Thank You, Developers

trophyUpdate 33 Hotfix 1 is arriving as I type this.

The release notes are short, as hotfixes tend to be quick bullet points.

There’s been some important fixes, such as purple and red-named bosses not becoming Champions.

A guildmate had to play the Spinner of Shadows in Epic with a crown on her head–as if she needed any more overpowered abilities!

But less can be more when it comes to patches.

The best news:

  • Handwraps no longer take durability damage.

Obviously I haven’t tested this just yet. But it’s good news. Not because we Monks want special treatment, but because the change of handwraps to non-weapons (with all the downsides that weapons can have against oozes and rust monsters) made the class potentially more expensive to use in early levels. It was also a sudden change that most of us were hardly ready to compensate for, through crafting or other means.

I would’ve also been happy to have Everbright wraps given to new Monks in Korthos as well as Heroic and Epic named Everbright wraps we could find, rather than mucking with sensitive code. But the devs decided to find a global change, and it’s no less appreciated.

It also means that parties once more have a member that can handle oozes without splitting them (in general), damaging their weapons or wasting spell points. Every class has at least one benefit to a party, and Monks benefitted from ooze-bashing, too, especially in lower levels where ki generation is harder.

Now new Monks won’t be as broke as they might have been. Thanks for the quick fix, devs.

Another fix was something I had noticed in gameplay sometimes:

  • Monk Damage Reduction on handwraps will no longer disappear after zoning or resting.

I would notice that, when wearing my Storm’s Harness handwraps, the electric damage wouldn’t be activating. After swapping to another pair of wraps and back, the damage would reappear. Now, I don’t recall resting (I rarely use shrines except for resetting spell points, clickies, or death penalties) when this problem happened.

In related news, I have heard rumors that the Tower of Despair “Incredible Potential” rings might be problematic with the handwrap change. I’ve not yet tested this and will report when I can, but if anyone has a Holy Bursted ring and can verify if the ring still works with the new handwrap format, just shout out.

 

 

Mystical Return

I’ve been pretty gloomy-gus about some of the changes to the Monk enhancements lately. I don’t want people to misinterpret my criticisms as a “DOO00M!!!1” or anti-Turbine skeed, however.

You play a game for its positive effect on you. It may be of little surprise that I didn’t want to play all that much on that day when the handwraps were made into weapons.

The problem is still serious enough to keep discussing what to do about it, short- or long-term. So, several monastics in my dojo prayed and contemplated.

Creeping Death of Your Handwraps

I was in a party last night on Legendary Elite in “Creeping Death.” Yeah, the quest with lots and lots and lots of oozes. I joined one Shintao Monk in the fight. He had virtually destroyed over 4 sets of handwraps before the quest was over. Because these oozes were around CR60-ish, removing his wraps and effecting any damage worth a damn wasn’t an option.

Since the update, I have been grinding every bit of loot I could to make Cannith Essences to work on boosting my crafting levels. Today, at level 233, with a 35% crafting booster, I reached a 75% chance to craft what I needed: an Everbright shard. I could only make minimum level 25 shards safely, but this balances out the weapon for earlier use.

I love the new crafting system, by the way. It’s inherently more expensive than its predecessor, but the process saves a lot of calculations and makes the process much more understandable. Since items are bound to account, you don’t have that nagging worry of forgetting something that could craft items for a character that won’t use that item.The variations, damage, or effects you have available are also striking.

Speaking of striking, here is the result I made for Lynncletica.

everbrightwraps

However, I have spent dozens of hours in the crafting hall to reach a level where I could make Everbright shards. New Monks won’t be so fortunate.

GamerGeoff acknowledged that the change is more true to lore as well as game mechanics. He suggested that Monks do what other classes do against oozes: Wield a Muckbane.

I vetoed the thought in a reply, but, just in case, I checked. The Ninja Spy’s update included making any weapon you could wield as gaining DEX-to-Damage. So I borrowed my only Muckbane from my Rogue for Ryncletica the Poison Master to hold as a test.

The test failed. While Monks have weapon proficiency in clubs, the Muckbane uncenters her. We lose all our monastic powers.

So the secondary options are (1) fight completely unarmed, removing handwraps or (2) use another weapon, and carry more handwraps or other weapons as they break to the oozes and rust monsters.

I neglected to say what Monk I brought into the “Creeping Death” run.

My Henshin Mystic, Quintessica, has returned to active status.

Some Light in the Shadow

Quintessica was first built back during the older enhancement format, before the trees. She was designed to wield all four elemental stances. During that time, it was very costly to master all the stances, but I was in an “Avatar: The Last Airbender” mood, and she was fun to play.

With the new enhancement trees, everyone got the complete stances. Quintessica became one of the new Henshin Mystics and collected a boatload of quarterstaves.

While initially interesting to play, the lack of defense and speed slowed and soon stopped my enjoyment of Quintessica as she reached epic play. She’s been sitting at level 23 for over two years before she came out of retirement last night.

In the ooze-filled dungeon of “Creeping Death.” A level 23 character in a level 33 quest.

Wielding a Dreamspitter.

Dreamspitter.jpg

It’s not the most optimal Epic quarterstaff that’s immune to rust or ooze damage (that’s her sister staff from “The Fall of Truth,” the Dreampiercer). But it did the job.

More interesting was how Quintessica functioned in fighting. With a weaker weapon I didn’t expect much. I didn’t expect her to survive at all, really, because she hasn’t Rejuvenation Cocoon available yet, so ki and potion healing was all that she had as things tried to kill her

But after beating up a bit of ooze rather decently, I looked at Quinn’s character sheet.

Her base melee power was 102.

That’s an insane level of power boost for level 23.

I also took Cleave, Great Cleave and Whirlwind Attack. She sits inside her Cauldron of Flame circle and spams each one almost continually.

And after ensuring my party had Death Ward, I kept using Every Light Casts a Shadow to cause additional negative levels on top of any that the Dreamspitter (the original “woo-woo stick”) added.

Quintessica has the same problem as other Monks in terms of serious weapon damage against oozes in her next life’s early days until she can wield that crystal staff. I did scrounge up an old level 8 Everbright staff I saved for her to use a little later.

Quinn is woefully under-geared and under-trained. So, from what I’ve seen last night, I think she needs a bit of time out to see what she can really do with the new tree updates, as well as level and gear up a bit. Based on several great reports from Teacher Vladrich on the Mystic, I’m feeling a little encouraged about things.

 

 

Acquiescence for the Pugilists

oldglovesI’ve joked with friends, as I drink four Yugoloth Favor Potions with my Shintao Monk every fifteen minutes, that I fight simply to support my expensive drinking habit.

That’s not far from the truth. Getting sufficient favor to gain Yugoloth favor requires you to run most of the Shavarath-Devil quests on Elite. Time is expensive in an MMO. Each Yugoloth potion itself is about 1,100 platinum. I buy four types–STR, DEX, CON, WIS–often 50 each. That’s roughly 100,000 platinum.

I can go through them rapidly. They’re a beneficial expenditure when farming on Legendary Hard quests when CR 40 and higher enemies spawn.

Being a Monk isn’t an inexpensive venture. First, you have to buy the class. It cannot be earned by favor. When I learned of DDO, without playing one second in the game, I bought the class, becoming a Premium player.You also can gain the class as a VIP.

As a Monk, you’re always limited at the start in what items you can use. No armor except cloth. No weapons save 3 types unless your enhancements and feat allow exception. Heavier damage incurred without a lot of practice in the style of fighting. Lesser damage and hit points than any other melee. Lesser protections at the start until you build up Improved Evasion, miss-chance and saves. And you have to leverage this peculiar energy known as ki, and timing specific elemental attacks to buff or damage, all in a proper sequence, or you fail the technique, be you level 1 or 30.

By level 9 you’re more able. By level 12 most Monks come into their own and do very well at Elite ventures if they remember their strengths. That is, a good Monk doesn’t leap into the fray if they can help it or unless they do so by strategy (a tanking Monk does, if need be).

The early DDO quests are stacked against the Monk because much of it existed before the class did. So, most early quests don’t give item rewards useful at all to the Monk. A few quests were adjusted to help there, but they are far and few, or require you to purchase a module (Catacombs and Sentinels of Stormreach come immediately to mind).

The one singular benefit of being a Monk, if you persevered in your training, is its self-sufficiency. You could heal yourself or use techniques that minimized or avoided fighting altogether that few other classes could match. Your special attacks were designed to thwart the most dangerous enemies early on in an adventurer’s life–the undead.

Changes are natural in an MMO. Most are to the benefit of the player, even if it takes a while for us to appreciate them.

The latest update for the Monk class, specifically its enhancement trees, is most useful for the Ninja Spy but leave the Henshin Mystic in a questionably useful state.

One change, however, has compelled me to avoid the use of any unarmed Monk, except in some raids, for the time being. That’s the change of handwraps as extensions of the unarmed Monk into a weapon.

While the quality of the change seems to improve the general damage of the Monk, the change will also make gameplay for early Monks prohibitively expensive, and difficult for some Monks, even epic ones, to compensate. Here’s why.

  1. Early Monks will be often fighting oozes. Before Update 33, handwraps did not suffer greatly from attacking these jelly creatures while other melee fighters had to back off a little to let casters or ranged members in party to eliminate them. Killing oozes also gave the young Monk some opportunity to build up needed ki reserves that dissipate early in their play with lower WIS and Concentration scores. Handwraps now are weapons, and, per the developers, are working as intended, suffering damage from attacking oozes and rust monsters. This is very serious for two reasons. (1) Unarmed fighting is the de facto form of the Monk. Finding handwraps with the Everbright property is nearly impossible with the current loot-generation: The prefix appears completely extinct. That means a young Monk must spend a lot of platinum buying handwraps so they can get through a single quest filled with oozes. (Waterworks has quite a lot of these, for example). Finding inexpensive Everbright handwraps or quarterstaves will be unlikely, especially since now every Monk will need one and the trading economy will naturally make these more expensive. Else, the Monk must nerf their own damage by removing their wraps and fighting bare-handed. In effect, the change forces you to avoid using your one and only weapon as a Monk. (2) Gaining Everbright with the (welcome) update to Cannith Crafting requires you to have moderate skill (250) to make your own bound ones. If you are lucky to know a friend who can create unbound shards for your Everbright weapon,  at 400 skill, you can also gain the right handwraps.
  2. For new Monks, both conditions make fighting more difficult and expensive than it need be. And this issue affect high-end adventurers. Your named handwraps will also suffer damage, and that means you must craft very expensive handwraps not only to for them to survive but also deal sufficient damage. Rust monsters and oozes do appear in flagging quests for Epic and Legendary raids, and powerful, deadly rust monsters do appear in one Legendary raid. That leaves Epic players to fight with much weaker weaponry, or none at all to preserve their handwraps during a long raid, dealing less damage to the enemy and likely jeopardizing themselves and party.

So, for now, it’s hard for me to recommend anyone to choose the class unless you are going for some non-unarmed variant. Even then, bows and shuriken cannot break down some walls and doors to progress, so every Monk carries handwraps or kamas, at the least, to knock these down.

In reply to a thread I posted on this, developer Steelstar noted that the durability of handwraps were significantly boosted to help this working-as-intended design. However, in tests I’ve done, difficult oozes will destroy most of the durability even in a brief fight. And there’s always someone in party that has only slashing weapons that make more oozes as they break apart, leaving everybody with more to fight.

Steelstar also noted that they’ll be looking into the situation on when or if they can improve this matter.

I’m normally patient and don’t inherently blame the devs–they always have a difficult job in pleasing the player and encouraging them to play and, in turn, spend their money and time to do so.

But the Monk class is a different breed. If the Monk were a class that could be earned by favor, the challenge of it becoming more expensive and time-consuming to equip and fight oozes would be offset a little. But players already spend real money to get the class. To play now in certain quests will damage equipment so badly, with far fewer options than other classes with the same issues, that I can’t really recommend buying the class until Everbright handwraps for young Monks are provided at low cost and early on, and in Free-to-Play content, just so they can get through the early levels.

Intermediate Heroic and Epic level Monks also shouldn’t require Cannith Crafting levels to get at least one named pair of handwraps with Everbright properties just to get rid of the monsters. The items needn’t be particularly powerful at all–just durable. Finishing moves and technique can go a long way from there.

We Monks don’t want to spend our time right now improving our crafting levels just to play, much less avoiding spending lots of platinum in repair costs. Besides, how could a Monk improve his crafting levels if questing requires getting loot to break down, and to get to that, you might fight monsters that dramatically destroy your equipment?

For now, my unarmed Monks are retired to rest in the dojo, relieved of most work until my crafting level improves to make Everbright handwraps for them and others I encounter.

Update 33: The Promised Land

I did get Lammania up earlier in the week to explore the changes for the Monk class with Update 33. I played around with copies of my Zen Archer, Poison Master and Shintao. Things looked promising for the very brief time I was able to play there.

Now that the official release notes are up as the game is updating today, I realized I missed some little bits of information from my last post that should make most Monks in general rather happy. Listed from awesome to meh:

  • In all three trees, Elemental Ki strikes have been changed. Eagle Claw Attack now applies four stacks, and stacks to 15. Knock on the Sky reduces enemy physical damage by 4% per stack. Unbalancing Strike is now +3[w].

I use Unbalancing Strike (counted as a Water move) often with the Poison Master to quickly charge up Freezing the Lifeblood paralyzing move. Doesn’t look like Fists of Iron has changed from its +3[W] damage, +1 critical threat range, and +1 Critical Damage Multiplier.

  • The Fire finisher Breath of the Fire Dragon now scales with 2x Melee Power.

This change will certainly help in damage against Plant and ice-based enemies.

  • Each Ninjutsu ability in Ninja Spy now also grants +1 to hit and damage with weapons other than a quarterstaff or handwraps when centered.

A welcome change for my Poison Master and for the stealth-master Kiricletica. Kiri’s still around but my Zen craze has been keeping my attention. I’ll update you on her progress with these new changes and perhaps put Kiri through more solo stealth work with newer content.

  • Iron Skin now works regardless of your chosen stance.
  • Iron Skin’s third rank now grants +20 PRR when centered.

Last night I was playing with Lynncletica’s PRR just before another Deathwyrm. She generally sat around 139. Then I added in a Legendary Planar Compass, then Twisted in the Grandmaster of Flowers Standing with Stone for 15 additional and Primal Avatar’s Ephemeral Evolution for up to 15 more when attacked. As I completed that change, my Legendary feat Scion of Limbo moved to give me another 30 PRR. And then I added in the Antipode/Planar Conflux 15 PRR bonus.

I had around 177 PRR for a hot minute.The update to Iron Skin will make things more hot.

  • Grandmaster of Flowers now grants handwrap proficiency in its first Core Ability.

Might have mentioned this one, but it’s still great. Gives our non-Monks something to look forward to doing as they level up that destiny.

  • Fury Eternal and Unbridled Fury now explicitly say they work with ranged weapons.

The monkchers are vindicated.

When I used Unbridled Fury one time with Pynthetica in a “Defiler of the Just” run against the end-boss, my reaction to the immense DPS boost was not too different from Egon using his proton thrower for the first time in Ghostbusters: Complete amazement.

egon_gb1

  • Handwraps have gained +10 Hardness and +80 Maximum Durability.

Since handwraps are weapons now, does this mean that they also become damaged from oozes and rust monsters? Let’s hope not. Handwraps should have an inherent Everbright property. We shouldn’t lose, as parties or individual Monks, a way to remove oozes through a melee fighter. Monks can’t equip Muckbane clubs without becoming uncentered, and quarterstaves are nearly worthless in the hands of anyone but a Mystic.

UPDATE: In very early play in Update 33 live, I entered “Creeping Death,” where oozes abound. My wraps are suffering tremendous damage. I’ve reported this as a bug already. This is unacceptable as I haven’t any other “weapons” to use as a Shintao and there are absolutely no “Everbright” handwraps as that would’ve been unnecessary pre-Update 33.

SECOND UPDATE: Cordovan’s response in a thread I opened reporting this states this change is working as intended. New players are going to get screwed for repair costs as oozes are plentiful in early content. Everbright handwraps haven’t dropped for ages with various loot prefix/suffix changes. And you’ll need at least 250 bound/400 unbound skill to craft Everbright handwraps. I normally roll with the punches (no pun intended) with game changes that are challenging, but this one makes so little sense I will not be surprised that fewer Monks appear.

  • Stunning Fist now specifically requires Handwraps to use.

Is this “problem” still going on? If you aren’t a Monk, you should be using Stunning Blow or, better, Shield Bash. I’ve seen one friend shield-bash about as fast as I could use Stunning Fist, and it was most impressive.

  • Planar Shards, Outsider Tokens, and Draconic Runes now properly go into bags.

Totally not specific to Monks, but yay, more storage space freed up.

  • Demon Assault no longer respawns enemies after the end chest is opened.

That’s welcome. In that quest, the reavers and renders were almost impossible to manage while you’re trying to loot, assess and trade items from the chest.

  • Six new Deity options are available for Clerics, Paladins, and Favored Souls at their first level. These are analogous to the existing Deity feats and abilities.

Again, not Monk-related. But I’m fond of this change because of my long love of the D&D based Neverwinter Nights games. There, your clerics got a lot of extra bonuses with their deity alignments. Further, if you’re going to have clerics and other divine fighters in the game, leaving out these elements seemed to make gameplay rather odd in terms of roleplay, especially since many NPCs had deity alignments.

  • Festivult Abishai Cookies work as a set again.

That explains my abortive attempt to use the five cookies with Paracleta for a stacking +4 to WIS while running a Legendary Elite Tempest’s Spine. I’ll be running lots of stuff to get more of these cookies in the future.

  • Critical Multiplier bonuses now work on Thrown weapons.

That bug keeps being fixed and broken over several updates. My old Shuricannon relies on better modifiers for higher damage, so this is welcome. However, conversations on the forums suggest this isn’t the complete fix.

  • Monk’s Moment of Clarity finishing move feat tooltip now properly states that it is a stacking bonus, rather than an Insight bonus.

Hardly relevant since you’d have to be a Mystic (where the only Void attack exists to activate the finisher) to use it. I mentioned this last time because there’s no reason I know not to have a simple Void Strike feat added back into the game for non-Mystics to use this finisher and its dark version once more.

I will try to forget what I’ve known about the Mystic and give it another try soon. I’ve learned more on defense options and the game has evolved significantly over several updates to provide options I hadn’t had available when the first Mystics arrived.

 

 

The End to Farming for Silver+Good Handwraps

Van Helsing: Bringing the right tool and attitude for the job.

The monastic life of unarmed combat in Stormreach in the realm of DDO and realms beyond has, frankly, been a pain in the hands for many Monks.

While other classes could wield all kinds of weapons that can help bypass an enemy’s innate material or alignment-based damage reductions, the Monk is a special case.

The body of the unarmed Monk is the weapon. Handwraps aren’t coded as weapons but enhancements that add to the effectiveness of unarmed damage.

And that is the rub. To fight gracefully, a Monk must remain Centered. This means you can’t wear any light, medium or heavy armor. You can wear an outfit, a robe, or run about in your brown skivvies if that’s your thing. You’re also limited to only a few weapons outside of handwraps that could add the same DR-bypassing goodness of a traditional melee character–at the expense of slightly slower attack speed than fighting unarmed, as well as being prohibited from using some of the Monk’s speciality unarmed-only tactics such as Stunning Fist and the Dark Monk’s Touch of Death.

As Monks enter level 16 and begin flagging themselves in the Vale of Twilight for “The Shroud,” a question enters the mind of a Monk. How can my fists effectively damage a devil or demon? These creatures are among the nastiest denizens in the game, especially on their home turf in Shavarath or the Demonweb.

By level 16, all Monks can bypass Magic (L4), Lawful (L12) and Adamantine (L16) material protections. But lesser devils require either Good-aligned handwraps/materials (such as Flametouched Iron) or Silver weaponry to hurt them effectively. Any Monk can wear Holy or Pure Good handwraps easily enough in this case.

But soon a Monk will encounter the horned devils and the pit fiends. These devils require your hands to bypass Silver and Good simultaneously to bypass their damage reduction.

Before Update 14, you had a handful of options to keep your unarmed fighting working best:

 

  1. Be a Light Monk and complete all Shintao Monk training levels. This adds Byeshk, Cold Iron and Silver unarmed damage reductions to your fighting. Just wear some Good-aligned handwraps and you’re, er…good.
  2. As a Dark Monk, win the lottery by farming for and finding the Devout Handwraps: +2 Metalline of Pure Good handwraps, or finding a pair of randomly generated Silver Threaded of Pure Good handwraps on the Auction House (for insane prices) or in chest loot.
  3. Have an Artificer grant you a Planar Weapons good-alignment buff or a Silver Weapons buff, depending on what you have on-hand (so to speak).
  4. Be a high-level Cannith craftsman and make your own Metalline of Pure Good handwraps.
  5. Cry.

 

(Oh, and while you Dark Monks are farming, you’ll need Cold Iron-studded of Pure Good and Byeshk-threaded handwraps if you didn’t find Metalline of Pure Good handwraps, since Xoriat creatures don’t care about Silver.)

As of Update 17, however, all Monks can rejoice, as the expensive and frustrating preparations needed to have Silver+Good handwraps has been (somewhat) mercifully resolved by the developers.

Monks have two absolute requirements to ridding themselves of the imminent devils on their back: You need to own or be able to access either the Catacombs or the Delera’s Tomb adventure pack.

The key can be found in either adventure (although getting both packs is ideal), thanks to updates to two handwrap sets I’ve considered standard equipment at early training: the Devotion and Eternal Rest handwraps.

Before Update 17, each set possessed half of the Silver/Good answer for unarmed fighting. Eternal Rest handwraps were silver-threaded. The Devotion handwraps were Flametouched Iron and Holy.

As with much of the named gear in Update 17, both handwraps received a great makeover with a small price. The developers corrected the redundancy of Holy with Flametouched Iron in the Devotion handwraps  and made them haughtier: +3 Enhancement damage, Holy, Devotion +48, and a Red augment slot. They bind to character on equip, so you can still farm them with one character and give them to others.

The important part: That Red augment slot. This slot can accept a Ruby of Silvered Strikes. Ta-da: Harry Beaters that can fully damage a pit fiend or horned devil.

Similarly, I discovered that the Eternal Rest handwraps got a similar revision: +2 Enhancement damage, Ghost Touch, Silver-threaded , Undead Bane with a Red augment slot as well. Add a Ruby of Good later in your life and you have another Harry Beater set.

The challenge, of course, is finding that specific Ruby. Both can be bought using Tokens of the Twelve (the new name for “Epic Dungeon Tokens”) from the Epic vendor there. You can farm Tokens with a higher-end character from “Devil Assault” or other Eberron epic level quests. You might get lucky and the thing drops for you in your loot. Gems are not bound to character; your “altitis” may just pay off.

Or–you may find yourself looking on the Auction House for these gems at insane prices.

Didn’t I mention something like that before? (Sigh.)

Okay, so it may still require a harsh amount of resources to get a decent set of Harry Beater handwraps. At least it’s easier to get a set of upgradable handwraps themselves with minimal effort, as opposed to a gargantuan amount for a fully working pair.