I already spoke on your first point a couple of times in the thread.
Feast isn't all about burst, feast is also about mitigating burst/surviving burst, and what you can do if/after your burst is halted, or your burst is on CD, a good healer as you say can heal through both Monk and Dragoon burst(If they see it coming and aren't CC'd or being harassed too much). However Monk has more options for making that healers job harder than Dragoon does because of its utility.
Both Monk and Dragoon have a ranged heavy, Both Monk and Dragoon have stun lock abilities. Both Monk and Dragoon have fetter ward.They're both melee and have access to that limit break. But what do they have the other does not?
Dragoon has Battle Litany making your team have a possibly higher burst potential, Dragoon has the only piercing buff to speak of. Dragoon can negate its positional requirements, where as Monk can not. Dragoon has a legitimate ranged attack to kill a retreating player where as Monk only has weapon throw. Dragoon can remove a bind/heavy twice a match.
However aside from Elusive jump they only gain more damage/team damage over a monk. What happens when that burst fails or is used up?
Monk however has answers to that problem and even more ways to save the team from the burst of other players.
Somersault + Feint on a 40 second CD makes healing much harder. One Ilm Punch takes away aetherflow very quickly when used properly, It also takes away regens, shields, procs, and buffs,(Including a Tanks defensive CD's they're using to mitigate the heavy medal penalty.) Somersault itself functions as a GL3 regeneration utility, a burst CD with a short cooldown, and gives you easier access to things like silence, Dragon Kick, and Twin snakes without having to move to that particular form.
Traited Mantra makes keeping the team up much easier against incoming burst.
AoE pacification can halt burst or kill attempts by your opponents for up to 10 seconds. While also functioning as a burst CD/ Instant GL3 regain CD.
Fists of Earth helps deal with incoming burst on yourself as well.
Shoulder tackle is also a much shorter CD than either of Dragoons gap closers. Fists of wind can increase Monks ability to chase while bursting without the use of their gap closer or sprint, as well as retreat easier.
If not for the somersault change I'd say they were almost comparable because of how strong Dragoon burst can be.
As for how Monk can counter Summoner. There are a few reasons.
#1 :One Ilm Punch can knock off aetherflow, leaving Summoner without their resource needed for burst for up to an entire minute.
#2: Somersault which allows One Ilm Punch spam(among other things) and is on a 40 second cooldown(shorter than aetherflow). While also able to make it harder for them to CC if swiftcast is on CD.
#3: Dragon Kick reduces the damage they can do by a bit. Before the nerf this was not a big deal, after the nerf it makes it harder for them to secure a kill, even more so against shielded/focalized players.
#4: Traited Mantra makes it easier to deal with the damage split Summoner is capable of.
Are you 100% sure? Every time I One Ilm Punch Protect always eats the first dispel. Shame there's no 1v1 to test it. =/
Maybe it's something like Shielding first? It has to have some level of non RNG to it since Protect always gets dispelled first. Out of hundreds of matches I've always had to go through Protect to get to Aetherflow or another buff.




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