I've seen several mentions of Tekura (I presume using the COMBO attack) compared to MIND CRUSH & Shikudo. I've got to transcendent in Tekura and am a one-man murdering army now. Still, since MIND CRUSH is better than Tekura (reputedly) I want to understand how it works. If I train up Telepathy and switch to using MIND CRUSH instead of COMBO, is that expected to be a bump in damage going out? Does Telepathy have advantages to overtraining as Tekura does (improved Tekura is better accuracy)?
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Or at least thats what is stated in these old forum posts: http://www.angelfire.com/realm/sentaari/oldstuff/skills/telepathy.html
If anything, the rework of mind scythe into an instantkill has made telepathy more dangerous than it ever was before, because you have an alternative kill route that you can fork into from your prep. I think you would be hard pressed to find any number of experienced fighters who would consider Tekura monks to be underpowered.
Obviously It has its frustrations, but all classes do.
Monk has the ability over all other classes to slow prep dangerously and fork BBT or scythe with almost nothing to go off of other than 'Hey my head/torso/both are prepped right now."
Atalkez made it a point to just go around dueling as Tekura monk and just show off how potent it can be and he doesn't automate.
Also I only ever got to duel Jhui's monk twice, but THAT was just rough.
Telepathy was initially meant to be used as an addition to tekura as a form of pressure. Why else allow them to be used in-room? If you were meant to only stick afflictions under blackout, why does blackout require a mindlock, and the other afflictions do not?
Frankly IF the afflictions were there to be used long distance as a measure of stacking metal afflictions, there would be no reason for them all to have eq balances of 2 seconds or be allowed without a mind-lock. Pretty much suggests that they were meant to be used with tekura.
Why provide abilities that cost more balance time than the intended effect? You don't.
Whether or not something was 'meant' to be one way or another is all hypothesis; in practice, it's never worked that way, and so it's hard to argue that the way it's functioning is wrong. It's absolutely possible to stick mental afflictions, and the lead-in to scythe is a good example of this - looping impatience alone beats herb balance pretty handily (in DRS, and especially with quick-witted/diadem), and from there you can use batter to force someone to play roulette with their cures. Blackout and the other mental afflictions have specific uses that aren't really part of your standard kill sequences, but these uses do exist, and I would encourage people to play with the abilities and consult experienced fighters who have tried them in a wide variety of scenarios. Monk has such a diverse kit that there's a lot of room for creativity and throwing people off with unexpected sequences.
Also I'm not so sure why you keep asserting it has never been done that way. When there seem to be logs from the Sentaari saying that's how it was.
Batter in the same scenario is ~3s. Adding the level 2 diadem turns that into ~2.4s.
EDIT: Oh, I see where you're getting it from now, the line 'Most of these abilities may be used without having balance'. I don't think that was ever true, but I'm not entirely sure which ones these were either. You wouldn't get much utility from them working that way anyway, since the balance time from tekura combos will exceed any of the equilibrium times of the abilities, so you'd just be wasting someone's herbs without making any progress. The important ones wouldn't give you any value from being combo'd like that regardless.
You are right about some telepathy originally being comboable with tekura combos (mind drain only, iirc). It was removed for balance reasons probably close to 18 years ago.
Telepathy is very useful in both group and solo fights.
Tekura is viable against pretty much anyone, regardless of their health or break points. Quick-witted and DRS do not work like you described.
Telepathy was not intended to be used WITH Tekura to kill people, it was more a separate way to kill them, or a way to slow them down or hold them still.
Blackout requires a mindlock to balance it because of how powerful it is.
Your eq times of telepathy skills are wrong. You can definitely stack telepathy afflictions faster than opponents can cure if you are a telepathy monk.
You dug up a website from 20 years ago, and it doesn't actually say what you are saying it does. And what it does actually say on the website is wrong.
Batter, Impatience, Blackout, Disrupt, Throw, Drain all have uses in 1v1 and group. Monk doesn’t need off balance Telepathy to make these things useful, they already are.
I promise you that if you believe Tekura underpowered then either you’ve never played it at a high level, or witnessed someone play it at a high level.
Jhui would call you a scrub for even thinking Tekura is underpowered.
Edit: Dragon stance gives an EQ cost reduction, Bear gives an increased damage on BBT, you can change stance off balance. If 5k health is stopping you, you’re not doing things right.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
(Basically tried a number of different abilities and found the percentage to be the same. so we know it's not a flat reduction.)
Then quick-witted is 10% reduction. Diadem level 2 gives you a 15% reduction. Grand total of 45% reduction. So the balances, artied should be ~1.1-1.2 seconds. Which is doable.
But again without the Diadem, your stuck at 30% reduction to eq, which lands you around 1.4-1.5 balance times?
Cooper said: Ah, So it was like a vestigial limb. That makes more sense.
Assuming mental artifacts (Int sash, collar, diadem) how ruthless is Kai Choke and Mind Crush?
I'm trying to remember from aaaages ago, but wasn't Choke changed to be percentage only? (I could be totally wrong here this is just vague memory as I don't play the class)
I guess the question becomes how well can you mesh the offences? Assuming good artifacts for Int side and Str side, I'm guessing the problem would be you're either Quick Witted or Nimble.
How well can you perform with Tekura without Nimble? That's what I'm wondering right now.
Also, sorry for hijacking this thread. I promise I'll make a new one if I have any more questions.
Doesn't matter how good your offense is, if you can not survive to pull it off... telepathy and kaido complements the class massively to help stay alive long enough to pull off your tekura finishers, and they are eq based mostly.
And there are plenty of ways to have QW complement your tekura path against certain classes, especially ones that do physical and not magic damage..
Best part about monk is there is no correct stat setup for it, it allows for you to use what ever your strongest in str/int nimble/qw to be able to finish in a variety of ways
"Unless you're plan on never doing anything 1v1 whatsoever, I wouldn't take quick-witted over nimble." and "tl;dr take nimble unless you plan to do literally 0 1v1." are what is wrong.
I love QW for 1v1, specifically. You implied you can't 1v1 with it at all. The argument can be made for it being better than nimble for only 1v1.