Number 6 i can agree with since it can be like bloodletter in a style like bards, but also interesting multihit line for dealing with mass of trash
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Odd that in all these discussions nobody seems to be running out of TP.
Greased Lightning duration is my #1 issue. TP is #2.
Greased Lightning duration is fine imo. Honestly, I know it sucks to drop it, but it is an integral part of MNK's high risk high reward style, and even with the acceptable amounts of dropping the buff for current content MNK performs exceptionally well.
Furthermore, they are tweaking content to be slightly more melee friendly in 2.1 so I don't see an extension to GL coming any time son, nor do I feel it is necessary.
As for TP, I rarely have TP issues as well. Even in Turn 4 I am able to spare enough to drop in a bunch of IDs and Fracture for the Dreadnaught burns. In general though, how much TP trouble you have is also determined by the party's collective DPS. If you are carrying DPS, you will run out of TP more often since the fight drags out longer.
Invigorate does extend the time you can be attacking constantly without slowing down significantly, I try to remember to pop it at about 500 tp remaining instead of zero to maximise timer, although remaining TP will get lower and lower after each use until you are forced to slow down between timers, but it takes much much longer to get to that point.
What rotation are you using? ? If you use ID, this will be the case. I use fracture and still have little/no problems.
The ID rotation is VERY TP starved, and even fracture is high TP.
Only 22 for Invigorate.
34 is for Blood for Blood.
5) REmove AotD out from rotation and increase CD up to 25-30 seconds
This needs to be fixed would be nice to silence without having opo up.
need one good aoe ability
I do not feel one ilm punch needs to be modified at all. There are uses for it, though very little. I see it as a skill that will be a part of every pvpers rotation. I am assuming thats exactly what it is designed for.
GL duration would be fine if we had a shoulder tackle with 20 30 sec CD and a fist of wind buff with a better movement speed and lower cd to avoid aoe damage faster and get closer to the bosses asap ; it will more enjoyable to play that class and more skillfull :D ; or add a new tp skill wich push u back enough to avoid the aoes with a cd reduction on Shoulder Tackle .....
with one of those suggestions , i think , that monks will really enjoy their jobs :D
Give me a ranged attack like chi blast dab nab it!
Another idea about Shoulder TAckle- remove stun effect and make just a skill of quick moving to emeny with CD 10sec
What a stupid idea to make Demolish behind bonus potency. After Demolish (behind) Dragon kick comes very often (flank bonus potency)- and what do we have? Demolish animation is very long and it is very hard to go flank after it and quickly use Dragon kick without losing at least half a second. It is a big amount of time for DPS. Why did developers made such change?
You should try to position yourself a bit in advance. While I don't think Dragoon has the action lock you probably have, we do have a similar problem (Our basic combo opener is Heavy Thrust [+10% damage] -> Impulse Drive [Bonus damage from behind / only way to activate skill chain from behind]) but we always move quickly enough to perform the rotation in full.
You know, you can move back to the flank during the animation right?
As long as you start the action behind the enemy the server registers it as such and you should not be losing out on the behind potency.
I know I can move, but the hit itself comes almost at the end of animation. And you understand, that monk under GS buff have a little cooldown. So, I must wait until I hit the enemy and then move flank, but with fast skillspeed my Dragon kick is already ready for using, but I can not use it because Im not yet on the position. It is very uncomfortable and time loosing
That should not matter for the action itself.
You start the action behind the enemy so the server should register this as an action being performed behind the enemy regardless of you moving to the side during the animation.
Monks need an AOE DoT or better AoEs or lower cooldowns on existing AOEs...just imo
I just want Perfect Balance(PB) buffed:
- CD reduced(from 3 to 2 mins)
- Puts you in all stances until PB expires
- Removes directional requirement for bonus damage
This would mean that all attacks would have their special effects too: dragon kick would apply debuff, twin snakes would buff dmg, boot shine would auto crit, AoD would silence, etc.
This would give us great utility on the fly for those "oh sh--!" situations both in PVE and PVP.
PB > AoD for quick silence .
PB > DK for instant debuff and a great start to building GL3 in 1 rotation.
And yeah, I want chi blast, FFS!
Yeah, I really wish they gave MNKs a ranged attack as well. We are the only ones without a ranged attack, Chi Blast would be awesome.
just need around 5 second increase to GL's debuff duration, at least i can stack 3 dots without fearing i might lose 3 GL stacks
monk is currently the highest dps by a good margin as they are
and one ilm punch can instantly tear off stoneskins making it worth 1000s of damage in some cases. Situational does not equal useless
Yep,
one ilm punch has become one of most useful abilities for monk in 2.1. So many mobs cast stoneskin on themselves it's redick.
I did manor hard last night on my Monk. The final boss in the manor is not forgiving to people playing monk. The AOE areas are extra large and if you do not react the second you see a aoe pop or you have lag in a aoe, you are pretty much screwed since DD needs to be in the adds like glue or you wont kill them in enough time.
I still won the fight, but I don't think I will be doing it on my monk anymore until I am geared to ilvl 70 +.