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Stances

Fists of fury.

Posts: 186

Joined: Wed Jun 11, 2014 9:14 pm

Post Sat Dec 27, 2014 10:08 am

Stances

Being that the monk is primarily a defensive fighter class.

What if they had two stances, one which offered them greater chance of hit success and higher percentage to land skills, whilst the other stance will offer greater defence, granting them a bonus to AC (once it becomes relevant) and dragon punch works to greater efficiency.

I'm not sure what to call these stances yet. But if any monks have an idea, go for it.

Posts: 150

Joined: Sat Jun 07, 2014 11:03 pm

Post Sat Jan 03, 2015 8:11 pm

Re: Stances

Has merit, to be sure. I've seen games with stances and they typically work great to alter the capabilities of a class. You could further expand this to have stance requirements on skills, so that the hard hitting attacks would only be available while in the offense stance and only medium/low power attacks in defense.
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Posts: 124

Joined: Sun Aug 24, 2014 12:26 pm

Post Sat Jan 03, 2015 9:57 pm

Re: Stances

One way I could see this being done without having a literal "stance" you activate is by giving monks a second weapon type and having their skills be dependent on what weapon they have. Use a staff, maybe you lose palm block but get a stronger set of offensive skills. I wonder if you could reduce it further and have the style be based on if you use a hand-to-hand weapon or stay completely weaponless.

Posts: 186

Joined: Wed Jun 11, 2014 9:14 pm

Post Sat Jan 03, 2015 10:33 pm

Re: Stances

That's the idea Kiirion. Though I'm not sure how I could expand upon it, as I haven't played a monk in a very, very long time.

But the concept is just that. one stance will allow the monk to attack more consistently and harder. whilst the other is a trade off on attack, and defense becomes more a focus, granting them to palm block more, dodge and parry more. As well as have dragon punch activate a greater percentage more often than it does already.

Posts: 186

Joined: Wed Jun 11, 2014 9:14 pm

Post Sun Jan 04, 2015 6:29 am

Re: Stances

Actually, a mud a used to play had the monk class set to not wield weapons at all. And that as they grew in level to 50. Their damage and hit output would be powerful enough to match classes with high dam and hit with their weapons.


But the code is completely different there, to the code on DR. But it would be interesting to see it considered for sure.

Posts: 314

Joined: Mon Jun 09, 2014 3:47 pm

Post Mon Jan 05, 2015 10:42 am

Re: Stances

Hrobshur wrote:But the code is completely different there, to the code on DR. But it would be interesting to see it considered for sure.


As far as I know, this is possible here. It would just have to get tied into some other changes that are slated to be proposed here in the next week or two.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 6

Joined: Tue Oct 20, 2015 11:31 am

Post Fri Nov 13, 2015 7:46 pm

Re: Stances

Thread necromancy!

Ideas for monk stances/styles. Can probably be controlled via battle focus-esque toggles.

Bear Stance/Style: Gain hr/dr, give attacks chance to bash target (5%?)

Turtle: Large increase to AC (-100), Bonuses to mitigation skills

Snake: Give access to 4th attack while active

More to come

Posts: 314

Joined: Mon Jun 09, 2014 3:47 pm

Post Sat Nov 14, 2015 11:28 pm

Re: Stances

Duskweaver wrote:Bonuses to mitigation skills


I believe you may hate all that is good :p
Yeah? Well, you know, that's just like, your OPINION, man.

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