New Class Suggestion: Mystic Monk:Armor Type: ClothWeapon type: Unarmed - A monk's damage is determined by prayer beads which is equiped in his weapon slot. Graphically, these are worn around his body.
Special Mechanic: Combos - Whenever the monk successfully hits a target with any power, he builds combo points. Any attack must chain within 3 seconds of the last attack.
Shift: Etherial Form - The monk focuses his chi becoming immune to control effects and has all damage reduced by 50% as long as shift remains active. However, the monk cannot move or attack. After shift is released, the monk heals himself for 25% of however much damage was taken while in etherial form. He also gains this amount as a temporary shield. The heal benefits from increases in incoming healing but the shield is not changed.
Tab: Combo Finisher - Depending on how many combos the monk has built up on enemies, the tab button will perform a finishing move. The combo points are consumed.
1 Combo - A follow up attack that slows target enemy's movement speed by 30% for 2 seconds.
2 Combos - The monk focuses his chi gaining a 5% increase to his damage for 15 seconds. This can stack 5 times.
3 Combos - The monk temporarily shifts into the Ethereal Plane, avoiding all damage for a split second.
4 Combos - The monk jumps into the air and lands with a force that damages all nearby enemies.
5 Combos - The monk penetrates the mind of his target dealing a high damage over time for 8 seconds. This does not stack.
6 Combos - The monk hits his target with a devastating rising uppercut. If the monk successfully hits an enemy, the monk can then activate tab again at the precise moment to leap into the air and hit the target to the ground leaving him prone.
Level 1
at-will 1:Martial Barrage Does a series of martial arts kicks to target enemy. The 3rd strike is a roundhouse hitting nearby enemies and adding 1 combo point.
at-will 2: Outmaneuver Teleports behind target enemy in melee range and strikes with a massive blow after a short pause. Each hit adds 1 combo point.
Encounter 1: Flying KickDoes a flying jump kick at 30 yards to target enemy. Does more damage the further the monk travels.
Passive 1: Stunning FistAll attacks have a 1.25/2.5/3.75/5% chance to stun for 1 second
Daily 1: The Four ElementsThe Monk's body separates into the 4 elements (clones). Each element attacks the target enemy. This lasts for 6/8/10/12 seconds
Earth: This element leaps at the target and taunts it
Wind: This element attacks at range
Water: This element heals
Fire: This element attacks at melee and adds a dot
Level 5
Encounter 2: ReflectionThe monk reflects the next attack back at his attacker. All debuffs/control effects are also reflected.
Encounter 3: RiposteThe monk does a backflip, avoiding all damage, then leaps onto target enemy dealing damage and leaving them prone.
Level 10
Daily 2: Healing CircleThe monk creates an area of healing at his location, rapidly healing himself and any allies that remain in it
Daily 3: Psionic CageThe monk creates a psionic cage around himself trapping anyone in the area. All targets in the cage are untargetable by anyone outside the cage. While in the cage, the monk gains 25/30/35/40% increased damage and resistance. The cage lasts 8 seconds.
Level 15
Encounter 4: Ethereal Fists3 psionic fists fly from 3 directions into the center of target area, hitting any enemies in their path. Once a fist hits an enemy it disappears. A single enemy can be hit by the 3 fists and take damage for each fist, but will only count once for the monk's combo attack.
Passive 2: Mental FortitudeIncrease the damage resistance of Ethereal Form by 4/8/12/16% This does not increase the healing or shield.
Passive 3: DodgeThe monk gains a 1.25/2.5/3.75/5% chance to completely avoid any damage.
Level 20
at-will 3: Chi StrikeThe monk steadies his mind and concentrates. After charging, he unleashes a powerful punch dealing massive damage. (think Hunter Ranger Aimed Shot except melee)
Encounter 5: Summon StaffThe monk summons an ethereal staff to wield for a short time, altering his at-will attacks. They now have a range of 15' and deal bonus piearcing damage equal to the monk's weapon damage. The third strike of the staff deals aoe damage and adds a combo to all enemies hit. The staff lasts for 25 seconds and can be canceled.
Passive 4: Deadly FinishersThe monk's finishing moves deal 10/15/20/25% more damage.
Level 30: 2 Paragon Paths
Way of The Fist (melee/brawler/scrapper/survivability)
Way of the Mind (mid-range dps'er/healer/supporter)
Encounter 6: Gentle PalmThe monk strikes with such force that all enemies in a line behind targeted melee enemy take damage as well. This ability has 3 charges.
Encounter 7: Harpoon - Way of the Fist Paragon PathThe monk throws his harpoon in target direction. If it hits an enemy, that enemy will be dealt damage, pulled to the monk and, stunned for 2 seconds.
Encounter 7: Impenetrable Art - Way of the Mind Paragon PathThe monk binds his soul with an ally. Whenever the monk activates Ethereal form, that ally gains the damage resistance, heal, and shield. That ally also has his threat increased by 200%.
Passive 5: Combo Master - Way of the Fist Paragon PathThe monk's encounter powers now have a 8/16/24/35% chance to add an additional combo.
Passive 5: Ancient Medicine - Way of the Mind Paragon PathThe monk's healing is increased by 5/10/15/20%.
Level 35
At-will 4: Hurricane - Way of the FistThe monk hits his enemy with a series of punches and kicks. The first are 2 slow attacks then the monk attacks with such speed that up to 6 nearby enemies, depending on how many combo points the monk currently has, are then attacked for 3 quick hits. The third strike adds a combo point.
At-Will 4: Way of the Mind - Rejuvenating WaveAttacks target enemy from a distance of 15'. Any allies this attack passes through is healed for a small amount. The third hit of this attack does increased damage and healing and adds one combo point.
Encounter 8 - Psychic ShieldThe monk creates a telikinetic shield for him and his allies at target location. This shield blocks all projectile attacks and lasts 5/6/7/8 seconds
Level 40
Daily 4: - Cloud the MindThe monk disrupts the flow of chi in an enemy's mind, preventing them from using their shift ability for 6 seconds. While under this effect, they take damage over time and have their movement speed rapidly slowed to 50%.
Passive 6 - Way of the FistWhenever the monk takes damage, his movement speed is increased by 25/30/35/40% for 2 seconds.
Passive 6 - Way of the MindAll melee attacks now have an increased range of 10/11.25/12.5/13.75/15'
Level 45
Encounter 9Encounter 10Level 50
Encounter 11: Dragon StrikeThe monk hits a single enemy at melee range for massive damage and adds 1 combo point. The cooldown for this ability is decreased by 3 seconds if the monk suffers a critical hit.
Daily 5: Quivering Palm - Way of the Fist Paragon PathThe monk strikes an enemy but deals no damage. The targeted enemy has lowered damage and resistance for 6 seconds. After 6 seconds, the target takes 70% of all damage recieved from the monk while Quivering Palm was active.
Daily 5: Levitation - Way of the Mind Paragon PathThe monk levitates into the air and becomes immune to all melee and ground attacks (Icy Terrain, Chains of Blazing Light, etc) Similarly, the monk cannot use melee attacks. This lasts for 4/8/12/16 seconds.
Passive 7 - Way of the Fist
Passive 7 - Way of the Mind
Level 60
Encounter 12
Passive 8
Level 65
Encounter 13
Pssive 9
Comments
The other build is a mid-range caster/healer/support type. Mid-range, as I see it, is out of reach of melee abilities but within casters' distance. So basically, in groups, they will position themselves behind the melee group.
I am missing a few powers, so any suggestions or feedback is welcome!
And you cant honestly think that the wizards at Wizards of the coast needs unsolicited advice on homebrew classes for future brainstorming.
But the real revelation that is going to really flip your top is this..because it has been posted publicly. Any idea here cant ever be used. They don't need some player dragging up months or years old postings claiming newly implemented content was their idea originally. Even if such claims come without the usual demands of compensation. The very idea of it just gets to close to a grey area that neither Cryptic or Wizards of the coast would ever want to get near.
We might one day see a Monk class, but it wont be this one, not even close to it.
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