So this idea has been floating through my head for the past week. Initially, I thought of assigning each element of Harmony to a damage type, but that would give harmonic monks access way too many damage types, so instead I have come up with this:
New Harmony Skill
Vibrations
MANTRA VIBRATE
If you are harmonized with the element corresponding to your nexus, you can imbue your weapon with elemental vibrations and alter the type of damage it deals to denizens.
Pool of Stars
You can draw on the icy waters of the Sea of Keph, causing your Tahto to deal cold damage. You must have at least one water mantra active in order to draw upon this power.
Mother Moonhart Tree
You can draw on the fungal spores of the Tryko Forest, causing your Shofa to
deal poison damage. You must have at least one wood mantra active in
order to draw upon this power.
This would only change the weapon damage, so your kicks would still deal blunt damage.
Of course, it would not be fair to leave the evil stealth monks out, but I don't know enough about stealth or illithoid to come up with a decent equivalent. So envoys, play with this idea if you like.
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weapons with magical energies to do different damage. Drawback is it
only really makes sense for those who take rituals/totems, not tracking.
Paladins: Holyfire (50% divinus/50% fire)
ur'Guard: Gravechill (50% excoro/50% cold)
Moondancers: Moonglow (25% divinus/75% magic)
Ebonguard: Nightshroud (25% ecoro/75% poison)
Templars: Runefire (50% magic/50% fire)
Sentinels: Stormbound (50% cold/50% electric)
This is why the runes for damage typing exist, so you can at least convert part of your damage to some elemental and thus gain a bit of a boost.
TL;DR - We don't need yet more classes having access to straight on damage kills... and who's going to be buying artifact damage type runes if everyone can change their damage typing?
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Is isn't only damage output that makes knight/monks great and fast bashers, it is also the ability to stand toe to toe with much that many cannot.
Death seal is traditionally dominated by warriors and monks. This year it was won by a monk, third was a monk too. When you think of the best bashers in the game, these names come up as often dominating hunting challenges/seals - Kelly, Morkarion, Xena, Malarious, Leolamins. Monks and warriors. Other classes do very well, not disputing that, but I don't think warriors or monks need any bashing buffs to possibly put them even further ahead.
Estarra the Eternal says, "Give Shevat the floor please."