Tree of Savior Forum

Ideas for Monk improvement!

just for the naruto hype hehehe

Monks are not brawlers. Monks spread the godness word and ban demons with bare hands.
In your journey through the game quests, you ll encounter various monks. They travel the world spreading the word and help people who have problems with demons.
Staffs would be for helping the long journey of walk and battle.
This kinda of staff youngvader88 linked is used by Japanese Monks, who are warrior too, and is used to fight, but not exclusive for fighting, monks fights with bare hands, and the staff was used to purify places and fighting.
Some staffs are a mix off shove too, as monks buried bodies they encountered in their travels.

For more information;

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Wow, thank you so much for educating me with something I already know of, cheers to that!

But of course I’m talking in context of the game itself, whereas a monk’s kit are heavily reliant on his hands

Okay, sorry then.

I feel like monk is not only a brawler, he needs some ā€œmysticalā€ power, he is a cleric lol. Would be cool if he punches enemies in the face, and when using buffs or the tanking stances, he would use the staff to conjure the power of godness.

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+1 for the lulz. :smile: you got quite the creativity

but yeah

there was post not long ago petitioning monk to be moved to the sword tree instead coz it seems a bit lost in the whole cleric diversity

that why i said to suit self preference … for pve build it may not shine but in pvp it would help alot becoz having 2500-3000 pdef from gears nowadays is achievable thus by having such debuff in pvp would make it help alot.
plus if bleeding from palm strike also affected by enemy armor that would show the synergy between those skill.

example if a mob with 500 pdef with 90% armor break debuff (500-450 = 50 pdef) every damage deal will have extra 450 damage. it also help other class that have multi-hit skill which also help party increasing their damage.

as for having another 0 cd skills that would overlapping with existed attribute such bleeding and armor break.

furthermore tbh for monk to have different physical damage types would break the game. i don’t mind for having creative thinking but be more reasonable.

and channeling eb while spamming other skill will make eb unusable if the only way to cast eb by spamming skill.

yea it a shame that Taoist does not synergy with monk class. but hey we still have lama (maybe in future)

Maybe…

  • All damage type skill have 0s cd, even the bleeding and the reducing defese one.

  • But all damage type skills cost stamina, soo monk would be more a resource management class with combos. (u always want the bleed and defense reduction debbufs to be in the enemie right?).

  • All buffs and Stances costs SP, and Stances have a low cd (maybe 10s), but cost high amount of SP, 5% per second i guess.

  • Soo now we have a class who punchs things endless if u manage ur stamina correctly, and is capable of defend, if you use ur sp correctly. And if you use too early or too late, u can end beeing killed xd.

  • Energy Blast beeing a finish move, the closest ur SP and STA is from 1, bigger the damage.

This is highly likely considering how we’ve been fed with so much STA buffs lately

Hmm … i still thinks that simply changing skill mechanic may not really help monk class… it seem most people want to rework monk class from the ground and make it another class… and i think that kind of rework does not what this thread all about.

sorry if if i got different view in term of Monk "improvement " means

Make double punch stamina usage a toggled attribute so you either use SP or Stamina, 'nuff said.

IMO there should be attributes that are based solely on class synergy as well as the usual hidden synergies. Like say monk could have attributes that would change how things work in the Sadhu class to promote synergy between the two.

Example attribute: Basic attacks in out of body = double punch
Example attribute: Changes damage in out of body / astral body explosion to be based on str/dex

Doing this would make c1 sadhu > monk another possible alternate rather than making that combo pointless due to sadhu being completely int based and monk being str/dex based.

Imagine the possible synergies with out of body if you have a better iron skin, and even golden bell shield to help protect the main body.

it look weird for sadhu theme as spirit user to be str/dex class :sweat_smile:

by giving iron skin a taunt is a good idea … it does not need to reflect damage but to be able to withstand damage. reflect does not bring much to monk… better dp than using iron skin to do damage.

saw on youtube how monk practice iron shirt their movement became slow maybe we can add negative effect when casting iron skin it reduce movement speed. with this it look more accurate to the actual iron shirt from monk.

and to make it more interesting by letting iron skin pdef scale with str.

description :
Temper your skin as hard as steel to withstand damage and provoking nearby enemy.

level 1
increase physical defense: + (100 + str x 0.8)
maximum duration: 5 seconds
reduce movement speed by 80 %
maximum provocation: +2 for 30 seconds
consume stamina
SP: 35

Cooldown : 40 seconds

Iron Skin: Additional Damage reduction
description :
Increases the damage reduction of [Iron Skin] by 5% per attribute level.

hope this improve iron skin aka iron shirt (shaolin)

Monk’s need more dmg. Not more utility. So many random suggestions like halving STA usage or giving taunts etc. We don’t want that ā– ā– ā– ā– .

We. Want. Damage.

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What are your thoughts on gaining slash and pierce versions of [double punch] if I had my way?

Ok all i see is people wanting to make iron skin the most OP skill in the world.

The problem in monk is also, Iron Skin and Golden bell shield fill the same purpose, being iron skin the shitty one.

Ktos changes as far as i know made Golden Bell shield short duration but short cooldown, being a fast reflex damage nullifier, which is awesome.

Iron skin is left alone. Even though the concept was cool, Standing still reflecting damage is not a DPS choice. To keep the name, as some user said before, Iron skin could apply, for example, a temporary boost to all your melee attacks, by ā€œTempering your fists to iron, increasing damage dealt to enemiesā€.

Other options would be make Iron Skin a utility spell similar to pain barrier, to give monk what swordies have.

From all the ideas the best DMG improving idea I saw was Triple punch on circle 3 (as a double punch attribute).

The idea of putting a NEW class like murmillo for monks, for me, is a really bad. Murmillo was introduced to further boost into rank8 an already fine niche, shinobi rodeleros were already the best burst shinobis and full tanks needed some class to advance to. But introducing a whole new class only to fix another one, hell no.

Also if we were to rework god finger flick, i think i’d make it increase debuff duration, basically because the best debuffs monks offer are armor break and silence, and they are short duration, so god finger flick would become part of the main combo.

The only reason why Monk is even decent right now is because DP is strike. Strike type damage has LOTS of mutlipliers. Change this and you kill Monks completely

I’m not changing this. I’m saying make [hand knife] a slash 0cd stamina eating x2 mod skill and [palm strike] a pierce 0cd stamina eating x2 mod skill. This would result in 3 0 cd skills that you can use at any time given the enemy’s armor type.I know [palm strike] would be a stretch for pierce, but the skill says ā€œfinger tipsā€ so … pierce.