Oct 24, 2007, 03:33 AM // 03:33 | #1 |
Jungle Guide
Join Date: Oct 2007
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How come you can't hit w/ a staff?
I'm not sure if this is the right section, but here goes:
Ever since I loaded Prophecies for the 1st time and saw the monks, I thought "these guys need to start kicking ass w/ their staves". Anyway, it seems like monks should have some, well, martial arts ability. It would be really cool if there was some way to wield a staff as a melee weapon. It just never sat right w/ me that they shoot out little balls of energy. Well, thanks for reading! |
Oct 24, 2007, 03:36 AM // 03:36 | #2 |
Desert Nomad
Join Date: Aug 2005
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Yeah, it would be cool to see. But that would force the squishy characters to get into melee range to attack, which would be very bad.
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Oct 24, 2007, 03:52 AM // 03:52 | #3 |
Jungle Guide
Join Date: Oct 2007
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True enough, but I could envision a lot of defensive staff skills. Also, it'd be one of those things where, when combined w/ some protective enchantments, you could be quite successful.
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Oct 24, 2007, 08:29 AM // 08:29 | #4 |
Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Maybe gw2
Yes its a shame as there are plenty of ways to defend with weapons and staffs work very well, except against arrows of course. It would be great if there was a monk type melee weapon Scyth is closest I guess atm, then you could go monk assassin. It seems there will be no potential Kwai chang cains for a while yet. |
Oct 24, 2007, 12:01 PM // 12:01 | #5 | |
Forge Runner
Join Date: Jan 2006
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So, rather than doing 4-8 damage with their staff safely from outside of harm's way, they'd be doing 4-8 damage in melee range?
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And besides, there's already enough monks thinking they're melee, just as there are warriors thinking they are healers. |
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Oct 24, 2007, 02:28 PM // 14:28 | #6 |
Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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That's a little like telling Bruce Lee to stop waving his arms around and go get a rifle.
The assassin, is roughly how a warrior monk would play out, fast in fast out movement and block to keep out of harms way and when played correctly they are superb. As for monks keeping out of harms way that is one of the reasons why few want to play the game as intended, ie with other players. You start off with your version of who your characters are and how you play them and in no time at all there are these "experts" Got to have this armor got to have these skills got to do the mission this way follow orders and shut up. The never think that they are ruining the game enjoyment for the player. What guildwiki says is gospel and thou shalt not deviate from that. |
Oct 24, 2007, 02:49 PM // 14:49 | #7 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Although the monk is generally a "squishy", and a healing/protection monk should stay out of harms way, perhaps with some smiting-attribute-specific armor buffs (insignias, or skills), it could actually make a smiting monk useful (or fun, at least). Or, perhaps, use it simply as a self-defense type weapon for when the enemy breaks through and attacks the monk - sort of a Throw Dirt for monks. (Skill - Kung Fu Strike - must have Staff equipped - target foe is struck for x damage and is blinded/crippled for x seconds) It may make more sense for an Assassin to do this though, since they already get within melee range, and have more of a "ninja" vibe. |
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Oct 24, 2007, 02:53 PM // 14:53 | #8 | |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Oct 24, 2007, 03:20 PM // 15:20 | #9 | |
Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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Sorry to go off topic there. I think meleemancers in general are very difficult to keep alive to start with; I guess a geomancer melee character could work in theory, but one enchantment removal and you're basically done. It would require the monk class to have significantly more base armor than we have now, and that would imbalance normal play. It's a good concept, like people who have suggested knuckles/bare fists, but I think it'd be too difficult to implement. Plus, I personally tend to see GW Monks as a different kind of monk than in other games(straight up healer instead of fighter ala Yang in FFIV), but that's just me. |
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Oct 24, 2007, 05:52 PM // 17:52 | #10 |
Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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So do we assume that everybody who wants to join a party is, totally innexperienced and have stupid builds.
Because that's the way some people get treated, if we let that happen unchallenged what would be the likely result. All parties would consist of 2 warriors 2 monks 2 elementalists 1 necro and probably a ranger for luring and or interupting. Paragon might also be included sometimes. Assassins never ? oh we never accept them lets just treat them as noobs all the time untill they change and do what we want. Mesmers ? what a joke take a decent character and dump that waste of space That is the present situation because some bad players insist that their way is the best way and the only sensible way. And it's rubbish most missions can be done with other classes as long as the team plays as a team and supports each other. Yes there are really stupid builds but that just needs some hints or advice not a total rebuild to your requirements. Don't get me started on players who take No healing or Resurrect because well hey that's the monks job I'm not filling my bar with such skills. Im a warrior I run all over the map aggroing everyone and if I die its all the monks fault. Never mind that the monk has been reporting his energy level and requesting the party stay together for effective healing. Arrogance ignorance and blind stupidity is not the prerogative of the newcomer, it's alive and well amongst many an experienced 20th level player. |
Oct 25, 2007, 12:33 AM // 00:33 | #11 | |
Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Oct 25, 2007, 08:17 AM // 08:17 | #12 |
Always Outnumbered
Join Date: Jul 2006
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Question has been answered and this is going off-topic, closed.
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