Written during Shadowbringers
Background Changes
- When replacing a given status effect on oneself or on the same target, the prior duration is duplicated onto the replacing application to a maximum of the lesser of the replacing application's duration or 3 seconds. E.g. if you clip a Demolish (normally 18 seconds) at 15 seconds (3 seconds left), the replacing application will last 21 seconds.
- The time at which animation lock (the time in which you are prevented from using other actions, not movement) should cease is now queued in addition the skill's actuation, cutting the effect of ping on each action by half. The second use of any oGCD during a GCD may now be queued if more than 600 ms remains before the would GCD refresh and animation lock will automatically cease before GCD refresh, cleared client-side. This further increases the ability to double- or even triple-weave.
- All skills now trust that they have the conditions required to perform an action after checking -- only the once -- upon the time of their actuation (release from queue). This means that as long as you still had Greased Lightning up when you hit Tornado Kick or as soon as it cleared the previous action's animation lock, it will go off; if you still had Dreadwyrm Trance up when you hit Death Flare, it will go off; if you started a spell under Thin Air or Astral Fire it will still be affected and permitted by those effects, etc., etc., you get the idea. If a skill looks like it should have gone off, it will go off (due to earlier snapshotting).
- You can now "Prioritize" certain buffs on your Status Bar, categorically and by name. You can also "Reserve Space" for Prioritized buffs, leaving the leftmost X icon spaces open for those particular buffs to appear, rather than their appearing and disappearing moving them or other buffs around.
- You can now "Prioritize" certain debuffs on your Target's Status Bar, categorically and by name. You can also "Reserve Space" for Prioritized debuffs, leaving the leftmost X icon spaces open for those particular debuffs to appear, rather than their appearing and disappearing moving them or other debuffs around.
- Far more modular customization added to Job Gauges, including redundancies/preferences for what should be shown on the Job Gauge, Status Bar, or both.
- * MP recharge rate reduced by 20% but now ticks GCD's time. Tick-based abilities like Anatman and Meditate likewise tick per GCD's time and will therefore grant their effects exactly per GCD (or rather, GCD's time spent off the GCD). This does not buff said abilities, but does make them more intuitive and consistent.
- * Variable CDs now dynamically recharge based on GCD rate with each GCD, rather than having their reduced CDs snapshotted based on their GCD speed at time of use.
Monk Changes (Simpler form, not comprehensive)
Condensed/Streamlined Version for those who just want to trim Monk's "irredeemable bloat"
- GL's power has been deemphasized, but its position solidified as a core mechanic.
- GL now increases Damage, Movement Speed, Attack Speed, and Defense by 5% per stack. Still max 4 stacks, but skills which apply Greased Lightning now apply it before dealing their damage or incurring their GCD cost, therefore benefiting from it themselves. Lost %damage made up for via the change to Form Shift (now the passive Fluid Form) below.
- Greased Lightning duration reduced to 7 seconds, but now fades 1 stack at a time. Each time a stack fades, it refreshes to full duration one stack lower.
- Form Shift made passive. Form lockouts replaced.
- Form Shift and form lockouts replaced by the Flowing Fists trait. Instead of forms being locked out, for every GCDs' time since using a given Form, that form's skills deal 20% more damage. (Or, put inversely, Monk has a +40% damage passive, but that's lost after using the given Form, half returned a GCD after that, and fully ready again 2 GCDs thereafter, just like if you were cycling between all three forms.) Base Potencies reduced by ~20% accordingly, arriving at roughly the same net damage between the up to 40% damage bonus from Fluid Form and reduced damage benefit from Greased Lightning.
- Perfect Balance skills count as having no Form and therefore allow for full freedom upon exit.
- Stances revised.
- Fists of Earth, Wind, and Fire are now each granted at level 30, upon equipping Monk. Rockbreaker is now a Pugilist skill instead. Fists of Wind now grants your maximum Attack and Movement Speed regardless of GL level. Fists of Fire now grants the full benefits of GL towards your Damage regardless of GL level. Fists of Earth grants the full benefits of your Defense regardless of GL level.
- Fists of Earth has two further effects:
- Damage dealt during Fists of Earth generates Body of Stone in equal amount. This does not stack; larger instances of damage will replace previous, with a duration of 5 seconds. Body of Stone delays absorbs incoming damage up to the stored amount, causing it to instead be dealt over 6 seconds. Overhealing taken will purge the remaining damage to be taken in equal value (2000 HP of overheal will cleanse 2000 HP of DoT damage left to be dealt).
- Damage mitigated grants a variable duration (based on its value vs. your base HP at level) of "Earth's Reply", which negates positional requirements over the duration; use it before raid damage for free positioning for a while, or to mostly negate the need to position correctly while leveling.
- You cannot turn off stances, only swap between them. Each now drains MP over time while in combat, based on the amount of effect it's granting you extra. They therefore have no passive drain cost once you reach your maximum number of GL stacks. Using them to effectively ignore the costs of Tornado Kick, for instance, will quickly drain you, but you will have no problems using them to ramp up.
- GL4 no longer requires Fists of Wind to be reached.
- Anatman faintly revised: "Halts and reverses loss of Greased Lightning duration over time and generates a stack of Greased Lightning for every [GCD's time] spent channeling." Cooldown reduced to 15 seconds. As an intentional "bug", the GL-halting effect of Anatman takes an extra GCD to wear off. This should make its use more fluid.
- Tackle Mastery returned.
- Flame Tackle has been renamed Red Lotus, and now detonates your DoT damage on the target, instantly dealing half the remaining potency atop 100 base potency. (Use when you can soon refresh Demolish.)
- Wind Tackle has been renamed Galestrike and now applies the full potency and GL itself, with no need for Riddle of Wind. Its follow-up usable within 5s of Galestrike, Galewake, deals no damage. This is available even if you swap to another stance after using Galestrike.
- Earth Tackle has been renamed to Steel Peak and, when already in melee range, will knock the target back until hitting another enemy, damaging both. If unable to move the target either, it will now launch you backwards the same distance, thereby offering a means of escape.
- Other changes to previously redundant skills:
- Tornado Kick no longer requires maximum Greased Lightning stacks and now has a dynamic duration and potency based on the number of stacks consumed.