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  1. #51
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    "Crippling Blow". (job ability). 2 min recast. Instant. Deals strong damage and randomly lowers a mobs stat(ala absorb spells). Moderate ~ strong effect (20-40pts), non-decaying.

    "indomitable will". (job ability). 5min recast. Instant. Stores a % of damage inflicted on monk and unleashes it after timer. Duration 30 sec.
    (0)

  2. #52
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    look if your going to spout off random ability at least give a reason / use for them. crippling blow doesn't pick a stat and is useless. the will JA is dependent on monk taking damage, at that time is the dmg magical physical is there a cap does it generate enmity think things through next time please,
    (0)

  3. #53
    Player Chamaan's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Chamaan
    World
    Valefor
    Main Class
    PUP Lv 99
    I remember them saying something about upgrading our black belts to blackerester belts or something. What ever happened to that?
    (0)

  4. #54
    Player
    Join Date
    Mar 2011
    Posts
    319
    Quote Originally Posted by Mizuharu View Post
    All you mnks should just suck it up... You can already duo all of abyssea...

    That aside, I'm interested in seeing how effective these 95-99 JAs Camate mentioned will be
    WHM is part of that duo (And the most essential part of any Abyssea duo), but they're getting adjustments. Lets revoke those too!
    (0)

  5. #55
    Player Ladycandygem's Avatar
    Join Date
    May 2011
    Posts
    35
    Character
    Ladycandygem
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Yugl View Post
    WHM is part of that duo (And the most essential part of any Abyssea duo), but they're getting adjustments. Lets revoke those too!
    Also, Thf and Whm can duo almost all of Abyssea, but try going to the Thf forum and telling them they don't need any adjustments, see what response you get.
    (2)

  6. #56
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Wow, you know Pup got 0 ja or traits last patch right? I believe Bst got nothing too, so it is your turn, suck it up.
    (0)
    Last edited by xbobx; 09-02-2011 at 09:58 PM.

  7. #57
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    I agree that every update does not need to be a boost to overall possible damage coming from Monk (depending on what other jobs get), parts of Monk do need some attention to remain or become useful, such as Footwork and Guard.

    Improving these things would be a step in the right direction:
    Footwork needs a niche where we'd choose to use it over normal hand to hand for good reasons, not to slow down our damage and control our hate production (maybe stronger attack against enemies with high defense with 2-hander type bonuses and/or the ability to randomly short-stun enemies.) and Guard is a unique and significant method of damage mitigation that actually helps us against enemies that use "job ability attacks" that cannot be countered, but it needs some help (higher activation rate, maybe part of Footwork is increasing guard rate, etc). These would be in addition to the areas that they're already focusing on in the above post.

    Neither upgrade is expected to make Monk even "more powerful" than other jobs. They focus on the lesser-used or less useful aspects of the job. I guess the biggest argument against any such upgrades is that it's so-called "wasted time" that could be used on "more useful" updates (a point on which I disagree.)

    (A suggestion that fits into the proposed changes to Monk: A job ability: Grapple. Using this ability may prevent the enemy from defending itself against other party member's attacks. (turning off Counterattack, Shield blocking, Evasion, Guard and Parry) The drawback: While grappling, the monk's auto-attack rounds may be consumed each time it prevents one of the above defense actions of the enemy.)
    (0)

  8. #58
    Player uptempo's Avatar
    Join Date
    Jul 2011
    Posts
    76
    Character
    Uptempo
    World
    Sylph
    Main Class
    WAR Lv 99
    Just remove mnk from the game job done everyone happy.
    (0)
    Htid!

  9. #59
    Player Gaiben's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Gaiben
    World
    Shiva
    Main Class
    MNK Lv 99
    Quote Originally Posted by Camate View Post
    Additionally, we aren’t looking to add abilities and adjustments to stop enemies from using special abilities, instead we are focusing more on making it possible to actually see and feel how many times an enemy is being inhibited from using special abilities by lowering TP, making it difficult to store TP, and creating times where enemies cannot gain TP.

    Though we said that monk is leading in some aspects, this doesn’t mean that we’re ignoring it. We will be looking at your feedback and discussions and utilizing the test server for future adjustments.
    Well if you are looking into ideas for Subtle Blow effects here is an idea. Give us a job ability with a recast and duration like that of formless strikes that removes our ability to gain TP as well as the ability to give it. True you well never get a weapon skill off unless your /SAM or using 'wing' items, but it does make monks a more support type DD since adding them to the font line won't add to the mob's weapon skills. And if you don't want us using it to make monks the "best low man tank" (more so then they are), give the ability some sort enmity down or cap such that keeping hate with this on is hard to impossible.

    Also if you want to upgrade Chakra, either make it charge based (with same recast would still be reasonable) or make the potency significantly higher so its more effective then a subjobable spell/job ability (E.I. Cure IV and Curing Waltz III).
    (1)

  10. #60
    Player Gaiben's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Gaiben
    World
    Shiva
    Main Class
    MNK Lv 99
    On a note different from my previous post, Ninja is already better at subtle blow effects then Monk. They have a debuff spell versus Monk's merited job ability + trait. (Spell has shorter recast and longer duration without using merits, but I won't get into the whole "resistances" argument and I don't know potency difference) Not to mention Ninja surpassed Monk's subtle blow trait all the way back at 75.

    Not complaining just noting that its odd that the Dev team wants to make Monk better at something that they already made someone else better at, with good reason.
    (0)

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