(edited by AlphaWolvesGamer.5790)
Cantha Inspired Elites: Monk (Feedback Plz)
Virtuous Prayers: The Monk gains access to Virtuous Prayers which is an Ammo based ability. While slightly weaker than normal Virtues, the ability can be used up to three times before the ability goes on cooldown, and passives remain active until the last charge is used. The Monk’s Virtuous Prayers do not restock normally, and will only recharge once the last prayer has been used.
{F1} Prayer to Mind: The Monk meditates within the flames of his mind, releasing a torrent of fiery fury around himself. All enemies struck by this flame are Burned (3s). This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
{F2} Prayer to Body: The Monk meditates within the hearth of his body, releasing spiritual energy to cleanse himself and allies surrounding him. Activating this ability removes one condition from up to 5 allies. This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
{F3} Prayer to Spirit: The Monk meditates within the comfort of his soul, releasing protection to his allies around them to block them from pain. Activating this ability grants protection to up to 5 allies around him. This ability can be cast up to 3 times before it is placed on cooldown and losses its passive.
Channeling Divinity: The Monk also gains access to Channeling Divinity skills, which has an ability while the Monk is channeling. They cannot attack or use abilities without canceling the Channel but they can move while Channeling. All effects are centered around the Monk. They can stop their Channel at any time for full effect, but gain bonuses for Channeling completely. If you are stunned or CCed while channeling, the Divinity goes on cooldown but does not activate.
Healing Divinities:
- Pain is an Illusion: (Channel 5s) Heal yourself and allies around you every 1/2 second you channel this ability. Heal yourself for [%Number] Health when you stop channeling this ability, increasing the healing by [%Number] if you Channeled this ability completely.
Utility Divinities:
- Meditative Strength: (Channel 5s) Grant Might (3s) to yourself and allies around you every 1/2 second you channel this ability. Deal Damage to enemies in the area when you stop Channeling this ability, knocking them down if you Channeled this ability completely.
- Mind Above Body: (Channel 5s) Ignore all movement impairing abilities (Crippled, Slowed, Chilled) affecting you while channeling this ability. Gain Swiftness (10s) when you stop Channeling this ability, gaining Haste (10s) instead if you Channeled this ability completely.
- Spiritual Superiority – (Channel 5s) Inflict Vulnerability (3s) to enemies surrounding you while channeling this ability. Inflict Cripple (3s) to enemies surrounding you when you stop Channeling this ability, Immobilizing them instead if you Channeled this ability completely.
- Spiritual Pressure – (Channel 5s) Cause Damage to enemies around you each 1/2s you channel this ability. Deal Damage to enemies in the area when you stop Channeling this ability, dealing extra damage if you Channeled this ability completely.
Ultimate Divinity:
- Karmic Justice – (Channel 5s) – Block 50% of damage dealt to you from all incoming attacks. Deal damage equal to twice the damage you took during this time frame to all attackers. Knockdown all enemies who struck you during this time for additional damage if you Channeled this ability completely.
Weapon Abilities: _Monks gain access to Focus Main hand, assaulting enemies with a flurry of punches to overwhelm them with physical assaults.
Focus 1.1: Punch – The Monk Strikes with his main-hand.
Focus 1.2: Second Punch – The Monk Strikes with his off-hand.
Focus 1.3: Flurry Punches – The Monk Strikes repeatedly with both hands, gaining Might (3s) for each strike that hits (5 attacks).
Focus 2: Ground Slam – The Monk lunges to the target, slamming a symbol into the ground. The Symbol Cripples enemies and grants Swiftness to allies. If the Monk has higher than X Might Stacks, also knockdown the enemy.
Focus 3.1.: Counter Setup – The Monk Prepares to block the next attack (max 1).
Focus 3.2.: Counter Strike – After the Monk blocks at least 1 Attack, push the enemy back while healing allies around the Monk.
Why do people waste their time putting these together?
Why do people waste their time putting these together?
Look out guys, we’ve got a kitten over here. In response, why do people waste their time posting these responses on threads they don’t agree with?
Back on topic: It appears I may have placed this in the wrong thread. Should this be moved to Community Creations instead? (So we don’t offend any more people who would want to voice their one sentence copy/paste opinion).
Monks in Guild Wars are essentially priests; ranged supportive casters, not martial artists. It’d be fine if warriors or thieves got a martial artist spec (arguably Daredevil is somewhat that already), but guardians getting that would be an insult to everyone who loved monks.
(edited by Fashion Mage.3712)
Monks in Guild Wars are essentially priests; ranged supportive casters, not martial artists. It’d be fine if warriors or thieves got a martial artist spec (arguably Daredevil is somewhat that already), but guardians getting that would be an insult to everyone who loved monks.
Yeah, I agree with this. As much as I love the typical fantasy Monk (and I do!), and how much I love the Guardian, and how much I want a more healing-focused spec… no. Whatever you do with it, you’ll always run into the heavy armor problem. This style Monk should be in cloth, not full plate. A fists of fury Guardian will just look silly, and I can’t imagine changing the armor type of the class is even on the table.
I agree with Fashion Mage. The concept of “monk” already has deep roots in the Guild Wars universe and the flavor of this spec merits a different name.
Elite specs are supposed to (1) enhance playstyle drastically or (2) offer a new playstyle or utility. Examples of (1) include Berserker which augments Warrior into a “wtf unstoppable monster” or Dragonhunter which is a selfish and dps-oriented Guardian. Examples of (2) include Deadeye, giving Thieves a solid ranged dps option, or Druid, giving Rangers a spec option for group support.
With your proposed spec, it doesn’t seem to offer Guardian anything new. I’m getting vibes of: bruiser, Tempest, celestial.
Medi Guard/DH is already a bruiser type of spec imo. All the pbaoe skills you propose are very reminiscent of what Firebrand will be bringing, despite the pbaoes often being cones. There doesn’t seem to be any focus on any playstyle besides being in the melee range following people around while you channel things.
The Divinities you have listed are severely underwhelming. 5s cast times at the additional cost of using any abilities for such a small pay off? No thanks, talk about an unfun way to play a class.
The only thing I can get behind is the focus main-hand, which is (in no doubt) just a mish mash of current Guardian weapons. Particularly Sword 1, Greatsword 3, and Mace 3.
Now that I think about it, though, I really like the image of smacking monsters in the face with a candelabra.
Why do people waste their time putting these together?
Look out guys, we’ve got a kitten over here. In response, why do people waste their time posting these responses on threads they don’t agree with?
Back on topic: It appears I may have placed this in the wrong thread. Should this be moved to Community Creations instead? (So we don’t offend any more people who would want to voice their one sentence copy/paste opinion).
A simple question when you can do this for fun by yourself. But hey, you do you to make yourself feel better.
Why do people waste their time putting these together?
Some of the gen 2 elite specialisations look very similar to proposals that people have made. Might just be parallel thinking, but it might be an indication that they do pick up good ideas from the forum. They’ll never openly admit it, but there it is.
That said, I don’t think a martial arts monk is likely. Partly because of the heavy armour thing, partly because ‘monk’ already has an established meaning in the franchise. If ‘monk’ ever does appear as an elite spec, expect it to be guardian’s equivalent of druids.
Personally, I have a feeling the daredevil was intended to scratch the martial arts itch.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
Why do people waste their time putting these together?
Sharing ideas is always good. Even if they are not implemented, they can be used later by others, or in a different setting, or a different game all together. All inventions start with a weird far stretched idea.
As for the monk, I think this is combining punch monk with heal monk. These two ideas do not mesh that well together. We also have a punch monk already, Dare Devil Thief. And if you are going for a melee caster, that also seems to be taken as well, FB :/
Though your virtue ideas are better than FB tomes.
Mantra’s and Tomes are the closest they could get to Monk without it being a carbon copy.
Mantra’s and Tomes are the closest they could get to Monk without it being a carbon copy.
And then they completely kittenslapped anybody who liked monks (again) by removing any reference to monk prayers from tomes, and making them melee support.
The Monk’s Virtuous Prayers do not restock normally, and will only recharge once the last prayer has been used.
This here is the entire reason they introduced the ammo system in the first place. Because with old mantras, after the fight was over, you either started the next fight with less charges, or you spammed your skills to trigger the cooldown. And you want to make this the profession mechanic?
As for the rest of the spec, do you realise how boring it would be to play? Using the new skills is pretty much pressing one button and going afk for 5 seconds.
Really, the only thing that looks usable here is Spiritual Pressure, and that’s because it’s a copy of Overload Air, can be used for tagging mobs in pve, and it’s the only skill that does damage, so it’s nmbers can be balanced to make up for the 5s afk.
As a diablo3(Anet has taken some ideas from diablo since the dev’s know each other, the ammo system, chronomancer, even bzerker) i would love a hammer/shield version of the guard sturdy support at melee range..