hmm, i hope they dont kill the job for me in making it better for you. But i guess no matter what someone loses
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There's a lot I love about MNK, and there's things about it's current structure I absolutely hate.
The current Best DPS "Rotation" for MNK is absolutely ludicrous. The timing is incredibly tight and if you flub one button press it can all go to hell. TK Rotations are conceptually fun, but the way those rotations are executed feels BAD.
Lets put it this way. BLM has a rotation where what you cast and when you cast it makes sense. (This is not a call to make MNK as simple as BLM let me finish.) It has a rotation, specifically designed by the Devs to flow a certain way, like all classes. It has leeway here and there for you to mix it up, but generally "Your rotation will likely match the one they designed."
I cannot imagine any Dev looking at "Dragon Kick > Twin Snakes > TK > Snap Punch > Fists of Wind > Bootshine > Tackle > Tackle > True Strike > Fists of Fire > Demolition" and thinking "That makes sense. That's a very obvious flow of skills that the players will naturally pick up on."
The process of rebuilding GL stacks quickly feels unintuitive and cumbersome. Because it's supposed to. Because for 60 levels, the goal of the class was to maintain your stacks, because rebuilding them was a struggle - a punishment. Monk was initially designed to get stronger the longer the fight goes on. It's late-fight GL3 strength and speed was supposed to compensate for its slow start at the beginning. It's why Perfect Balance had such a long cooldown time.
TK Rotations where you're constantly building up, and tearing down your stacks feels awkward because repeatedly building your stacks in such quick succession is not how the class was initially designed to function. It's trying to overturn 60 levels of design philosophy.