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AyinDygra
03-16-2011, 07:20 AM
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.

Musahashi
03-16-2011, 07:43 AM
o.o

I think you have thought far too much abuot this...

Think of monks in previous FF games... the whole point was to deal high damage, this game represents that. Why would we want a defense boost, or a reduction in attacks. And why make chakra AoE? You'll only build extreme hate for that. Monk is a DD, pure and simple, it's not a versatility job, a support job or a tank, it's a DD thats all.

If you want to have versatility, and support features, give DNC and BLU a shot, they're designed for that. If you want a tank, give PLD or NIN a shot, just don't go expecting the same damage values.

The only thing I agree with you on, is the off-hand slot, it's unfair everyone else gets grips but we don't get anything. The guard proc rate could also be improved, aswell as counter proc rate, but they are the only things I would like to see changed.

AyinDygra
03-16-2011, 08:43 AM
Actually, I assure you that I have done extensive research, as well as having played the past FF games first-hand, always favoring Monk. That was my main motivation to add new things, to bring in the past abilities of Monks with a FFXI spin.

In FF1, yes, they just did lots and lots of damage. (There were few options)
In FF2j, characters did not have unique abilities. (one character had high str and vit and used H2H)
In FF3j, They have the ability to Boost their attack power (Boost/Build Up)
In FF2/4j, Yang had the AoE attack: Kick, also many elemental and status effect claws. In the remake, he had the FFXI "Boost" equivalent: Focus as well as "Brace" which was a major boost to defense (more than the defend command)
In FF5, They can Store/Buildup (Boost), Barefist (grants h2h bonus when barehanded), Chakra (heal self HP, blind and poison), Counter
In FF3/6j, Sabin had several Blitzes including Chakra (cures party based on his own HP) and Spiraler (cures HP and MP of party, but sacrifices self), Aurabolt (much like Chi blast), and several physical and elemental Blitzes.
In FF7, Tifa used the slots-based barrage of attacks.
In FF8, Zell continued the use of Blitz button combinations resulting in attacks similar to Tifa.
In FF9, Amarant was a Monk Ninja mix who used Chakra (single target, but under Trance became AoE, and had a trait that made it more powerful - this healed both HP and MP) and Revive, which brought a party member back to life, Aura (which was single target Auto-reraise and Regen that became party-target under Trance), along with Counter.
In FF Tactics, Monk's Chakra was AoE, and healed both HP and MP. They also had Revive to yell and wake up a KO'd party member. Stigma Magic/Purification cured abnormal status ailments. Secret Fist/Doom Fist caused status ailments with Pressure Points. They also had Counter, Auto-regen, Pummel, Aurablast (Chi Blast), Spin Fist, Hamedo (counterattack without taking damage), and Martial Arts (Hand to hand skill when barehanded).
In FF12 International, the License board was divided into jobs, including Monk that used Brawl (Barehand damage boost), Poles (staffs), White Magic, First Aid (low HP healing), Revive (revive from KO), Achilles (add a weakness to the target), Wither (reduce enemy attack power), Expose (reduce enemy defense), among other things.

Also, the claws in most of the FF games have granted Elemental and Status attacks to augment the Monk's basic attacks.

Several trends are easy to see, and I think everything I put forward fits right in.

Musahashi
03-16-2011, 08:59 AM
But try to relate to the game in it's current state. It's no longer the game that squaresoft originally produced, and it's more like a random MMORPG with a high profile brand tag, thats all.

But if anything, true to the wishes of the previous squaresoft team, it does have many more FFV features than it does any other in the series, yet it still lacks any correlation between the games gone before it.

So comparing this game to features in older games will no longer work, Enix have no love for Final Fantasy, and continue to push the new games away from it's original market, that considered, take a look at the battle mechanics to see for yourself.

Since the enix takeover, the entire battle system is almost completely re-written, implementing any of the older features of the job would certainly create difficulty's in battle, especially when you start giving out AoE cures, aswell as dealing the most damage, and then taking all the hits.

Then you have the def boosts.... just no... We'd turn into a TP giver instead of a dmg dealer, just the same as PLD has.

And also, we don't have turn based battle systems here, it's fast paced and now at the high levels, the kills for exp are so quick, all new job abilities would be utterly useless.

On top of that, most of the seasoned FFXI players have left, leaving behind alot of people who can't be arsed to help others without reward, so everyone now finds themself soloing most things, so whats the point of having anything AoE for a pty that wont be there.

Juilan
03-16-2011, 09:29 AM
i just think the job needs a guard stance that doesn't adjust damage, but just guards instead of countering

Greatguardian
03-16-2011, 12:04 PM
Why would it be better to take some damage than to take no damage *And* hit the enemy?

Neisan_Quetz
03-16-2011, 12:08 PM
Ironclads/Karkadann/Shinryu clearly (not that I advocate this being implemented).

Bulrogg
03-16-2011, 12:24 PM
I do say, that my sub slot feels naked when I play MONK. Some sort of wraps or forearm bangles would be nice to put in that slot.

Denabond
03-17-2011, 09:01 AM
I find giving monk more defensive skills to be rather pointless. Our main focus is DDing, not tanking. Yes were currently the best tanks atm, but making JAs to we can tank even better is rather pointless. Defensive wise, just increasing the base guard proc rate is good enough, so that there is a reason to bother skilling it. And it would be nice to have an item in my sub slot, but a few that you mentioned can be seen as overly cheap. Like the current grips that are out, they should be nice to have, but not overpowering. As for stances, they should just reduce the cooldown to a min like Haseo/Seigan. I haven't really seen that many times where sams and /sams had trouble keeping those up because 1 min isn't that long of a wait. And I would skip on adding even more stances too. The Iron Shirt stance mentioned wouldn't really be used over Counterstance, and Viper Stance just kinda looks like your trying to have a JA that gives you RR atam effect. Overall some nice ideas, but some can be argued to be useless or too overpowering.

Ruvion
03-20-2011, 09:58 AM
I like your ideas and see that you put alot of research into this. However, keep in mind that this would WAY overpower the job, but then again, SE seems to like overpowering popular jobs. Remember a few years ago how SAM got EVERYTHING. Now that MNK is a bandwagon job, SE might consider doing some of these things you suggested. I would love to see something that helps improve guard and fill that empty sub slot.

On a side note, I don't understand really why h2h can't be like a dual wield job. I mean you are using both of your hands afterall just like a NIN. Let me mainhand my vereth. and offhand the 2-4 ursine claws +2, lol but I guess that would just way overpower the job like NIN right now anyway.

Sadida
03-20-2011, 11:12 AM
What I'd really like to see is a new elemental H2H weaponskill for Monks. We can't proc red with H2H and we can't get amber lights which would be nice when farming in abyssea or going after NM's.

Sadida 90 MNK (was 75 pre-abyssea)
Valefor Server

Corwin
03-20-2011, 01:23 PM
Because Cataclysm is hard.

pheare
03-20-2011, 02:37 PM
a bunch of the lv 80 WS's that were added are elemental based. To be honest I would have liked to see Tornado Kick wind based.

Granted Corwin is right that Cataclysm is decent to fall back on.

AyinDygra
03-20-2011, 02:55 PM
I'd just like to reply to a couple responses:

The only things that are possibly slightly overpowering are some of the example hand wraps and the suggestion to allow more than 2 kick attacks per round under footwork (although footwork will likely begin to fall behind normal H2H, even with the set bonus.) I even made certain that both new stance suggestions included a reduction in attack power (potency of reduction left up to SE) to allow the Monk to fulfill a secondary role.

The adjustments to Chakra and Mantra certainly won't shift Monk from being a DD to support healer. (with a ~5min chakra timer? really?)

A bit of a side note on Iron Shirt stance making us like Paladins, just feeding TP and not doing much damage... The concept is based on a higher-than-normal guard rate where guarded hits can stun the enemy. We become a sort of counter/guard-stun tank (sort of like shock spikes with activation rate tied to guard + kick attack rate), and the only offensive reduction is no kick attacks, essentially. In theory, it would be a much safer stance than Counterstance for non-abyssea tanking (no massive reduction in defense, so TP attacks would not be as devastating.) Of course, Iron Shirt also disables casting, so no shadows (another countermeasure to being overpowered.)

Stormy
03-20-2011, 04:25 PM
lol, this thread. wow.

Justalphoeni_x
03-21-2011, 02:10 PM
Your ideas for the Monk role are EPIC! You certainly have thought about may MANY ways to renew interest in a job i have long forgotten if they were to ever happen. Ahh, when Monk was in its glory in KRT....i miss those old days. I will certainly be keeping my eye on this thread for further development!

Tekkenooo
03-22-2011, 05:04 AM
I think SE do no add more job ability on MNK ... mnk are 1 of the jobs that got most ability.

KorPoni
03-22-2011, 07:08 AM
The chakra bonuses are abit much. I would love to see improvements made to the job ability, but those improvements are too strong. It can never be to the degree of chakra of older ffs, but you are right about its need for improvements.

StingRay104
04-17-2011, 08:07 PM
As a mnk I have always been upset when i see a nin endless attack. Why is it that nin can get their delay low enough to constantly attack but mnk can't? Mnk has always been about speed attacks equal big dmg, so we should have the fastest attack rate, I mean cmon our attacks are our hands which we all have and therefore would be more adapt with than a weapon like a sword/dagger/katana/etc. Other wise I love the concept of adding more guard and counter to mnk. To me it adds more to the martial arts master role that mnk is and should be, just like I'm all for adding more counter procs on sam's seigan/third eye, it just makes it feel more authentic with the fantasy of it all. As far as your chakra Idea, I love FFIX and Amarant was almost always in my pt for that reason, chakra ftw and I personally love the idea of makin it aoe, but perhaps we could find a more balancing way to do it, idk just speaking my mind on the thoughts.

Gokku
04-17-2011, 08:17 PM
As a mnk I have always been upset when i see a nin endless attack. Why is it that nin can get their delay low enough to constantly attack but mnk can't? Mnk has always been about speed attacks equal big dmg, so we should have the fastest attack rate, I mean cmon our attacks are our hands which we all have and therefore would be more adapt with than a weapon like a sword/dagger/katana/etc. Other wise I love the concept of adding more guard and counter to mnk. To me it adds more to the martial arts master role that mnk is and should be, just like I'm all for adding more counter procs on sam's seigan/third eye, it just makes it feel more authentic with the fantasy of it all. As far as your chakra Idea, I love FFIX and Amarant was almost always in my pt for that reason, chakra ftw and I personally love the idea of makin it aoe, but perhaps we could find a more balancing way to do it, idk just speaking my mind on the thoughts.

didnt make it past the nin part before i said WAT?! ok you must be miss using your monk or not geared correctly , with 26%+ haste hear and merits you should be swinging damn near constantly on any attack round over 3 hits, add a brd or rdm for haste and its over. ive had perma 100fist monk since 75 what are you talking about?

Shoko
04-17-2011, 11:06 PM
Some of that stuff would make MNK more broken than what it is at the moment. I like the wraps idea, simply because we should be allowed some sort of sub weapon option.

StingRay104
04-18-2011, 08:10 PM
didnt make it past the nin part before i said WAT?! ok you must be miss using your monk or not geared correctly , with 26%+ haste hear and merits you should be swinging damn near constantly on any attack round over 3 hits, add a brd or rdm for haste and its over. ive had perma 100fist monk since 75 what are you talking about?

Well to answer your question aside from not having Black Belt I was very well geared at 75, but this is irrelevent because a few mnks in my shell had BB before level cap raise and watching them in action I know your full of crap with your statement, near full time Hundred fists at 75 with only full haste and merits, which btw no mnk merits increase speed, ya thats a bs claim right there. Now the part about the brd would bring you closer if you had brd and whm to cap haste on you, or faith's, which I know are near hundred fists with just 2hr brd songs and whm haste. As for my original comment and your claim you see Nin's nowadays are near hundred fists speed without all those super buffs, hell they are amazing to watch with just whm haste imagine throwin brd in on that. Mnk should be as you claim, hell if things go as they are a pup with fully upgraded Kenkonken will be faster than mnks, and thats just wrong, mnk should have the fastest attack speed period.

Greatguardian
04-18-2011, 08:47 PM
Do you even know how Hundred Fists works?

Hundred Fists just sets your Delay Reduction total to cap, or -80%. This means you have 20% of your effective starting delay. It's not that NIN gets "more Haste", they simply have a lower delay to start with. To add to this, Dual Wield's delay reduction is counted against their total Delay Reduction.

All things considered, MNK is able to take advantage of significantly more Haste than NIN because of this. After receiving Haste Spell and Marches, with capped Gear Haste, a NIN is at -80% Delay Reduction. A MNK is not, and is able to receive even more Haste from Haste Samba.

Either way, with both jobs at -80% Delay, a MNK is going to attack faster. It just takes more Haste for MNK to reach the -80% Delay, and that is a good thing.

A = KTNx2 Delay (Kannani+Kamome) = 390
B = H2H Delay = 480

A < B, Nin in this pre-Job Trait bubble attacks faster

A' = KTNx2 Dual Wield Adjustment = 253.5
B' = H2H Martial Art/Weapon Adjustment (Verethragna) = 331

A < B, NIN with no gear or buffs attacks faster

A" = KTN, 25% Gear Haste and 10 DW Gear = 160.875
B" = H2H, 25% Gear Haste = 248.25

A < B, NIN attacks faster

A"' = KTN, 43.5% MHaste, 25% GHaste, +0 DW = 79.85, Capped Delay Reduction. It will not go lower.
B"' = H2H, 43.5% MHaste, 25%GHaste = 104.265

A < B, NIN attacks faster

A"" = KTN, 43.5% MHaste, 25% GHaste, +0DW, 10% JAHaste = 79.85, Still Capped. Won't budge. NIN cannot benefit from a DNC when they have Marches. Huge amount of wasted offensive potential here.
B"" = H2H, 43.5% MHaste, 25% GHaste, 10% JAHaste = 71.165, 78.5% Delay Reduction. Nearly 2hr speed.

B < A, MNK attacks faster.

Don't be jealous of NIN. Their DW trait makes their Delay reduction start strong, but caps them too quickly. Once a BRD and DNC are both in the picture, not only will MNK attack faster, but it will absolutely destroy NIN's Damage.

Raka
04-22-2011, 02:14 AM
Monk needs nothing new. Sure, something to fit into the sub-weapon slot to give small stat bonus would be nice, but Monk doesn't need an ability to tank. Counterstance has always worked fine regardless of the Defense penalties, but back in the day...we just subbed Ninja anyways. Some still do, even in Abyssea, but that's more for Yellow proc.

The point of the matter is Monk is fine with their current abilities. If you are wanting to enhance it's defensive that much, all you need are the enhancements to Guard rate really.

So as far as Monk ideas go...Wristwraps and Guarding rate adjustments is all that needs work.

AyinDygra
04-22-2011, 02:48 AM
Monk needs nothing new.

The point of the matter is Monk is fine with their current abilities.

At present this is true, and I acknowledged this in my opening statement. The situation we face today is not a case of "not needing anything new"; it is inevitable that we WILL be getting new things as we approach level 99 and beyond, as will all the other jobs. (Plus, we saw additions even after reaching the 75 cap and there is no reason to expect anything less of the 99 cap plateau.)

The only question is, what would Monks want added? I've given my answer above so SE has some idea of what one career monk would like to see, rather than having them flying blind and adding things without our input.

Randwolf
04-22-2011, 04:11 AM
At present this is true, and I acknowledged this in my opening statement. The situation we face today is not a case of "not needing anything new"; it is inevitable that we WILL be getting new things as we approach level 99 and beyond, as will all the other jobs. (Plus, we saw additions even after reaching the 75 cap and there is no reason to expect anything less of the 99 cap plateau.)

The only question is, what would Monks want added? I've given my answer above so SE has some idea of what one career monk would like to see, rather than having them flying blind and adding things without our input.
I just want the job left alone, outside of a boost to the skilling of Guard, until we hit 99. Then look at how the job fits into the whole. I think some of the suggestions, at this point of the game, would over-power Monk compared to other jobs. However, at 99, that may no longer be true.

Peldin
04-23-2011, 08:00 AM
So as far as Monk ideas go...Wristwraps and Guarding rate adjustments is all that needs work.

Enh. I would also argue that something needs to be done about counter attacks and TP. From my understanding, monsters still gain TP when you counter, but you do not gain any TP from countering. But yeah, other than that I agree. Guarding obviously needs work. Wristwraps would be just a nice thing really. Not a necessity at all.

Ohji_Lunartail
07-07-2011, 03:57 PM
Was thinking of this while taking a shower (keep thots to yaselves pervs))
About a Balanced Spirit Job trait that reduced the def lowered by counterstance. Idk about ya but taking 1,300 dmg from an attack that should do 400dmg is gettin annoying lol

Paksenarrion
07-08-2011, 04:57 AM
When they first announced Footwork, I figured it was a way for MNKs to have the same damage capabilities as a two-hander, since at the time, we (Or at least, I.) sucked at hitting endgame mobs compared to the WARs and DRKs and SAMs. I'd still like to see Footwork act like that. I wouldn't leave it as a full stance if that ability was given, though. Would be just too powerful. I also wouldn't allow it to be active during Hundred Fists (I don't think it is anyways?).

But I may also be crazy and have no knowledge of my own main job. XD That's not sarcasm. I *really* suck at gaming.

But I totally agree on increasing the skill gain rate of Guarding.

Strato_Bear
07-08-2011, 08:38 AM
Monk is already fine, What we need is a "guard" stance, thats all. Guard can block TP moves from enemys, i've guarded a TP move before ( Pyshical ) a guard stance would be nice...

Enaula
07-08-2011, 10:19 PM
Yeah need a "guard" ja, but i don't want a ja for defense boost. I play mnk since i started game in 2005 and it was for DD not for tanking. Atm i don't like game because i need to tank in abyssea, i hope @ 99, pld and nin ll be tank at 100%

AyinDygra
07-09-2011, 12:02 AM
I've had more time to consider the ideas I presented in the original post, so here are a few revisions.

My initial thought on Guard Stance is that I don't like tanking on monk, but there are those who do. While I personally wouldn't get much use out of it in groups, when I play solo, like in Campaign, or other general activities, I'd get great use out of this. So, adding this is a win/win for Monks. It's not enough to force us into a tanking role outside of Abyssea, but it's still nice to have when we are the focus of attacks.

Job Ability: Iron Shirt (Guard Stance)
(Possibly better as an addition to "Footwork", rather than a new stance)
Level 50
Duration: 5min
Recast: 1min
This is a stance that switches Monk's focus from attacks to defense. While it may reduce a Monk's damage capabilities somewhat, it may make up for it with several additional effects including reduced enmity loss and higher enmity gains, so it does not have to rely on damage to keep the enemy's attention.


Brainstorming Potential pros and cons (any/all/mix)
* Unable to cast spells at all. (may be unnecessary; depends on how many additional bonuses are added)
* Reduce attack speed. (not necessary if this is part of Footwork)
* Reduce evasion. (allows for more counterattacks, so both a pro and con)
* Reduce enmity loss from taking damage. (Pro for tanks, Con for DD)
* Increase enmity gain (especially from "boost") (Pro for tanks, Con for DD)

* Guard rate increased. (a maximum guard rate of 5% is far too low)
* Reduce Damage Taken (by 20%? ... more? less?)
* Chance to stun enemy when their attack is guarded. (very important addition, in my opinion)
* Chance to counterattack enemy when their attack is guarded. (perhaps added as an "augment: trait" on Monk gear)
* 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.
* Reduce Chakra's recast when used during Iron Shirt.

Reasoning: A Guard Stance is something the monk job could make good use of. The exact implementation of it is a matter of sorting through a great variety in options. As I noted above, this could simply be a feature added in to Footwork, since the stance of a kicker is generally protective of the upper body. This would make Footwork quite useful, even if its damage falls behind normal fist combat (which is almost certain to happen, even with our Tantra +2 set bonus)

The other main thought behind a Guard Stance is to make it easier to activate guard to actually gain skill in guard to make it useful. As stated earlier, guard activates so infrequently, even at max skill, that it seems useless to even try. The point I added to try to make Guard more useful in this stance was the potential to stun the enemy after you guard their hit. In addition to that, a chance to counterattack a guarded hit plays to our current gear options to increase counterattack damage, without increasing our damage mitigation by raising our "counterattack" rate that negates damage (we'd still have to take the guarded hit to activate this additional counterattack.)

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Job Ability: Viper Stance
Level 60
Duration: 5min
Recast: 1min
This is an attack stance focused on using pressure points to cripple the enemy.
* Recast penalty on all spells.
* Decrease Evasion
* Greatly Decrease Damage of normal hits.
* Increase Attack Speed
* Critical Hit Damage increases. (to normal hit damage)
* 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.

Reasoning: The Viper Stance can be a potent tool for crippling an enemy that is normally very powerful. I see the main uses against Monk enemies, like Gnoles and Orcs in Campaign, and any Monk enemies in Dynamis when they use Hundredfists. If they're paralyzed, blinded, attack down'd, etc, they'll be easier to handle. Monks using Viper Stance could inflict many status effects quickly, depending on how high their critical hit rate gets, and at the same time, reduce the ability of enemies to unleash their TP moves by directly inflicting TP damage with Crit Hits. This is a natural progression of Monks reducing how much TP they feed to enemies with their attacks. The TP damage may be the most important feature of this stance, since it allows Monks to directly melee HNMs that they'd normally be forced to stay away from to stop feeding TP.

This stance also sacrifices our melee damage for speed and effects. The Critical Hit Rate increase will, at best, only bring damage up to what our current attacks already hit for, damage-wise (It is NOT a request for "Razed Ruins" outside of Abyssea). The point of it is to use the Critical Hit Rate as the factor that determines whether or not the crippling effects are inflicted. This all balances out, since we're attacking so much faster. (Balancing will be important here. Once the test server opens, I'd like to see this tested there.) (also, the Metasoma Katars are a very limited toy and do not fulfill this JA's main purposes - TP damage being a huge feature)

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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)
(see above thoughts about "Iron Shirt" being a feature of Footwork)

Leonlionheart
07-09-2011, 05:46 PM
I'd say everything in this thread is extremely over powered.

That's not to say that you shouldn't try, but think more about balance.

The only way any of this could possibly be implemented is if every other job got equal or better (PLD comes to mind) boosts to their roles, since MNK is already an offensive and defensive powerhouse.

Trigger
07-12-2011, 01:13 PM
your ideas are great but maybe only in a futur,in couples months when we gonna reach lev 99 or over lev99 in nexts years O_O who knows..
For the moment i tihnk monk is already enough powerful.