MeganPerk
Legacy Supporter 6
- Joined
- Oct 26, 2011
I have been ridiculed over being a monk time and time again by other players because of their inability to defeat other classes of equal level. For a long time, I fought and tried to keep to the faith, but too many fights with other classes have left me to searching for answers. Why am I struggling to simply stay alive from an unarmored dragoon? Why does combat seem so costly to me? After I have been told over and over by rangers that it is impossible for me to beat them 1 v 1 as a monk unless I get them by surprise, I decided to do some homework, and after fighting many rangers and looking at the statistics, I agree.
Comparing the damage from my point of view:
Monk's can do a maximum of 8 damage with their highest weapon at melee range, and have one skill at lvl 50 that does (according to the wiki) 4 damage and can be used every 20 seconds for a third of our mana. Other than that, monk does no more damage.
Ranger does 25 base damage with a bow. maximum of 10 damage melee with an axe. They also have poisons, slows, and fire damage.
Combat:
Both the monk and the ranger have the same Max Hp.
Being out dpsd in both range, skill, and melee, the only saving grace a monk has is the ability to heal.
-Bandage heals for 8 health at the cost of paper and 15 mana with a 1 second cooldown.
-Chakra is able to heal 5 damage and remove all effects at the cost of 25 mana every 6 seconds.
*It would take 3 bandages and 1 chakra to recover from the damage of one fire arrow - which they get 3 of for 15 mana.
That means that 70% of a monk's mana, 3 paper, and 3 seconds, with chakra having 3-5 seconds left on its cooldown is needed to recover from one shot from a fire arrow, which cost 15 mana.
After one shot from a fire arrow, the monk might get a lucky forcepull off that costs 15 mana, forcing the ranger to fight at melee (if the forcepull functions correctly), leaving the monk with 15 mana and the ranger with 85. The ranger can either outdps the monk with an axe at melee range or use a snare to get back out of range and fire off their second fire arrow.
Melee:
It would take the monk 13 hits to kill the ranger with enough mana for 1 heal (8 hp). It would take the ranger 10 hits to kill the monk at melee range (11 hits if the monk uses his heal). The monk will fall at a melee fight after taking one flame arrow. The ranger need not waste any more mana.
Ranged:
The ranger uses some of his mana to freeze the monk in place/slow him down. The monk can either use 10 of his 15 mana left to break free and attempt to close the gap in order to be out dps'd at melee range, or save his mana for one last heal. After 4 normal arrow shots (5 normal shots if the monk heals) the monk is dead.
I would argue that Monks could use a few more tricks, or at least some better tweaked already known abilities. I would argue that chakra could be improved greatly. 5 health and negative effects at the cost of 25 mana with a 6 second cooldown just seems obsurd. I would feel this skill has more of a use during combat if the mana cost and cooldown were slightly reduced - if the amount healed was increased - or if it granted immunity to further negative effects for the duration of the cooldown (this is a fourth of a monk's mana - the only thing that lets the monk compete with other classes).
Some new tricks that would be fun could be a chi-blast. An invisible fireball like effect with a knockback explosion where it contacts and minor damage damage (4-6) to targets in an area. This would be a great tool for monks to use as an escape or ranged attack/shock and awe technique.
Comparing the damage from my point of view:
Monk's can do a maximum of 8 damage with their highest weapon at melee range, and have one skill at lvl 50 that does (according to the wiki) 4 damage and can be used every 20 seconds for a third of our mana. Other than that, monk does no more damage.
Ranger does 25 base damage with a bow. maximum of 10 damage melee with an axe. They also have poisons, slows, and fire damage.
Combat:
Both the monk and the ranger have the same Max Hp.
Being out dpsd in both range, skill, and melee, the only saving grace a monk has is the ability to heal.
-Bandage heals for 8 health at the cost of paper and 15 mana with a 1 second cooldown.
-Chakra is able to heal 5 damage and remove all effects at the cost of 25 mana every 6 seconds.
*It would take 3 bandages and 1 chakra to recover from the damage of one fire arrow - which they get 3 of for 15 mana.
That means that 70% of a monk's mana, 3 paper, and 3 seconds, with chakra having 3-5 seconds left on its cooldown is needed to recover from one shot from a fire arrow, which cost 15 mana.
After one shot from a fire arrow, the monk might get a lucky forcepull off that costs 15 mana, forcing the ranger to fight at melee (if the forcepull functions correctly), leaving the monk with 15 mana and the ranger with 85. The ranger can either outdps the monk with an axe at melee range or use a snare to get back out of range and fire off their second fire arrow.
Melee:
It would take the monk 13 hits to kill the ranger with enough mana for 1 heal (8 hp). It would take the ranger 10 hits to kill the monk at melee range (11 hits if the monk uses his heal). The monk will fall at a melee fight after taking one flame arrow. The ranger need not waste any more mana.
Ranged:
The ranger uses some of his mana to freeze the monk in place/slow him down. The monk can either use 10 of his 15 mana left to break free and attempt to close the gap in order to be out dps'd at melee range, or save his mana for one last heal. After 4 normal arrow shots (5 normal shots if the monk heals) the monk is dead.
I would argue that Monks could use a few more tricks, or at least some better tweaked already known abilities. I would argue that chakra could be improved greatly. 5 health and negative effects at the cost of 25 mana with a 6 second cooldown just seems obsurd. I would feel this skill has more of a use during combat if the mana cost and cooldown were slightly reduced - if the amount healed was increased - or if it granted immunity to further negative effects for the duration of the cooldown (this is a fourth of a monk's mana - the only thing that lets the monk compete with other classes).
Some new tricks that would be fun could be a chi-blast. An invisible fireball like effect with a knockback explosion where it contacts and minor damage damage (4-6) to targets in an area. This would be a great tool for monks to use as an escape or ranged attack/shock and awe technique.