PSM3 09/19/2021 08:43 AM CDT
What ought to be trained for PSM3?

Some things I'm clear on, but some of the features seem so useless that I can't understand why anyone would want to use them or train to support them.

WEAPON TWIN seems extremely powerful
WEAPON FURY seems completely useless
WEAPON CLASH seems completely useless
WEAPON SPIN seems not completely useless but not all that powerful either

Since FURY, CLASH and SPIN have mutually exclusive training support, and I haven't trained any of them yet, I'm curious as to whether anyone thinks FURY or CLASH would become useful if supported by 5 ranks of the relevant UAC specialisation.

My issue with FURY and CLASH is that they mimic MSTRIKE, in my testing they are really weak sauce compared to MSTRIKE, and you can't use them if you use MSTRIKE. They might work as a finisher, but a 60s cooldown before they can be used after MSTRIKE completely negates that possibility and they have no setup potential at all that I can see.

Punch has always been my main attack, because at release it was by far the superior of the options. Subsequent changes I reckoned made punch and kick pretty similar, but I stayed mostly with punch although I added kick mastery ranks. Is there anything in PSM3 that changes the relative power of punch and kick apart from SPIN being not entirely useless?

Bullrush seems like the best available option for AoE setup, and consequently a CMan thats important to have. The per rank benefits look feeble (as they do for the great majority of CMANs) so it looks like something almost every monk should have a rank in as soon as they've got the MOC training to get multiple targets. Does anyone know what that training is? It doesn't seem to be stated anywhere in the documentation. 90 to 135 ranks is scheduled for one of my next postcap goals. 90 gets me enough damage on most uses that going higher hasn't been a post cap priority yet. If I knew what it would do to AoE targets that might change.

Surge and Boost look like they've been transformed into pay double to keep them permanent, or stop using them.

There seem to be lots of newly available ones where a rank is well worth picking up. Any new favorites?

Bearhug has been completely transformed. I've had to find a new CMan to use for helping other characters because it kills the target before they realise its been set up for them. Its a very effective killer on a vulnerable target in 1 v 1 combat. Has anyone noticed any other CM thats been transformed so much that it ought now to be considered by everyone rather than barely trained by anyone?

Any non-passive CMans where the per rank benefits are worth having? The extra hits a coup target can have make extra ranks in coup valuable, but thats about it as far as I can tell. The cost structure is back to front, the vast majority of the benefits come from unlocking the move in the first place, and I reckon the point cost would need to be something like 10/1/2/3/4 to make additional ranks competitive.
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