Tree of Savior Forum

Ideas for Monk improvement!

Lama Synergy with monk. DEX and STR

  • Spam your freaken energy balls (same with Malleus Malli- whatever just spam)
  • kick (OP dmg)
  • Super Saiyan (2x buff)
  • Giant Punch (aoe atk)
    Doesn’t matter if any magic range lookliked, it can still be DEX and STR

Agree with this. if they won’t improve the damages and attributes from the Monk tree they could put the enhancements in later classes, like Inquisitors, for example.

i hope this new weapon also is treated as improvement

introducing https://en.wikipedia.org/wiki/Khakkhara

and it will be like this :heart_eyes:

new staff for monk :grin:

I actually really like that idea!

Well, I too believe that skills/attributes from the new class that further improve the previous class is definitely a thing. I think this trend even exist before the obvious combo in rank 8 era like Rode/Murm or Krivis/Taoist.

For example, when we’re talking about the best synergy pick for Plague Doctor and Kabbalist, I think it is Bokor (good at status aliment upkeep) and Priest (double effect of heal/mass heal).

The synergy trend is definitely there from the beginning though we can also mix and match thing for new combination too, like PriestDoctor or DievKabby.

One thing I love about ToS class idea is how they stay truth to the lore/mythology of real world. That helmet - Cassis Crista is the signature item of Murmillo in real world too.

That’s why I guess Lama might use spirit ball as the mechanic to improve monk’s skills since Lama is quite well known regarding spiritual knowledge theme. It sure give a sense of deja vu though. :slight_smile:

All in all, I think Golden Bell Shield absolutely need some good reworked in the near future. The rest can be tweaked a bit and wait for the next natural class advancement.

2 Likes

Sorry handsome, there’s still no new info for future classes besides those famous class costumes/icons datamine info.

However, I can give you some hint as to why you can expect good stuff for monk in rank 9.

Hoplite C1-C3 (rank 3-5) >>>> Dragoon C1 (rank 7)
Cataphract C1-C3 (rank 4-6) >>>> Lancer C1 (rank 8)
Bokor C1-C3 (rank 3-5) >>>> Plague Doctor C1 (rank 7)
Paladin C1-C3 (rank 4-6) >>>> Inquisitor C1 (rank 8)
Scout C1-C3 (rank 4-6) >>>> Mergen C1 (rank 8)
Thaumaturge C1-C3 (rank 4-6) >>>> Enchanter C1 (rank 8)

There’re still more example like this, but also some that won’t fit into this trend too.

To be honest, my spearcorsair is in the same situation as your monk. However I firmly decide to book myself for the mighty R in rank 9.

3 Likes

Tbh All of the sudden, Monk is finally back to getting populated

2 Likes

As much as I liked the idea they came up with for murmillo in the beginning, it conflicts with 1 of my most basic rules “Don’t hard code”.

Any synergy the murmillo has is based on hard coded effects built into specific skills instead of building the “identity” (for lack of a better word) of the murmillo as a stand alone then just letting the synergy happen.

Take for example the helmet. It targets specific skills to enhance, therefore “hard coded synergy”. Now if it were something else, something like this

The game already has tagging for what weapons a skill can use. Simply select the skills that require a shield to use. So instead of targeting specific skills 1by1, the synergy just “happens”.[quote=“youngvader88, post:60, topic:347843”]
if only imc would take class synergy as a serious matter :sob:
[/quote]

You see, this is the idea IMC has for synergy, “hard coded combo’s”. You can see it in [feint] [barrage], in [circling] [spear throw], in [blessing] [heal], in what ever other combo we currently have. They are all hard coded to work with each other. This forces specific classes together (something I feel is very bad) instead of adhering to the idea that you can make what ever class combo’s you want.


Let’s go back to archer’s [feint] [barrage]. Given how “bad” it is to go ranger 2 or 3 (2 ranks just for lv15 [steady aim] and maybe [spiral arrow]), picking ranger 1 heavily influences you to pick rogue 1 too because of [feint].

The same can be said the other way around. Picking rogue 1 (because of how “insanely bad” rogues 2 and 3 are) heavily influences you to pick ranger 1 for [barrage].

It’s “cost effective” too given how the combo only costs 2 ranks while ranger 3 and rogue 3 costs 3 ranks each.

Now if [feint] did something else, let’s say “double missile hits”, the synergy within the archer class just “increased”.


I am not completely against hard coded synergy. This is provided that it happen within a class’ 3 circles. Let’s look at something I think was “done right”, the peltasta’s [high guard] and [umbo blow]/[rim blow].

Peltasta 1 gives you the 2 base skills [umbo blow] and [rim blow]. Going deeper into the class not only gives you more buttons to push, but also improves the skills you already have. You are becoming a “better peltasta”.

Another examply is the pyromancer and [fire pillar]. [fire pillar] is hard coded to gain an aoe increase for going lv10 (going pyromancer 3). It isn’t “synergy between 2 or more skills”. It’s “synergy between circles of pyromancer”. You are becoming a “better pyromancer”.


Now back to monk. The reason monk is bad is because it has no synergy with itself. Monk skills don’t work with each other. They used to not even enhance each other (no blunt debuffs for [double punch] and [god finger flick]).

What do you get for going monk 2? 3 damage skills that are all inferior to [double punch].

  • [energy blast] is a channel and easily interrupted given how many knockbacks/downs there are in the game. It is also easily avoided because of the fixed directions it can fire at.
  • [one inch punch] isn’t as bad because it is not channeled, but pales in comparison to a straight up x2 multiplier.
  • [god finger flick] is just a single target x1 multiplier so naturally an aoe x2 multiplier is better

What do you get for going monk 3? Channeled invulnerability. That means you are not doing damage nor are you supporting.

The reason for this is because, like a lot of other classes, the monk has no identity. The monk is a swordie that can heal. It is a copy of the swordsman tree + [heal]. The only advantage the monk has over a swordsman is that it does not have weapon specific skills.


After saying all this, the only Lama synergy I can think of (after fixing monks 2 and 3) is

Have a good read @STAFF_Max

3 Likes

that why i would prefer palm strike and hand knife to have scaling attribute that will suit with other monk skills

for example hand knife if the break armor attribute scale with percentage
like lvl 1 hand knife may inflict 30 % armor reduction and capped to 70-90% at level 15 … ppl will become more aware on how to distribute skill to suit self preference not just typical/generic skill distribution (lvl 15 on dp lvl 10 1 inch punch lvl 10 EB …etc).

1 Like

Vibe? I’d say it’s more in the line of blatant reminder to IMC that about half of the population came for nostalgia lol

furthermore imo if energy blast mechanic was based on kamehameha waze the skill should inflict knockback attribute and not knockdown…

P.s: just go and re-watch dragon ball where kameha waze will push enemy back and not knocking down the enemy

imagine 1hand kamehameha, 1 eneryblast to the front, 1 45’ degree

Isnt [Mackangdal] + [GBS] a combo?

by combo u means like mackangdal and safety zone combo?

maybe but as far as i know mackandal damage can be blocked by safety zone and GBS only block magic and ranged so back to another question does mackangdal damage melee or magic? me also curios

im bokor 2 monk 1 right now, Mackangdal + Iron Skin (u dont receive physical damage in iron skin) and i still gets the damage. BUT, the damage that i receive can be the reflect part of iron skin =/

how does the accumulated damage from mackangdal reflect ? does it has range? or aoe ratio? or is it only reflect mob attack?

This would be “even worse” (but not as bad). Think of their current coding capacity. Think of what they do and don’t have. Think of what armor break is and what defense really does.

Defense is flat damage reduction. In relation to damage, it is “basically”

Looking at tosbase we can estimate monsters to have at most maybe 500 def. Is it worth it to divide that by 15? That is probably why they went with something else for some skill.

Where “mod” could potentially be based on skill level otherwise it would be a 1 point wonder.

All this change would do is make people aware of how you need 15 pts in hand knife for the status effect armor break that already does a negligible effect.


What I believe will truly help the monk is if it had 2 more 0cd stamina eating skills for slash and pierce. They would deal the same damage as [double punch] otherwise they would again be overshadowed by [double punch]. They would all have to be accessible at circle 1.

[double punch] for strike
[hand knife] for slash
[one inch punch] for pierce (this would be a stretch but whatever)

You could go so far as giving monks missile and magic 0cd skills.

[god finger flick] for missile at circle 2
[energy blast] for magic at circle 3

With this, part of the new monk identity would be “any physical damage type”


Since we brought [energy blast] into this, we could model all these skills in the same way.

[double punch] would “channel” the skill for the duration
[hand knife] would “channel” the skill for the duration
[one inch punch] would “channel” the skill for the duration
[god finger flick] would “channel” the skill for the duration

You could still keep the 0cd because of how easily channels can be stopped (so much kb/kd). You could increase the cd slightly (3-5 sec) to “punish” players for missing, all in the name of “balance” or whatever.

With this we complete the monk’s identity as a “channeling damage dealer using all damage types”.

Please do read this too @STAFF_Max



Oh My Goddess. See, THAT would be synergy (if it works the way I understood) instead of a combo because [mackangdal] was not made to work specifically with [iron skin] and vice versa.

So, if I understand this right, You could use it this way. Here are my assumptions:

  • you’ve used it already therefore the [mackangdal] hit is physical
  • [iron skin] does nothing if you don’t take damage (invuls, blocks, dodge)
  • [mackangdal] is 1 hit
  1. So turn on [mackangdal] and soak up damage as much as you can.
  2. Use [iron skin] just before [mackangdal] ends

So how would this end? Would you take damage and reflect it to everyone that hit you?

@Sixaxis you are needed.

I tested myself right now.

  • 1st use Mackangdal alone, soaked 1 hit, after several tests, this hits should be around 600.

  • after Mackangdal ends, received 600 damage;

  • 2nd use Mackangdal, soaked 1 hit [600 damage]

  • used Iron Skin when Mackangdal was about to end.

  • received 600 damage;

Conclusion.

  • Iron Skin DON’T reduces received damage, or reflects it.

Im curious if Golden Bell Shield can block Mackandal damage now…

And would be one of the nicest things, reflect the damage from Mackangdal xD.

~English is not my main language, so take easy on me ;3

1 Like

why would a brawler need a staff? :thinking:

bcoz those you saw are all stronk, for mere weaklings this wouldn’t really be the case, they’d vaporize spot on. :rolling_eyes:

1 Like