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Deathly Harbinger

Joined: Sun May 17, 2015 8:29 am
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I prefer to let my rankings speak for me on the subject.

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Thu Jun 18, 2015 7:53 pm
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Cephalid Subverter

Joined: Wed May 20, 2015 4:08 pm
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I really like the skill haste on my monk too. When you're spirit-capped, attack haste doesn't do you any good, since all haste is doing is giving you spirit for your kicks. Skill haste lets you dump spirit faster on kicks, and more kicks equals more healing. Everybody is a winner!

Edit to add: I'm spirit capped when using the 2 spirit regen cool downs. And I use those when I want to knock down an elite or to heal up. Outside of that I'm pooling spirit and dumping it.

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Thu Jun 18, 2015 8:04 pm
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Thu Jun 18, 2015 8:11 pm
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Goblin Warrior

Joined: Wed May 06, 2015 5:42 am
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Hentaihero wrote:
I prefer to let my rankings speak for me on the subject.


Lol, what a dick move. I love it.


Anywho, attack haste is amazing but its fairly easy to max out with out really trying. So in the really high levels I would agree skill haste is better. Once you have a 1 second attack rate and decent crit rate, you start shopping for ways to dump spirit faster. If you have more spirit than you can spend, then a 20% skill speed increase is nearly a 20% dps boost (and by extension a 20% healing boost on the 60% uptime that cobra strike has)


Thu Jun 18, 2015 8:30 pm
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Orc Centurion

Joined: Tue Mar 31, 2015 3:43 am
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speaking of timers and such is there a reason why there is a 2 second timer that randomly appears on the pull next monster after a monster dies? I can understand the timer after the pulling of a monster but after a monsters death it just don't make sense.

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Thu Jun 18, 2015 8:34 pm
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Goblin Captain

Joined: Wed May 20, 2015 7:01 am
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attack haste is a huge factor in kick damage. set bonus sucks ;x

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Thu Jun 18, 2015 8:37 pm
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Goblin Captain

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I mean boot armor > attack haste. But attack haste is about tied with crit/crit damage in my book at least.

1) attack haste influences kick damage (way more than youd think)
2) we need a lot to make our offhand the same ratio as our fist

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Thu Jun 18, 2015 8:39 pm
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Orc Centurion

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beaster wrote:
I mean boot armor > attack haste. But attack haste is about tied with crit/crit damage in my book at least.

1) attack haste influences kick damage (way more than youd think)
2) we need a lot to make our offhand the same ratio as our fist


Yep more so if you use a good 1hb in off hand to boost damage further.

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Thu Jun 18, 2015 8:53 pm
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AvatarOfWar wrote:
speaking of timers and such is there a reason why there is a 2 second timer that randomly appears on the pull next monster after a monster dies? I can understand the timer after the pulling of a monster but after a monsters death it just don't make sense.

Partly due to the somewhat lame design. I designed the core of the game when I barely knew how to maek webnet.

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Thu Jun 18, 2015 8:56 pm
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Orc Centurion

Joined: Tue Mar 31, 2015 3:43 am
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Maelfyn wrote:
AvatarOfWar wrote:
speaking of timers and such is there a reason why there is a 2 second timer that randomly appears on the pull next monster after a monster dies? I can understand the timer after the pulling of a monster but after a monsters death it just don't make sense.

Partly due to the somewhat lame design. I designed the core of the game when I barely knew how to maek webnet.


oh so it technically isn't intended to be that way?

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Thu Jun 18, 2015 9:17 pm
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Skeleton

Joined: Tue Jun 16, 2015 7:31 pm
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Speaking of "letting your ranking do the talking" - would it be possible to increase mob difficulty gradually as chain length increases? That way combo pts could be a real measuring stick for players at high levels.

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Thu Jun 18, 2015 9:41 pm
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I think that's a cool idea shaqti... like mob level could increase as the chain continues. Could be a fun idea... maybe!

Avatar: If I had unlimited time, it would be designed very differently. That button only has a cooldown to allow time for stuff like... mob fading in/out, resetting everything, giving dots time register stopping. Lots of stupid things that I'd design differently, but it would take a lot of time to address for something that's so minor.

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Thu Jun 18, 2015 9:51 pm
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This thread now being a min/max debate for monks leads me to believe monks are fine and we're ready for other classes to see some buffs! Let's go, Battle Mage :mrgreen:

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Thu Jun 18, 2015 10:14 pm
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Goblin Captain

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Tezl wrote:
This thread now being a min/max debate for monks leads me to believe monks are fine and we're ready for other classes to see some buffs! Let's go, Battle Mage :mrgreen:


Yes

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Thu Jun 18, 2015 11:30 pm
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Monks OP for real...

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Fri Jun 19, 2015 1:46 am
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Goblin Warrior

Joined: Wed May 06, 2015 5:42 am
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I see that +9 fire damage is working for you. :P


Monks are pretty OP compared to everything else I've played. Heck monks have a generator that is essentially a full heal with 60% uptime and warriors are struggling with a 0.5% x max health heal every second HOT - plus monks have two other major heal abilities. Do you know how useless 18-19 hps / second healing is in comparison where critters are hitting you for 120ish ? /rant


Fri Jun 19, 2015 2:33 am
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The Legend

Joined: Fri Apr 17, 2015 8:46 pm
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AvatarOfWar wrote:
speaking of timers and such is there a reason why there is a 2 second timer that randomly appears on the pull next monster after a monster dies? I can understand the timer after the pulling of a monster but after a monsters death it just don't make sense.


The worst part is this cooldown is also activated when you kill mob pets. I have lost so many chains due to a pet getting whacked and my spiky DPS!

It would be great if you could at least take it down to 1 sec (or none).

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Fri Jun 19, 2015 5:48 am
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Deathly Harbinger

Joined: Sun May 17, 2015 8:29 am
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Having no delay at all might be problematic in that if you accidentally spam the key a time more than you intended it could be a death sentence based on what you pull but I suppose that could just be chalked up to user error and be a death you learn from lol.

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Fri Jun 19, 2015 5:50 am
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Goblin Warrior

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I think the 'pull' key should have a 1 or 0.5 second timer with respect to itself and possibly only itself (and be off global cooldown or monster death cool down). I *think* that would resolve that issue.


Fri Jun 19, 2015 5:53 am
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Deathly Harbinger

Joined: Sun May 17, 2015 8:29 am
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/signed

That's the hardest part of leveling toons with OP gear, pulling fast enough XD

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Fri Jun 19, 2015 5:54 am
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Goblin Warrior

Joined: Wed May 06, 2015 5:42 am
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Hentaihero wrote:
/signed

That's the hardest part of leveling toons with OP gear, pulling fast enough XD



"I kill too fast and it ruins my combos. Sometimes in the middle of 4 hour combos I'll sneeze or blink and everything falls over in a hail of bursty crits. It's tough being a crazy-ass/kung-fu/Bruce-lee death machine monk. Also - I'll let my rank speak for itself" - HentaiHero -dropping those truth bombs.


Could be worse though, you could be a bard and need to go to bed for 8 hours during your combos and lose out on time bonus because your combos are just too long. #OP-class problems


:D :D :D


Fri Jun 19, 2015 6:02 am
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Deathly Harbinger

Joined: Sun May 17, 2015 8:29 am
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What's a leaderboard without a little friendly ribbing? ;)

I pause the game a lot too in the middle of these marathon combos. I need to bio and stuff like that and I often just tab over to change music and watch videos if it's a particularly long one lol.

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Fri Jun 19, 2015 6:05 am
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Deathly Harbinger

Joined: Sun May 17, 2015 8:29 am
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Oh and I pause to do stuff to the wiki a lot too. Can't wait for the pause running up your timer thing to be fixed :)

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Fri Jun 19, 2015 6:07 am
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Agree, lowering the pull timer would be soooo great.

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Tezl - Enchanter


Fri Jun 19, 2015 12:41 pm
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Tezl wrote:
Agree, lowering the pull timer would be soooo great.


Agreed, imo 1 sec would be nice.

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Fri Jun 19, 2015 1:57 pm
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