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Monk Potential
I've been playing MNK since launch and I've noticed that all of my attacks have a low damage potency with or without the position bonus. I've also noticed that its very difficult for MNK to reach its maximum potential damage.
Monk receives (at level 50) a 21% damage bonus and a 15% skill speed bonus from the bonus effect greased lighting but that's only after acquiring 3 stacks which takes 3 rotations of skills (9 skills total to reach maximum). Also if you compare Monk attack potency's to Dragoon, you'll notice there's a huge deficiency for monks. I understand monks are about using their skill speed bonus to compensate for the lesser potency but the difference feels too extreme.
Monk - Bootshine: 130 potency (crit from rear if in correct form)
Dragoon - True Thrust: 150 potency
Monk - Snap Punch: 140 potency (180 potency from flank)
Dragoon -Full Thrust: 100 potency (300 combo potency with Vorpal Thrust
Any thought?
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Monk needs some love from the dev team.
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It would be nice if GL lasted longer or gave slightly higher stats. I'd be okay with either.
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MNKs can top the DPS meter right now but it shouldn't take almost 3 minutes for it to happen and moreover, since the http://www.ffxiv-app.com parser calculates DoTs incorrectly, we're not sure of our true DPS.
With my relic weapons, on the last boss of AK, I can pull a steady 230 DPS. On the other hand, on the first boss where a bit of moving/mob switching has to be done, my DPS drops to the 170ish.
And one poster is right: MNKs need to be looked at very closely as the first class that need the most changes.
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I do not Agree with you at All. With perfect balance you can reach maximum potential in less then 8 second on your first rotation. I favored dragoon in beta and during early access, but after launch I switch to monk and haven't looked back since, used correctly monk is the top DD if not a Very close Second, I only ever get out aggro'd by tanks except when fighting Garuda even then I keep 4th with some ease
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monk's potency is lower because their GCD is 21% lower than every other class' GCD, and their autoattacks come out the fastest. every attack you throw down is going to be followed immediately by an autoattack, which is pretty strong. they get around 50% more autoattacks in than DRG/BRD due to weapon speed and greased lightning.
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Pro : Highest DPS of the game
Con : No way to reduce his aggro
Seems legit
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Those are my problems with the Monk.
1. Fire Fist 5% dmg (reduced from 10%) why?
2 .Bad Trash mob killer (Important in many dungeons when you need to kill adds fast)
3. Overal Dmage is low. GL Makes DPS stable not HIGH.
4. Shoulder Tackle needs 30 sec cooldown (bonus refresh GL)
5. DOT dmg Low
6. No Bust Skills
7. 2 Monks in a Party is bad/ 2 other dps not ( only if to many bards and no LB for single or AOE)
8. Dragon kick with 2 monks shares its debuff.
9. arm of destroyer is weak and needs rotation or perfect balance for 1 sec silence. realy?
10. One Ilm Punch i used this skill 3 times only when i was leveling.
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@JokingCat
1: Fist of Fire was reduced to 5% because we do actually hit quite hard as is.
2: If you are single target DPS on multiple trash mobs then of course you will not be efficient. Arm > Twin > ToD Mob 2 > Rock , DK Mob 2 , ToD Mob 3 > True > Rock/Snap/Demolish depending on HP of remaining mobs and number of them. Refresh Twin, Spread Dots, Use B4B, IR and other such buffs before Rocks and DoTs.
3: Damage is High, Damage is not stable. After Buffs, GLIII, DoT usage, combo usage, Damage is huge potential wise, Keeping that damage up and stable? That's an issue.
4: Shorter Cooldown, Remove Stun, but Refreshing GL is not necessary We'd be overpowered if we could refresh GL any 30 seconds.
5: DoT damage is one of our highest potentials for DPS if used properly. The only thing is it must be used properly or you will lose DPS also DoT's must not be squandered (Demolish on a target about to die)
6: Our burst Combo is Boot > True > Snap, or DK > Twin > Snap > DK > Twin > Perfect + IR + Blood for Blood > Demolish > Snap spam, Peak , Howling, Huge burst potential. Make sure DoTs are up.
7: Two Monks are great, The damage from DoT's can be huge, Dragon Kick definitely needs some kind of adjustment. This also addresses number 8.
9: Arm is good to silence Trash, Otherwise Bards are for a real silence. MRD doesn't stun as well as Paladin but they don't seem to have an issue with CC delegation.
10: One Ilm Punch dispels nothing worth dispelling . Any buff it does dispel you could kill the enemy without it. Any buff it doesn't would actually be worth it. Needs a rework.
This is not to say Monk doesn't have issues. Just the issues are a lot more technical to deal with , without making Monk more overpowered that is.