Monk class suggestion(s):
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1) Monks have absolutely no party buffs.
I was thinking that maybe we could introduce a new Monk buff. Let's call it Channel Ki for now. The idea behind it is that the Monk channels his/her party member's excess ki (not like they're using it), amplifies it with his/her own body and returns the new ki. I understand that it's weird to try to explain how a buff works on a semi-logical level, but I felt it was important to at least state how this fits with the Monk class theme. Now then. The buff itself would raise VIT by 10% and maybe reduce damage by 5% or raise defense by 5-10%. It would be a 30 minute buff, much like blessing and earth shield.
2) More chances to raise our Crit/Dodge rate.
Now I understand a Monk isn't really meant to crit or be super high DPS (for some reason) but the fact that we get no agi at all from our gears and have to seek them out via stat points, cards and runes is pretty bad. We have next to no dodge, even with our Flee Skill. Compare this to a Warrior who gets a 30% Dodge rate increase as well as a defense and HP boost. In short, Monks need more agi gear or perhaps making Flee a passive skill which a level 5 adds 20% dodge.
3) Group Healing over time
Beastmasters are able to heal themselves. Knights get Aura heal (which sucks apparently, but it's an option), Warriors get Tension Relax. Monks get.. nothing. I am suggesting that the Monk class gets a self healing ability. Keeping with the theme of Ki, it could be called Healing Ki. I think it would be fun if this skill was a bit unique. Instead of being a watered down Gangster's Paradise or something similar to Aura Heal, I think it would be nice if this skill was like the Beastmaster's healing skill, but tweaked. I always liked the idea of a Monk drawing his/her inner energy. I also like the idea and playing with inner and outer energy. Anyways, I think that Monks should have a HoT skill that affects the entire party (within a certain diameter. Let's say 20m). I suppose it sounds like it would be like a Deluge or Sanctuary however, I think it could be different by having an even longer duration, say 30 seconds. The skill itself would rely on Attack Power and would heal 10% every 2 seconds. I think a 60 second cooldown is fair for such a skill (considering it's a group skill. Priests don't even have a cooldown on Renovatio, Sorcs can cast LoR just as it wears off, Gangster's Paradise has a small cooldown, etc).
I think giving Monks a group HoT skill gives them better utility.
I am proposing the following:
Healing Ki (3/3)
Heals all raid members within a 20m diameter for 8, 16 and 24% ATK power.
4) Lightning Attacks should hit more targets and inflict more damage.
Grand Cross and Brandish Storm hits upwards to 10 mobs at a single given time. Monk's Lightning Crush? 3 mobs at most and it has a 2 second cooldown, where as Grand Cross and Brandish Storm does not. How is this fair at all? Monks do get Heavy Tackle which hits 3 mobs, but again, against a group of enemies larger than three, a Monk has to do a lot of repositioning to hold threat on all of them and even then it's iffy. A Warrior and Knight can just use a single skill and remain rooted in place. I get that every tank class should ideally play differently so I'm not going to suggest Lightning Crush becomes Grand Cross or Brandish Storm. I'd like Lightning Crush to hit upwards to six targets and add a six second DoT at 10, 13 and 15% ATK Power.
As for Lightning Walk, I think it should also inflict a DoT at 3, 6, 9, 12 and 15% ATK Power. I am fine it with hitting a single person.
5) Dual-Wiedling Knuckles
We have two hands, why not? I think a secondary weapon with a -50% effectiveness on said weapon would help raise our DPS. As it stands, a Knight's Sword gives more STR than a Monk's Knuckle's STR and INT combined. Furthermore we get less Attack Power as well. That's.. not right. I understand that editing the stats of all the many weapons on RO2 might be a bit much, so I propose a much more development friendly solution. If we had a second weapon (which our equip menu already has a slot for) it would help raise our power in an non-intrusive manner.
Guillotine Fist/Asura Strike
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I often see this issue with other players (including myself) but haven't really seen much of a topic on it. So I decided to make one.
Back in RO1 (for those who don't know) Guillotine Fist ate all your SP and converted it (mostly) into a single attack. It was powerful, final and devastating. I know we probably can't have that again as it'd be insane (It was already pretty broken against players in RO1. Without proper gear such as reflect, the Champion could strike you and move on and that was it).
I am proposing a change to Guillotine Fist. At the moment it has a long windup, stun (which starts too soon) and 130% damage. It's only good for generating some serious threat. I would like Guillotine Fist to start up faster, for the stun to start after the animation (or close to the end of it) and possibly a rise in power. I think if Guillotine Fist could use up Spirit Sphere (much like how Deadly Blow on Thief class is more powerful with more combo points) it'd help.
EDIT # 1: I think having the additional power rely on magic power with fixed percentages based on how many spheres were consumed is a good idea.
EDIT # 2: So I was on my Sorc last night and got to the end of Payon. I was watching the cutscene where that one Monk (whose name I can't remember at the moment) did some kind of super charged, laser beam looking Guillotine Fist. Now my Monk is definitely at a higher or similar level to that NPC Monk. I understand that we can't get a Guillotine Fist that can one shot Baphomet (like he did?) but it did give me an idea (along with the various lovely posts below). Assuming we roll with the whole Guillotine Fist relying on Spheres for more power, I would like to suggest that at maximum Spirit Sphere consumption, Guillotine Fist becomes a Ki Blast. It would be a ranged attack with high burst damage (much like a Sorc's VS but without the double damage proc). To balance this devastating attack I would like to suggest that at maximum Spirit Sphere consumption, Guillotine Fist should have either a semi slow start up or a semi slow cast delay animation.
So to summarize, I am proposing a faster animation, accurate start time of stun and a power increase as well as range increase at the cost of using up spirit spheres. I know that Guillotine Fist does not require Spheres (not counting Fury Explosion), but I think if it were tweaked to be similar to Deadly Blow, it'd be nice.
Let me know what you guys think below. I will be following this thread semi often and will be happy to include your suggestions to this post. I would also love to hear your criticisms. My goal is to make this topic as universally accepted and balanced for the Monk class. Avoid flaming, but please, be honest with your responses. If a suggestion of mine, or anyone for that matter, seems too underpowered or very powered, let your voice be heard. Let's work together to help make the Monk class as good as it can be!
Edited by Vanillarox, 05 September 2013 - 08:25 AM.