View Full Version : Monk Skill Brainstorm Session
BigKevSexyMan
31-08-2009, 05:31
I just noticed that with only 8 announced skills there is no monk skill thread. It's a travesty. So here's a thread where we can cut loose and think up a bunch of monk skills.
I'll go first.
Healing Aura(Requires Inner Sanctuary)- All members sitting within the emblem placed on the ground will regain health.(Good, because a party heal would be nice and the emblem isn't very big so it would be hard to abuse. Also useful for both party and solo play.)
Titans Fist
First hit: Deals 1??% weapon damage.
Second hit: Overhead strike that roots an enemy to the ground
Third hit: Punch ground to knockback nearby enemies, except the previously rooted enemy.
Tigers Claw(Requires fist weapon)
First Hit: Wide frontwards slash(coneshape) to do damage to multiple enemies
Second Hit: Same as above with bleed effect
Third Hit: Single out enemy to do damage and magnify bleed effects.
Hardened skin
Passive
Increased defense rating by xx%.
Rank 2 Increases by xx + 5.
etc.
Iron Fist
Passive
Unarmed strikes deal XX% enhanced damage.
I can see something like these happening.
maybe others.
BigKevSexyMan
31-08-2009, 06:05
Final Judgement-Finisher move that resets the hit counter upon use
Use as 1st hit- +??% holy damage to your attack
Use as 2nd hit- Knock smaller enemies(up to 3) into the air to be struck by lightning for X amount lightning damage.
Use as 3rd hit- Knock larger enemy(not to big) into the air with a holy strike and divine judgment is cast upon him dealing X amount holy damage and lightning damage.
Qi-gong
Break a brick with your hand to frighten enemies who run X yards.
Soubotai
31-08-2009, 20:43
Roundhouse kick :yes: (or whatever monk related title like Blood of the innocent)
1rst hit - Disorient the target for 2 seconds, making it incapable of fleeing or casting a spell.
Levels (+ 1 lv = + 0.5 seconds of disorient)
2nd hit - Deliver a kick for 150% of normal damage and consume 30% on monks Hp.
Levels (+ 1 lv = - 3% life consumed + 20% dmg).
3rd hit - Deliver a kick for 75% of normal damage. Heal the monk for 5% of Hp
Levels (+ 1 lvl = + 3% life regeneration)
Invisible hand
The monk seeks Guidence from above giving his next strike a 50% chance of landing a critical strike (or crushing blow or w/e blizzard names their chance based dmg multiplier)
Levels ( + 1 lvl = + 10% chance)
Conversion
Pronounce a prayer that converts a creature of evil into an ally and imbues it with holy strenght (+ 100% hp + 100% dmg) for 30 seconds. the creature seeks to cleanse itself through self-sacrifice.
Levels (+1 lvl = + 25% hp and dmg and + 5 sec)
P.S. If anybody from blizzard reads this would be nice if you guys would drop a word, to say what you think if nothing else.
TopHatCat64
31-08-2009, 20:50
Monkey's Leap - You've seen it in all the martial arts movies - the monk leaps on the heads/shoulders of approaching enemies to escape being surrounded. Emphasizes the agility and mobility of the monk.
Parry: Allows the monk to parry with his weapon in order to block.
Purification: The monk starts meditating generating an aura of light which damages per second near undead and demon foes in an area.
Meditation: (Passive) Increases dodge and parry rate.
Prayer: Creates a protective shield around the monk which absorbs spells and magic damage. Does not work with arrows or weapons.
CombatShrine
01-09-2009, 04:46
Dodge/Avoid/Evade
...BUT WITH COUNTERATTACK!
Discipline
Decreases duration of status effect on the monk by x%
Purgatory
Damages all undead and demons close to monk.
Fanaticism
Some kind of movement and attack speed buff that increases damage taken blah blah. But I mean any game that includes something with religion also includes fanaticism as some kind of skill :P
Iron heart
Slow and stun less effective on monk
Iron heart : Slow and stun less effective on monk
The barb has an anti slow passive, so perhaps just anti stun and perhaps hit recovery for the monk?
Open Palm Guillotine Strike
Stage 1: Slow start-up attack that knock opponents back For Good damage
Stage 2: A kind of slow attack that dashes the monk in the direction being clicked for a short distance (Think more of a slide than a real charge move.) that delivers a follow up blow that stuns all enemies for a very brief period of time and does better damage.
Stage 3: A very slow start-up attack that produces a ball of energy kind of like a hadouken from Street Fighter and then explodes on the enemy in a devastating super powerful damaging mid-range attack
Rezylarap
02-09-2009, 18:58
Fire Kick
- Works exactly the same as Falcon Kick ( Captain Falcon ).
- Lights targets on fire, if dmg kills target x % chance to explode cause X dmg to other targets
The barb has an anti slow passive, so perhaps just anti stun and perhaps hit recovery for the monk?
Oh right, hit recovery. Good idea :thumbup:. And yeah, skip the slowing, it doesn't fit and it would be a copy
Ouroboros
02-09-2009, 22:24
How about Air Bending?
Or Fire Bending, Water, earth .. would seem to fit the theme.
I really wanna see a Johhny Cage ala MK style shadow kick
It could have a single kick, followed by a SHadow Kick, then finished by AOE Roundhouse with some graphical awesomeness added.
And I want to see the monk Levitate in a meditative full lotus sitting stance, while hole damage goes crazy around him in AoE skill ... hmm, maybe thats more of a caster deal .. but hey, would be cool.
BigKevSexyMan
03-09-2009, 03:45
I'm sorry to say, but I haven't been seeing a lot of creativity here(There's a few good ones). I think we can do better.
Anyways, I thought up another one.
Earth's Fury-Meditative Strike towards the earth.
Hit 1: Small area damage emanating from monk
Hit 2: Medium area damage emanating from monk(more damage than first hit)
Hit 3: Large area damage emanating from monk(more damage than second hit)
Sweeping strike (Active)using a staff to cause an AOE nova effect with the weapon
Death of a thousand cuts (passive) fist/claw class weapons always cause bleeding damage increasing %
somehow chain these together as a three pack/combine
Stunning blow (active) a strike that stuns for some time
the rising sun (active) "activate for a timed period" when the monk critical hits there is a xx% chance the target will be stunned as well
the final lesson (active) a powerful single hit adds significant damage % critical critical chance and stunning, should the target die it has a greatly increased chance of dropping a health globe
They should take advantage of the Havok physics system to make awesome spells. And we should remember the "1001 gods for everything" characteristic of the monk, he should really have some elemental special spells.
.....
Cutting Slash(When equipped with either a spear or a sword): It slash rapidly in front damaging enemies in an area. The best part is that if you cut a debris that can be destroyed it also falls down with the quick slash, great for taking advantage of debris against a lot of enemies.
Hurricane: Pretty much like the Druid's hurricane skill, just that now it does work with things around (columns, tables, candles)
Protection of the 1001 gods: A passive which generates a chance of resisting elemental damage.
...
Let's add to the list some elemental related skills.
ancalagon
05-09-2009, 18:56
Hokuto:
(1) 5 quick hand attacks, 50% weapon damage
(2) 5 quick leg attacks, 80% weapon damage
(3) Explosion, which activates random pressure points, dealing either -50% movement and attack speed, -50% damage, +50% bleeding damage, stun for X seconds, or silence for X seconds on enemies in blast radius.
Tony Jaa, usable once every 60 seconds:
(1) Monk charges using knee attack on enemy, 130% of weapon damage
(2) Monk deals 2 quick elbow strikes, each dealing 30% weapon damage
(3) Monk deals powerful uppercut and projects himself skyhigh, dealing 250% weapon damage in blast radius.
Bruce Lee
(1) Monk prances around at lightning speed, appears to be dancing or mocking himself, taunting enemies to come attack at close range for X seconds
(2) Monk starts shouting / wailing in high pitched gibberish, enemies get enraged and deal +50% damage, however monk has +50% dodge chance.
(3) Monk wails in very high pitched noise, and deals one uber out of this world strong punch to any enemy at close range dealing 1000% weapon damage.
(4) Monk finishes by saying 'Be Like Water'
death in three paces:
1st stage: tele-strike inflicting knock-back
2nd stage: crushing blow hit (reduce enemy health by 50%)
3rd stage: AOE damage and allows monk another 3rd stage other than same skill.
PathofAsura
07-09-2009, 06:30
Marma (Pressure Point) Knowledge (Passive Skill)
Description: Knowledge of the body's weakpoints allows the monk to cause more damage to those he strikes.
(1) Increase Critical Hit chance by x% and increase physical damage by x
Just thought of an interesting combo:
1. Teleport to an enemy
2. Attack enemy (any kind of attack, not the point)
3. Teleport back (or if used with other Combos: Teleport XX meters back)
This can be really cool for Hit N Run attack, which should be vital after Blizz talking about how "fragile" the Monk is..
P.S-
I have another one, inspired by a thread in this forum:
Holy Fire- The Monk cast a Bolt (or in D3 language: Missile) of Holy Fire at 1 target. That could be a nice Range skill for the Monk.
We have SSS after Blizzard talked about how strong the monk is...
Cxplorer
07-09-2009, 12:30
I want the Kamehameha wave!!
Five Point Palm Exploding Heart Technique!!:crazyeyes: probably the best skill in the world
PathofAsura
10-09-2009, 09:53
Sage's Wisdom (Passive)
+x% to damage based on Wisdom.
Likely he will have bunch of some passive defensive skills:
Iron Body (Passive)
Reduces physical damage taken by X%.
Iron Mind (Passive)
Reduces the duration of Stuns and Silence effects on the monk by X%.
I would like to see a skill that lets you quickly move across the screen similar to Barb Leap from D2 and the Teleport:
Reverse wind
The monk jumps across the screen with some wicked looking butterfly jumps.
Maybe some combo moves that will use weapons. I want to see some staff twirling moves and stuff and of course some kick attacks. ^^
Rising knee
The monk attacks using his feet and knees.
First hit: The monk kicks his target for medium damage.
Second hit: The monk does circlekick for medium damage to all close enemies.
Third hit: The monk does somersault kick to single target knockbacking and stunning his target and jumping backwards. (big damage)
Also the skill I think that will shown in the game. In the monk intro movie which is made with the game motor the monk hits his staff on the ground and some blast wave emits. That means that there already are graphics made to that, so likely there will be some Nova type attack as well.
Tornado of Manliness:
Monk spins around whipping enemies with his beard, knocking them back. Localized AOE damage.
Jiǔ
The monk drinks from his gourd granting 30 seconds of 90% chance to dodge, 50% speed, and Drunkenness, character moves at random.
BigKevSexyMan
12-09-2009, 07:27
Fire Breadth
Monk shoots continuous fire out of his mouth.
I don't have any skills but what i do have to say is the skills should all flow with each other. In a way i hope that the combo skills you will get looks like they came up with a **** load of skills and put them in the worst possible order in each of there combo skill. If all of the skills are like the ones out now they will be able to work fine together but work better mixed and matched.
Also not trying to be a dick but i just don't feel like the skills listed here are not good at all. Not being a dick.
(edit) i take it back LaZer's skill's last part is a good idea. Just not tele, he should do a back flip.
HappyAssassin
16-09-2009, 01:19
Foot Sweeping Face: The monk kicks the enemy in the face.
Great Monkey Crowns the World: Not sure, I like the name. Something with elbows.
Mad Dog: The monk picks up everything in the surrounding environment and throws it at the enemy.
Toad Technique: The monk jumps like a frog, using his head to smash the enemy.
P.S. If anybody from blizzard reads this would be nice if you guys would drop a word, to say what you think if nothing else.
To the best of my knowledge, no one on the d3 dev team has ever made a post anywhere, about anything, in their official capacity. It's company policy at Bliz Irvine that devs don't talk except at official media functions. They hire CMs to interact with fans, but that's done entirely via email/IM, and CMs are no longer permitted to post on any non-b.net forums.
They'd like to talk, and I know that the guys on the d3 dev team read lots of fansites and forums, and I'm sure some of them have forum accounts, but not in their real names, and they can't interact, per company policy. :(
Most of these suggestions seem to be melee-only, and primarily physical damage. I didn't see any ranged or movement skills, and very few that could be party type skills, of which I think the Monk will have some. Also, he's got 2 good debuffs and 2 defensive skills in his 8 known skills. There will be more of each.
The Monk is supposed to be faster hitting and diving in and out of combat than the Barbarian. As of yet, the Monk's only movement skill is 7 sided strike, which actually teleports to the target. Compare to the Barbarian's leap, furious charge, and WW; all movement skills suitable for attacking or escaping. If the Barb has those, the Monk has to have even more, to live up to his class design. So, teleport-y type stuff? Movement with hits involved?
I think we'll see some interesting elemental skills. Assassin type stuff, or others pulling holy forces from the earth, honoring the monk gods, etc. Varied damage types.
I'm sure he'll have some ranged attacks, or at least physical attack that comes from a distance, ala the Barb's furious charge and WW. 7 sided strike is kind of like that, but it's more of an AoE if there are multiple targets.
More defensive skills. I don't think +AC is likely, since he's supposed to be a lightly armored, fast hitting char. But something that makes him temporarily invul, or faster movement speed, seems a good fit. It's quite possible the monk could have a party tree, or at least some party-boosting skills. Nothing in the initial monk lore about that role, but it's not a real stretch to make him partially healer/cleric in some of his skill functions.
As far as movement, I'd like to see a teleportation skill that works based off of the monk's speed. So unlike the wizard, the monk will not be able to go thru walls, closed doors, up ledges, or over ravines/rivers. But, he will be able to basically "teleport" around visible range.
akatsukimem
28-09-2009, 00:01
holy bolt(don't got a name yet but still works the same):
basically it is a diablo version of hadouken.when it hits an enemy,it deals normal damage
to the enemy hit and minor AOE damage to other enemies around the monster.it also works on allies as a healing spell.
kick of great distance(again I don't know what to name this):
this is a very useful skill to destroy those ranged enemies that attack from the relatively safety they find behind their brethren.its a targeting skill that lets you damage enemies from afar.basically you kick the ground below you and the impact of the kick will not damage enemies around you,but instead it goes wherever you point your mouse at.
other skill names i thought of:
1.avatar (diablo version of aang's avatar state)
2.primal split (similar to pandaren's last skill from Dota)
3.drunken brawler/drunken fists (also similar to one of pandaren's skill)
4.telekinesis (uses power of the mind)
5.mind blast (similar to the assassin skill)
Chorkstain
28-09-2009, 10:18
As far as movement, I'd like to see a teleportation skill that works based off of the monk's speed. So unlike the wizard, the monk will not be able to go thru walls, closed doors, up ledges, or over ravines/rivers. But, he will be able to basically "teleport" around visible range.
The Wizard's teleport can't go through walls or doors either.
Ok, my idea for a monk combo move:
Dance of Fire:
Stage One: Knockback strike to single opponent
Stage Two: Small area of effect strike which dazzles/stuns opponents.
Stage Three: Holy bolt/fireball type technique.
I'm sure this combination would work well in a number of situations. And the last one would be handy if you used some other combo, but there were no enemies left in range for you to bludgeon. I think it's best left to stage three since the Monk isn't meant to be a ranged caster as far as I'm aware, so this way he has to mix it into his fighting style as a supplement.
Elemental Fury
Instantly enhances the Monk's fists, adding Lightning, Fire, and Cold damage to all attacks for 15 seconds.
Ranks: Gives the Monk's attacks a 5/10/15/20/25% chance to refresh the cooldown on Elemental Fury.
Cooldown: 1 minute.
Pros: Good for short fights, which the monk specializes in; boosts all damage; helps take down targets that may be resilient to physical damage; ability is available frequent enough to use on difficult mobs in a fast paced game.
Cons: Choices of when to use it vs save it; only available towards the end of the tree (choice between this and another good skill)
Also, on a side note, I think it would be awesome if the Barbarian & Monk had a special thing where if they hit a mob the certain way, its head would spin. Same with casters, if they shot a spell just right, the mob's face would melt off. A friend of mine had a bug in his game that caused this, and decided not to implement it, but I thought it was hilarious and would be cool to see on a mob that is going to die anyways.
BigKevSexyMan
30-09-2009, 19:36
Whispering Wind:
Attack 1: Increases Attack Speed
Attack 2: Increases Run Speed
Attack 3: Renders you ethereal, allowing you to run through enemies.
The way of the hundred fists dash counts for movement as well I think.
I had a movement skill on last page. Ill hold to butterfly jumps and cartwheels for moving.
Oohh I like the ethereal idea. That sounds like a monk skill.
Empty body or Ethreal visage
The monk becomes temporally ethreal and can pass through mobs and only takes 30% damage.
Hows this?
Dragon touch
First hit: Knockback
Second hit: Charge up move, increasing the damage of final combo move by 50% (Imagine mixing this with other combos!)
Third hit: Shoots fireball
Anyone have any ideas for combo moves that would utilize the Monk weapons? the staff and fist weapons or possibly some other?
For the Monk, since he/she is a fighter type with fire and holy magics here and there. I would suggest skills base on weapons, here they are:
Fist weapons - melee based skills with few shortrange attacks. Included in here are martial arts base attacks, like most of here are suggesting.
Staff weapons - Skills on this weapon are short to midrange attacks. Since the monk can also use fire/holy magics i think this build will add another variety.
As per Jay Wilson: "Most of the Monk’s skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we’re likely to put some defensive and supportive abilities on him. Possibly Auras. We’ve not done the next round of skills on him yet so we’re not exactly sure. "
I believe aura's will look great with a staff build Monk. What are your thoughts on this guys?
We have not seen any real escape skills yet. I wonder what they will come up with.
Some jump skills and evade sprint skills?
Hundred fist and SSS scream short dashes to me. I have a feeling I might do a few away from a mob / boss just as sure as I'll do some towards :P
Didn't see that mentioned here already yet, so:
http://www.dkpw.co.uk/wp/wp-content/uploads/2008/04/groinslap.jpg
Monkey steals the peach is classic.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.