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View Full Version : AA's you would like to see in Depths of Darkhollow


06-24-2005, 01:53 PM
I just hope they add hundreds more. Thousands more. Who cares what they really do.<img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":b">


http://i5.photobucket.com/albums/y193/tauzii/TauziiLFG.jpg (http://www.magelo.com/eq_view_profile.html?num=852244)

</p>

Nedrom
06-24-2005, 01:59 PM
<blockquote>Quote:<hr> I just hope they add hundreds more. Thousands more. Who cares what they really do.<img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":b"> <hr></blockquote>



who cares are the monks that complain that the AA's they do get are useless because noone provided any useful feedback <img src=http://www.ezboard.com/images/emoticons/smile.gif ALT=":)">



this is a chance to give dev's ideas so they can work with us instead of just making up their own, if you have nothing useful to contribute to this post Tauzii don't post at all please. I want to keep this thread clean from flames.



on another note, those are some great ideas saoshen


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Nedrom (http://www.magelo.com/eq_view_profile.html?num=1018594&resize=true)

The Laziest Level 70 Iksar Monk

</p>

06-24-2005, 02:06 PM
Who was flaming? Gosh Ned, lighten up bro.



I want hundreds or better yet thousands of more AAs and I don't care what they do.



You asked I answered. Not the answer you wanted? To bad.



You've become quite the flamer lately Ned.


http://i5.photobucket.com/albums/y193/tauzii/TauziiLFG.jpg (http://www.magelo.com/eq_view_profile.html?num=852244)

</p>

Soygen
06-24-2005, 02:09 PM
Some nice ideas Sao. I like the innate overhaste and mend/purify one for sure. <img src=http://www.ezboard.com/images/emoticons/smile.gif ALT=":)">


-Soy

Stronger than never, ever before! SOYGEN is a drug against war!</p>

saoshen
06-24-2005, 02:10 PM
Here's another aa...





Hasted imitate death, 3 or 5 levels worth.






- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>

06-24-2005, 02:16 PM
the one above would be nice and make sense in the progression of things,id also like to see us get a no xp rez aa(call to corpse)kinda thingie like the druid/shaman have now,so every often i am the last man in camp,


</p>

Nedrom
06-24-2005, 02:25 PM
sorry the other thread is gone? I can't find it or im blind...i went through the posts all the way back to may..



please post short form ideas for NEW aa' ideas you would like to see in DoD



i'm going to give Rashere the list, please be reasonable and on topic and realistic



thanks



see similar link on eqlive:



eqforums.station.sony.com...ge.id=9386 (http://eqforums.station.sony.com/eq/board/message?board.id=monkbalance&message.id=9386)


--

---

Nedrom (http://www.magelo.com/eq_view_profile.html?num=1018594&resize=true)

The Laziest Level 70 Iksar Monk

</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=ned rom2004>Nedrom2004</A> at: 7/8/05 4:24 pm

Nedrom
06-24-2005, 02:29 PM
AA similar to enchanters that restores all mana (dont know what its called but ive seen it), have it completely restore all endurance reusable in an hour or something


--

---

Nedrom (http://www.magelo.com/eq_view_profile.html?num=1018594&resize=true)

The Laziest Level 70 Iksar Monk

</p>

saoshen
06-24-2005, 02:33 PM
I'm going to reword my first post.



What I suggesting it's not really overhaste, its increase the haste cap.



Subtle difference, but I don't wish to add confusion.




- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>

Nedrom
06-24-2005, 02:37 PM
<blockquote>Quote:<hr> increase the haste cap<hr></blockquote>



ala mitigation aa's increase cap? just want to be sure


--

---

Nedrom (http://www.magelo.com/eq_view_profile.html?num=1018594&resize=true)

The Laziest Level 70 Iksar Monk

</p>

saoshen
06-24-2005, 02:41 PM
I would like an AA that extends and combines similar functionality into critical mend and purify body.



Meaning, when I hit purify body, I should get a mend+chance to crit mend.



When I hit mend, I should get a chance to purify any detrimental effects on me.



Higher levels of this aa would increase the chance of getting a critical mend or purify depending on which ability you used.



This would in effect give us a second chance of both abilities to be used independantly of each other.



---------------



Separate from the above, aa to reduce purify reuse timer even more.



--------------



Full reposte immunity (this could be restricted to npc reposte only, to avoid complaints from pvp'ers)



--------------



100% strikethru, although if full strikethru was available thru aa, this would reduce the desire for item strikethru.



-------------



Increase haste cap, 1, 3, 5% (or 2, 5, 10%) <img src=http://www.ezboard.com/images/emoticons/eek.gif ALT=":eek">



This aa would work only if your worn + buff haste exceeded the normal cap, and would stack with bard overhaste.



If you were not hasted to the cap, then it would not do anything.



This increases the value of high end worn haste (45% or higher) and spell hastes.



----------------





>>>> DISCS, NOT AA request <<<<<

A progression of the stonethrow disc all the way to ~200 range. This would help alleviate the itemization issues surrounding throwing items, or the lack of them.

>>>>>>>>>><<<<<<<<<<<<<<<<



>>>>> GROUP SPEEDFOCUS DISC <<<<<

Similar to the berzerker disc, give a group friendly disc.







edited: reworded increase haste cap from innate overhaste


- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=sao shen>saoshen</A>* http://www.ezboard.com/ezgfx/gicons/anim_1.gif at: 6/24/05 2:37 pm

saoshen
06-24-2005, 02:42 PM
Yes, for example if our haste cap is 100% (worn + buff), then this aa would increase our total (non overhasted) haste cap to 101, 103, 105% (or 102, 105, 110%).



As mentioned, this is not any type of innate haste, only an increase in the total haste we can wear/buff to.



Now, if you want to add a separate aa for some type of innate haste, you could submit that too.



I do want to explicity state that they are separate functions tho.






- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>

saoshen
06-24-2005, 02:51 PM
Santino,



I considered suggesting it the way you have but..



Purify body already provides a specific function, and already has aa to shorten the timer.



The initial one time cost of purify is worth it on the occasional times you really need it, however the reuse time still being somewhat long is not something you will want to use lightly.



I see having 2 separate hotkeys/abilities as a benefit, in that if one fails, I can get a 2nd chance and hit the other.



I would not want to lose 2 separate abilities to have 1 new combined ability.



If I recall, fastest reuse of purify is ~18 minutes. Consider if we can get that down to ~10 minutes it would be worth using more often, especially in the situations where mend is down and you need to cure yourself and mend at the same time.






- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>

Evil Homer
06-24-2005, 03:14 PM
Final in the DW AA line that makes the offhand damage identical to the main hand in every way.



Level 75 and 55 AAs?


Me. (http://www.thesoundarchive.com/somethingaboutmary/maryretards.wav)

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Frodlin, Warrior Class Correspondent Who knew what was best for Monks. (http://www.reelwavs.com/movies/sounds/napoleon_dynamite/frigginidiot.wav)

The Moltenfists 15 minutes. (http://www.geocities.com/fozzy42/SoundClips/Movies/AnimalHouse/worthless.wav)</p>

Sarshish
06-24-2005, 03:18 PM
1. shorten mend reuse

2. boost crit mend to 100% from 50%

3. group mend (25%)

4. stun resist

5. timeless Death... FD that prevents any and all effects from landing on you or breaking FD for 3 min. Breaks if you stand.

6. oh, and MORE freakin endurance regen and not just 1 end/tick per level. We need about 20 more end/tick regen total at highest levels.


</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=sar shish>Sarshish (http://www.magelo.com/eq_view_profile.html?num=227968>Sarshish) at: 6/24/05 2:24 pm

santino
06-24-2005, 03:40 PM
I like all of Saoshen's ideas, but I wanted to comment on this specifically:



<blockquote>Quote:<hr>I would like an AA that extends and combines similar functionality into critical mend and purify body.



Meaning, when I hit purify body, I should get a mend+chance to crit mend.



When I hit mend, I should get a chance to purify any detrimental effects on me.



Higher levels of this aa would increase the chance of getting a critical mend or purify depending on which ability you used.



This would in effect give us a second chance of both abilities to be used independantly of each other.<hr></blockquote>



I actually would like to see Purify Body changed (with the PB timer aas refunded) so that it is no longer a separate ability at all, but simply an add-on to mend.



In other words, when you buy PB, you do not get a new hotkey... what you do is extend your mend ability in the manner described above... every time you mend, you also PB.



Why do I prefer this to Sao's request?

(1) No new aa to buy. <img src=http://www.ezboard.com/images/emoticons/happy.gif ALT=":D">

(2) One less hotkey to manage

(3) As with his request, PB becomes usable much more frequently.

(4) Unlike with his request, PB can still only be used once per given time period... (his request would allow players to basically fire it off twice in a row, and then figure out the separate timer for mend/PB to determine when they could do it again). I think that makes it more likely.



Just a thought.



As ever, I'd also like to see more 2hb aas or, even better, more aas that affect all weapon styles. I know Ned already brought this up with the devs, so I am hoping to see some action on it. <img src=http://www.ezboard.com/images/emoticons/smile.gif ALT=":)">



Edit: In response to Sao changing his request from overhaste to increased hate caps, I'd like to say I still want overhaste. <img src=http://www.ezboard.com/images/emoticons/happy.gif ALT=":D"> (I'd prefer it to be innate, as discussed before, scaling from level 50-70)


Fumika (http://www.magelo.com/eq_view_profile.html?num=983997)





[Sat Jun 18 18:27:19 2005] Fumika hit Tallon Zek for 800 points of non-melee damage.

[Sat Jun 18 18:27:19 2005] Tallon Zek's body shivers in pain.

[Sat Jun 18 18:27:19 2005] You have slain Tallon Zek!

[Sat Jun 18 18:27:19 2005] Tallon Zek's corpse falls to the ground. His great bow clatters across the stone floor and evaporates into nothingness."</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=san tino>santino</A> at: 6/24/05 2:42 pm

santino
06-24-2005, 04:24 PM
Heya Saoshen,



I understand the usefulness and functionality of having both mend and purify body timers, and yet having them link the effects... I'm just not sure it's something that SOE would go for; if PB was dropped to 10 minutes, it would mean we could mend and PB 3 times every 10 minutes (5 min refresh on mend = mend/pb twice in 10 minutes... + the one usage per 10 min refresh of pb).



Regardless, I think it's a good idea. It just happened to spark my own process which is that it would have been really nice if all these aas we've bought had just innately extended our existing abilities, rather than giving us new hotkeys.



Example:

PB: adds PB effect to mend

Imitate Death: permanently changes FD to ID effect

OoW special attacks: permanently change those special attacks to have the given effects (unless occurring in a wu chain)

etc.



Anyway, my suggestion was a bit of a tangent, and I hope I haven't dragged the discussion too far off course.


Fumika (http://www.magelo.com/eq_view_profile.html?num=983997)





[Sat Jun 18 18:27:19 2005] Fumika hit Tallon Zek for 800 points of non-melee damage.

[Sat Jun 18 18:27:19 2005] Tallon Zek's body shivers in pain.

[Sat Jun 18 18:27:19 2005] You have slain Tallon Zek!

[Sat Jun 18 18:27:19 2005] Tallon Zek's corpse falls to the ground. His great bow clatters across the stone floor and evaporates into nothingness."</p>

06-24-2005, 04:57 PM
I am not at a very high level in game but wonder if a series of AA to reduce possibility of aggro would be beneficial.



Level 1 reduces 5, 2 reduces 10, 3 reduces 25....something like that.



This could be tied to lowering our status on the hate list to benefit pulling as well as not getting agro in combat.






Bamlador

My Magelo Profile (http://www.magelo.com/eq_view_profile.html?num=786568&resize=true)

</p>

saoshen
06-24-2005, 05:27 PM
<blockquote>Quote:<hr>Regardless, I think it's a good idea. It just happened to spark my own process which is that it would have been really nice if all these aas we've bought had just innately extended our existing abilities, rather than giving us new hotkeys.<hr></blockquote>



We already have 2 hotkeys, but yea I understand where you are coming from.



I would still prefer to have the flexibility of separate abilities, and each had a main component, with the chance to do a little extra.



Also, I'm pretty sure mend is 6 minutes, but yea the percent chance to 'mend' via purify would have to be carefully tested.



They also control the fastest time for which purify can be used, so they can balance it however needed.




- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>

santino
06-24-2005, 07:48 PM
<blockquote>Quote:<hr>We already have 2 hotkeys, but yea I understand where you are coming from.<hr></blockquote>



Yeah, I mean going back to when they first introduced aas... which is why my post was really not particularly relevant to the actual topic at hand. Just a 'could've would've should've' scenario that popped into my head. <img src=http://www.ezboard.com/images/emoticons/smile.gif ALT=":)">


Fumika (http://www.magelo.com/eq_view_profile.html?num=983997)





[Sat Jun 18 18:27:19 2005] Fumika hit Tallon Zek for 800 points of non-melee damage.

[Sat Jun 18 18:27:19 2005] Tallon Zek's body shivers in pain.

[Sat Jun 18 18:27:19 2005] You have slain Tallon Zek!

[Sat Jun 18 18:27:19 2005] Tallon Zek's corpse falls to the ground. His great bow clatters across the stone floor and evaporates into nothingness."</p>

Grondorak
06-24-2005, 08:08 PM
Astral Projection: Allows out of body scouting like the Eye of Zomm spell.



Clinch/Grapple: Ability to tie up a single mob for a time. Monk can do nothing else while engaging the mob. Mob has chance to avoid/save etc.










</p>

06-25-2005, 12:40 AM
I'm in favor of some kind of accuracy AA like the Ranger "Precision of the Hunter" and "Scout's Efficiency" AAs. It would be a nice little boost to DPS and I don't fully understand why we didn't get counterparts to them in the first place.



And of course, anytime someone talks about monk AA's, there's the obligatory request for more 2hb-focused skills, please!


</p>

Leewei
06-25-2005, 01:44 AM
I'd like AAxp abilities to greatly enhance the damage and other attributes of a bare fist. Strikethrough, innate procs and so on are all options to consider here.



I'd like many more flagged AAxp abilities added to EQ similar to DoN. These in turn can be made into requirements for other AAxp abilities purchased with experience.



Let's see... AAxp which raise Atk and Regen caps.



AAxp which enhance the benefit of buffs on your toon (i.e. gain 10% more AC and HPs from all Aego-type buffs).



Something to benefit other End-users such as an aura or bard song ability to speed End recovery for all nearby PCs.



Improved /con ability tied to AAxp. Alternately, make this a leader XP skill. The upgraded /con should yield tactical information such as AC, HP, aggro radius (shown as ring radius) or so on. The idea is to give out more information without completely dumbing down the game.



AAxp which enhances experience gained from light blue cons when solo. If judiciously applied, this might restore solo play to a number of classes.



AAxp which enhances the effect of a critical blast from a proc. Magic might gain a stun effect on half the crits; cold might slow 20% for a few ticks; heat might cause a 1 tick DoT for half the original damage, or so on.


</p>

silenzhandz
06-25-2005, 04:53 AM
What was the hp aa we got, but then it was taken away for wars and anotehr class only, I'd like that back!


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Kunis Marfury
06-25-2005, 10:19 AM
none



i'm sick of AA's


http://kunis.marfury.free.fr/kunis/signature/signature_kunis.jpg (http://www.magelo.com/eq_view_profile.html?num=965148)</p>

06-25-2005, 11:11 AM
<blockquote>Quote:<hr>What was the hp aa we got, but then it was taken away for wars and anotehr class only, I'd like that back!<hr></blockquote>Planar Durability. I agree, isn't it time we get this one back? I also like the idea of off hand AAs to increase offhand damage to main hand damage.



Here's some AAs i would like to see:

Planar Flag AAs: Sol Ro Tower, PoAir, PoFire, PoWater, PoEarthA (all non-raid zones that are still locked to non-raiders and have no current alternate entry quest)



Innate + ATK, +10 Atk per level, 3 AA each, does not count towards the worn attack cap.



Innate +Accuracy, +10 per level, 5AA each does not count towards cap



Ambidex 2: Increase Dual wield rate to 100%

Punishing Blade 4-6 (or Ferocity 4-6): increase Double attack rate to 100%, increase tripple attack rate by a similar percentage.



Tech of Master Wu 6-10: Increase length of attack chains.



Potency of Master Wu: Increase FK rate in Wu's chains. (less important if they up special attack damage across the board)



Unflinching Resolve: 5/10/15/20/25 percent stun resist



Echos of Zan Fi: 10% Increased Runspeed + 5% Overhaste -- 10AA



Legacy of Ton Po: Increase bare hand damage by 3, reduce bare hand delay by 2, increase FK damage by 20 -- 10AA



Untouchable: Increase duration of Void Dance and Whirlwind by 6/12 seconds -- 5AA/level



Earthen Attunement: Increase duration of Stonestance/Earthwalk by 6 seconds -- 10AA



Flying Fists: Increase duration of Speed Focus/Hundredfist by 6 seconds -- 5 AA



Puissance: Incread duration of Ashenhand/Thunderkick/Inner Flame by 6 seconds -- 10AA



Unfailing Discipline: Disc durations removed, discs run until shut off or endurance is exausted, reuse time starts when disc shuts off (pre-req Untouchable, Earthen Attunement, Flying Fists, and Puissance) -- 15AA



Body Mastery: Increase skill caps for Offense, Defense, Block, Dodge, Riposte, H2H, 1hb, 2hb, and all special attacks by 5 points (5 levels -- 10AA/level)


Read The Midlands (http://www.themidlands.net), this comic turned me into a total fan-girl.</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=rai lina>Railina</A> at: 6/25/05 10:13 am

Isloor
06-25-2005, 11:47 AM
<blockquote>Quote:<hr>Here's some AAs i would like to see:

Planar Flag AAs: Sol Ro Tower, PoAir, PoFire, PoWater, PoEarthA (all non-raid zones that are still locked to non-raiders and have no current alternate entry quest<hr></blockquote>



Sol Ro Tower has an alternate access quest in the game. It involves killing a mob in Western Wastes that is easily 1-groupable.


</p>

saoshen
06-25-2005, 07:02 PM
I would like to see an aa to increase my chance to reposte a mob and increase the dmg over the reposte, sorta like giving a reposte an extra chance to crit or better yet giving repostes a base dmg bonus.



This will help make frontal attacks less painful and improve frontal dps to make up for the special defenses from the front.



Used in conjunction with strikethru, this could be a nice offset to the overal reduction in dps from the front.




- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



you and me

we're in this together now

none of them can stop us now

we will make it through somehow</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=sao shen>saoshen</A>* http://www.ezboard.com/ezgfx/gicons/anim_1.gif at: 6/26/05 6:42 am

Famulus Solari
06-25-2005, 07:26 PM
Short term levitation.



The summon to corpse ability would be nice.



Perhaps two abilities for the different schools of Mend/Purify Body thought: One that binds Purify Body to Mend; and the other as it is.



More 2hblunt madness please.



Thank you,

Syusla

The Nameless






</p>

Redcloud WK
06-25-2005, 09:28 PM
AAs improving our dps.



Be it straight accuracy



Crit rate



Dual / tripple attack rate



Worn Attack cap.



haste cap (not counting bard overhaste)



imitate death, dragon fang, speedfocus, ashenhand timer reducers.



unlocking our dps disc through AAs



increasing our flying kick base damage



run speed 7 (something close to selo speed)



not number one in hate list riposte immunity



strikethrough


</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=red cloudwk>Redcloud WK</A> at: 6/25/05 8:29 pm

06-25-2005, 11:15 PM
monk rez


Khartagh has fallen to the ground

LOADING, PLEASE WAIT.....

You have entered Plane of Knowledge.

You say 'DOH!'</p>

06-26-2005, 09:40 AM
<blockquote>Quote:<hr>Sol Ro Tower has an alternate access quest in the game. It involves killing a mob in Western Wastes that is easily 1-groupable.<hr></blockquote> Really? I missed that. OK, scratch it from the list, the idea was to allow everyone to gain access to everything but the "raid zone", as every expansion but PoP and GoD only has one locked endgame zone. I need to find the info on this quest now. edit: done. Kited him with a druid friend



<blockquote>Quote:<hr>monk rez<hr></blockquote>

I Was Just Feigning -- 15AA

Self only 100% rez, 24 hour reuse.



Enhanced Stonewall would be nice too, at max, inresisted spells shouldn't break FD either.


Read The Midlands (http://www.themidlands.net), this comic turned me into a total fan-girl.</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=rai lina>Railina</A> at: 6/27/05 2:43 am

Deill
06-26-2005, 10:45 AM
Believe it or not I'd like to have a snap aggro ability that actually was reliable. Even if it was on a timer so not to step on knight and ranger toes.






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Mithaniel Marr</p>

Quwi Changkane
06-26-2005, 10:55 AM
Human Forage AA. Might seem silly but I trade skill and it sucks to not be able to forage. It makes sense because lizard monks can do it already.



I'd also like for Sony to not tack on more levels in this expansion. I always seem to make the top level and be able to do AA'S properly right before the "next" expansion makes me have to level again. This is under the levels > AA theory.



Quwi


</p>

06-26-2005, 11:05 AM
Crap rat 3/3/3

reduces weight of armor worn by 25, 50 and 75%



pack rat was a piles of cobblers, but this would be useful since:

1. Devs are incapable of weighting NEW monk-wearable gear appropraitely

2. There is some OLD monkable gear thats nice but pretty heavy



Or they could change packrat to do something useful


</p>

wolvurene
06-26-2005, 09:37 PM
p201.ezboard.com/fmonklybusiness43508frm1.showMessage?topicID=48751 .topic&index=24 (http://p201.ezboard.com/fmonklybusiness43508frm1.showMessage?topicID=48751 .topic&index=24)





was the thread that had a bunch of discussion on aa's



I want something that increases our run speed the lighter we are, and an AA tree for Imitate Death to reduce the timer on it to like 5 minutes. Would pay 25 aa for that one in say 5 aa increments, 5 min reduction per each level/. Would make it useful then.


Wolvurene (http://www.magelo.com/eq_view_profile.html?num=921239)

Enlightened

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06-27-2005, 04:42 AM
Increase run speed AA. Group mend AA. Decrease recast on purify body. I would prefer mend and purify body on seperate timers as I do not need purify body everytime I use mend. A group purify body would be nice. I would like to see 2hb AA's as I will probably never get my 2.0 due to being in a small family guild and I solo a lot as I am only on for a couple hours at a time.


</p>

06-27-2005, 05:56 AM
I can't imagine them ever giving us group mend or Radiant Cure (group Purify Body) but it would be another peice of utility. I think it's much more likely, especially with the stated goal of allowing everyone to solo, thatwe could get better self-suffiency along the same lines.



100% crit mend rate, shorter PB timer, counterforce doing something vaguely useful...


Read The Midlands (http://www.themidlands.net), this comic turned me into a total fan-girl.</p>

eagleclaww
06-27-2005, 04:47 PM
I like the idea of increasing offhand efficiancy AA. to the point where its just as good as the mainhand. Hell, that would rock so much.




Eagleclaww (http://www.magelo.com/eq_view_profile.html?num=878352)

70 Seasons



Pupp Tent (http://www.magelo.com/eq_view_profile.html?num=1140029)

</p>

santino
06-27-2005, 05:33 PM
I'd really like to see some 2hb aas that bring 2hb back up to 1-hander usefullness... and then, from that point on, aas that affect both weapon styles, rather than further swinging the pendulum in one direction or the other.


Fumika (http://www.magelo.com/eq_view_profile.html?num=983997)





[Sat Jun 18 18:27:19 2005] Fumika hit Tallon Zek for 800 points of non-melee damage.

[Sat Jun 18 18:27:19 2005] Tallon Zek's body shivers in pain.

[Sat Jun 18 18:27:19 2005] You have slain Tallon Zek!

[Sat Jun 18 18:27:19 2005] Tallon Zek's corpse falls to the ground. His great bow clatters across the stone floor and evaporates into nothingness."</p>

Derakahn
06-27-2005, 05:41 PM
ok i'm just waking up and kinda tired so i'm not gonna get out many good ideas, but FFS dont touch FD!



Saw someone suggest that FD and ID just be thrown together so every FD always looses agro, thats a BAD idea imo, sometimes you want that agro left over, and need it for successful pulls, wanna reduce reuse on ID? cool go for it, maybe even more ranks to rapid feign would rock, but FFS, please dont make FD always loose agro, i've pulled many a raid situation where the only way we ever managed to get a good split was because we DID still have agro.



Forage: Saw someone mention for human forage, i'd like to suggest that iksar (ALL iksar, not just monks even) get a boost to forage Via AA's, that cap at 50 is kinda stupid, especially for the tradeskilling iksar, i dont necissarily think we should become druids with a 200-200+ cap on forage with like double and tripple forage AA's, but maybe something that increased the Forage cap by 10 -20 points per rank, 2-3 AA per rank, 5 ranks giving us a 100 or 150 cap on forage, (again, all iksar, not just monk).



I like alot of other idea's here, but again, tying one ability in with another is bad, Mend + PB in one timer would suck, because there will be times you need PB NOW, then 2-3 seconds later need mend seperately, or vise versa, that is one of the great things about AA's and the flexabilty it lends is that we get seperate reuse timers and dont need to blow all or nothing much anymore.



More 2hb AA's, oh, and some 2hb aa's, and did i mention? we need more 2hb AA's!



Some increased ranks in Ingenuity would be nice, either more chance for crits, a further AA to do a little extra damage, whatever, any/all would be nice.



Taung/Snap Agro would be nice but i would prefer to see it like a disc on a seperate timer from paci, leopard/taunt on the same timer would be alright providing the reuse is 30 sec or less, but i still think paci and leopard should be untied and get seperate tiemrs.


</p>

Suzuka Twilight
06-27-2005, 07:00 PM
<blockquote>Quote:<hr>none



i'm sick of AA's <hr></blockquote>



Then don't grind them.


Assassin Kristine (http://www.magelo.com/eq_view_profile.html?num=197692)

http://home.nyc.rr.com/gaavdono/pictures/Xianle.gif

Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! Pandas! !!!!!!!!!!!!!!!!</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=suz ukatwilight>Suzuka Twilight</A> at: 6/27/05 6:01 pm

santino
06-27-2005, 07:09 PM
<blockquote>Quote:<hr>I like alot of other idea's here, but again, tying one ability in with another is bad, Mend + PB in one timer would suck, because there will be times you need PB NOW, then 2-3 seconds later need mend seperately, or vise versa, that is one of the great things about AA's and the flexabilty it lends is that we get seperate reuse timers and dont need to blow all or nothing much anymore.<hr></blockquote>



FWIW, as noted in one of my later posts, this was not a suggestion for what to change now, but just a rumination on how things might have gone in a different direction when aas were first implemented. At this point, it's far too late to roll aas into each other, both because of the annoyance of having to fix all of the existing code and because of the firmly entrenched player mindset.



On the other hand, if that was how they had approached aas initially (extend and add effects to existing abilities), that mindset wouldn't have been there, we'd have far fewer hotkeys, and our core abilities would be both deeper and more powerful. (I think it would make more sense from a story perspective to be enhancing what we already do rather than developing entirely new skills too, but that's beside the point)



Again, it wasn't a suggestion for what to do now that thinga are in the state they are in... From a code standpoint, trying to rework all the existing aas to fit this sort of methodology (as well as all the aa refunds) would be a nightmare, and the outcry from the players, as so ably demonstrated by your post, would be significant.


Fumika (http://www.magelo.com/eq_view_profile.html?num=983997)





[Sat Jun 18 18:27:19 2005] Fumika hit Tallon Zek for 800 points of non-melee damage.

[Sat Jun 18 18:27:19 2005] Tallon Zek's body shivers in pain.

[Sat Jun 18 18:27:19 2005] You have slain Tallon Zek!

[Sat Jun 18 18:27:19 2005] Tallon Zek's corpse falls to the ground. His great bow clatters across the stone floor and evaporates into nothingness."</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=san tino>santino</A> at: 6/27/05 6:12 pm

06-28-2005, 04:28 AM
Well, since we've got them anyway...

Either through AA or innately, spell foci should affect our procs.



<blockquote>Quote:<hr>On the other hand, if that was how they had approached aas initially (extend and add effects to existing abilities), that mindset wouldn't have been there, we'd have far fewer hotkeys, and our core abilities would be both deeper and more powerful.<hr></blockquote>Actually, if you look at the AA from Luclin, it was just adding more depth to our innate abilities. They weren't all rolled into the abilities they were based on, but there wasn't anything there that didn't have a basis in an ability we already had.


Read The Midlands (http://www.themidlands.net), this comic turned me into a total fan-girl.</p>

polkgaiimahn
06-28-2005, 05:54 AM
Just throwing this out there:



FD that wipes aggro 100% of the time with normal refresh time.



Pulling NToV when FD was bugged like this (For 2-3 days!) was so awesome~



Somehow I got Aary split off from his pets! Solo pull! /flex


<span style="font-size:xx-small;">http://www.mustangmods.com/data/4655/drilosig.png (http://www.magelo.com/eq_view_profile.html?num=171362)

http://www.mustangmods.com/data/4655/terese.jpg (http://www.magelo.com/eq_view_profile.html?num=520626) </span></p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=pol kgaiimahn>polkgaiimahn</A> at: 6/28/05 5:02 am

06-28-2005, 10:06 AM
Innate Camo and Hastened Imitate Death. As well as some resist AAs


Sensei Swiftscales

70 Monkasaurus~

http://www.hsguild.com/modules/gallery/albums/album12/swiftsig1.jpg (http://www.magelo.com/eq_view_profile.html?num=520650)</p>

Nedrom
06-29-2005, 02:10 PM
sent along, removed any overlap from the summit paper i turned in


--

---

Nedrom (http://www.magelo.com/eq_view_profile.html?num=1018594&resize=true)

The Laziest Level 70 Iksar Monk

</p>

MercAntiochus
06-29-2005, 03:47 PM
<blockquote>Quote:<hr>Somehow I got Aary split off from his pets! Solo pull! /flex<hr></blockquote>



Not to be the ass that rains on someone elses parade, Polk, but that's how I pulled Aary all the time back in the days of NToV. Granted, the full mem-wipe FD helped a lot when it was in place but nonetheless, I never brought Aary with his pets as the raid at the time wasn't capable of OT'ing them. Using the geometry in that area was what brought it home. Same principles for splitting the triplets. Pull, feign, when mob was half-wander, pop up, witness the geometric warp, feign again, the pets would reset, then pop-up, run Aary to camp and feign to break pet re-aggro. Then as soon as possible run near the pet and FD so as not to get hit with AE's to break FD.


Antiochus Epiphanes

Transcendent of Dark Bane



http://www.magelo.com/eq_view_profile.html?num=112128</p>

06-29-2005, 06:51 PM
AA's that actually make a difference to DPS ..



I like several of the Wu chain related AA's that have been suggested prior ...



I have been trying to get SoE to give monks a damage bonus to the offhand on all succesful hits for years. The gimp delay based version we got is pathetic. An AA that gave us say a flat 10 dmg to all offhand hits would work for me regardless of weapon used (flat increases don't involve scaling of gear at all). Available at say 65 with both ambi and SS as requirements.



I like the increase of the atk cap from 250 to say 280-300. Only problem I see in this is A LOT of "monk" gear does not have atk on it at all. I have the 50atk anguish aug and I am still only at 275/250.



AA to increase our worn/spell haste cap would be cool as well (say 2/4/6%)



AA to make triple atk actually fire more than 3% of the time would be cool (5/10/20%)



Fryarfej of Tarew Marr

Awakened

Drinal


</p>

OcherMonk
07-08-2005, 05:37 PM
I would like to see:



Improved Sneak: Basically SoS at 1/2 your runspeed. somthing to get you safe from mpg to rs, w/o the need to burn invis.





ManaBandages: i would like to see bind wound heal mana and endurance also. (tradeskill item)



Full offhand weapon bonus



increased runspeed



increased endurance regen



Quad Atk










</p>

sunol
07-09-2005, 12:41 PM
Fortitude

Once activated a monk will avoid all attacks from the rear for 10 seconds, once used a monk must wait 10 seconds before being able to attack.

Concept was for pure pulling - I was in Uqua getting gang-raped on 2 pulls where 12k did not have a chance of making it to the raid.





Healing Strikes 1/2/3

For 60 seconds, every succesful hit on a NPC drains their health and gives it to players surrounding the monk.

(Was also thinking the first level could be self - 2nd level group - 3rd level is an small AoE range heal)

nice group/raid ability for AE mobs, complement clerics Divine Arbitration



Advance Healing Strikes 1/2/3

Increases amount of draining



Extended Corpse drag - 1/2/3/

Most times I'm FD - click drag, click drag with mobs nearby - but sometimes i'm running 40-50 bodies to a safe spot for recovery. I'd spend a few AA's to be able to Carry more than 2 and /corpse one.





Phantom Disguise

For 30 seconds the monk is able to leave his body. I like the idea about the eye of zoon affect but this is a step further. I was thinking this could be an additional pulling tool. Say there are three mobs, you lull one, use this ability aggro the other 2 and run them away from the 3rd, FD, when the 30 seconds is up, your view appears back at you're original location where you lulled the frst one, you aggro it and bring to your party - next time u only need to lull one - pull one.


http://65.254.93.38/images/avsigs/Sunol.jpg

Sunol 70 monk (http://www.magelo.com/eq_view_profile.html?num=195700)

Charlanne 66 Cleric (http://www.magelo.com/eq_view_profile.html?num=204375)

Besunol 65 Magician (http://www.magelo.com/eq_view_profile.html?num=568758)

Pleenk 65 Shaman

See What I helped kill (http://www.alteravita.net)

</p>

Myrilith
07-12-2005, 10:04 PM
<span style="text-decoration:underline">All of these to stack with equipped effects:</span>

Accuracy 1-5

Avoidance 1-5

Improved Dodge 1-5

Cleave 1-5



Parry

SeeInvis

Infravision

Ultravision



Stonefist 1-5, improve H2H damage by 5 per level

Steelfist 1-5, further improvement of Stonefist



Tactics- increase puremelee melee range by 25% (even if rampage gets extended, then at least chasing mobs or kiting is less aggravating to keep mob in range)



Throwing Expertise 1-5, extend range and damage by 10% fpr each rank



1HB Specialization 1-5, improve accuracy and damage by 3% per level

2HB Specialization 1-5, improve accuracy and damage by 3% per level




http://www.vanguardsofexcellence.com/images/stingite/myrilith2.jpg (http://www.magelo.com/eq_view_profile.html?num=805773)</p>

saoshen
07-13-2005, 04:36 AM
We already have permanent aa enduring breath..



Lets have innate GLS light (for when nakid and doing CR in dark places), serpent sight, infravision, ultravision.


- Talk softly and carry a big stick.

Saoshen Sih`ja`Tgzu (http://www.magelo.com/eq_view_profile.html?num=64436)



What is left of me without you?

I don't know if I'm real without you

I don't know what's real without you

What is left of me without you?

How can I exist without you?

</p>

lycurgus
07-13-2005, 06:04 AM
Focussed Resistance of Mind : Decreases the length of time a monk can be under the effect of detrimental effects. (i.e. slows etc would wear off much faster)



Master Wu's Meditation : Like healing will disc but for endurance.



Distraction : Causes a npc to briefly become distracted and pause in it's movement. (useable when fd)



Innate Celestial Tranquility : Does exactly what it says on the tin



Lyc




http://lycurgus.users.btopenworld.com/bananas_md_wht.gif



Lycurgus : 70monk (http://www.magelo.com/eq_view_profile.html?num=232037)</p>

ronin616
07-13-2005, 08:52 AM
Re-inforced will: I STAY fd after going back in positive hp from neg -245hp. Autostand is disabled, so really stupid i would like to stand when having 1 hp again. (or chance code to it WILL read the hit of FD key while uncon)



Silent will: give a AA that WILL make purify body work WHILE silenced. So far NONE has never seen any emote that a monk uses purify body. (it's not like I shout " In name of Carzic Thule i WILL be purified")



Combat awareness: Gives a AA that increases hitrange on mobs.

(some mobs have higher reach then there hitbox, so why can't I do that also)



Soul bound essence: Your intelligent weapon stay's in your hand after dead.



Soul bound Awareness: Your intelligent weapon has learned to understand fighting style to more efficientness, and senses the mobs weakest point on own accord. (increased accuracy)



Soul dominion: Your intelligent weapon is in permanent awe of your will and can't speak before you will it to.



Armor shatter: Your intelligent weapon has come to true understanding on it's own. It has learned how to destroy chunks of armor on any opponent. (ac debuff that has long duration, and is uncureable)



Living entity: Your intelligent weapon has come to true life, where it sustains itself from the lifeforce it leaches from your opponents in battle.



Shared life: Your intelligent weapon has mastered how it can share the life it leaches for it self.



Shared vitality: Your intelligent weapon has mastered how it can share the endurance of the meat it leaches for it self.



trancendent weaponry: your weapon has learned how to even bend timeflow to spetacular effect. Your weapon sometimes can bend time where it can be in 2 places at once. (there is a legend about some weapons even managed 4).

Effect should be a weapondublicate that fights alongside your real weapon for small period of time.


</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=ron in616>ronin616</A> at: 7/13/05 7:56 am

07-13-2005, 11:19 AM
I would like an AA that balances my class without me having to buy more AA's <img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":p">


<div style="text-align:center">http://balsamo.9online.fr/slappah





Slappah Deazz (http://www.magelo.com/eq_view_profile.html?num=102344)

Officer of Wind of Tranquility (http://boards.wot-ab.net)

Spiritslap Soulhunter (http://www.magelo.com/eq_view_profile.html?num=611853) forgotten son of the tribunal</div></p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=spi ritslap616>spiritslap616</A> at: 7/13/05 10:21 am

07-14-2005, 08:16 AM
<blockquote>Quote:<hr>Fortitude

Once activated a monk will avoid all attacks from the rear for 10 seconds, once used a monk must wait 10 seconds before being able to attack.

Concept was for pure pulling - I was in Uqua getting gang-raped on 2 pulls where 12k did not have a chance of making it to the raid.<hr></blockquote>



That sounds a lot like this... except this is attacks from any angle, not just from the rear and lasts 12 seconds not 10 =)



Voiddance Discipline (http://lucy.allakhazam.com/spell.html?id=4502&source=Live)


</p>

Twofists Afury
07-14-2005, 11:23 AM
45 min refresh timer iirc, so I don't consider that a pulling asset, sorry, that is just an oh shit button.


Never Play Leapfrog with Unicorns







Twofists Ofury (http://www.magelo.com/eq_view_profile.html?num=1182555)</p>

07-19-2005, 12:00 PM
Not sure if this has been mentioned before. An AA that you can cause another class to FD. A wipe is about to happen, turn around & FD the cleric. Sort of like a Vulcan nerve touch. <img src=http://www.ezboard.com/images/emoticons/wink.gif ALT=";)">


"<span style="color:red;">Battle - Orc Warrior of the Gilneas Server</span>"



"<span style="color:red;">Vexikuri - Troll Hunter of the Gilneas Server</span>"</p>

Derakahn
07-21-2005, 09:44 AM
not sure if this has been mentioned, but MORE HP AA'S!!!

Something like warriors get for planar durability would be nice, and/or an additional line to ND (planar durability is melee version of innate enlightenment if i'm not mistaken, increase melee stats 5 per rank correct?) but yeah, something to give us some more HP via AA's would be nice.


</p>

07-21-2005, 01:02 PM
purify body should also restore end


<div style="text-align:center">http://www.geocities.com/royalty862/HeatedStickTail.JPG (http://www.magelo.com/eq_view_profile.html?num=1183186)</div>

</p>

Ughbash
07-22-2005, 10:17 AM
I'd like to see a group leadership ability for AC similar to the one for attack.



Points 4,5,6,7,8

Increases AC by 10,20,30,40,50.



Your Kinder Gentler Iksar,

Eagles


</p>

07-24-2005, 03:32 AM
AA that unlinks all disc's.



AA that lowers endurance cost of disc's



AA that increases duration of disc's



AA that increases range of Throw Stone Disc or continue the throw stone line of Discs with more range, but be sure to at least unlink it from paci disc..



AA that adds runspeed or endurance regen bonus for staying underweight.







Wormius 66 Monk


</p>

07-28-2005, 06:45 AM
I only have one real AA that I'd like to see added (hell, given as an inate abilit even): FD fails reduced to none - with all the practise we get with it, surely we would have it at least perfected by now.



As for the AA's stated in earlier posts, I think most of them would make us way overpowered. I have to say I like it when we're given a good ability or whatnot, but making things too easy can be boring (for me, anyway).



I should probably state which AA's, and why (for clarification about the second paragraph), but there are too many to list =p.



I don't mean to flame or offend any of the previous posters, but I don't want to be one of the people bitching and moaning after changes have been made, and being told, (like in elections) - if you don't have your say (vote), don't complain about the results.



~punch


</p>

07-31-2005, 01:59 AM
i like the FD someone else thingy... but to keep from being overpowered i think it should have a timer like Exodus .. like 1 hour re-use. ohh and give more HP Enhancing AA's.



Edit: ohh and an AA for a targetable mend.


Tiifaa's Stuff (http://www.magelo.com/eq_view_profile.html?num=23092)



Blazinn's Stuff (http://www.magelo.com/eq_view_profile.html?num=75252)



</p>Edited by: <A HREF=http://p201.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=tii faalokhart>tiifaa lokhart</A> at: 7/31/05 1:00 am

Tranus999
07-31-2005, 05:23 PM
I want an AA that will make my life taps crit heal me like hybrids. No reason they should get more use out of life tap augs than me.


</p>

08-01-2005, 01:14 PM
as stated above by someone else.

please oh please, do not touch FD



make all the other kinds of FD you want, ID and stuffs, but keep your dirty, fat fingers of FD... we need to agro on pulling.



as for group (insert ability here) , thats kinda lame. monks are about self preservation, inner strenght... not goody two-shoes world savers. leave that to the pallies.



But in general, upgrades to offensive and defensive AAs, or woop woop, new ones??



the AA flags sounds pretty cool, could combine it with a quest or mission like DoN. so, complete this 2 hour mission, get an AA that also flags you for the zone. oh, and make it so people can actually do it without a 20k tank and a 54 man raid...


Grandslacker Cenan Duck (http://www.magelo.com/eq_view_profile.html?num=128124) of Arch Overseers (http://www.archoverseers.org)</p>

08-04-2005, 10:37 AM
<blockquote>Quote:<hr>we need to agro on pulling.<hr></blockquote>Not really. It makes some things easier, and some things harder, but it's not necessary, it's just what you're used to.


Read The Midlands (http://www.themidlands.net), this comic turned me into a total fan-girl.</p>

Myrilith
08-05-2005, 11:13 AM
I would like an AA customizable to illusion as whatever basemodel NPC I have targetted.


http://www.vanguardsofexcellence.com/images/stingite/myrilith2.jpg (http://www.magelo.com/eq_view_profile.html?num=805773)</p>

Ancaglon
08-08-2005, 10:26 AM
<blockquote>Quote:<hr>I would like an AA customizable to illusion as whatever basemodel NPC I have targetted.<hr></blockquote>Heh - the Enchanters have been asking for that for about 6 years now....


http://www.xenaphon.demon.co.uk/anc/anc-new-sig.jpg (http://www.magelo.com/eq_view_profile.html?num=52287)</p>

polkgaiimahn
08-16-2005, 11:18 AM
NO forage for humans!


</p>

ronin616
08-16-2005, 12:40 PM
Group leader:



Tactical blindfightning: Your groupleader has vast knowledge of zone, and from several battles, and because of that he has vast knowledge of all kind of battefields. He/she can explain where the best tactical positions are on any battlefield.

Effect: improved visual range in water, and darkened area's. Or he/she becomes the litural leaderbeacon/light of the group.



Tactical march: Your leader has knowledge about converving energy for lengthy battles. Effect: reduced endurance costs, or endurance regen.



Tactical rationing: Your leader has the will and persuative powers to rationing your groups food supply. (stackable with metabolism)


</p>

krilin31
08-18-2005, 03:20 AM
Because most here haven't gone very in depth on the idea, and also just to piss cenan off.



Group Mend. 5 ranks, 5 aa's per rank, 5% per rank. Reuse of 36 minutes. Not overpowering, not drastically overpriced for what you get. Great 'oh shit' button to have.



Also, Improved Imitate Death. Lowering endurance cost and reuse time.



And the kicker. Some sort of Mystical Manifestation aa allowing the monk to use whatever concoction they have in their range the way it was before the 'fix'. Having a snare for mobs that run 2x as fast as run 5 in indoor zones would be nice. Think of it as our version of Endless quiver only used for pulls instead of dps. Hell, they already know how to code it. <img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":b">


</p>

Ugle
08-18-2005, 03:34 AM
Shorter ID refresh

more End Regen AA's



and one tied to Delay Death where if Delay Death goes off, you also do an Imitate Death (no timer and not tied to the ID AA). It wouldn't be a threat to tanks, indeed if anything it would make Monks worse tanks then without it. But it would be quite Monkly IMO, and would be nice.


</p>