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Class: Monk
Races: Troll, Human, Night Elf, and Orc
Description: Martial Artists who have honed their bodies and their minds to become fierce hand to hand fighters, as well as using traditional martial arts weapons with skill in the use of Ki magic.
Weapon Proficiencies: Fist Weapons, Swords, Staves, Polearms, Thrown Weapons, Nunchucks (for the weapons, I went off of what I’ve seen in martial arts movies)
NOTE: The Monk will not be able to dual-wield any weapon other than fist weapons
NOTE: Some of the Monk’s abilities are using his hands, so if the player is not using a fist weapon it is important for them to keep their skill in Unarmed up.
Armor Proficiencies: Cloth (leather at 40 is under debate)
Standard Bars: Health, Ki (also known as Chi)
Talent Trees
-Ki Mastery: The Monk would use his inner energy to heal his allies and give direct damage. The Monk’s ki attacks would be unique in that they would not have a normal magical resistance, but would go off of armor.
-Combat Techniques: The Monk would use his skill in the martial arts to give negative effects to enemies (stun, silence, fear, blind, and ect.), do more damage, increase attack speed, attack multiple enemies, and ect.
-Tranquility: The Monk would use his Ki to alter the physical world around him with various abilities. He would also be able to enter "Ki forms" or gain "auras" that would change his combat style. This tree would contain all of his AOE spells.
About Ki:
-Ki would have a maximum of 100
-Ki would regenerate automatically when in the normal state at a rate of 10 per second.
-The "Ki forms" or "auras" would make his chi drain 3 Ki points per second, until the Monk reentered his normal state.
-Ki would drain when the Monk used abilities.
Here we go:
Ki Mastery
Ki Blast: A 3 second cast spell (2 with talents) that deals direct damage at a 30 yard range. Does not “travel” to the opponent, but simply “appears” there after it is cast, like a Priest’s Smite ability.
Ki Cannon: An instant cast direct damage spell with a 5 second cooldown.
Ki Wave: An 1.5 second cast spell that travels along the ground in the form of a 10 yard long wave of energy that hurts any enemy it passes through for 24 yards. The Monk would fire this in the direction he is facing. 10 second cooldown.
Ki Push: A 0.5 second cast spell that interrupts spell-casting and pushes the target back 8 yards. 8 second cooldown.
Ki Pull: A 0.5 second cast spell that interrupts spell-casting and pulls the target 8 yards toward the Monk. 8 second cooldown.
Mend: A one second minor healing spell.
Rejuvenate: A 2.5 second healing spell. (2 seconds with talents)
Vitalization: A 4.5 (4 seconds with talents) second healing spell that heals all allies within 25 yards. (30 yards with talents)
Cure: Removes poisons and diseases.
Tranquility
Healing Aura: The Monk Puts out an aura of healing around him, restoring X amount of health every second to party members within 30 yards.
Power Aura: The Monk puts out an aura that instills power in his party members within 30 yards, increasing the damage and healing of magical effects by 15% (20% with talents)
Focus Aura: The Monk Puts out an aura that increases party members chance to hit by 9%, critical hit by 3%, and damage done by 15%.
Great Restore: A channeled spell that lasts for 10 seconds, restoring health of friendly units within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Great Ki Burst: A channeled spell that lasts for 10 seconds, shooting bolts of ki to enemies within 20 yards at a rate of several hundred per second at level 60. 30 second cooldown
Force Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no physical thing (includes players, mobs, bullets, and arrows), that lasts for 10 seconds. 2 minute cooldown. Can only be destroyed by physical attacks and ranged attacks (no magic).
–--Talents for Force Field: 1 talent makes it so friendly physical things can leave the field. 2 talents makes it so friendly physical things can enter the field. 3 talents reduces the cooldown to 90 seconds.
Energy Field: A channeled spell in which the Monk creates a shield with 1000 health (at level 60) with a 15 yard radius that no magic can pass through, that lasts for 10 seconds. 2 minute cooldown. It can only be destroyed by magic.
–--Talents for Energy Field: 1 talent makes it so friendly magic can leave the field. 2 talents makes it so friendly magic can enter the field. 3 talents reduces the cooldown to 90 seconds.
Ki Force Grip: A channeled spell in which the Monk pushes his ki against the target, slowing movement speed by 75%. 40 yard range. (It sounds overpowered, but you have to remember that it is channeled, so the Monk can’t do anything while using this, and it goes away as soon as the Monk stops channeling the spell). Lasts 15 seconds. 5 minute cooldown.
Ki Explosion: Instant cast, good AOE damage around the Monk within 15 yards. 8 second cooldown. Talents make the spell push enemies back to the edge of the spell range.
Martial Arts
Kick: Instant cast. Same as Rouge’s kick, used for interrupting spell casting.
Power Strike: Next melee move that increases damage done.
Jumping Uppercut: Instant Cast. An uppercut that knocks the opponent down. 30 second cooldown
Spinning Kick: Next melee move that attacks all enemies within melee range. 4 second cooldown
Jump Strike: Instant Cast. 10 yard range, minimum 3 yards. the Monk jumps to the target, doing extra damage and knocking it down.
Knockback Punch: Next melee. A punch that knocks the target back 5 yards and does extra damage.
Confusing Strike: Instant Cast. Adds 5 seconds to the cooldown of all of the target’s abilities. 45 second cooldown.
Adrenaline Rush: Next Melee. Increases the Monk’s attack speed by 25% for 15 seconds.
Throat Punch: Instant Cast. Silences the target for 5 seconds. 25 second cooldown.
Man... THIS IS SOMETHING BLIZZ SHOULD THINK ABOUT!!!!!!
I really like this, very sweet indeed!
I still think it should be cloth all the way. At lvl 40 you'd be as armored as a rogue, but have all these stunning, silencing abilities... more so then a rogue.
Should have a disarm ability tho.
Cloth to 60 FTW.
Very different, not at all rogue-ish, and I was affraid that it "might" end up looking like a rogue. I especially like the healing, the HoTs, the auras and the matial art moves (which some should only be allowed for unarmed combat).
Maybe through in some submission moves, with a channel art, that maybe drains the hp of the opponent and gives it to the monk. Because since he's a melee cloth-wearer, he should be allowed to get his HP back up quite easily. Also maybe an instant cast called: Meditative Armor, where the Monk has 10 seconds where his skin can defect good ammounts of damage (I'm sure you've seen the shaolin monks break huge bricks with their heads or put molten metal in their mouths without getting burned, something like that)
Maybe even a Trance buff (only for the monk) that can be activated manually when near death which would be almost like a berserk, increasing movement speed, casting and attack speed by 50%.
Also maybe a levitate (what kind of monk can't LEVITATE?!?!) For jumping off cliffs and just looking cool. (maybe gank from above? Levitate down upon your unsuspecting enemy and attack him while still in midair?) Basically if you remain motionless you'll hover, but if you begin to move, you'll slowly drift downwards... lasts 15 seconds.
Just happy that Taurens can't be monks... imagine a 600 pound cloth wearing Mad-Cow running at you!!! OMG!
Now if only we could dig deeper in the skills and really hammer out the details.
Man... THIS IS SOMETHING BLIZZ SHOULD THINK ABOUT!!!!!!
I really like this, very sweet indeed!
I still think it should be cloth all the way. At lvl 40 you'd be as armored as a rogue, but have all these stunning, silencing abilities... more so then a rogue.
Should have a disarm ability tho.
Cloth to 60 FTW.
I guess he could stay at cloth. If he had leather he would lose balance in being more armored than casters, which wouldn't be fair.
Quote:
Very different, not at all rogue-ish, and I was affraid that it "might" end up looking like a rogue. I especially like the healing, the HoTs, the auras and the matial art moves (which some should only be allowed for unarmed combat).
Well, the way it would work is that he would be using his weapon, and when he did normal attacks it would go off of the skill for that weapon. But when he used a hand-to-hand ability, it would go off of his unarmed skill, unless it was a fist weapon, then it would go off of his fist weapon skill. Yunderstand?
Quote:
Maybe through in some submission moves, with a channel art, that maybe drains the hp of the opponent and gives it to the monk. Because since he's a melee cloth-wearer, he should be allowed to get his HP back up quite easily. Also maybe an instant cast called: Meditative Armor, where the Monk has 10 seconds where his skin can defect good ammounts of damage (I'm sure you've seen the shaolin monks break huge bricks with their heads or put molten metal in their mouths without getting burned, something like that)
Submission Moves? Elaborate.
No, he can already heal and dish out magic damage. He doesn't need a drain HP spell, maybe he could borrow his allies hp...
Yes, he should get an armor buff
Quote:
Maybe even a Trance buff (only for the monk) that can be activated manually when near death which would be almost like a berserk, increasing movement speed, casting and attack speed by 50%.
Also maybe a levitate (what kind of monk can't LEVITATE?!?!) For jumping off cliffs and just looking cool. (maybe gank from above? Levitate down upon your unsuspecting enemy and attack him while still in midair?) Basically if you remain motionless you'll hover, but if you begin to move, you'll slowly drift downwards... lasts 15 seconds.
Yeah, a near death buff would be good.
Levitate? I was thinking of an in-combat ability that made him hover, reducing his agility and dodge %.
Quote:
Now if only we could dig deeper in the skills and really hammer out the details.
Is there a way to suggest this to the Blizz team?
Normally I would suggest this on WorldofWarcraft.com in the suggestions forum, but they aren't too open, so I wanted to see what people on these forums thought first.
Unfortunately for you, the monk class does not exist in the Warcraft setting, Metzen goes out of his way to say so in the foreword to the RPG. Course, he also says that DMs can add it if they want. But it looks like he rather dislikes the class, so it's unlikely that it would be implemented in WoW.
Ah, but on the contrary, there are monks in the Scarlet Monestary that fight with their hands.
your phission was mailed.
Last bit, I didn't quite get. Sorry. Could you rephrase that?
Anyway, some folks may be identified as "monks", however, class wise it just doesn't exist. Most "monks" have the healer class in the RPG. Closest thing to a monk is the Runemaster. And afaik, it's Tauren and dwarves who are tied to that knowledge. (Also keep in mind that NPCs cheat and sometimes have access to abilities from multiple sources, Example: I think it was some of the Burning Blade or related chaps. Act like a Warlock on the one hand, have a healing spell on the other.*shrugs*)
[quote[
Rune magic is wielded by a new core class, the Runemaster. Runes are scribed on a surface and provide benefits similar to spells. Runemasters learn rune families which operate similarly to clerical domains. Each rune family provides a granted power and access to runes of levels 0 to 9. A runemaster starts with access to only two rune families, and gain a third at 10th level and a fourth at 20th level. The runemaster receives runes per day much in the same way that other characters receive spells per day. They only use runes from their rune families, but can use runes from any family of runes they have access to.
The runenmaster has no racial or affiliation requirement, but is primarily associated with dwarves and tauren (the Warcraft take on minotaurs). The runemaster is also an unarmed combatant, and receives unarmed attacks and flurry of blows similar to a monk. Most of their remaining abilities are related to runes, such as detecting, defending against, or enhancing runes.
[/quote]
Quote:
The RuneMaster emblazons Runes on his body to augment it in various ways, and can also cast Runes from Rune Patterns. The class concept is utterly opposite of a typical Dungeons and Dragon's Monk, but outside of casting Runes the class abilities are similar: extra damage from unarmed strikes, fast movement, immunity to disease, extra attacks during a round but each attack is at a -2 to hit, etc... etc... The main difference is that a Runemaster has a list of special abilities to choose and may pick one at level 1 and every 3 levels after.
Ah, but on the contrary, there are monks in the Scarlet Monestary that fight with their hands.
your phission was mailed.
And stratholme scarlet, where they use fist weapons.
If you look closely enough you'll see they only use Rogue skills.
And, the Scarlet Armour chestpiece can give you the same chest look.
They could fall either in the (melee) hunter class (since the chest piece you can get is Mail) or the rogue class without any problem whatsoever currently with what they do. (Rogue more likely, with that kick n all.)
All that's really different about them is the look, which is merely a matter of itemisation.
And, for Valas.... swap 'ph' with 'm' in those two words
And, for Valas.... swap 'ph' with 'm' in those two words
Aaaah. Now I see it. Thanks. Last couple of days have been rather tiring, not running on all cyclinders at this point. *Plunks down into cushions and starts to take a nap*