Class Suggestion - Monk

aragorn0
aragorn0 Posts: 0 Arc User
edited August 2013 in Suggestion Box
I know you may have gotten tired of this but, uhuh, I have a new class suggestion to make, the MONK. Oh well, got to cover many things to make this an acceptable suggestion sooooo there we go!

LORE

Lore is the first thing that I believe should be taken in consideration when adding anything to a world setting so I shall start with that one! Well, I don't believe that anyone could bring up the matter of a Monk class being unfit to the game's setting. Monastery guy, seeing his perfect world making negative progress thus going out on an adventure in order to "fix" things and there, it's ready! I believe that making things up to cover the story shouldn't be difficult. Let's be more specific...



What about Race?! I don't believe that PW team has to bother making a new race to cover this one up (probably having to follow the 2 classes per race pattern as well, which would bring up more work).

To begin with, Monks should probably be Human, in my opinion. I think it is fully acceptable and fitting as well. As for the other races...

a)I don't like the idea of Elves. They are a bit more elegant and beautiful than a guy who lives a poor life and then starts kicking butts around.
b)Untamed are mainly beasts (at least that should be the idea) so I guess it is not fitting as well. It could work, but would look more like a shaman type of thing. Not be a bad idea, but an entirely different class discussion.
c)Earthguards, I believe, are just not that kind of thing. Not sure why, I just don't like it.
d)Tideborns... psychics and all this stuff... I don't think so. Well, I would like your views on all of those of course, would greatly help!



Uhm... Starting Storyline/Questing?! Seems easy to figure...

First 10 levels or so could be about testing your skills, realizing that the world has been having its problems in keeping the balance and deciding to go kick n punch things. Filling story with stuff like the always present quests about getting equiped (hmm what about THIS? read ooooon :D) finding your class master, jumping around to get a chest should make it easy for a start to be made. As for this starting town, I imagine something like a monastery area, like a very humble version of the human town Etherblade (in both terms of size and pollishing). Despite my suggestion of Monks being Human, I don't think they should start in Etherblade. Monastery for the win!
Levels 10-20 could be the exact same with the other human classes, I see no lore problem about it. Practically, this means either that Monastery starting point is close to Ether, which may be a bit difficult, OR you get a free teleport from the area you start at (which happens a lot) and go on questing and progressing in those areas near Ether.
Levels 20+ Archosaur, and all the other world. Not much to comment on, as everything is already there.




GAMEPLAY


To start with, what is the monk's Role in the game? Well... that is really a difficult one. For sure, he is (mainly, at least) melee. He could always be fast kicking (probably resulting in APS guy) DPS. I am not really amused by this kind of thing though as we have an Assassin and Blademaster guy for that. Thus, I tried to think of something different as well. Here are some ideas:

a) DPS: Well, high DPS. I don't like it but it is an option :D
b) Support: Stackable Buffs, medium DPS, Purifications, maybe a bit of healing.
c) Tank: Tanky by means of dodging, not beefed defences. Well, magic attacks can't miss so he could have passives that allow it or/and give resistance to magic damage.
d) Critical DPS: Monks can focus to see the weak spot of the enemy, thus getting the criticals. Passive Critical Chance, Maybe a (tiny) rage damage increase. I don't like this very much but anyway, could be lore friendly. OP would probably be the result. Actually, try to forget this option :D
e) Disabler: You kick the enemy's weapon away for some time, you give him a good punch on the ribs and make him slower, stunned and giving out similar effects.

I am a fan of the combination of b) and c). I am not an expert tho to know how to balance this out but, oh well, I'm trying for something here! :)




Now, to the freakishly weird part. Weapons, Armor. This one troubles me. (Trinkets, belts and rings could and should be kept the same as everyone else, I guess).


Weapons. Let's see. First of all, they cant work without any weapon slot item. It would be against the grinding this game "offers" and it totally ruins the concept of spending bucks on the game. Thus, they just wont make it for us. And, anyway, I believe we all would like something more shiny than 2 bloody fists and feet. So, we will have weapons. Well, what kind of?

a) Claws: Sure, just too mainstream as they are used by BMs and some Assassins already.
b) Some kind of new fists for Monks only: Weird, while claws are around. Actually the same thing, I don't really like this.
c) Just Fists/Kicks: "Well, you just said that it wouldn't work without weapons". Yeah I did! It could work, though, if the weapon slot was covered up with something like a magical, harmony thing enchantment that will make your hits more powerful. Could be named Body Strengthening or something in of that nature, as you may hit with kicks, not only fists.
d) Kukri, Quarterstaff and normal other Monk stuff as we see them in many games. Not bad, could actually work very well!



Armor Sh*t just got serious. What dafuq about this?! There are the options! (Chest, Boots, Head, Pants).


Heavy Armor: Just NO :D
Light Armor: Could work but it doesn't fit very well with the theme of monastic guy.
Arcane Armor: This one could strangely work but it would need a lot of work on "translating" the mana amounts into something named Harmony maybe and work for Monk skills. Maybe too much work for a class, not sure.

Something new: Robes would be it. They should be a set (more items to grind/pay bucks for than one combined item) They could add:

- All Dodge (don't think so but dropped this one)
- Little Pdef, Medium Mdef AND Dodge (combined with Dodgy tank role maybe...)
- Medium Pdef (lore-wise explained through reflexes. A bit weird that it wouldn't go under the dodge part but...) Medium Mdef.
- Approximately Light Armor stats. Explanation: Robes let our monk move faster and comfier, thus letting him withstand direct hits by covering more vital spots. Also, they are not just plain cloth, they are enchanted by their owner's Inner Harmony




Special characteristics: I don't really feel this being needed, just more ideas!



- Herbs Specialist: The monks could be able to make more effective potions and maybe buff consumables, due to their monastic experiences.
- Robe Manufacturer: Maybe the monks would be the only ones able to create their Armor Type, Robes. (this one may be making the class too special and limited to high gear maybe, thus I'm not really sure)



Well, nothing more to say for now! I'm waiting for feedback on everything!! b:pleased
Post edited by aragorn0 on

Comments

  • HrunsPanda - Archosaur
    HrunsPanda - Archosaur Posts: 1,136 Arc User
    edited May 2013
    aragorn0 wrote: »
    I know you may have gotten tired of this but, uhuh,

    b:surprised
  • McBern - Archosaur
    McBern - Archosaur Posts: 49 Arc User
    edited May 2013
    Monk is not designed for fighting, maybe he can only do praying over those who are broke in the game.b:pleased
  • SubaruStar - Archosaur
    SubaruStar - Archosaur Posts: 7 Arc User
    edited August 2013
    I disagree,

    monks CAN fight but are peaceful in nature... they would use protective magic and healing spells, as well as using sutra cards to attack and destroy opposing monsters.
  • SweetieBot - Lothranis
    SweetieBot - Lothranis Posts: 18,978 Arc User
    edited August 2013
    I disagree,

    monks CAN fight but are peaceful in nature... they would use protective magic and healing spells, as well as using sutra cards to attack and destroy opposing monsters.
    NECROOO!!!!!!!

    SubaruStar - Archosaur replied to a message that was 2 months 30 days 15 hours 21 minutes old.
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