I play Monk on my main. It’s different but in a good way. DP was never supposed to be the class’ primary damage source and it definitely isn’t now that it’s an Atk. Speed buff and basic attack modifier. For that you should be using the other skills (Except Energy Blast. Cool as it looks, it’s just not justifiable to put points into).
Anyone here knows if you can get Golden Bell Shield past level 5 with Divine Might?
I was wondering what would happen with it if you stack suncus maul’s +2 to monk skills, DM, Henge Stone, and Black liver wort gem.
Another person that sugest things without have even tested it. .
That is the problem, I never thought on giving up on Monk.
Really, that is interesting. Well, my previous monk mainly skill was double punch.
But lets go to the point: I really don’t see how the other skills are worth it. They have a terrific delay to be actioned. Any other class of the Cleric tree could do more damage with more benefits. The problem is that I simple liked monk a lot.
I crapped on Monk problems in Re:Build in another thread:
But yeah, no matter how scaled down damage is supposed to be, 50% x 2 (or 100% since its now fake multihit) skill factor for Double Punch is a joke. Double Punch is now a skill only for Chaplain Monks who can’t get enough DEX or want to save points from Chaplain Attack Speed buff.
With regards to Double Punch, in the first place, Auto Attack builds with melee is kinda counter-productive now. No matter how fast you hit, you still get a hit delay so in the end you can’t do any much faster than 2.5 - 3 Double Punch per second (keep in mind each Double Punch is only 100% unless you plan to spend 100,000 attribute points to make that 100% into 160%). Because of that, Attack Speed for Auto Attacks become redundant at some point.
Investing in DEX from equipment and class build stat allocation is enough to get decent DEX to spam Double Punch. Double Punch also does not offer much damage in the equation of damage for Auto Attack builds compared to Chaplains where the huge bulk of Auto Attack damage comes from, and other classes have more worth in such builds compared to a minor increase in Auto Attack damage (not like its hard to cap Visible Talent without Double Punch anyways). Basically, Double Punch is a dead skill that’s worth 0 or only 1 point max, or if you lack DEX from class build stat allocation and still want to Double Punch (lel).
The bulk of Monk’s damage now comes from Monk’s other skills like Palm Strike, Hand Knife and Energy Blast. Double Punch is held back by too many things (Attack Speed capped by hit delay, lack of damage, essentially just an auto attack reskin, probably won’t use Double Punch a lot since you have more skills to spam, including 11+ seconds of charging and channeling Energy Blast etc), and is not the same skill it once was. Leave it at 0 or 1.
They’re not too bad. One of the problems with Monk is that it’s dependent on attack speed. Outside Korea, the server delay means there’s a softcap on how much you can have before it’s just irrelevant. It seems like IMC tried to compensate for that by making the skills hit harder and adding overheats so you don’t have to be reliant on Double Punching at light speed to keep your DPS up.
All that being said, the damage is still a little lackluster without some sort of outside buff. In my case, I use Velnia cards since the PD/Druid combo means I always have a means of poisoning an enemy on deck to activate the extra 30% damage.
Now double punch should work just as an autoattack filler through your line of Monk Skills. It won’t be primary attack anymore. The skills are actually a very fun gameplay, but I hope they implement some attritbutes so the monster don’t get knocked down, it is really annoying.