8th 2011, 4:58pm

Battle Monk out of place, Revision Required

I love my battle monk (67/67), and I have invested quite a lot of time and effort into gearing it already. This includes building up a full end-game healing set to swap to. Right now I am working on statting and gearing out my accessories, cape, shield, and axe; and my final step (if I decide to take it) will be the battle monk memento armor. Here's my problem:

It's not worth it.

If you don't enjoy long posts, I suggest skipping down to the Short List.

I don't want to compete with top dps, or top healing. I don't have super lofty goals I'm trying to obtain here. The core of the problem is, the battle monk has versatility in spades where versatility does not count for much outside of siege. I have never ever seen a group post for a battle monk, and unless your dps gear is 2-3x the average for an instance, a battle monk is NOT considered a dps. Also keep in mind that even with full heal gear, you're only marginally a better healer than a priest/nothing.


Let me clarify the issue: my third class is Knight.

As a Priest/Knight I am arguably the best healing combo in the game. Now, I don't expect Battle Monk to compare to this, but I also don't understand why the Battle Monk has to sacrifice so much of its healing potential in order to do so little damage. If I want to heal, I play this, end of story.

Now, as a Warrior/Knight (speaking from the experience of a friend I have that plays a fully geared one) I'd tank better than a battle monk by far (expected) and deal a LOT more damage (somewhat expected). If I want to tank or dps, I play this, end of story.

This game rewards specialization, not versatility. In fact, there are dozens of bosses I *could* solo with Battle Monk but can't simply because they enrage after a set amount of time. The game specifically does not allow Battle Monk to shine in an endurance fight where it does best, because such fights are few, far between, and still better suited to more specialized class combos.


In short, I run with end-game minded people and there's one very simple fact about the battle monk: it has no place at end game. It's not even 80% as effective as other priest builds, or 50% as effective as other dps builds. It just plain has no place in pve. Sure, I can solo lower stuff and I do admit that is a really nice and fun aspect of game play; but I cannot meaningfully contribute to any raid where the dps stats I want come from as a Battle Monk.

I don't understand why there would be a class combination (especially a P/something) that has no place in a real party in a massively multiplayer game. It seems like Battle Monks were supposed to be support dps; not heavy hitters but able to swap out and heal -- but right now they are not good enough at either to justify the combination or the time investment.


As a side note, I also have Item Previewer and it has a habit of pulling the item stats of new items. Among these I have noticed new cloth at higher levels (72 and 75) that has patk on it, but again no crit. Unless there is some planned revision for the Battle Monk, I don't see any solution coming in terms of available gear.


Now the short list:

Battle Monk

Pros:

  • Good and fun in siege
  • Good for solo play of very select instances and bosses
  • Versatile and seems to have the potential for a lot with two gear sets

Problems:

  • Requires two gear sets to maximize its potential
  • Still falls short of a dps role, and is not an ideal healer
  • Has next to no place to shine in group pve play
  • DPS Gear options are extremely time-intensive (memento pulls only) and fall way short of other class options
  • For DPS, is outclassed by the P/S in every way who suffers no healing penalty at all, and actually has an additional healing elite

Possible Solutions:

  • Adjust Power Build-Up's damage modifier. Even adjusting it to 80% like other melee classes does not seem out of place considering how few "burn" DPS skill buffs the Battle Monk has compared to other classes.
  • Either allow Battle Monk to wear Leather, make cloth options with physical crit on it, or give it a greater gain from Strength and/or Dexterity to its melee capability. Right now the Battle Monk has the worst scaling of any melee DPS class, and I can't understand why. If it requires so much time and effort to gear, it should be as rewarding to gear as it is to other class combos.
  • Give the Battle Monk an aggro skill, or perhaps a special elite that allows its heals to pull a lot more aggro than usual. The Battle Monk has the capability to tank, but not the ability to without any real method of aggro generation. It seems to have been designed to be a slightly better tank than a P/K but it has no way to fulfill this role in normal play.
  • Increase healing potential, or tie healing skills to DPS skills in some fashion. This is my least favorite option, but at least allowing a battle monk's damage to come at less of a cost to healing (much like P/S) would make the combo more viable. Scaling heals to patk while in Battle Monk stance would remove the two gear set requirement, and perhaps making some kind of damage skill (or adjusting an existing one) to heal the target's target a certain amount allows the Battle Monk to help fill two roles at the same time instead of sacrificing too much to try to do both poorly.


Now, I don't expect Battle Monk to perform even 80% as well at every role as other class combos can, but it should be able to at least fill one role at 90% capacity when it wants to. It's very easy to make the Battle Monk too powerful by allowing it to do too much at once without enough sacrifice; but currently the balance is unacceptable.

The Battle Monk requires an improvement in at least one of the three fields (healing, tanking, DPS) it has some strengths in, or else it will remain a gimmick choice for non-standard pve and pvp play. Until this improvement occurs, I cannot honestly see the point in investing in the costly patk memento cloth gear. I can only hope the new 70+ gear that will be released is not planned as memento only pulls as well, but it already looks likely given the pattern Runewaker has established.

-Valiz

2

Saturday, October 8th 2011, 5:30pm

You cannot compare it to a P/S or any other P/? Battlemonk stance makes it a different beast all togather. Comparing it to a warrior would be closer to the truth.

3

Saturday, October 8th 2011, 10:21pm

heres a tip, do not waste you time with mento armors, you will regret it later, it wasn't so bad in chapter 3 when the pieces cost 280-420 mentos each, but with the high cost nowadays its a waste of mentos to get crappy low dura weak armor. I've played a bm in chapter 3 fully temp/tombed stated and it was fun in siege and solos but once chapter 4 came it became practically useless in seige and pvp, your def/mdef(survivability the only thing p/w got going for them) means nothing, most of the classes got buffed while I was waiting for my p/w to get the same, but months passed and i realized theres no point in waiting for something that will never happen. There used to be lots of activity on the priest forums on battlemonks but its pretty much dead nowdays cause all those monks pretty much given up.

It costs more time/money to gear up a p/w then just about any other class, and what do you get out of it? a weak class, that can't even resell their gear at a decent price.

P/w needs quite a few things to be viable and you know who the developer is? its Runewaker so good luck with that, these guys bring a whole new meaning to incompetence. Just look at how long it took them to balance the knights and all they did was adjust a few skill %, your gonna have to wait a many many months before they get to the priest balance. Even if you max gear a p/w its not gonna be able to do much untill it gets buffed, which could take quite some time given the track record of RW.

4

Sunday, October 9th 2011, 12:03am

Given the Knight revision I have to have at least some hope they will eventually re-balance priest. I just felt it was timely and worth addressing in a clearly defined manner exactly why the Battle Monk is not balanced and what specifically needs to be changed.

When looking at some combos, like the Priest/Rogue, Priest/Knight or Priest/Scout it's easy to think that the Priest as a whole is fine because all of those combos function very well at their roles. For the Priest/Warrior however, there is not nearly enough support to even be viable outside a handful of situations.

Notice I say viable; not even ideal or effective, the Battle Monk is simply not viable in a large amount of current pve content, and the combination needs a revision.

-Valiz

5

Sunday, October 9th 2011, 5:10pm

P/R isn't fine, lol. Half their elites are complete crap. Knowing RW though they'll just boost or nerf two skills for all priests and that will be the entire "priest balance," just like what they did to knights.

As much as I'd like them to actually put in the effort to make hybrids viable, I can't see them really doing that. R/M, R/D, W/P, W/D, W/M, S/M, D/R, and R/P, I'm afraid, will never meet their full potential, as well as the P/W.

There are P/W-like classes in other games that pull the design off wonderfully. It's a shame RW can't do the same. Sad part is, the fixes they could do to make the class 100% viable aren't even complicated ones.

Formerly Catorii, D/S/M of Faction.


akflores488

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6

Wednesday, October 19th 2011, 1:04am

Well one place i can see a good change is maybe ading agro multiplyer to fighting spirit combo would make nice of tank :P.

That with maybe higer dmg % buff (since it is a buff not passive) and higher patck per str and we migt be able to actualy off tank... maybe o.o.

also one good place to add dps... buff up lvl50 elite pet to figthing pet :D.(this is the only thing i would actualy like seeing done XD)

personaly i find p/w realy enjoyable, hard gear definitly x.x but fun id rather solo as p/w then anything else XD altho i do look at my w/k stats and back at my p/w stats and go D: then T.T i still would rather be p/w :P. if by some mirical we actualy get buffed decently on top we woul actualy be worth it XD i mean hink about it ... good dps (and i do mean good not great not bad like now but good) + surviability + heals when needed(and extra stack of regens all around XD) + the greatest "oh crap" buttons soul source ans holy aura ad you got yourself a veary good option for dung (in the hands of a good player of course)

i end with <3 P/W FTW WOOT lol. Priest warrior for life ;D
Occupation: playing RoM(i wish XD)

Age: 23

Gender: M

Server: Osha

Guild: Straitheart

Main: Garrth 62/60/60 P/W/K (back full time :D)
Alts: Florvenin 32/26 R/M (Got Lazy)
------SirleoBlufeather 1/15 S/K (Lost in love)
------Steffan 41/55 S/Wd (here and there )

7

Monday, October 24th 2011, 9:59pm

I just added warrior 5 months ago have actually found new love for the game playing the Battle Monk. As stated above the combo is a blast to play and I would consider it to be one of, if not the funnest to solo on. I have yet to play in siege as my toon needs alot of work yet.

But i also would like to see the class defined. Either as an off tank or off healer but not an obsolite class as it is now.

An aggro increase, and AOE (priest need anyways)dps rebalancing to make them viable in instances.

And some gear changes, if cloth is the only choice we need some with Crit, or as another has stated leather or even chain (since we do have a warrior sub class) would help.

long live the Monk and heres hoping to thier future

8

Wednesday, November 2nd 2011, 5:07pm

THe only thing i'll say with regards to this class combo, since i've been experimenting somewhat with it on an alt. Is to quit worring about heals its a dps class combo. At the very least your gonna want four pattack stats on it.

Here's some choices i think would work out well, and throw a stam/wis or wis/pattack from time to time. But you shouldn't be stacking wisdom.

stam/pattack x3
stam/pdef x2
pattack/pdef x1

stam/pattack x3
stam/pdef x1
pattack/pdef x2

stam/pattack x3
dex/pattack x1
pattack/pdef x2

stam/pattack x2
stam/pdef x2
dex/pattack x1
pattack/pdef x1
Snowsong 95W/95K/87R/56M
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UberAnakh

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9

Tuesday, November 22nd 2011, 9:19pm

The best fix imo; revise the BMS like this (In addition to Defense buff and healing penalty);
Increases Physical attack power by (x% of) magical attack power, physical critical rate by (y% of) magical critical rate, physical accuracy by (z% of) magical accuracy.
Also, change Condensed Rage to a CD skill that lasts like 10 seconds, which heals the priest for x amount everytime the priest gets damage.
Tanking is neither needed, nor the p/w is capable.
PBU's damage buff should be increased a little bit yes, but it doesnt have to be the same of warriors. We already have more defense and hp than other classes. Just the statting needs to be fixed.
Simple.

suprra

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10

Wednesday, November 23rd 2011, 1:44am

Changing P/W to stacking magic stats just won't happen.
That equals a complete rewrite of all gear in the database they have already designed for monk.

The only thing the new mento gear is a letdown on for monk is no crit on the gear so we will be relying purely on accessories for our crit.

To the person that said don't bother with mento gear, there is no intel/patk wis/patk gear in instances so what alternative are you suggesting?

The new lv 70 gear is quite nice and the accessories, there is 75 gear still yet to be released as well.

Search for:
Eternal Soul, Flight, Kulech
and you'll find a fair bit of the new monk gear.

Yes agreed monks just can't pull off the dps of other classes at this point, I've put in the priest section on our forum suggestions on improving the class. One being putting crit ghosts on gear and increasing the fairy accuracy from it's fairly pointless 6% to 60% being our axe cap is terrible.

Enough from me for now :)

11

Wednesday, November 23rd 2011, 5:55pm

An easy change that would help out p/w's is adding %-wis to crit rate on EoFS & ADS. ...or add %-wis to parry rate. heck, why not do both?

of course, devs don't speak/read engrisch and prolly none of us will hit up the taiwanese pages and write all this up in chinese... so we'll just have to wait until a developer actually plays a p/w and decides to make the game runes of monks.

UberAnakh

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12

Monday, November 28th 2011, 8:33pm

Quoted from "suprra;485365"

Changing P/W to stacking magic stats just won't happen.
That equals a complete rewrite of all gear in the database they have already designed for monk.

The only thing the new mento gear is a letdown on for monk is no crit on the gear so we will be relying purely on accessories for our crit.

To the person that said don't bother with mento gear, there is no intel/patk wis/patk gear in instances so what alternative are you suggesting?

The new lv 70 gear is quite nice and the accessories, there is 75 gear still yet to be released as well.

Search for:
Eternal Soul, Flight, Kulech
and you'll find a fair bit of the new monk gear.

Yes agreed monks just can't pull off the dps of other classes at this point, I've put in the priest section on our forum suggestions on improving the class. One being putting crit ghosts on gear and increasing the fairy accuracy from it's fairly pointless 6% to 60% being our axe cap is terrible.

Enough from me for now :)


Why rewriting all the database? It is not needed... Most of the p/ws will be using healer or mage gear if the runewaker revises the skill that way. There will be no need of an extra p/w gear.

Right now the gearing is the major problem about the combination in my opinion. What i've said is implemented in another game, and it works greatly. Melee physical dps clerics can also be ranged magic dps cleric with same set of items. I'd like to use a normal piece of gear like the other priests or mages. I dont wanna make another type of gear that only one combination uses. It is also expensive because you cannot sell your stuff to other pll, p/ws are rare...

This is the skill - Faith in Action
Passive. Increases the Cleric's Attack Power by their Spell Power, their Physical Crit by their Spell Crit, and their Melee Hit by their Spell Focus.
I dont want BMS to be exacly like this. Some elements of the BMS are pretty nice -i mean the defense rate increase and healing penalty. I want those to stay, and Faith in Action to be added. Here is my tought.
Battle monk stance: Increases Priest's Phy. Atk. By* their magical attack, their Phy Crit by their Mag Crit, their Acc. by their Mag. Acc, and their Phy Def. by %x, Also decreases the healing done by %y. (Max Defense increase is [insert correct number here]% and Healing penalty is %30)

This is the easiest way, for real...

*Edit: Previously i said that %50 of magical attack converted to Physical attack would be enough to maintain enough physical attack, but now i think that it is not a good idea. It needs to be %100. Ill try to explain the why, with an example;
Ability of Bunker VIII gives 106 STR and 265 Physical attack. Which makes [(106*0.8)+265]*%12(BMS phy atk. modifier) = 419.76 Phy Atk.
Demon of the Bunker VIII gives 106 INT and 265 Magical attack Which makes with [(106*2)+265] + [106*0.5](INT's phy atk) = 530 Phy Atk. If we take only %50 of this, it'll of course reduce our damage done.
Thats why the converting rate needs to be %100.


Edit: New thoughts: In my opinion a little bit of increase to 1h damage buff of PBU would be really cool - 1h to 60% maybe. And if you decrease the cooldown of trigger of the Condensed Rage, it'll be more useful, please consider decreasing it to at least 20 seconds.
Also, level 25 elite Fighting Spirit Combination is a really useless one; its damage is not that high and most pll just spam EoFS and ADS. Please take level 30 elite to level 25 elite's place, and level 35 to level 30's. It is pain in the a.. err... neck to get both classes to level 35 to deal some good damage at low levels, this way it'll be easier to get necessary skills soon. Make the new 35 elite something like one of these below, or just what ever you want. Here are my opinions;

+Enhanced Amplified Attack; Increases attack power and crit rate.
+(Rage of Fighting Spirit): Priest strengthens the weapon swings. For 30 seconds, the Explosion of Fighting Spirit, Slash and Ascended Dragon Strike hits additional y targets near your current target. Shares CD with Frenzy. Cost 25 rage. Cooldown 1m.
-Or it can be like this; For 30 seconds, the Explosion of Fighting Spirit, Slash and Ascended Dragon Strike hits nearby targets. Radius 50. Shares CD with Frenzy. Cost 25 rage. Cooldown 1m.
-Or this effect can be added to Frenzy. "Your Slash EoFS and ADS now hit additional y targets near your current target while in the effect of Frenzy."
-All of them combined may make the class over powered imo. Dont ask for/do such a thing.
+(Rage of Fighting Spirit): (Passive) Increases rage gained from weapon swings by x%.
-Preferably 50%, more than that may be unnecessarily cool.
+(Rage of Fighting Spirit): (Passive) When your Explosion of Fighting Spirit hits, there is a chance that your next Ascended Dragon Strike will cost no rage. It cannot be triggered again for 4-8 seconds after the effect ends.
-You can increase the number of free shots to 2 or 3, but with an increased CD on trigger of course. I.e for 2 free ADS, 15 seconds. For 3, 25 seconds. More that 3 free shots may also be unnecessarily cool.


No more comes to my mind. Please consider about it.

suprra

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13

Tuesday, November 29th 2011, 1:24am

Hmm very interesting, I am however stuck in my stam/pa ways and magic is icky to me ;)

Fairy needs a massive accuracy boost too.
Oh and the nice gear is 72 on.. can't wait for that stuff!!

UberAnakh

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14

Tuesday, November 29th 2011, 12:21pm

Post Edited. I've made a mistake about BMS changes suggestion. Now it seems better.

UberAnakh

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15

Monday, December 5th 2011, 5:47am

No reviews, no replies, no nothing... just none. And I think that I'm done here.

16

Wednesday, December 14th 2011, 3:48pm

Quoted from "UberAnakh;490630"

No reviews, no replies, no nothing... just none. And I think that I'm done here.


Sorry, I gave up and I haven't gotten my hope back yet. Good words though.

17

Thursday, December 15th 2011, 12:20am

What do you want people to say? I would like to know what we are supposed to be.

When the warrior changes were made, out of the 3 /w that use axes only r/w was changed leaving k/w and p/w behind. If the effort was made to adjust 1 /w then I would have expected at least p/w and preferably both k/w and p/w to have been also adjusted if they were meant to get a boost. Has been long enough since that happened I have no hope on the idea of our weapon mastery being raised above 45%.

When I found as a level 63 w/k wearing my melee cloth and using my p/w's 1 hand axe I would out dps the level 67 p/w I gave up. Would have been worse if the warrior side was geared as a warrior and not just using the p/w's gear + weapon. At the time I found it easier to get runs as a level 63 cloth wearing warrior than as a level 67 p/w.

As a healing p/w I have more hp than as p/k and not much less defence. Contrary to popular opinion, once a person starts gearing up bms does not drop heals by 30% and like wise p/k's di does not raise heals by 15%. As p/w + bms my heals are approx 17% lower than as p/k + di. That difference gets smaller every time I improve my gear. I have been rejected as healer because I had warrior as my 2nd class and I have noticed people still declare a p/w can not heal.

By game mechanics we don't have a dps role. By player attitude there is a good chance we don't have a healing role. Assuming p/w is meant to go melee then out of your ideas the only one I would like to see initially is bring our weapon mastery inline with warriors like it used to be and take it from there. That would give an immediate boost then quickly followed by access to decent gear. I'll agree something should be done about fcs. What is the point of an elite skill that may as well not exist? Eofs procing at 630% dps when my fairy is out and ads for when I have rage my fcs has sat at zero tp allocated since I got my fairy.

For a long time I would have loved a taunt or agro skill. Had a lot of fun tanking as p/w. Get all the rage I can want and go silly with ads. Very noticeable difference compared to when someone else was the tank and I had to rely on eofs instead. This only works if your party has a clue about agro. As a p/w/k I would love access to the warriors taunt or the knights hole strike or even both. :)