That's called "Invigorate". Tier 2 merit.Originally Posted by Camate
Stoneskin might be nice, but (agreeing with Francisco) I'd prefer being able to remove additional status effects (certainly slow, maybe plague (since we can already cure disease), possibly bio).
If you want to add Boost as a prereq for removing additional status, well.. guess it's not too bad. But "more boosts = more healing" just seems silly. Chakra is a JA, for instant use in battle, primarily; picturing trying to sit around for 3 minutes Boosting to get its full effect just seems ludicrous.
That's called "Penance". Tier 2 merit.Originally Posted by Camate
I'm actually not sure if Subtle Blow affects the TP gained by mobs hitting players, though I would assume it does since Store TP affects the amount of TP the player gets. If so, then the amount of TP the mob gets from hitting you is already fairly low, and further reducing it would be a fairly minor effect. Just add it in as part of the Tactical Guard trait (say, -3 TP to the mob to correspond with the +3 TP for the player) and call it a day.Originally Posted by Camate
Actually, this is probably the info that I'd be most interested in hearing. Footwork is fairly unique as a combat style within the game, but mechanically just can't keep up with standard H2H under pretty much any circumstances or intended usages.Originally Posted by Camate
Its greatest advantage, reduced TP given to the mob, is overshadowed by taking twice as long to kill the mob while giving half as much TP per unit time (so in the end you gain nothing but wasted time). The other problem is that it's only remotely useful with the OA2-3/4 weapons to boost the double-kick proc rate, and can't take advantage of other specific weapon traits/stats (eg: Empyreans or Relics, obviously, but also other weapons that seem like they were more intended for Footwork use).
Damage wise, because of how its damage scales, even if you got it perfectly balanced compared to standard H2H at level 90 (for example), it will inevitably fall behind as soon as the level cap goes up. So whatever gain it gets, it has to scale well with level.
Sam has Hasso and Seigan for offensive and defensive stances, and likewise nin has Innin and Yonin. Each serves a useful purpose for a specific task. Mnk's secondary stance is Footwork, but it seems the developers had only the vaguest of ideas in mind when creating it. Mnks can kick, right? Let's let them kick a whole bunch... It has no real raison d'etre, a purpose for existing.
Serious thought needs to be given to that before some half-assed revamp is done.
When you counter a mob, the mob gets as much TP as if you'd hit it normally.Originally Posted by Francisco
Overall summary for mnk needs: Fix guard proc rate. Fix Footwork in general. Maybe add bonuses to Chakra for a Christmas present. Anything else is just busywork that, honestly, could be better used on any number of other jobs.

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