Okay from all the points and so on made this thread: Check here
I thought I could add to the suggestion with something extra as well. To give monk that synergy and reward the user for pulling off different tricks. Letting them feel a bit more unique. Similar to Boxer and Verglas.
I was thinking about Monk combos. This happens whenever the user uses two monk skills back to back, together in the same turn. Similar to Kensei combo.
Dragon Combo.
Tiger Combo.
Dragon Combo triggers if the last Monk skill used deals elemental base damage.
Tiger Combo is more if the monk deals non-elemental damage.
Conditions:
All in the same turn.
Different Monk skills; no repeating skills.
The user needs 10 and more Ki for the Combos. When the combos are triggered, they'll use -5 Ki from the user.
Golden Glow is required. This will give Monks a reason to maintain and manage their Ki to obtain Golden Glow better for the combos.
This would grant people a reason to chain different Ki base skills. From Dragon Gale, Terra, and so on without Ki or Dragon Gale, Terra, and so on with ki.
Red: Within the close range combo
Blue: Long range combo
To trigger Dragon Combo: The user must use two Monk skills back to back however the last Monk skill must deal elemental base damage. If the target is within 4 tiles range of the user when this happens, the user will dash towards them and auto hit the target that with a three-hit combo. (50% Weapon Scaling each). The last has a knockback effect that would knockback the enemy 2 tiles as well as knockback the user 2 tiles in the opposite direction.
If the target is more than 4 tiles away from the user, the user will instead fire three small Kadouha onto the target (25% Weapon Scaling/ 25% Light scaling each (Magic)) whilst moving back 2 tiles after.
Tiger Combo is triggered after the monk uses two monk skills back to back however the last monk skill used deal non-elemental damage. If the target is within 4 tiles of the user, the user will dash towards them and perform THREE basic attacks. (Only uses 50% Weapon scaling each, can miss, does not apply on-hit if it isn't a fist weapon. Hit penalty: 0/-5/-10). At the end of the combo, the user would backflip away 2 tiles.
If the target is over 4 tiles mark, (Probably due to Dense thunder), they'll instead dash (Blink) towards the victim and perform one empowered basic attack that has a knockback with 3 tiles if it hits. (Crit damage and basic attack bonus equal to Ki).
Tiger Combo change is somewhat different; instead of three, it would allow the user to dash towards the target and perform an empowered basic attack (Crit damage, Hit bonus, and basic attack bonus equal to Ki) that hits in a diamond 3x3 range with the victim being in the center. If the target is beyond the 4 tile range, they would instead dash towards the target and perform a basic attack (Crit damage, Hit bonus, and basic attack bonus equal to Ki) with a knockback Domino effect which ignores knockback immunity. The domino effect damage is equal to half the damage.
A bit confusing but if it's hard to understand, I don't mind making a table for it.
I thought I could add to the suggestion with something extra as well. To give monk that synergy and reward the user for pulling off different tricks. Letting them feel a bit more unique. Similar to Boxer and Verglas.
I was thinking about Monk combos. This happens whenever the user uses two monk skills back to back, together in the same turn. Similar to Kensei combo.
Dragon Combo.
Tiger Combo.
Dragon Combo triggers if the last Monk skill used deals elemental base damage.
Tiger Combo is more if the monk deals non-elemental damage.
Conditions:
All in the same turn.
Different Monk skills; no repeating skills.
The user needs 10 and more Ki for the Combos. When the combos are triggered, they'll use -5 Ki from the user.
Golden Glow is required. This will give Monks a reason to maintain and manage their Ki to obtain Golden Glow better for the combos.
This would grant people a reason to chain different Ki base skills. From Dragon Gale, Terra, and so on without Ki or Dragon Gale, Terra, and so on with ki.
Red: Within the close range combo
Blue: Long range combo
To trigger Dragon Combo: The user must use two Monk skills back to back however the last Monk skill must deal elemental base damage. If the target is within 4 tiles range of the user when this happens, the user will dash towards them and auto hit the target that with a three-hit combo. (50% Weapon Scaling each). The last has a knockback effect that would knockback the enemy 2 tiles as well as knockback the user 2 tiles in the opposite direction.
If the target is more than 4 tiles away from the user, the user will instead fire three small Kadouha onto the target (25% Weapon Scaling/ 25% Light scaling each (Magic)) whilst moving back 2 tiles after.
Tiger Combo is triggered after the monk uses two monk skills back to back however the last monk skill used deal non-elemental damage. If the target is within 4 tiles of the user, the user will dash towards them and perform THREE basic attacks. (Only uses 50% Weapon scaling each, can miss, does not apply on-hit if it isn't a fist weapon. Hit penalty: 0/-5/-10). At the end of the combo, the user would backflip away 2 tiles.
If the target is over 4 tiles mark, (Probably due to Dense thunder), they'll instead dash (Blink) towards the victim and perform one empowered basic attack that has a knockback with 3 tiles if it hits. (Crit damage and basic attack bonus equal to Ki).
IF both are triggered during Ki awoken:
Dragon Combo attacks would knock around the target each hit similar to Dense thunder. (75% Weapon Scaling each). If the target is beyond the 4 tiles combo, include of three Kadouha, it would fire one (100% Weapon Scaling/ 100% Light scaling each (Magic) equivalent to a 20 Ki Kadouha however it explodes on the first person/mob it collides with.Tiger Combo change is somewhat different; instead of three, it would allow the user to dash towards the target and perform an empowered basic attack (Crit damage, Hit bonus, and basic attack bonus equal to Ki) that hits in a diamond 3x3 range with the victim being in the center. If the target is beyond the 4 tile range, they would instead dash towards the target and perform a basic attack (Crit damage, Hit bonus, and basic attack bonus equal to Ki) with a knockback Domino effect which ignores knockback immunity. The domino effect damage is equal to half the damage.
A bit confusing but if it's hard to understand, I don't mind making a table for it.