Tree of Savior Forum

~✞ ✞ ✞ Here lies Monk ✞ ✞ ✞~

To be honest, I’ve been doing that for quite some time, along with this thread. I still feel the problem lies in the fact that there are no Monk players in kToS or kTest to even give feedback to begin with, and how IMC is very tone-deaf towards iToS players. I doubt anyone would want to make videos of a weak class screwing things up with knockback and knockdown in endgame content either.

Still, hoping for the best.

Energy Blast got its Knockdown Remove attribute and God Finger Flick got its 10 second debuff back, guess that’s a start …? I’ll take anything at this point with regards to Monk.

3 Likes

Now we can pray for an attribute to remove knockdown from hand knife too :tired:

that’s probably all you’ll get xD

Looking at how extensive the Scout buffs were, Monk was completely left out.

Also,the Re:build FAQ part 3 is devastating for both Kabbalist and Monk.

Kabbalist is now officially reduced to Healer,gg.

Healer in a game that no longer need any Heal because you can outpot every damage you take is a death flag.

Meanwhile,they verified my remarks concerning Clerics Heal, it’s no longer supposed to be a party tool (as you need a lot of investment to keep it viable).

I personally don’t take too much mind with the Re:Build FAQ part 3. That FAQ was released in kTest for quite some time ago last year and it simply discussed the removal/changing of certain skills, not how IMC wanted to balance classes.

As a Monk main I’m actually pretty hopeful to a certain extent. IMO the latest kTest patch was simply to address the Balance Adjustment plans they had for January that they released on kTest, 4th Jan:

The kTest patch was in-line with the plans IMC sought to do in January, and while the plans had nothing with regards to Monk, the kTest patch included Monk changes. If they are willing to still pull out changes (especially changes they didn’t “plan” for) 1 week before iToS gets Re:Build, there’s still a real good chance for things to change. The fact that the Monk changes came out of nowhere with a patch following plans that did not say anything about Monk gives me some hope.

I made this thread to give feedback (forums, tickets etc) about Monk given how non-existent such players and such feedback are in kTest and kToS (only made it quite recently too, like, a week ago). The changes needed is very much a rework, if not close to a rework, and it will probably take quite some time for anything major really, so I’m not expecting big things to come out that soon. The latest Monk changes were probably the easiest and fastest things they can pull out given the assets for those changes already exist in-game before Re:Build, and more changes MAY come in future, Main thing for me is, IMC finally starting to notice Monk.

Then again, the changes were simply reverts that Monk already had before Re:Build, and were not anything game-breaking to begin with, so …

Still, I’ll take anything at this point. :sweat_smile:

EDIT: The changes simply mean that either Monk may not be getting anything more, or whatever Monk needs to be getting will not be coming in the Re:Build patch next week but on a later date.

The fact that there is a new update with the purpose of making underused classes feel good and that the monk has yet to be adressed is a testament of how incompetent this company is.

The monk feels lackluster, the class does NOT represent a spiritual martial artist, just do us all a favor and copy Ragnarok’s monk. That was a cool class that fulfilled the fantasy.

It’s 2019 and you keep releasing new classes while the monk class is still in a sorry state. How is it ok for IMC for the monk to be garbage for 3 years?

Monk deserves some new Cleric class, or a skill overhaul, to help make it viable as a Cleric DPS.
OR
be moved into the scout tree with 2 new martial arts based classes. quick edit one of them could be Nak Muay hehe

When I started theorycrafting a Monk in iTOS I thought of off-heals and decent DPS. So I could heal myself and others to a minimal extent, while killing things the whole time.

FURTHERMORE

I always wanted to make a ROLE PLAY-friendly MONK BUILD.
It was going to be Cleric3Pally1Monk3Taoist3, but that build is lost forever (wasn’t even very good).

I don’t know if I completely forget that this class ever existed or if I keep it with hope.

At least Kamehameha will be usefull to keep enemies away in a possible GxG. Aside of that, there is no other skill useful that other classes can’t do better.

Double Punch —> Terrible even for PVE. Nothing more than an animation skill.
Hand Knife/Palm Strike —> not useful in PVP, and still horrible in pvE
Iron Skin —> WTF 7% of only physical defense. The skill equals like it never existed.
Inch Punch —> good only for the debuff
Golden Bell Shell —> 10 Seconds of Buff? hahaha

Tell me I’m crazy please, this can’t b happening

Haha the only decent skill in Monk class is Palm Strike. Double Punch eh, just take 1 point to destroy structures faster. One-Inch Punch’s damage itself is bad, but the Silence is nice. Its HP and SP drain also benefits from Strike debuffs, damage buffs and can also crit (IIRC). Whether to use all 4 overheats in one go or 1 overheat until debuff runs out though brings up another question …

Energy Blast’s DPS is meh given the amount of time Monks need to charge, position, and channel the skill. Its damage is only worth it if the enemy is weak to holy or if the enemy has Divine Stigma debuff haha. Can’t even benefit fully from Golden Bell “Shield” due to the amount of time needed to use Energy Blast.

Sad that Monk with only DPS going for it is losing out on DPS against other classes that has a lot more utility going for it to benefit the party, along with the damage it has.

I don’t care how garbage Monk is. If IMC makes the Double Punch stance hide his weapon, I’m happy. It’s way too awkward watching the Monk holding a mace without actually using it. Please make him an official fist user already.

I can’t agree with everything here but yeah, sometime imc is horrible at balancing.
I’mHorribleToo//////

Anyone have any idea when will the Energy Blast: Remove Knockback attribute and God Finger Flick increased debuff duration kick in to iToS from kTest?

Can’t count enough how many players I see in parties just stand still and watch in silent protest whenever I see Energy Blast and Hand Knife being used on mobs.

:sad:

Only Monk build that proved to somewhat be viable was with Krivis and Inquisitor. Tried to go with Chaplain Inquisitor and the only exciting thing with that is mixing the wheel and double punch. At least with Krivis and Inquisitor you can mark enemies as demons, divine stigma them and do energy blast. Once that’s done, bring out the Inquisitor skills and basically repeat.

I went with Krivis Monk Zealot, also seems viable.

I’m just waiting for what IMC has in store for Monk and Sadhu synergy or whatever they were talking about in the latest kTest Dev Notes (I used a gimmick Sadhu Monk build in the past).

How did i missed this gem for so long? Anyway, monk does need more work than a simple fix so i’ll just do as the others and point out an interesting rework direction.

Monk does lack an identity and having it to be the combo class in Cleric can work perfectly if done to be inclusive on the gameplay and use more combination options as well. Personally i think Monk could make use of something as simple as operating with different animation speed.

Hand Knife/Iron Skin/Golden Bell Shield/God Finger Flick - Removed. Those skills have quite some potential on their own but won’t fit as well in a more combo oriented playstyle. Hand Knife in particular could work but may disrupt the visual flow which can impact how satisfying the class can be to play as.

Double Punch - 1 lvl - Adds an additional attack line with 100% PAtk factor. If the first attack deals critical damage so will be the second hit, else it will have critical rate calculated again. Could be given as a free skill as many other 1 point skills should.

Palm Strike - 15 lvl - Applies a debuff that has all strike damage to ignore a % of PDef. The next monk skill used within 3s after Palm Strike will have the animation shorted to factor attack speed and additional critical rate.

"Hidden Fist" - 15 lvl - Strikes while blocking incoming damage. Block chance is increased and applied during the skill animation regardless of weapon setup. Cannot be knocked back and knocked down during the animation.

"Punish" - 15 lvl - Long attack streak (7~8 hits) that uses two handed blunt in conjunction with punches to deal damage, when used after Palm Strike or “Tri-Fang Strike” it will have the animation speed to be hasted/slowed further by each additional hit.

"Tri-Fang Strike" - 10 lvl - Hits 3 times swiftly. The next monk skill used within 3s after “Tri-Fang Strike” will have animation time doubled and have extra efficiency on both damage and effect (+50~100%).

Energy Blast - 10 lvl - Channeling time shortened and fixed at 4s, deals additional damage based on user SPR. Isn’t affected by Palm Strike and “Tri-Fang” Strike post use effects.

One Inch Punch - 5 lvl - Apply strike damage debuff as well. Could receive an attribute to apply a fastening regeneration buff to allies with additional healing based on PAtk.

The main dynamic with this kind of setup is to play with strategy, luck and rotations, two speed control effects can be enough to provide the combo aspect in a simple way without the need of a huge array of special conditions to be triggered in order to use additional effects. Speeding up the animation in itself is a huge benefit for a fast paced gameplay and having a small bonus in critical rate is the extra incentive needed, in addition it makes Double Punch more effective as the skill downtime also increases. On the other side increasing skill execution time can be riskier as it puts the user on a commitment position that can be wasted completely if the user gets controlled or if the enemy walks away of it, additional damage is a fitting reward for this gamble specially when it can use SP more efficiently.

I’m skeptical of IMC pulling out a rework that will be as simple as this but i don’t mind as long as they nail the class feel and give it a proper identity.

2 Likes

I think, monk must has skills to give him mobilty, like jumps or tp, not just speed or strenght, also agilty and why not flexibility (some buff to dodge), in that way monk could be more similar to a Martial Artist and doesn’t look as he was fighting with a wooden dummy.

Monk’s skill set right now is just not equipped for the close-range martial artist job haha. Apparently IMC plans to add synergy with Monk and Chaplain (and with Sadhu and Chaplain), though the only thing in common with Chaplain and those 2 classes are Double Punch and Out-of-Body (weakest skill in their respective classes).

Really wishing for a rework for the class instead of such synergies, the class’s problems aren’t just damage numbers and major buffs and changes are needed.

Druid got a major overhaul, why can’t monk? Druid was even getting use BEFORE its overhaul.

Everything is in the decision of IMC I guess, I just wish there are kToS and kTest players who can feedback about Monk but I know there are little to no Monk players there to tell IMC that Monk is dead now in Re:Build.

This topic was automatically closed after 60 days. New replies are no longer allowed.