I am seriously appalled by these "addtions" to the MNK skill repertoire.
It's beyond obvious that even a player who casually plays MNK would see these skills and see how they don't make sense. Math has been done on many posts here to show that we're not gaining anything to compensate the changes. MNK has stayed the same through the last 4 years and I am OK on it's flow, I love MNK for having such a solid playstyle but adding these "Riddles" and "elemental tackles" really tells me:
1. I'll still be using FoF.
2. I'll still be using Shoulder Tackle "Fire eddition".
3. RoF becomes my B4B replacement with a few (but livable) caveats.
4. I still have one gated "mid" potency skill behind a stack system that's been lacking synergy since 3.0
5. I still have my highest potency skill tied to a caveat of only using it 1-2 times per instance.
6. I still have stun and silence gated behind forms.
What I would like to see:
If you really want us to switch around the Fist options, we'll welcome it if you change abilities which would really use a buff:
Thematically, off the top of my head:
Fists of Earth > Echoes of the Land = Increase 5% defense. Increases Range of Certain Skills by 2y (the following) becomes a trait
* Arm of of the Destroyer > Rhalgr's Roar = Potency goes form 50 to 150. Silence removed on base skill. 1s Pacification (can be nullified after 3 strikes) removed from form requirement.
* Rockbreaker > Rock Crusher = Potency increase from 130 to 220. Chains from Arm/Rhalgr.
* Riddle of Earth = Grants Earth's reply. After a refresh of GL3 it gives you FB. CDs the same
Fists of Wind > Whispers of the Sky = Increases movement speed and evasion by 5%. Reduces Tornado kick GL requirement from 3 to 1. Becomes a trait
* Howling Fists > Raging Fists = Potency increase from 210 to 280, same AoE. CD remains at 60s
* Tornado Kick = Potency increase from 330 to 350. CD is 15s CD.
* Mythril Peak = oGCD that casts 1s Silence. Potency 150. 15s CD.
* One Ilm Punch = oGCD with 1s Stun. Potency 150. 15s CD.
* Riddle of Wind = Grands "Wind's Grace". Lets you use TK without GL penalty. 60s. Locks TK on a 5s window.
Fists of Fire > Rhalgr's Fire = increases damage, direct hit rate and critical hit rate by 5%. Becomes a trait.
* Meteor Barret = 3 stage attack each with a potency of 100. has a 30% to grant GL3 if it's the opening attack. 120s CD.
* Phantom Rush = 600 potency attack. Requires "Burning Rave" buff. 15s CD
* Riddle of Fire = Grants "Burning Rave" status. lasts 15s. Increases damage 30%. 30s CD. (MNKs dreadwyrm trance)
Outside of that
* Perfect Balance = Negates positional penalty and form requirement. Positional bonuses reduced by half. 120s CD.
* Deep Meditation = Grants a Chakra every 3s passively.
* Forbidden Chakra = Potency from 250 to 300. 15s CD
* Shoulder Tackle = Loses Stun. Potency at 130. Has a 30% chance to reset after use.
* Brotherhood? Kill it with fire.
I know my recommendations would likely have (a lot of) balance issues that would (obviously) be tweaked. However I feel it fits better, thematically speaking, than 3 elemental tackles and 3 "riddles" that don't have synergy with how MNK plays.