*wakes up and stumbles to computer, scrolling through finds this. yawns and starts to type even though barely cohesive himself......
Morning. Welcome. Excuse me, coffee time.
- Siaynoq
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sepulveda posted a message on Ikariam (All Servers)is it me or is the .com site down?Posted in: Other Games
- nevermind, it is working now ^_^V -
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blood-doll posted a message on Compiled List of Assassin Bugs, Issues, (..and hopes) for 1.13Posted in: Diablo IIFor diablo fans, two of the biggest hopes for patch 1.13 were that useless skills and skill trees would be adjusted and bugs would be fixed. In regard to the assassin, this patch has been mostly a disappointment, but perhaps by voicing our dissatisfaction and desires changes to the class can be made in this or future patches.
For this post, I have attempted to compile information from the official battle.net forums. Supplemental to this is information acquired over the past ten years from sites and forums across the internet and the opinions and conclusions garnered from assassin players (including myself) over the years.
[Note: If you encounter an error while reading this, or know of bugs or issues I have not mentioned, please don't hesitate to correct me and I will amend or add to this post.]
The format of this post will be to go through each skill, tree by tree, and identify (when applicable) the bugs, the issues, and recommendations for the skill. Items preceded with 5 red asterisk (*****) are issues especially important to the assassin community as evidenced by 10 or more posts on the topic.
The Martial Arts
The martial arts, arguably the "defining tree" of the assassin, is woefully inept. Though builds that invest heavily into the martial arts are often cited as the most fun to play, (with very few exceptions) they cannot compete with other classes in pvm or pvp ability.If there is one message to be taken from this entire post, it is this: assassin players would like this tree to be made viable.
Dragon Talon
- There is a bug that sometimes you will not kick when you have clicked the skill. This may be caused by the fact that "client skill-triggering validation does not check if you're already in PLRMODE_KICK."
- (from this thread http://forums.battle.net/post.html?forumId=20601702&topicId=21730606224&postId=217285401303&op=3&sid=3000)
- There may be a bug with how the AR is displayed.
- (from this thread http://forums.battle.net/post.html?forumId=20601702&topicId=21730606224&postId=217285401303&op=3&sid=3000)
- The formula to determine whether or not dragon talon knocks back an opponent contains errors. Apparently dragon talon was not meant to knockback indiscriminately.
- (from this thread http://forums.battle.net/post.html?forumId=20601702&topicId=21730606224&postId=217285401303&op=3&sid=3000)
- Kick Damage, (though most assassins would say the damage is relatively fair and balanced and too low if anything) is not calculated correctly. Evidently it receives a double bonus from strength when it shouldn't.
- (from this thread http://forums.battle.net/thread.html?topicId=21723846232&postId=217217907174&sid=3000#0)
- Dragon talon, along with the other martial arts, has low attack rating (compared to most melee skills of other classes).
- (from this thread http://forums.battle.net/thread.html?topicId=21723846232&postId=217217907174&sid=3000#0 and personal experience.)
- Some players find that dragon talon's knockback is counter productive in pvm play. As such, they would suggest that knockback be removed. However it is valuable in pvp. Perhaps the knockback could be removed for pvm only. (Builds that use Claws of Thunder and depend on knockback to get around the next delay could use Dragon Tail.)
- (from this thread http://forums.battle.net/thread.html?topicId=21723846232&postId=217217907174&sid=3000#0 and personal experience.)
- ***** The dragon claw skill is not working as intended. The skill description indicates that charge up bonuses should be applied to both claw attacks. This has never (to my knowledge) been the case.
- (from this thread http://forums.battle.net/thread.html?topicId=21730644943&postId=217284490040&sid=3000#0 and personal experience.)
- It has been suggested that Dragaon Claw should have a synergy with Claw Mastery. (Further increasing damage dealt by Dragon Claw with points invested in Claw Mastery.)
- (from this thread http://forums.battle.net/thread.html?topicId=21730677745&postId=217285915385&sid=3000#2)
Dragon Tail
- No known bugs or issues.
- An increase to the radius of damage would be welcome.
Dragon Flight often abbreviated Df.
- Dragon Flight and the Shadows share cooldowns, and not evenly. When you cast Dragon Flight, Shadow Master and Shadow Warrior share the cooldown and you are unable to use Dragon Flight or a Shadow for 1 second. However, when you cast Shadow Master or Shadow Warrior, you are unable to cast Dragon flight or another Shadow for approximately 7 seconds.
- (from this thread http://forums.battle.net/thread.html?topicId=22048395645&postId=220461525509&sid=3000#17 and personal testing.)
- Dragon Flight, along with the other martial arts, has low attack rating (compared to most melee skills of other classes).
- (from this thread http://forums.battle.net/thread.html?topicId=21723846232&postId=217217907174&sid=3000#0 and personal experience.)
- Many Players Still lament the loss of 1.09 Dragon Flight capabilities. (It had a longer cooldown but also a longer range of 2 screens as opposed to one.)
- (from this thread http://forums.battle.net/thread.html?topicId=21724985051&postId=217216794741&sid=3000#0 and personal experience.)
Tiger Strike
- No known bugs or issues.
Cobra Strike
- No known bugs or issues.
Fists of Fire often abbreviated FoF
- +%Skill damage (as from facets) does not work with the third charge.
- *****To make this skill more appealing, increase the damage and/or improve it by other means *see suggestions.
Claws of Thunder often abbreviated CoT
- +%Skill damage (as from facets) does not work with the second or third charges.
- Because of the next delay, opponents that are hit by the nova of claws of thunder will not be damaged by other effects in the immediate vicinity. Though this issue can be countered somewhat with knockback, it does reduce the overall effectiveness of the skill.
- (from http://forums.battle.net/thread.html?topicId=22048395645&postId=220462315520&sid=3000#6 and personal experience.)
- *****To make this skill more appealing, remove or dramatically decrease the Next Delay on the second and third charges, increase the damage, and/or improve it by other means *see suggestions.
- No known bugs or issues.
- *****To make this skill more appealing, increase the damage and/or improve it by other means *see suggestions.
Phoenix Strike
- +%Skill damage (as from facets) does not work with the first, second, or third charge
- *****To make this skill more appealing, remove or dramatically decrease the Next Delay on the second and third charges, increase the damage, and/or improve it by other means *see suggestions.
- If the mechanics and speed remains the same, dramatically increase the damage of all elemental charge ups.
- Make it so that hard points invested in the elemental martial arts reduce enemy resistance to the applicable element
For instance:
(from thread http://forums.battle.net/thread.html?topicId=21730685246&postId=217216807312&sid=3000#35)Give Fists of Fire a +2% -enemy fire resistance per hard skill point invested, this is both applied to the attack itself and when releasing charges.- Make it so that each charge is subtracted in turn.
(from http://forums.battle.net/thread.html?topicId=21730677745&sid=3000&pageNo=1) Note the proposed martial arts changes suggested in this thread have garnered a lot of support.As a General Rule, Charge up skills should be changed from 1.2.3 STRIKE! to 1.2.3. strike! strike! strike! there are 3 orbs circling me why cant I use that charge up 3 times?
- Dramatically increase the duration that the charge-ups remain around the assassin before release.
- Make it so the charges have a fixed (longer) duration and the bonuses are applied to finishing moves for as long as the charges are present.
- Dramatically increase the speed of the charge up attacks (for instance, dual claw elemental charge ups with a current max speed of 5 fpa could be changed to a max of 3 or 2 fpa).
- Restore the uninterruptability of elemental charge-ups.
- Add a passive immobilization ability to charge-ups for PvP with heavy investment in the martial arts. (yea right rukia :P)
The Shadow Disciplines
While there are a few bugs, these utility skills make the assassin an extremely versatile and fun class.
Psychic Hammer
- This skill is basically worthless in PvM, and has very few PvP applications (ironmans and bone necros with 1 life).
- For Psychic Hammer to be more useful in PvM its damage must be DRAMATICALLY increased. Some players have suggested that Psychic Hammer be synergized with mind blast.
- (from thread http://forums.battle.net/thread.html?topicId=21724985051&postId=217284494466&sid=3000#)
Cloak of Shadows often abbreviated CoS
- There are two major issues with the cooldown. Firstly, the skill does not appear red (indicating that you cannot use it) when the cooldown is in effect. Secondly, the cooldown lasts for the duration of the skill. This second issue makes it actually detrimental to have the skill at high level for PvM; a capable assassin will almost never be in the same area for the duration of the skill, yet the skill cannot be casted in the new area and on new mobs until it has expired in the previous area.
- (from thread http://forums.battle.net/thread.html?topicId=21730605945&postId=217285398713&sid=3000#0 and personal experience)
- Using Cloak of Shadows (repeatedly) against the Ancients in single player will crash the game.
- (from thread http://forums.battle.net/thread.html?topicId=21730675155&postId=217284494443&sid=3000#3)
- It would be really great if Cloak of Shadows did not overwrite curses.
- A set cooldown duration (unlinked with skill level) would be really cool.
Mind Blast sometimes abbreviated Mb (which can be "max block" also)
- Mind blasting certain PvM enemies can drop the game. This can also occur when Mind Blast is used in conjunction with excessive use of Wake of Fire in PvP.
- It would be lovely if we could attack converted mobs.
Claw Mastery
- The attack rating bonus does not apply to Blade Fury. (intended?)
Weapon Block
- The chance to block granted by Weapon Block is negated while walking or running. (intended?)
- It would be nice if weapon block functioned while walking/running with reduced effectiveness. (Or at full effectiveness while walking as with shields.)
- (from thread http://forums.battle.net/thread.html?topicId=21730685246&postId=217216807312&sid=3000#35)
Shadow Warrior
- The Shadow Warrior is supposed to mimic the skills on your left and right click. However, she will only do so if she is at certain distances from an opponent. Because of this she often favors normal attack. She is also fond of walking into objects (pathing issues).
- (repeat) Dragon Flight and the Shadows share cooldowns, and not evenly. When you cast Dragon Flight, Shadow Master and Shadow Warrior share the cooldown and you are unable to use Dragon Flight or a Shadow for 1 second. However, when you cast Shadow Master or Shadow Warrior, you are unable to cast Dragon flight or another Shadow for approximately 7 seconds.
- (from this thread http://forums.battle.net/thread.html?topicId=22048395645&postId=220461525509&sid=3000#17 and personal testing.)
Shadow Master
- (repeat) Dragon Flight and the Shadows share cooldowns, and not evenly. When you cast Dragon Flight, Shadow Master and Shadow Warrior share the cooldown and you are unable to use Dragon Flight or a Shadow for 1 second. However, when you cast Shadow Master or Shadow Warrior, you are unable to cast Dragon flight or another Shadow for approximately 7 seconds.
- (from this thread http://forums.battle.net/thread.html?topicId=22048395645&postId=220461525509&sid=3000#17 and personal testing)
Burst of Speed often abbreviated BoS
- No known bugs or issues.
Fade
- The damage reduction capability of Fade is not listed in the description. Although it could be argued that when it says "resist all" that includes physical resistance, the amount of damage reduce granted is equal to the skill level rather than the amount of resistances listed in the description.
- (LOW PRIORITY ISSUE) Fade reduces shrine duration the same way that it reduces curses.
- (from this thread http://forums.battle.net/thread.html?topicId=21730645087&postId=217284491046&sid=3000#0)
Venom (poison is often abbreviated psn)
- Venom reduces the effectiveness of external poison damage (like poison damage charms).
While lightning traps are effective in PvM and PvP, the fire traps and the blade skills could use some attention.
Blade Sentinel
- I have never seen nor heard of anyone using blade sentinel for anything other than entertainment (or as a somewhat novel way to guard a corpse).
- *****To make this skill viable the damage needs to be hugely increased and the cooldown needs to be decreased. Also remove or dramatically decrease the Next Delay on this skill.
- Number one issue with this skill is the time it takes the assassin to assume the position.
- (repeat) The attack rating bonus granted by Claw Mastery does not apply to Blade Fury. (intended?)
- *****Along with quickening, changing or removing the casting animation, other buffs would be welcome. These could include increasing the damage of Blade Fury, adding a bonus to attack rating based on skill level, or decreasing the frames per attack (thereby increasing the speed that the blades are fired).
- An increase to the the speed that the blades are fired based on skill level has also been suggested.
- (from thread http://forums.battle.net/thread.html?topicId=21730685246&postId=217216807312&sid=3000#35)
- The duration of Blade Shield is short and many special magic effects (open wounds, crushing blow, etc) can no longer be applied by it.
- Increasing the duration and the percentage of weapon damage that is applied would go a long way towards making this skill more attractive. Allowing more things to be delivered by the blades would also help.
- Synergies with blade fury and sentinel could be used to increase duration, attack rating, or damage. Alternately, synergies with the other traps, fire and lightning, could add fire or lightning damage to the blade skills.
- No known bugs or issues.
- The fire traps use turrets that must turn before they fire. The turning motion results in a delay before the traps fire.
- Due to next delay issues a second WoF trap placed equal distance from a first will do no damage to a target.
- *****To make this skill more appealing, remove or decrease the Next Delay. Damage increases also never hurt. (Fire skills are disadvantaged in PvM due to the many fire immunes encountered in hell, and in PvP due to items like hotspurs and dwarf stars.)
- This skill has problems hitting moving targets. This is explained as "pathing issues" or by its having a "thin missile".
- This skill also has a misleading animation. (It does not cover the area indicated by the graphic.)
- (from this thread: http://forums.battle.net/thread.html?topicId=21723844829&postId=217217893419&sid=3000#0 and personal experience.)
- *****Wake of Inferno should be altered in how it fires, or its damage needs to be dramatically increased to compensate for its limitations. (It has also been suggested that tree positions of Wake of Inferno and Wake of Fire be switched so that Wake of Fire is the higher damage trap.)
- Next delay makes using this skill disadvantageous when used with other traps, and the damage is not good enough for it to be used alone.
- To make this skill usable, remove or dramatically decrease the Next Delay on this skill and increase the damage. (If this is done, the skill should be made to disappear upon entering a Town Portal as it can currently be used to PK.)
- This skill is used almost exclusively as a synergy to lightning sentry and nothing more. Lightning Sentry does more damage (and the focused damage works well with the corpse explosions from death sentry for PvE) and Wake of Fire blankets better for PvP stunlocking.
- As it is currently, putting points to Charged Bolt sentry just increases the damage, and putting points to Shock Web increases the number of bolts fired (with 11 charged bolts fired at Shock Web level 20). The skill could be more fun if increasing Charged Bolt Sentry level increased the number of bolts released per sentry. Alternately a damage increase could improve this skill.
- No known bugs or issues.
- Some maintain that since Corpse Explosion received a buff, so should Death Sentry.
Other Assassin Issues
- Claw itemization has been a recurring issue.
- (from this thread http://forums.battle.net/thread.html?topicId=22048395645&postId=220461525509&sid=3000#17)
- (LOW PRIORITY ISSUE) As with barbarians using whirlwind, leveling up while whirlwinding will result in a state where all skills are red, the player is stuck in one spot, and the player cannot die (remains at 1 life).
- (from this thread: http://forums.battle.net/thread.html?topicId=21723844829&postId=217217893419&sid=3000#0 and personal experience.)
_________________________________
TLDR (too long, didn't read) Summary Version
There are bugs with the following skills:
- Dragon Talon (2 bugs: bug with damage calculation, and bug with knockback determination.)
- Dragon Claw (does not apply charge up bonuses to 2 hits as the description implies)
- Dragon Flight (shared timer with Shadow Warrior and Shadow Master)
- Fists of Fire (+%Skill damage does not work with the third charge.)
- Claws of Thunder (+%Skill damage does not work with the second or third charges.)
- Phoenix Strike (+%Skill damage does not work with the first, second, or third charge.)
- Cloak of Shadows (2 bugs: cooldown problems and a bug when used while doing the Ancients)
- Venom (Using it reduces the effectiveness of external poison damage.)
- Wake of Inferno (This skill cannot hit moving targets.)
Of these, fixing Dragon Claw, Dragon Flight, Cloak of Shadows, and Wake of Inferno would probably get the most appreciation.
The following skills are imbalanced compared to the other assassin skills and the skills of other classes.
- Dragon Tail
- Fists of Fire
- Claws of Thunder
- Blades of Ice
- Phoenix Strike
- Psychic Hammer
- Blade Sentinel
- Blade Fury
- Blade Shield
- Wake of Fire
- Wake of Inferno
Of these, any improvements would be appreciated, however improving the Martial Arts might get the most support. There is a section for suggestions (colored in darker blue) for doing so. (There are also suggestions for improving the Blade skills and Fire trap skills, but these are indicated in lighter blue following the skill.)
Assassin players would appreciate new runeword or unique claws as long as they were well thought out.
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Holyknight3000 posted a message on Goat Hill Tabern - Christmas VersionPosted in: Fan Art
(Click the image above for the gallery link)
Greetings everyone, as planned, I wanted to post the artwork i used in my latest wallpaper. It is the modified version of this concept art link . I thought I'd add my own Christmas touch to it.
I hope you guys like, and here is the link back to the wallpaper link .
I hope you had a great New years!
Original Art (C) Blizzard
All Stock art (C) by the original artists check the link for them.
Freehanded snow by me using a mouse.
Created using CPT 8+ Eyecandy 4000 -
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Zyphero posted a message on Ikariam (All Servers)Just started on the gamma server,and was wondering if i could get some tips and such, ive played games like this before (travian) but would love to hear any tips to start off withPosted in: Other Games -
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Caligarien posted a message on How Would You MAKE the Monk Awesome?I really hope the monk isn't just another one of those filler classes that few people play so I thought what are the things you want to see that would make you say, "I wana play this character and not a barbarian or a sorcerer ? I'll just go into my personal list of what I want him to have that I hope would be in the game..... but I'm not optimistic.Posted in: Monk: The Inner Sanctuary
All the stuff I typed here has a few targets, it looks good, is deadly, capable of killing named monsters, capable of crowd control before killing, fighting with fellow monks increases ability etc. etc, you can find good gear even with ordinary runes, customizable attacks with target runes, capable of killing a barbarian and it is Unique ! (not just a warrior without any clothes on ) if anyone wants to see that there are plenty of real life role playing festivals where I'm sure they'd be happy to oblige.
-First Tree Martial Arts-
1. Bicycle Kicks ! (with small knockback of course )
2. Flying kick. (with knockback, the higher your running, the farther they fly away )
3. Innate Fast running, (as a skill that each point is 30% faster than normal character). ( takes the place of teleport and makes him almost desirable).
4. Exploding Palm/Kick Technique: Knockback masses of enemies while doing heavy damage. (so the monk can actually live in Hell difficulty)
(synergy with running skill which increases damage and knockback)
Next skill in tree, upgrade: to exploading palm/kick with knockback and stun (where enemies falls to ground and have to get up)
5. Dodging missiles and melee attacks ( as one skill ! including while running: during which he flips when he is dodging an arrow or fireball automatically!)
6. One click combos, you enter them in some sort of combo book (like a spell book ) where it automatically tries to cast skills in a particular chain, ex. Run -> flying kick (first monster) -> Exploding palm (with small knockback on adjacent monster).
7. Block (self explanatory) for combo this would be, block one monster's hit then exploding palm.
8. Monk should have high beginning stamina, high vitality, high strength (this explains why he'll be able to wear most armor )
9. Stomach grab: Punch into enemy pulling out stomach ( non-fatal but very bloody with constant loss of blood and hitpoints). : no need to have open wounds sword if he doesn't want to.
10. Lung Puncture: punch into enemy pulling out a piece of lung and throwing it to the floor( or not), enemy stamina lowered permanently till you finish him.
11. In the aforementioned spell book/spell tree every punch should have a target that you determine: Exploding palm on head should make target incapable of casting spells for a time, exploding palm on lungs should stun target making him incapable of swinging a weapon for a time ( but still can cast spells )
12. Exploding kick targeted to legs should make enemy incapable of walking.
13. Eleven and twelve could be found as runes, where the runes in addition to lethality, multiple strike etc. the runes also have random quality of where they target, either head, torso, legs (for the monk only )
-Discipline and Stances-
14. Should be able to go into a stance to give him certain benefits while in that stance ex. Iron Leg stance: His legs don't move fast but his punches have 50, 100, 150% more damage for each level of skill. can be combo with exploding palm all knockbacks for palm increased by 50% or higher depending on level. Bowling: Knock one enemy into group of enemies he knocks them all down, during this stance, all of them on ground for a few seconds.)
Basically this would be a stand your ground way to take out masses of enemies, weapon damage since most use hands, would also be increased by huge amount.
Iron leg stance also should have generic benefits like ground based physical resistance, invulnerable to leg targeting attacks ( for monk Vs. monk PvP ). Its got a very Lord of the Rings/ Rock Paper Scissors feel with regard to the three main stance and disciplines, each one counters where other one is weak. Swan Discipline would suck against Iron Leg (one hit from Iron Leg monk and you fly away super far) while it would be good against Leopard with kicks, but Iron leg discipline would own Leopard discipline in PvP.
15. Leopard Discipline: Leg speed increased to unworldly levels running speed multiplied by 20% times running skill.
16. During Leopard discipline he can run on a wall ( just like the baseball players do it then jump off to land on solid ground at a time of his choosing, or jump off followed by exploding palm in enemy face.
17. During Leopard Discipline monk can jump higher (a good amount higher, not hop..... )
18. During Leopard Discipline monk can punch and grab one enemy and throw him at other enemies for damage and stun (just like Bowling during Iron Leg Stance.). Also Kicks have vastly increased damage during Leopard Discipline.
Some would say that the proposed leopard discipline being unable to kick a monk in iron leg stance would make it useless against them, but, if they put in my proposed idea of "rune targets" in addition to the effects, then he would just put in a target rune for the head in one of his kick abilities or target rune for torso, to be able to hit the other monk.
19. Worship discipline, monks worship too ! Two or three monks fighting together should cause each other to get a speed increase of +20% per monk and damage increase of +50% per monk. This could be skill on tree that you put 1 point into and you get 1 minute of this ability (reset every time you are within 13 game yards of a fellow monk).
20. Swan Discipline, graceful as can be this discipline would give Tornado spin, ( rise into air while spinning with sword out, for striking very tall opponents ( bosses somewhere other than legs ) skill, Skipping Stone skill: (two words, lunar physics) character glides back (a little or a little more based on strength of strike) reducing damage taken by 50% or more, per level. Combo with running skill, and flying kick this would be an interesting and effective way to survive in higher difficulties.
If they had something like this, it should be a temporary thing, like you press a button and this stays on for say 30 seconds or until changed to different discipline/stance basically it would be like a matrix effect, allowing the monk to survive things he wouldn't normally be able to, you all know that feeling when you turn the corner to see the 10 archers with cold enchanted arrows and you just wish you had a way out.... This ability would be that way out. Combat targeting bonuses like critical strike (due to intense concentration) in addition to super low physical damage would be "monk becomes partially ethereal"and spell damage is also cut by 20% per level during this discipline with total poison immunity.
20b. Only one discipline active at one time, each discipline should have a cast time, represented as the monk taking a deep breath, doesn't have to be a long one, give person the feeling their monk is getting in the zone.... Worship discipline would be best as passive skill...
21. During each stance/discipline music particular to that style should play, swan music, bamboo flute, Iron horse, drums, (GOOD music based on oriental style ), Leopard discipline: fast music with those little finger symbols like the Dancing dragons in those parades they have. But music should be just a few instruments so it doesn't get too annoying, and it shouldn't be super loud.
-Staves, and Swords
22. Sword skill for monks should also be able to make use of the Runes with body targets in them.
23. I'm tired and can't write any more... but the runes with body targets as well as regular rune ability I think is my best idea yet maybe that could be in the game.
24. Monk robes should be off the hook flowing robes, maybe a little glow here and there would be cool if option of robe changed the higher your level. as well as findable robes on the trail, and customizable color to some degree.
I think that if they did these things to monk he could be a class that many many people would play.
25. Monk can wear same armor as many other classes, but robe can go over the armor that way he can preserve his particular look while still maintaining the clothes he needs for a harsh world. Also monk robe should be on him but not a huge icon in inventory or whatever it should be like a box that says robes on it. Each robe of course should come have bonuses to various things.
26. Staves and Spears should be of particular use against undead where monk can use head target rune to knock their heads off, he should also be able to whirl staff around to push all enemies away before targeting a particular monster. Monk should also be able to hit the ground with a staff and make a shock wave of dirt rise up in a straight line and blind targets for a bit.
27. Whip chain, monk should be able to use this weapon and a rune with target to throw this around a monster at a particular spot. ex: around head target ( which translates to the neck with this weapon ) he can rip off the head of a weak monster, or just strangle a strong monster then run up and stab it to death with sword.
28. If they did do a rune with body target effect, they wouldn't even need to show it graphically really because the person using the rune knows where its going to hit.
29. Monk should have no shield, at best, sword in one hand, and whip chain in the other and even that would be pushing it, but I think they could make it work.
30. Whip chain with target effect rune for legs would be able to wrap around named monster and drag it away from its pack once monk has a clear line of sight shot. He should be able to snag and use running skill in opposite direction to drag the named monster away from the pack leaving a cloud of generic dust in his wake.
31. Last the whip chains should come in varieties of length, (yes it does matter ) the longer the chain the farther away he should be able to do the aforementioned stuff.
32. To prevent misuse of the whip chain it shouldn't be able to drag monster if monster has less than 50% health, give some sappy statement about how the chain slipped off in the pool of blood or something. Otherwise someone will do this in team games and nobody will be able to catch them. but another monk.
For now... these are a few of my favorite things.
Thinking about it more still I would say without runes or something that targets locations on body so that spells of casters have either a high or low target that also applies to monks, that a monk character on the game would be ridiculous and would only a warrior without a sword. Personally Im lobbying for target runes ( runes with regular abilities which also have a target location on body) as a way to make the monk have a chance at being decent. It would add the final dimension to melee combat that people would like (even if the target runes didn't apply to magic users Monks would have an intelligent type of counter (i.e. head targeting runes with exploding palm and regular punch.) that would make them a playable class.
Balance Issues:
Though I already mentioned balance things before, with the proposed head strikes, torso, or leg strike each skill should give a chance at silencing the target ( for spells ) while the torso strike for lowering lung ability, ( lowering stamina ) should be an adequate but small stamina loss that gets worse the more the target is hit, and target hit to legs should also slow target by small but noticeable and lasting amount. In PvP of course all the values would be a little lower to give person a chance at swinging sword after the first two hits.
Sum of All Fears:
The monk sounds a lot like the Amazon, where the good specialty weapon is hard as hell to find while and the class as a whole is rarely seen in multiplayer games. I read a post where someone said the monk was a support class.... People don't want to support all the time, sometimes they want to kick arse and take names ! Adding the targets for punches, kicks, sword strikes, staves and whip chains on normal runes would make it so that a monk player won't be playing for 50 games before he finds something that makes a big difference in how he plays.
Lets be honest for most people Amazon isn't their first character because of difficulty in finding a bow, they play with Hammerdin and get the gear then when they trade for a bow they decide to start an amazon..... or they do a sorceress and do the same thing. Having the regular runes with targeting and letting monk where alot of the normal armor will keep them from becoming a boring class that nobody wants to start with, and give players something to look forward to. A game can have the special monk gear but without stuff that is findable, that gives real benefits/changes to how they play the class is DOA. I'm comparing Monk to Amazon because I think they have a lot in common, the specialty gear that nobody wants to store, (why I said robes should come in a box that you click on in inventory ) and hybrid that isn't really magic or melee and takes twice as long to get half as good.
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DeMolay posted a message on Ikariam (All Servers)Greetings Folks and Happy New Year. I've just spent a few moments reading the last 60 or so posts and bringing myself up to date. I'm not really much for the boards, especially since I'm not a Diablo player either.Posted in: Other Games
Sepulveda asked to hold of until the 5th. No problem I was thinking of asking everyone to be ready to go on Sundayevening of the 8th. By then most of you will have had the opportunity of building up your defenses and sufficient military troops for a reasonable attack force.
I don't have the ability to build a floater at the moment my last floater got turned into a thriving colony and I'm still many thousands of resources from being able to add a new one.
Because this is a lot more public than I would like I'll leave out names. We have five players in our alliance and have been in self isolation for the past six months, many will have forgotten us. We are not large enough to take on any real alliance but within our general area there are members of smaller alliances who if we plan properly we can drop a can of whup-ass on without fear of immediate retaliation.
I've found a particular alliance which has the majority of their members some 12 to 16 hours away from us but a small crew within a 2 hr journey. The plan is to take over and occupy 2 maybe a 3rd colonies of some smaller payers who are unaligned to enable us to move our troops forward into position so that when we send in our initial attacks we minimize the advance warnign that we give them of our impending visit.
I've sent in my spies and have determined that there are 14 potential targets of these 14 the smallest available loot is 124 boat loads but the average is 260 boat loads. (since there's a limit of 160 boats per player it becomes moot as which is a better target)
The plan is to hit 6 targets almost at the same time which will effectively cause them not to send troops to assist each other. We will be going against some formidable defenses. Each of the colonies we will be attacking have at least a level 16 wall which means we'll need mortars, fortunately none of them have any Balloons at the moment which means our mortars won't get killed off.
Because we're launching from an occupied port it means we will be limited to 3 action points each so we won't get to send in multiple waves, you'll get 2 if you're lucky so once your troops are committed they're in it for the duration.
I'm looking for each player to bring to the table a minimum of 240 hoplites 98 Guns 120 Swords and 24 mortars or their equivalent. (Where 30 hoplites is equal to 10 Steam Giants, 7 gunsmen are equal to 30 archers 30 Swordsmen are equal to 60 Spearsmen and 6 Mortars are equal to 12 Catapults)
As we get closer to the kick off date I'll be letting more info out so that people have a chance to move their troops around and be better prepared. If you have specific questions rather than post them here, please send me a message in game as I don't always remember to check the boards.
Best regards,
DeMolay -
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cateyes posted a message on How old are you?Maybe you can be our cool uncle ... LOL... UNCLE!!!!!Posted in: General Discussion (non-Diablo) -
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Rykker posted a message on Reported Post by Don_guillotineWell, we wouldn't have to "be jerks" if they didn't allow their mouths to overload their butts. Cracking-wise is not, in fact, wise.Posted in: Reported Posts -
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blood-doll posted a message on 1.13 AssassinsixenPosted in: Diablo II
weapon switch on the cheaper setup shouldn't be a hoto.. ideally would be cta but you could use:
•two prebuff claws for casting venom or burst of speed
•demonlimb for enchanting yourself
•(if you had high dragon talon) runeword lawbringer (in fast weapon) for chance to cast decrep
•(if you had high dragon talon) runeword crescent moon (in a fast weapon) for chance to static
•(hel'd) gavel of pain to cast amp from
•lower resist wand to cast lower resist
•lifetap wand to cast lifetap
•alibaba to mf when something is about to die
but hoto wouldn't do the build any good though except for skills which can be better gotten through claws.
the amulet on the rich build must be over 15% fcr to hit 65% (11 frame) teleporting speed.
also the fools mod claw on that rich build must have 40ias and the bartucs on the cheaper build must have shael.
bos must be lvl 11 if there is just 40ias. (level 7 was if if you use an ias jewel in the helm or armor of the cheap build.)
also you left out my favorite part on the rich build!
the fools claw was meant to have chance to cast amp damage or alternately for the cheap build use atmas amulet (you had that) or the unique thresher reaper's toll for merc.
crushing blow with decrep or amp damage is just amazing.
also dragon talon does not need to be at lvl 24. if the user chooses to use it, then it should be taken to a multiple of six with gear on (get to level 6, 12, 18, 24, 30 etc) so that you're getting that extra kick.
shadow master does not need to be at lvl 25. (i hardly ever put more than 1 point to it.. i just said that lvl 17 and 25 are breakpoint levels... so that if you've got your shadow at lvl 16 with your end game gear, then you might as well put a point since the shadow's gear improves at lvl 17.
also if you chose to extra points could be put to death sentry for the increased radius on corpse explosion or alternately one could put points to fire blast so that each sentry would fire more times.
(PS GOOD JOB IM SORRY FOR BEING SO CONFUSING, I KNOW THAT WAS AN AGONIZING CHAT)
fade is left at lvl 1 in that build up there.. it was meant to use bosQuote from "Zhar" »Totally disagree on the gear you've got there.
Get yourself a vampire gaze socketed with an Um, this way, you can disregard fade
(would only use fade on that when teleporting to a location to reduce any curses that might be applied while on route.)
also life steal (excluding that from lifetap) doesnt help THAT much in hell due to the damage reduce that mobs have in hell and the penalties of life and mana steal (2/3 cut).
love duress for early levels but once you've gotten used to enigma you can't go back.. i use a teleport ammy on my sins until i can get enigma.Quote from "Zhar" »
A fortitude/duress armor. Fortitude later, Duress is the poor man's fort. Once more, it lessens the need for fade. Both are also great melee armors, and work incredibly well with the build I've got.
just love the mobility and positioning that it affords.
havent been into going for high damage since 1.09 because of IM.. but might give fort another chance
agree with you that duress owns (one of my ptr sins uses it atm).
the build above was meant to hit 5 frames (2 hits in 10 frames).Quote from "Zhar" »
Two bartucs, ditch one of the jade talons. This way, you can utilize martial arts more effectively, and much faster. This offsets the reduced resistances, since you'll be able to steal life quicker, and more of it. Plus, you'll be doing more damage to boot.
as long as it has 40ias and lvl 11 burst of speed with gear then it will.
it's fastest speed you're not gonna get faster with another bartuc. though it would be more damage and stats.
would never go out in hell without max res.. no matter how much lifesteal i had.
Quote from "Zhar" »
Dungos for belt, though. You need the reduced damage, helps work through those melee encounters. Since the assassin is fragile as is, the DR helps keep you alive, as does the vitality.
Highlords for the ammy, the skills and IAS help incredibly. Once more, lets you dish out more damage faster, and steal more life faster.
BK ring and a Ravenfrost. That cannot be frozen is completely crucial to an assassin. The BK helps immensely as well, as the life leech will save your ass.
i agree that you need the ravenfrost for cbf (cannot be frozen).
i'd rather use other things besides highlords for a phoenix build unless i absolutely needed the ias..
but for other builds (tiger strike for instance) i could see using it for the deadly strike.
really, it doesn't matter what gear you use as long as you have max resists, max (or close) dr, high block, decent ar, and hit your ias, fhr, and fcr breakpoints.
those are the goals to reach. how you do it is variable. (and i like that!)
goblin toes has more cb than gore riders.Quote from "Zhar" »
And, Gore riders for boots. There is really no alternative to them, the crushing blow lets you take down bosses incredibly fast.
gore riders are acceptable also if you have enough cb in other places.. gives the addes bonus of deadly strike and frw (though deadly strike won't work on kicks).
any build can have max attack speeds regardless of whether or not you use fade or burst of speed. you just have to work harder in your claw and other gear choices when using fade to make sure you hit them.Quote from "Zhar" »
Now, the key to this build, is Burst of Speed.
It's built around weening yourself off fade, so you can fully utilize BOS to kill much faster. The gore riders come into effect here, since you're landing more blows, and thus, have many more chances to trigger a crushing blow. Hence, this build is great for boss killing.
weapon block and burst of speed just need to be at the correct levels to hit your 60% block (lvl 26) and whatever ias you need to hit max fpa with your attacksQuote from "Zhar" »
I also use the same layout for the shadow disciples skill tree, cept for Burst of speed, and Weapon block. I usually put about 10 into each, since the diminishing returns seem to kick in around here. Weapon block is necessary, since once more, you're in heavy melee combat. It, along with the damage reduction, keeps you alive long enough to steal back life using burst of speed, and your claws.
no need to throw extra points away (though you're right that it's around lvl 8-10 claw block that you'll need to get 26 with most gear).
burst of speed can usually be left at lvl 1 (and supplemented with gear) if you're using two fast claws. using a fast claw (blade talon, greater talon, runic talon) and a slow one like wrist sword means that you might need to put more than 1. however, just figure out how much you need
(you can use this calculator) and don't put more than you need.
despite nickpicking would like to read it.... I should write a martial arts assassin guide.
think you've got a lot of good reasoning.
i am obsessed with crushing blow in conjunction with decrep or amp damage, that's why i don't use dracs (except when ubering).Quote from "Siaynoq" »My basic philosophy toward the melee Assassin is similar to Zhar's. I dump most stat points into dexterity and bring that attack rating up as high as possible. Then you wanna get all the life leech you can get. I had some 10% Dracs once that were pretty damn sweet, among a combination of other items that had my life leech up to 60 something percent.
but if you weren't going for amp or decrepify then i agree that they're awesome.
sounds too risky for hc.. but funQuote from "Siaynoq" »
So basically, instead of lots of vitality, I just make sure my chance to hit is very high so when life is low, about three direct hits on just about any monsters (not skeletons) would bring my life completely to full. That's my own form of Vitality itself.
fade gives damage reduce per level.. that's what makes it amazing. at high level, it gives you a lot of choices about what gear you can use while still maintaining max damage reduce.Quote from "Siaynoq" »
I think Fade is completely useless just because it's easy to eventually max out resistances through items alone.
ar through items (like fools claws, visionary helms, angelic amulet/rings, enchant) increase your ar more than pure dex can.Quote from "Siaynoq" »Yeah but increasing your dexterity for the Assassin increases attack rating as well as the overall damage done.
how long do they last on on ES?Quote from "Siaynoq" »
I also hate, and this is one thing ES rightly corrected, how the orbs are so short lived
Quote from "Zhar" »
edit: Yep, that's what happens. So if you had a charm that gave you 50 poison damage over 4 seconds, it would be reduced to 5 damage over .4 seconds when using venom.
yea don't use psn charms with venom.. i agree unfair.
maybe somedayQuote from "Siaynoq" »There's just no room in that world of snobby battle.net freaks for my humble Sin character build. - To post a comment, please login or register a new account.
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Can we make that whole section not even appear in the View New Content tab? If people wanna trade they should click their way over there. That section is flooding the entire forum and it's killing the soul of this place lately. Yeah, D3 is a loot grind, but sometimes it really is more than just that. I swear it!
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And if you're lucky someone might, might say, "No talking."
Except they'd go, "no tlkng"
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It's like they drove by a Renaissance Fair and found that lame chick and thought, "This could make our band stand out!"
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