Tree of Savior Forum

Ideas for Monk improvement!

As a monk enthusiast, I will start this thread!

Let’s come up with some ideas on how monk can be improved (I know IMC and developer will probably not look at this and even if they did they probably don’t care).

I will start from a few tweaks:

God finger flick:

  • make the debuff stackable with double punch debuff (i mean other classes ie. rode, murmill can stack a lot of strike debuffs… why can’t monk?)
  • make the strike debuff lasts longer… like 5 seconds is wtf? and it uses 100 silver… and the cooldown is 20ish sec …

let’s go guys! waiting to hear ur ideas!

2 Likes

Lets see let me try to break this class a bit


Let this thing reflect any damage not just physical (including aoe’s and DoT’s)


Increase animation speed


give it a cone shockwave effect so you can aoe the debuff a bit better.


Make it a multi hit skill (no idea what to do with this one)


Reduce cooldown to 30 seconds and increase duration of the beam


Make it the same as the monsters golden bell shield

6 Likes

[Attribute] Raging Quadruple Punch Max lv. 1 [Toggle]

When [One Inch Punch], [Double Punch], [Palm Strike] and [Hand Knife] are all used in a sequence of rapid succession, automatically trigger [Raging Quadruple Blow]. [Raging Quadruple Blow] deals 4 hits for a total of 800% your physical attack value. (can trigger critical)

Hidden synergy: Can be spread through Inquisitor’s [Breaking Wheel]. When used by Sadhu, automatically trigger [Energy Blast] followed by [Astral Body Explosion] of appropriate level (homage to Guillotine Fist/Asura Strike).

4 Likes

Monk’s needs a lv 3 or 10 aliment status stun or root that will last for like 7-10 seconds attribute.

I would give God Finger Flick that attribute.

They need a way to land their skills in PVP and GvG.

1 Like

When Double Punch is successfully chained with Hand Knife and is then successfully chained with Palm Strike, Energy Blast can then be used without cast time.

(very original idea)

2 Likes

-introduce better CC with Energy Blast, like slow on the enemy(since knockback is really bad for PvE), or if IMC wants to be a bit more fancy while making Monk still capable of support, have some sort of healing regeneration if allies are in the linear energy blast range. Also a bit more damage (charging+doing energy blast animation can be easily outdpsed by spamming double punch within that duration) Make this a monk3 attribute for a huge monk2 difference

-reintroduce the remove knockdown attribute on the caster/user, R8 mobs have tons of some sort of knockback/flinch which can easily take out energy blast.

-Make Double punch strike Debuff stack, in a way similar to toy hammer, for example max 20 stacks and each stack gets +10%strike dmg modifier. This will make its payout spamming the skill better.

-Make God FInger Flick have stun and longer debuff, as well as be able to stack the debuff with Double Punch. As well as having a faster animation, the 5sec debuff is barely usable

-Make Golden Bell Shield mobile like mobs, or if they really want it to be rooted make it reflect damage (which was the essence of qigong, in kung fu anyway). (OR GAHD JUST ANY BUFF TO MAKE IT GOOD. golden bell shield is like a lesser safety zone. kek. not even near Ausrine. Plus make it non-gohei-able. lol)

2 Likes

nice nice im liking these!! keep them coming guys and I will update the original post with your ideas soon :slight_smile:

Ideas for Monk improvement!

make bald hairstyle with 6 dot hair accessory like krillin!

class and hairstyle locked

5 Likes

Double punch: make it so that keeping the button pressed shall spam it instead of having to spam the button continuously (my fingers would be very thankful if this ever gets implemented).
Double punch attribute, requires Monk 3rd rank - Triple Punch:
deals three hits instead of two; it is meant to make the third rank more appeasing, since we’re talking about a rank 7 class after all. Conceptually speaking, it could also be seen as having attained more proficiency with the martial arts (and thus being able to deal three hits consecutively where only two were possible before).
Energy blast attribute, requires Monk 3rd rank - Energy Surge:
Halves the duration of the skill whilst increasing the damage dealt; sp consumption is also increased. In addition, the same damage is dealt around the caster as well.
The concept around this attribute is that the caster is able to channel much more power onto the energy blast; an amount so high that some of it isn’t controlled perfectly, and thus surges out around him (thus dealing damage in the process). The beam itself, being more powerful, can’t be sustained for long either, and thus its duration is shorter.
Gameplay-wise, as i would make it deal the same damage of a normal beam overall (but in a shorter timeframe), the advantage is mostly given by the shorter duration if we’re looking for damage; albeit, if one is interested on it as a cc skill, the normal version may be more useful for its longer duration.

And for added fun:
“Punch skills” interactions:
Thaumaturges have got “Swell Left Arm” and “Swell Right Arm”. It could make sense for “punch” skills to have drastically increased outputs if your arms and hands are made that much bigger.
Same should apply for “Swell Brain” and Murmillo’s Headbutt, by the way.

Energy Blast interactions:
Maybe shooting it onto an allied fire pillar, pole of agony or hail could increase its power (as you would essentially shoot those magics along the path of the blast)? Likewise, blasting an enemy aoe could temporarily nullify it?

3 Likes

Palm Strike and 1 inch punch give nice Bleeding but overshadowed by Plague Doctor’s Incineration and Poison Breath… At least the tick should be like PD’s one. If that sounds OP with rank 6/7 being better than rank 8 make it to attributes in C2/C3…

1 Like

not to metion the pd’s ones are AoE… with 2 overheats each … :S

1 Like

They should focus on buffing monk’s weak points, not it’s strong points so much. Increase range/mobility/base stats etc. Energy Blast is unreliable, overall.

+1

If we took Monk3 as a full understanding of martial arts, maybe they should not really add new circle 3 skills cause all skills prior suck balls, but put attibutes among the skills in the class which simply improve the DPS as you get deeper into the monk tree.

Harder bleed on palm strike, harder defense piercing on handknife, a big long duration debuff on god finger flick or either 0 CD (you can toss coins all day, no idea why there is cooldown lel).

Iron skin is a bit in an awkard position, cause it only reflects phys DPS, and reflecting ALL sources would be opop, even more than a golden bell shield, cause you would be immune + reflect.

I think Iron skin should be reworked into a pain barrier kind of skill, a self buff reducing incoming phys damage and becoming immune to knock ups.

And then apply the KToS golden shield changes, which make it a short cooldown short duration immune, which you can easily use with good timing to dodge all sources of damage.

1 Like

++++

I also think that Monk C3 needs new skills that will boost their damage (ie. like fencer c3…and many other c3…) cos golden bell shield unlocking at c3 is absolute trash lol… cos you become immobile and unable to do anything while channeling the immunity (compared to Ausrine teehee)

but maybe its too late to give monk new skills, so they really need to rework the old skills or add new attributes…or better yet a new class which boosts monk’s damage (like how murmillo boosts pelt and rode)

Change Double Punch completely:

  • make it a buff that lasts for X seconds (scaling with skilllevel) and give it a chance (scaling with skilllevel, 5% per lvl would be a good number to entice players into maxing this one) to double the damage dealt (with autoattacks and Monk skills); attacks and skills consume 2 stamina on attack/cast while this buff is active

  • keep the new attribute for Double Punch but change it into a Monk C3 attribute that reduces the Stamina cost per attack to 1

  • add an attribute for Monk 3 that gives you a low chance (5-10% on activation) to triple the damage instead of doubling it; requires lvl 10 Double Punch


Change Hand Knife:

  • reduce base CD time to 9 seconds
  • move the Armor Break attribute to Circle 2 Monk

Change Palm Strike:

  • reduce CD time to 10 seconds
  • add 1 overheat charge
  • decrease the bleeding duration to 4 seconds

Change One Inch Punch:

  • reduce CD time to 16 seconds
  • reduce the HP/SP loss debuff duration by 4 seconds

Change Iron Skin:

  • turn it into a buff that makes you enter a counter stance; You can only autoattack and neither use items nor skills, but you will be able to counter several physical attacks. The number of attacks should be equal to skilllevel and the amount of damage be equal to the current amount reflected. While under Iron Skin buff, you can’t be knocked back/knocked down, and will resist status ailments with a high probability (50% +2* skilllevel %).

Duration 10+ skilllevel seconds, CD time 60 seconds.

1 Like

I’d like to see better scaling with STR and some SPR buffs. There is a lot of classes that have SPR scaling in earlier classes, so it could be helpful for build paths.

On top of what they have already slated for changes:

-Iron Skin: This skill lives in the same design space as Golden Bell Shield. I’d like to see it as a self buff. While its on, increased block rate by 5% per level+CON+SPR. On successful block, drains 2~5% of your SP at all levels. Provoke/threat value goes up.

-Double Punch: Honestly needs to replace auto attacks with a toggle ON/OFF type skill, but since I know that wont happen, probably just needs to accept auto attack buffs (sac buffs, attack speed buffs, etc)

-Palm Thrust: Needs Overcharge of 2. Swap the bleed for Knife Hand armor break. The armor moves to rank 2 - Make it 100% chance at max attribute.

-Knife Hand: Swap armor break for bleed.

-One Inch Punch: No changes. (Maybe slightly faster animation.)

-Energy Blast: Make it have additional scaling with STR/CON/SPR.

-God Finger Flick: Moved to circle 3. Bonus damage with higher DEX. Keep buff time at 5 seconds, but increase strike damage from 50% buff to 100% buff.

-Golden Bell Shield: Have iron skin’s old reflect on an attribute here. Reflect amount increased with SPR.

1 Like

And lets be real. Knife Hand needs to be piercing or slashing damage type. Not a strike.

1 Like

I rather stay strike because monks debuffs are base on strike why would you want it to be piercing or slashing lol.

A monk that does Piercing and Slashing 0_o…???

Piercing would only apply to One Inch Punch since you attack with your finger tips.

However, if you attack with the edge of the hand, you could only classify it as strike property damage (it’s basically the synonym of striking someone with your body by using the edge of your hand to do so, while the fist is “hitting”).

You wont be using knife hand(with its small AoE ratio) of all things during that precious 5 seconds of the single target debuff on the enemy. You’d probably use Double Punch. Palm Thrust or One Inch Punch.

I’d much rather have access to a piercing or slashing attack for all mobs who are weak to it for the natural +50% bonus damage. Esp if the bleed was put on the knife hand, since the bleed is piercing damage anyways.