
Oh thanks for being so understanding of my lack of Ilevel man.When you get full i90 you will see why MNK's pull so much hate. As for the lack of TP issues I hear most MNKs having this is due to taking dots out of their rotation, which can result in a major loss of DPS. With my old build I could blow all of my TP in less than 3 minutes using no AoE's. You are highly confused if you think MNKs don't have TP problems when going all out.
I keep up all my dots on target, if it's worth so to do it.
Guess you need to just level better management.
i...don't play a mnk(sadly, i should get on it) but
don't monks have an ability that changes damage to earth? so benefit from foe requiem as well?
or would that only be auto attack damage?
still..i see the point about TP issues on mnk...everything as sch/blm is way to easy mp wise (just tried out T1 for the first time today so can't speak much on that, but for primals/dungeons, no issues with mp for either, well no mp issues for blm is obvious...)
mnk af2 looks like a street fighter costume lol, i love it.

The first time I did T1 I ran out of TP, but when you get more gear things die faster and it's not a problem anymore.i...don't play a mnk(sadly, i should get on it) but
don't monks have an ability that changes damage to earth? so benefit from foe requiem as well?
or would that only be auto attack damage?
still..i see the point about TP issues on mnk...everything as sch/blm is way to easy mp wise (just tried out T1 for the first time today so can't speak much on that, but for primals/dungeons, no issues with mp for either, well no mp issues for blm is obvious...)
mnk af2 looks like a street fighter costume lol, i love it.
The fist of ..... moves have a old tooltip. They don't do the elemental damage they say they do, nor do they drain mana like a bard playing a song.



I was worried about our hate management too as Im usually 2nd or 3rd hate in every group I run with. We could really use some enmity mangement. But they could just easily ad tp regen to greased to balance out the skill speed gain and requirements.
Side note. I never really have tp issues unless im using ID and fracture both.


Our "Fists Of ___" abilities sound like they should be elemental, but unless there's some kind of hidden effect they only add damage/speed/% damage reductioni...don't play a mnk(sadly, i should get on it) but
don't monks have an ability that changes damage to earth? so benefit from foe requiem as well?
or would that only be auto attack damage?
still..i see the point about TP issues on mnk...everything as sch/blm is way to easy mp wise (just tried out T1 for the first time today so can't speak much on that, but for primals/dungeons, no issues with mp for either, well no mp issues for blm is obvious...)
mnk af2 looks like a street fighter costume lol, i love it.![]()


There's no hidden effect. The names of the moves (and the current tooltips) were kept from 1.23 where they actually were elemental attacks and drained MP. They're straight attack/movement speed/defense buffs now.

I don't think they want monk or dragoon to have an endless flow of attacks without some sort of TP management or assistance from bard songs.
I also don't think they want DPS classes to endlessly beat on monsters without paying some attention to their Enmity management.

If you could go all out without TP issues (essentially all the time) the problem would just manifest itself somewhere else. Then we would be getting players complaining about aggro constantly.
Unshakeable emnity on the tanks could solve that problem, but then both classes would be boring. Do you really want that?
Learn to balance DPS output with TP use. It's not like there is an issue with current content being unbeatable due to lack of dps.
TP interaction with skill speed will cause balancing issues down the road because our only method of "TP management" is using less skills. If players are encountering minor TP bottlenecks now, what is going to happen with ilvl95 gear? ilvl100 gear? ilvl110? Imagine "managing" TP at 600 or 700 skill speed with no scaling... it would be a severe restriction, it wouldn't be fun, and it would be extremely difficult to balance vs an infinite resource class.
The best options IMO:
1. Reduce CD or increase amount of TP restored for Invigorate (temp fix)
2. Scale TP regen with skill speed (boring)
3. Add an active ability/combo to restore TP or increase TP regen (best)
I do not consider nerfiing other classes to be an option because I want every class to be "equally good" not "equally bad", if that makes sense.
Last edited by Mitski; 12-03-2013 at 01:33 AM.
I would gladly take a TP combo.TP interaction with skill speed will cause balancing issues down the road because our only method of "TP management" is using less skills. If players are encountering minor TP bottlenecks now, what is going to happen with ilvl95 gear? ilvl100 gear? ilvl110? Imagine "managing" TP at 600 or 700 skill speed with no scaling... it would be a severe restriction, it wouldn't be fun, and it would be extremely difficult to balance vs an infinite resource class.
The best options IMO:
1. Reduce CD or increase amount of TP restored for Invigorate (temp fix)
2. Scale TP regen with skill speed (boring)
3. Add an active ability/combo to restore TP or increase TP regen (best)
I do not consider nerfiing other classes to be an option because I want every class to be "equally good" not "equally bad", if that makes sense.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


