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I feel like the Riddles should've just been an aoe that spreads our fist effects to our party members. That way we'd offer utility in the form of damage, defense, and mobility. Tackle Mastery should be removed. Period. No amout of changes could make that useful.
I also think, like the other jobs, we could've received a build up and burst mechanic, called Fist of Rhalgr (Monk lore) or something. With every execution of Forbidden Chakra, we gain a stack of destruction. 5 of these stacks grats us Fists of Rhalgr, enhancing some of our moves or giving us access to new ones or something.
They could've done so much more with Monk this expansion and it's kinda sad that with this being our expansion, we basically got nothing.
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Originally Posted by
Shock__
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Eh. The idea is a AoE that's oGCD with Chakra. AotD has use on 5+ targets as is. It just costs too much. It's wouldn't be huge, but it'd be free AoE damage, with semi reliable use in AoE with crits in there.
Numbers are whatever(Edit: That is to say subject to the move and how it's implemented. It's balance relative to other moves of similar frequency, and the job's overall kit). My point is an AoE chakra dump that a now "useless" move can fill the role of.
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That's why I said in an earlier post that we could use an aoe version of TFC. They could just change purification to that tbh, since we really don't need it.
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Meh, I think it would have been cooler if they would have added more elements to keep up instead...
For example, change Arm of the Destroyer animation to that of Touch of Death, make it single target with 50tp cost and to give a Direct Hit self buff to the MNK of what... +10%?
Then change One Ilm Punch to also cost 50tp, and give a self buff to the MNK of +10% crit rate.
And finally change Rock Breaker to be usable on any stance and swap stances on its use, but cost 30tp less on Coeurl and only give GL bonus on such a stance.
That way the rotation would be weaving between 3 combo styles, tho Crits from Bootshine would be less frequent...
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Anyone else fight the last boss in Temple of the Fist and just cry a little. That dude has such cool moves that we could have had.
/le sigh
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Monk feels terrible so far, riddle of fire feels like riding a bike through thick mud, and then someone threw a stick in your spokes. Really pissed off at the slow gcd it feels so bad I can imagine someone that plays monk thought this was a good idea.
Shoulder tackle skills are a joke I used earth tackle once just to see how stupid it was. Riddle of wind seems like it was made for PvP cuz a stance change to wind in pve is lol.
I have both Sam and monk at 70 the only reason not to play Sam is because half the player base is Sam. On my 70 monk an under geared Sam can out dps me easily with me trying hard. All we got was a broken rng buff that feels broken 75% of the time.
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The changes to MNK are terrible and I regret leveling my MNK 1st over something like my WHM.
There is currently no point to Riddle of Earth apart from very niche moments that will require you to take damage away from the boss, such as some of the AoEs of Lakshmi, but even then you take the hit and are right back into FoF meaning you lose the extra 10% mitigation immediately.
Brotherhood is meh in 4 man content and while it is fairly decent in 8 main, it's just not enough to justify the potency nerfs to the rest of our toolkit.
Riddle of Fire is meh as well. Yes, it's a DPS gain overall but you really feel that slow effect and it just contradicts what MNKs original design was, a fast paced, high damage dealer. I pretty much only use it in my AoE rotation as a means of lessening the TP drain on MNK's AoE moves.
Shoulder Tackle Changes are useless and there is nothing anyone can say to make me think otherwise.
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Right now Riddle of Fire and Tackle Mastery are what I hate the most. RoF for how terrible it feels to use and Tackle Mastery for being useless.
Tackle Mastery should be heavily reworked or scrapped. It would have been much better if the tackles applied different effects such as:
- Wind Tackle = Slashing def down debuff
- Earth Tackle = Piercing def down debuff (remove the knockback pls)
- Fire Tackle = Magic def down debuff
RoF would have been better as a 10% damage buff 5% haste or something.
More than anything I wish we could lower the cooldown of PB to 60-90 seconds.
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Having now gotten to level 70 and done Susano EX I've gotta say I'm pretty much unimpressed with everything I said I was unimpressed with in my big long rants in other threads/reddit.
Riddle of Earth is useless, in Susano the boss does a jump without an AOE to refresh your stacks with about 90 seconds in and Perfect Balance is still on cooldown so you have to slow wind up your way back to three stacks, meanwhile the samurai has their PB equivalent up by that point and it gets all of their buffs right back on. I have no idea what Square was thinking with this ability.
Riddle of Fire just feels miserable to use, every time I pop it the slow debuff it inflicts is just awful.
Tackle Mastery is still just terrible, the only reason Fire Tackle sees use is because I'm in Fire stance all the time.
The fact that other abilities that I'd actually want to have are seen on NPCs is also just depressing. Hamon Holyfist uses Hundred Fists in the level 70 instance and he just goes to town with how fast his GCD is, it's rad.
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double RNG for mnk is what really just kills the dps, first your crits which are on RNG have a 50% chance to give you a chakra which is best if it can line up with the Riddle of Fire timer of 90 secs, but some fights you can go a more than double this time before you can get one stack of charkra. also with Brotherhood having no benifet for you other than your party members can give you chakra now really doesn't help with SSS. also Riddle of fire should be handled differently everything I could say about that is what everyone else has already said (hurts crit chances cause of lower cast speeds, goes against mnk fast gameplay style)