Overall, most Monks agree (myself included) that Monk is, and always has been, a great damage dealer. It gained new respect as a tank as well. My ideas are ways to expand our versatility or enhance features that are unique to the job, hopefully without "overpowering" them.
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Guard
First up, I'd say Guard is currently a laughing matter rather than a useful skill, and this is a shame. While the skill itself is great in concept, its infrequent activation gives it little relevance to any serious discussion about its utility. Compounding the problem is how hard it is to increase the skill level. Also annoying is that we have to judge its activation based on how much damage we took, or if we evaded an enemy's TP attack, rather than a clear message that Guard is what just helped us.
* Guard needs to activate much more often against enemies where guarding would matter.
* Please change the combat log to indicate "Guarded" and other special combat rounds (like kicks).
* When you guard an enemy TP attack, instead of showing a miss, let us know Guard activated.
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Monk Off-hand Slot
Second, perhaps in place of shields and grips, create a line of wristwraps or other martial arts-specific gear to place in the off-hand weapon slot which adds Monk-specific bonuses. Some of these would be available to other jobs with Hand-to-Hand skill too (Pup, Dnc, Thf, War, Nin), only equippable while either equipping a Hand-to-Hand weapon in the main weapon slot or bare-fisted.
Examples of Hand Wraps: (EXAMPLES, quickly listed)
* Training Wraps ~ Level 5, Accuracy +1, Guard +1
* Hardened Wraps ~ Level 75, H2H skill +5, Guard Skill +10, Enhances Guard (high chance to guard critical hits)
* Tight Wraps ~ Defense+10, Strength+2, Augments Counterstance (Reduces defense penalty)
* Studded Wraps ~ Attack +10, Adds "Additional Effect: Occasionally ignores defense" to melee hits.
* Soft Wraps ~ HP+25, Vit+5, Auto-Regen (2hp)
* Fireproof Wraps ~ Fire Resist+25 (For each element)
* Enchanted Wraps ~ Enhancing Magic Skill +50? (or some effect that allows en-spells cast on the Monk to do more damage)
* Entangling Wraps ~ Counter +5, Augments Counterattack (Gain TP from counterattacks)
* Disqualifying Wraps ~ Adds "Additional Effect: Blind" to melee hits with concealed blinding powder.
* Dragonscale Wraps ~ Level 90, Occasionally nullifies physical damage.
All Monk Gear (including the new off-hand weapon slot) could have these bonuses:
* Gain TP from counterattacks.
* Allow Monk to counter enemy special attacks.
* Reduce the penalty to defense during counterstance or increase defense granted by vitality.
* Guard attacks that "would have been" critical hits had they landed, more often than normal guard rate.
* Chance to stun/terror target with kick attacks. (very short stun duration)
This version of stun would not contribute to the enemy's magical resistance building to enfeebles.
* Possibly cause TP damage from kicks.
I'd suggest adding things like these to new necklaces, earrings, rings, thrown weapons, and ammo, unless you plan to introduce new armor sets that exceed the Empyrean+2 sets. (or add "wild card" type effects to gear that "acts as a member of an existing set")
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Stances
Third, a problem shared by several jobs, is the fact that "Stances" such as Hasso/Seigan/Footwork/Counterstance/etc can be dispelled by enemies. These stances are integral to the role the job is attempting to fill. Removing them prematurely (especially for those with 5min recast/5min duration) makes dispel one of the most crippling moves an enemy can use.
* Please make all role-adjusting stances (not just Monk's) immune to dispel. Thank you.
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Possible New Job Abilities:
Job Ability: Brawler
Level: 50
Duration: 5min
Recast: 1min
When engaged in combat with an enemy using Hand-to-hand skill, increase player's guard, counterattack, attack speed and kick attack rates.
This is just a flavor skill with the thought that when two martial artists are fighting, they guard and counter each other all the time in a flurry of attacks. (Kicks are fun) I also find it annoying that I sometimes find it better to turn around when faced with a powerful Monk monster, otherwise I'd kill myself with my own attacks (countered). You'd think a Monk is the best prepared to fight another Monk. I'd have made this a trait, but monsters also gain job traits at the same level as players, and this is meant to make it slightly more fun for monks to fight monk monsters.
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2 complimentary stances to add to Footwork and Counterstance. These function on the "Stances" concept of give and take to focus on a different aspect of the job. These stances are not meant for increasing maximum damage -- we do great with that already -- they're for alternative roles in the group. Some people may think we "can" already fill these roles just fine without these stances, but these stances would really cement the idea that we're meant to fill the roles.
Job Ability: Iron Shirt (stance)
Level 50
Duration: 5min
Recast: 5min
This is a tanking stance that entirely switches Monk's focus from attacks to defense. While it reduces a Monk's damage capabilities, it makes up for it with reduced enmity loss and higher enmity gains, so it does not have to rely on damage to keep the enemy's attention.
* Unable to cast spells at all.
* Cannot use "Footwork"
* Guard rate increased.
* Kickattacks disabled, kick attack rate added to guard rate.
* Reduce Damage Taken by 20%
* Reduce enmity loss from taking damage.
* Chance to stun enemy when their attack is guarded.
* During Iron Shirt, the "Boost" ability changes effect to "Raise Defense" until the Monk takes unguarded damage.
When Iron Shirt is activated or wears off, Boost's effect wears off.
* Increase enmity gain (especially from "boost")
* Reduce Chakra's recast when used during Iron Shirt.
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Job Ability: Viper Stance
Level 60
Duration: 5min
Recast: 5min
This is an attack stance focused on using pressure points to cripple the enemy.
* Recast penalty on all spells.
* Decrease Evasion
* Decrease Attack Power
* Increase Attack Speed
* Critical Hit Damage increases.
* Critical Hit Chance increases.
* Critical Hits inflict TP damage and have a chance to inflict one crippling status ailment on the target from this list: choke, paralysis, blind, silence, attack down, defense down, slow.
* Kick Attacks are disabled for the duration.
* Cannot use "Footwork"
* Increase the rate of "additional effects" triggering on armor and weapons.
(Perhaps Kick Attack rate could be used for the additional effect activation rate)
* When enemies counter/block/parry the Monk's attacks, have a chance of inflicting the random bad statuses on them anyway.
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A few adjustments to existing job abilities:
Footwork adjustments
* Increase damage against enemies with high defense. (no effect on low defense enemies)
* Allow more than 2 kicks per round.
* Allow Counter-kicks based on kick attack rate, Double/Triple attack rates, and multi-hit weapon properties. (for example: take it into consideration when activating an extra counter-kick when a counterattack lands. This becomes a "double attack" for Counterattack, only with a kick)
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Invigorate adjustment
Please allow Invigorate's regen to be a separate effect from the regen spell OR do not allow regen spells to over-write Invigorate's effect. Invigorate can be much better than Regen I and II (Regen III can be better, but I still don't want Invigorate overwritten).
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Mantra adjustments
I don't think many Monks see this as very useful unless they have Dark Knight friends. Other Monks would just as well see this ability be forgotten about. When compared to Invigorate, Penance and Formless Strikes, this is generally considered the weakest of the four. My suggestions are:
* When the party receives the HP bonus, cure the newly "gained" hp (this does not mean heal people to full, just cure them by the amount added by Mantra)
* Allow the Mantra status to exist alongside the HP buff of Cruor and Giant Drinks, but only increase HP to the amount that is higher (not cumulative). See adjustment to Chakra:
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Trait: Chakra Mastery
Allows Chakra to restore some HP & MP of nearby party members. ("Wind Instrument Range")
* HP restoring calculation does not change from current Chakra.
* MP restoring is based on the Monk's Mind stat. (Maximum should be about 2x Mnd)
* The AoE Chakra effect also cures the same status effects as the single target version.
* The Area of Effect healing is based on a percentage of the amount restored to the Monk.
Tiers:
I: Level 40 - Heals the party for 20% HP & MP restored. Allows Chakra to restore MP.
II: Level 60 - Increases to 30%.
III: Level 80 - Increases to 40%.
IV: Level 99 - Increases to 50%.
Clarification: If a monk's Chakra healed self 600hp & 180mp at level 99, the highest HP & MP healed to nearby party members under normal conditions would be 300hp & 90mp.
* When Mantra is in effect, the AoE healing effect of Chakra is equal to the healing done to the Monk. Mantra only lasts 3min, allowing only 1 use of Chakra at this strength.
* When used by a subjob, chakra remains self-target only, but gains the MP restoration by this trait at Main80/Mnk40.
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There we go, some Monk ideas that add versatility and uniqueness while not overpowering their damage capabilities.