The Monk

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Golden Oldie
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Was just curious to know if the monk will run on two stats similar to the tao?

Will it need DC for its melee attacks and another stat for its ranged? I kind of hope this is the case, so that the very strongest of monks are hard to kit up.

I really enjoy playing a warrior simply because they are so expensive to kit up and gives you much more reason to hunt, whereas a tao is the complete opposite and can have top tier +3 kit so quickly because of how cheap the items/gems are for this class!
 

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Golden Oldie
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I wouldn't say Taos were two stated anymore, hunting in DC is so painfully slow.


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This is part of the point im making.

I hope this will be the case for the monks... Makes it a harder class to gear up. unless you want to play a single style of play.
 

Silencer

Comedian
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LOMCN HQ with Tai, eating bagels.
Yeah, I agree with what you're saying, I think we should look at making PA / Holy / Agil more useful so that Taos don't become pointless though.

We also still need a few tweaks for Archers aswell.

Sins / Wizzies are find atm, I think wizzies damage is ok if they are made a little more glass cannon.

Warrs are fine, but heavily kit reliant.
 

Razarus

Sour Sally
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I am copying a quote from Sam to some questions I asked previously in case you have not seen them/find them of use.

It is likely that you will want to stack +3 SC, AGIL, and perhaps ACC depending on that spell that could be melee or magic.
There will potentially be room for A.speed (again dependent on the effectiveness/build of that spell mentioned in Q2.)
If the monk is seen as a good solo class then its likely to have some form of green poison so i don't imagine PA will be needed.
(SUGGESTION) there could be room for a spell that boosts the PA effectiveness. so PA +3 could be like PA+9 meaning to effectively solo you would have to kit some PA to keep the bosses greened (as we know PA doesn't proc often enough for it to work without a booster spell)


Sam said:
I will try and answer the ones that I am confident on at the moment, but there are some that are subject to change/still need decisions made on which I won't answer for now.

What primary stat will the monk use or it will it be a combination of more than 1?
Primary stat is planned to be SC.

Will the monk skills be effected by attack speed or will they be magic "casts"?
Good question... At the moment they are all magic casts... However, there is one skill in particular (the first spell shown in the video) that I am hoping to rework as more of a ranged melee type skill meaning attack speed will effect it... In short, yes for some, but not all skills.

Will the monk skills/spells be avoidable using Agil or MR?
At the moment MR is used to avoid their attacks, however, I need to spend some time balancing/testing with the change above (MR might provide to much resistance for the first spell)..

What buffs will the monk be able to cast on its self?
Likely Agility/AC/AMC/MR, but decision needs to be made as to whether or not to keep these (balancing will decide this really).

What buffs (if any) will the monk give the group/other players?
At the moment there are no buffs that the Monk provides to the group.

What debuffs will the monk be able to cast on others players/mobs?
At the moment there are no debuffs that the Monk can cast on others.

What amount of HP will a level 40 monk have?
Subject to change/Still needs a solid decision making.

Will the monk have a counter attack/deflect spell to return damage equal to or greater than the initial attack? (melee)
Yes, exact details on damage percentages are still to be decided on.

Will the monk have a absorb damage from spell cast spell to gain equal to or greater than the damage cast? (spells)
No sure I understand this one, Monk will have spell that enables him "Embrace" impact, which will passively and randomly stop the character from flinching, however, damage will still be taken (he has trained his body and mind to ignore pain).

What do you envisage for the play style of the monk and what would be its strengths and weaknesses vs other classes?
Tough question to answer mainly because Mir was designed for 3 characters and fitting in 5/6 has been tough (even for Wemade and Shanda).

The main benefit of the class (and I imagine people might dislike this) is his solo-ability, he is almost a selfish taoist, but dealing higher damage with small AOE's. I see him as being the perfect class for the part time player who isn't always on during peak times to be able to group hunt, however, he still provides benefit to the group.

His high agility and array of counter/embrace/buff spells give him a competitive edge in PvP as he will be able to naturally resist/embrace attacks from other classes.

In terms of group hunting/bossing, I believe (but again still needs tweaking) he will work great with clearing mobs (his following thunderstorm will make him a great counter part for wizards/other monks), be able to embrace more damage than Assassins but not as much as warriors, and also be able to do med ranged damage (ie if you surround a boss, Monks will be able to attack from the second line... Or be the best suited for OmaKing).


These are just what we either have today/my thoughts on the page... We still have a lot of time and things are likely to change between now and his actual live release... Once we have completed our internal testing there is going to be a beta stage where we will invite players to try out the Monk/new content before going live with it (whether this is closed/open is still to be decided).

Hope this was helpful/interesting.

Sam
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