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Mod Name: The Funnening - Improved Monk

https://www.nexusmods.com/pillarsofeternity2/mods/380

 

380-1580767716-415837531.png

 

380-1580767769-2050966258.png

 

Quick Description (Not the Full Description of Abilities)

(Full description is in the images on the mod page)

The punch attack skills count as new "monk combo" attacks meaning that their recovery is 0.  As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas.  Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind.  Just couldn't help myself.

1 - Equanimity - Passive -   -20% Hostile effect durations, -10% Beneficial effect durations
1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation.
1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect.
2 - Amkala - 2x damage received, 100% of damage received is healed over 100s
2 - Aiki - Reflect all attacks for 1 second
2 - Taijitu - Deal damage based on wounds, clear all wounds.
2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage.
3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks
4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit
4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. 
• 10 point damage shield for 8s.
4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection
5 - khanti - Vow - +5% attack speed per 3 seconds until you move
5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack
5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks
5 - Shi Tai  - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over)
6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage
6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower
6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting.
• +25 defense against spell attacks for 8 seconds
7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s.
• +25 defense against affliction attacks for 8 seconds
7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds
8 - Ingression - Channel yourself (stun), while channeling you reflect all hits
8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed
9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack
9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks

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1 - Equanimity - Passive -   -20% Hostile effect durations, -10% Beneficial effect durations
2 - Amkala - 2x damage received, 100% of damage received is healed over 100s
2 - Taijitu - Deal damage based on wounds, clear all wounds.
4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. 
4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit
5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack
5 - khanti - Vow - +5% attack speed per 3 seconds until you move
5 - Shi Tai  - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over)
5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks
6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage
6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting.
9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack

I absolutely love the sound of these.

9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks
8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed

Cool concepts but sound broken in practice?

7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s.

Full Attack that not just suspends, but removes Inspirations, blocks new ones for 30s and gives the Monk a 25 Defense bonus vs Afflictions is too good for just 1 Mortification, imo.
I'd keep it to a Full Attack that simply removes Inspirations, which still is potent.

2 - Aiki - Reflect all attacks for 1 second

Increase the Wound cost, imo. A high-Int Monk would probably be able to sustain it indefinitely in combination with Dance of Death, and a Shattered Pillar would be straight up immortal with this ability. Maybe change the cost to Mortification to completely prevent spam abuse.

3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks

I imagine someone disabling auto-attacks, equipping Whispers of the Endless Paths w/ Offensive Parry and just afk 😁

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The icons look very nice nice. I personally would've chosen a more plain style for the passives* so that they match the existing ones (or redo all passive icons so that they all fit together because yours are nicer than the original ones, ha), but generally they all look very nice. 

I also like the overall vibe and the ideas you put into it. It seems you put a lot of work and thought into the mechanics of most abilites. So this mods looks impressive.

For Deadfire the abilites are totally overpowered in most cases (if anything, Monk already is too strong). At least judging by description. I didn't test them in the game. 

But if that's fun for you (and others) why not? I mean having fun is the whole point, right? :)

---

)* something like this (shameless self promotion incoming):
monk_plain_passives.png?dl=1

 

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Deadfire Community Patch: Nexus Mods

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