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Elusive Monk NEEDS to last 3 seconds

championsrperchampionsrper Posts: 66 Arc User
edited December 2020 in Suggestions Box
2 seconds is too dang short. You need to be attacking constantly to maintain 100% dodge chance, but the best way to generate Threat is with heavy-hitting charge up attacks like Haymaker. But with only a 2 second window to land an attack before dodge drops below 100% and you get one-shot, you don't have enough time to charge those attacks. Even the 1.5 second charge up times leave a brief window where your dodge drops before the attack lands. Dodge builds are already EXTRAORDINARILY gear intensive and risky for playing in endgame content, how about you cut them a little slack and give us an extra second so I can actually use something like Burning Chi Fist?
Post edited by kaiserin#0958 on

Comments

  • bluhmanbluhman Posts: 2,410 Arc User
    See, I actually like this setup though, the EM effect dropping off means that (theoretically) you're gaining the full duration benefit of the dodge buff, combined with your haymakers not taking the damage-penalty associated with it. You won't always have maxed dodge chance, but you will be doing maximal damage with each charged haymaker. Again, theoretically. also assuming you're surviving each charge with incoming damage

    Anyways it's more of a balance & theme thing. Why would an agile, dodgy, lightining-reflexes brawler have time to prepare a massive strength-based punch or swing a full-charged annihilate with a massive heavy weapon? If you're leveraging Elusive Monk, you'd most likely be leveraging the rest of the MA setup that favors dodge, which is mostly based around attacks that are combos, clicks, and charges that are <2s long (which if you're managing to max out dodge chances on, you'll probably be throwing out constantly without actually blocking because who would need to block in this context). This has historically been an issue with the LR/Dodge spec, because it's all based entirely within one powerset that devotes every passive, toggle, attack, and self-heal to doing this, so unless you have some extremely solid, unique equipment that is granting a massive dodge/avoidance boost, most LR builds are... going to look basically exactly the same because there's not many attack choices that just out min-max dodge chances, especially ones that favor doing high damage.

    Then again, not much of an excuse to make an otherwise (visually) theme-agnostic defense boost less compatible with other attacks. Now if only the update to Might had made Retaliation's 3-pt advantage actually work like Laser Knight or Elusive Monk.
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