with gear like that it'd be sad if u didn't pull 300 DPS on a target dummy.
More or less, this.
The problem is that the monk have no synergistic effect with any other class, and if you stack monk, the gain from the blunt debuff isn't huge.
On the other hand, you can make great setup, like X bards + dragoon, or 1 bard + 3 smn/blm.
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That'll probably happen when more classes are introduced. Dragon kick is clearly meant to be synergistic, but right now it only affects monks.
Your examples only really say something about bards and dragoons. Bards bring good utility and dragoons can buff only bards so they're not that versatile either.
BLM and Summoners can off heal a little and have CC (which doesn't seem to get much use in end-game anyway).
Monks have a powerful cd in Chakra. How can you say we have no buff for the raid? It's cd is not that long at 2 mins and 20% healing is excellent for heavy damage phases.
The INT reduction on dragon kick is also fairly good, as so many bosses use magic.
Other classes aren't outnumbering our utility by any large degree. The major exception to this is bard, but they're bards so whatever.
I would like to see a class and think we work particularly well together, which is not a monk. That's not a current balance issue though.
What makes monks so difficult? Are they objectively harder to play than other classes?
MNK NEEDS greased lightning to keep up with DPS. Its very easy to lose Greased Lightning because dodging generally takes priority to dealing damage so if an AoE happens at a bad time, well there goes all your damage for like 15 seconds or pop a 4minute cooldown to have crap damage for only 9 seconds.
All MNK abilities get a bonus if you're flanking or behind but it depends on the ability so you're next to the mob, then you're behind it, then you're next to it again then you dodge something then you get behind the mob again then you're on the ceiling. How the hell did you get on the ceiling? Get down from there you look silly.
The only class that deals Blunt damage is MNKs so MNKs blunt resistance debuff isn't as effective as say Foe Requiem(ele resist down) or combo'd Disembowel(pierce resist down)ing.
MNK has several buffs/debuffs they have to keep on, their rotation is like 50 actions long before it finally repeats. Being a stance dancer, you has to use 1 thing from each stance in a 'set'. So an Opo-opo skill followed by a raptor skill followed by a coerl skill is a set. You use some skills every third set, some skills every other set, some skills only on Tuesdays but not when its rain
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Why is it so disproportionally more difficult to play? Because SE still has a lot to learn as far as basic MMO design is concerned. Thats it. You can see it in many aspects of the game - from the UI, to DF, to class balance.
- Positional requirements to maximize every attack ability.
- To acquire max Greased Lightning (personal buff) stacks a Monk has to use either 9 attacks (3 full combos) or burn a 3min cooldown
- Certain debuffs like Dragon Kick for example, that reduces a mobs' Blunt resistance, only applies it's debuff while in a certain form. (basically have to do 1 full combo rotation THEN use DK to get the debuff).
- Greased Lightning stacks fall off easily due to boss/encounter mechanics.
- Nigh impossible to hit a moving target, this one is more for melee in general.
Basically the exact opposite in difficulty with playing a Bard. We can't park ourselves in a comfy corner and facesmash our keyboards into our keyboards and do Top DPS.
~- Tanking is Skill | Healing is Art | DPS is Science -~
2 thing, that was pointed out while the beta:
- 1) the position in the skill that make the mouvement of the monk quite... hard to master.
- 2) the boost of damage on GL, it was not needed, the speed boost was far more than enough for make it worth the pain to get it to 3 stack.
if you take this out of the monk, you will have one of most nervous class possible to play in the game. no need to increase GL timer, simply to take the damage boost from it. put it back in the skill (it's a simple question of balance. we get 21% at 3 stack, put them back into the skill.)
i will finish by saying this, this change will not change the dps of the monk, it will stay the same. but will offer some freedom in the movement of your character and a less punishing combo system in some end game fight. indeed, it will make it simplier in some way, but keep the GL will still be hard and ask to know the rotation. same for maintain the best dps.
i guess the idea of Side attacks and Back attacks , were awesome on paper for SE but ingame are a pain in the rear.
plus stacks GL dropping so fast.
I guess SE will change GL soon (2.1?) , and change back attacks to work from the side too , or hell change all back/side attacks to work on BOTH, more easy? yeah but sometimes u cant attack from behind (tail attacks ) or side is a risk (breath attacks that tanks has to avoid).
what if they gave monks a move like fester but make its potency dependant on GL stacks.
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