many complaining that monks have many useless skills right now
many complaining that monks have many useless skills right now
many? just you it seems for the moment. sorry but i dissagree.
only thing i can think of wanting for monk is more fists of elements, ice and and lightning respectively!
I like Monk a lot in this game. Three things I would change to make Monk more of a bad ass is at Level: 50 Spinning Heel would be a trait meaning that we get a extra hit every auto attack. All elemental buff will come with a dot affect. Example: Fist of First gives burn, wind give choke, and earth give rasp since it drains a lot of mp. Last but not least, I would like for Monk to have a new weaponskill that will drain mp for 15 sec.
No.
I love my monk, it was my 1st job to 50. I play it WHENEVER i get the chance, there is nothing wrong with monk now, they do no needed additional added effects to their elemental fists.
If anything, the only thing monk needs is additional elemental fist types, but to be honest between the 3 (4 if you count NOT having one up), as a monk you can find the hole and fill it with a fist.
I guess for better or worse they are changing, as in that live interview they specifically stated Monks would be changing the most out of all the classes.
By the way they said "Monks used to be a sort of hybrid class and now they will be about endlessly chaining skills" I'm guessing they're probably gonna give the elemental fists the boot and make them straight up power characters. Hopefully it works out, I quite enjoy current Monk.
I'm interested in seeing what kind of extreme changes Monk will have. Although I was never a fan of Pugilist, I quickly took to Monk 'cause I had fun with the positioning combos (even though some didn't enjoy that). But we'll have to wait and see. I'm sure a new class will pick up a "hybrid" archetype.
I have a feeling that they'll be removing Monk's ability to evade. This is me hazarding a guess but I figure this doesn't really fit in with Monk's image and belongs with Ninja or Thief which we've all got our fingers crossed for.
I bet they will get rid of Featherfoot, Taunt and Haymaker and all the evasion traits. Possibly fists too which would be a huge change of course.
I tend to find most of the fist abilities (with the exception of fire) more useful as companion abilities than as combat abilities. The extra defense from fists of earth is nice, but given that a monk player should not be the center of a monster's attention it does little unless you are soloing, and then most monsters are resistant to earth. They are great when you find the right monster. Wind is only really useful for the added speed boost and I don't find myself ever using it in combat. Fire is useful always, the up to attack makes it a good contender. All in all, the only time I really wind up using the fists for their elemental damage is when I am fighting an elemental directly. I'd love more abilities that utilize the fists, but they seem sort of passable now.
I don't want them removed, but at the same time, I could easily see why they would be.
It's a good idea but not really implemented that well. Works for now though.
Based on what's been disclosed so far, it appears PGL/MNK is going to be the most drastically altered job. Let's start with what we know so far:
- They will still have some form of stances
- They will change from being an elemental DD to a combo-centric DD.
- Their playstyle will revolve around the notion that while other classes have 2-3 WS combos, MNK will be able to expand further on that and keep their combos going, increasing DPS.
Taking such information we can speculate that MNK will indeed not only be losing some skills and gaining new ones, it will also have a unique mechanic in place as far as combos go.
Here's how I personally predict the new MNK to be:
- New stance-buffs that aren't elemental in nature but more like WAR in the sense of increasing/decreasing certain stats and adding unique effects. Perhaps one of them induces the effect that allows us to do the 'extended combos.'
- It will be able to combo combos. Sounds funny? Let me elaborate. In the same way that other jobs gain bonuses to their weaponskills when they use them as part of a combo, they can have a system in place for MNK where it adds further buffs/debuffs as effects when initiating certain combos in sequence. Comboing combos. Comboception.
- Another possible way they can do the extended combos is enact a universal cut on WS costs, similar to how Fists of Wind currently does, and allow the last WS in any combo series to combo into the first WS of another combo series with added bonuses.
However they end up doing it, MNK certainly sounds like it's going to be quite the dynamic DD class with a worthwhile learning curve and rewarding DPS ceiling. Hopefully, at least.
Anyone else hungry for some more deets?
Could be that the WS chaining that they mentioned might incline they have traits that increase TP restoration over time, low TP move costs, and/or low recast timers. The damage might be low in comparison to other jobs but being able to throw out WS moves 3x as fast makes it a competitive job.
FoW knocks about 10 seconds off of Howling Fist with the Boots, however most of the time I find the Attack of FoF still outweighs FoW on overall damage unless maybe the mob is specifically weak to Wind attacks. I can't say I know your setup however, this is based on my own presumptions and gear.
FoW > FoF in most scenarios.
When FoF is exploiting a weakness, it is better... like the Miser fight.
What I'd like to see:
-Bring back Victimize
What I'd like to see removed/replaced:
-Simian Thrash sucks, even when combo'd. Fix or replace with Victimize.
-Make Spinning Heel not suck. Fix or make trait.
That being said it doesn't affect your Blood for Blood. Why would you use Howling fist without the buff?
You should be using your Keen Flurried Dragon Kick instead. They do the same damage except Dragon kick allows for MP from Sucker Punch and helps the tank with Pacification.