Give bards heals or better songs, and make a true ranged class like Buccaneer we've all been waiting for.
Give bards heals or better songs, and make a true ranged class like Buccaneer we've all been waiting for.
Or some MNKs could just lay off the Skill Speed a bit? The only time I'm having an issue with TP post 2.2 is in BrayFlox HM, I get some tanks (which I don't mind) that want to pull a crap load of mobs and then wants to pull the next set 3 seconds later after a big pull. Not so bad with a BLM in the party.
This change would be in addition to its current bonus movement speed.
Notice, I didn't buff ANY of their potency. These changes are minor at best.
As well, keep in mind I haven't yet listed proposed changes for any other class just yet... I would bring them up to par. Mostly via indirect buffs a la Paladin having less actions break their combos & more off-GCD, but some direct potency buffs.
Also, you can infer from my Fists of Wind change that I will be suggesting slight TP-regenerators for other classes too (Ahem, Warrior)... these are purely designed to enable a person to slowly get out of the hole if they do make a mistake with their TP or are forced into a high-TP rotation outside their norm.
Correct. Your auto-attack timer is exactly what your weapon lists. So if using Sphairai & Fists of Wind, you would regain 80tp/11s at the expense of +5% overall damage/11s.
BRD
Swiftsong - Deactivates whenever user ATTACKS instead when mob generates aggro
Repelling shot - Removes a Heavy or Bind status (kinda like Elusive Jump)
as of right now swiftsong goes away the moment u pull aggro. If your using it to get a way from things, it's not even worth using. Especially in the beastmen areas. Repelling Shot imo was suppose to help BRDs create a distance between the user and enemy. No? If there is Heavy on a BRD it wouldnt change a thing IMO. if they repel a distance, and heavy, the target will just catch up to you in seconds.
1 - Rockbreaker is extremely powerful in comparison, it doesn't need a tp decrease nor a potency increase.
2 - 20tp per 3s auto-attack at the expense of ALL damage being reduced by 5% is not too much.
3 - GL isn't being reduced, it's being buffed by 2 seconds.
4 -
5 - your opinion; imo a little shorter CD wouldn't hurt.
6 - the point is to keep Shoulder Tackle from hindering the Stun Rotation.
1- Outside of needing to silence ADS I don't use AotD except in fates. I mean I could see why you would want a TP decrease cause its hardly ever used in a AoE situation.
2- I would manage my TP better before I sacrifice 5% of all damage.
3- yeah that was my bad had the twin snake increase in 2.1 confused with GL.
6- Are you talking about Steel Peak? I think maybe you are confused on the two. Either way using them in a Stun Rotation situation the player will just need to not use them (small loss of DPS from Steel Peak). I use Steel Peak to stun Lots of stuff. I also use Shoulder Tackle to stun lots of stuff- Castrum to stun Giants @ cannons, Copperbell mines HM I use it to stun Last boss when coming back from adds, and on some mobs that open with a big AoE. So again I believe both are fine as are the player needs to know when to use and when not to use them.
But overall MNK is pretty over powered as is. There could be a few tweaks but nothing major. As for other jobs I think many of them could use improvements overall.
Warrior
Let us use Invigorate from cross class abilities.
Black Mage
Let us cross class resurrection (I mean, we get physick... why not rez?)
Lalafell Advenrues! My "Let's play" of FFXIV: http://www.youtube.com/playlist?list=PLtyUVCfrimFdnhAoMxVmdy6zjVO0OPZy4
WHM
Regen potency changed to 100+3% Target's max HP
(less effective vs. party in exchange for being more effective against tanks)
MNK
Fists of Fire, additional effect: Reduces TP generation by 10%
Fists of Wind, additional effect: Autoattacks restore 5% of damage dealt as TP
Fists of Earth, additional effect: 10% of reduced damage (so 1% of what would be taken without FoE) restored as TP
(encourages swapping of stances instead of always using FoF)
BLM
Freeze: Very high MP cost (~50%), very fast cast (<=1s), only castable under UI3. 150 Initial potency. If target is hit by Freeze again between 24-25 seconds later, adds 50 potency for 30 seconds. Max potency of 450. Resets if cast on a different target or if cast lands outside of that window.
(high-damage UI phase spell with strict requirements, fully buffed damage would be slightly stronger than an AF3 Fire 3 in exchange for difficulty of use as well as long build time)
Remember, exact numbers can always be changed.
I could come up with more suggestions for other classes but these 3 are my only 50s so wouldn't know what would be good or interesting.
I lol'd. Have you forgotten that GL is 21% skill speed increase at 3 stacks?Or some MNKs could just lay off the Skill Speed a bit? The only time I'm having an issue with TP post 2.2 is in BrayFlox HM, I get some tanks (which I don't mind) that want to pull a crap load of mobs and then wants to pull the next set 3 seconds later after a big pull. Not so bad with a BLM in the party.
1 - exactly why such a change is no big.1- Outside of needing to silence ADS I don't use AotD except in fates. I mean I could see why you would want a TP decrease cause its hardly ever used in a AoE situation.
2- I would manage my TP better before I sacrifice 5% of all damage.
3- yeah that was my bad had the twin snake increase in 2.1 confused with GL.
6- Are you talking about Steel Peak?
2 - exactly why this change isn't drastic & merely a worst-case redemption tool
3 -
6 - no, talking about how you can't use Shoulder Tackle to gap-close on bosses that require a strict stun-rotation (stun-immunization)... e.g. Ifrit HM; this change permits the use of your gap-closer during such encounters without disturbing their stun-resistance.
I would say Monk is in a slightly better place than Bard/Black Mage, but on par with Dragoon & Summoner if those two know their class (e.g. DRG knowing to weave jumps in properly).
Besides, not everything is damage... Dragoons have better generalized AoE at 50 & more tankiness, Summoners much more utility & an in-combat ress... etc.
And like I said in another reply, this Monk list doesn't include my proposed changes for other classes just yet... minor buffs are in store for others.
That's not the point. Do you know that there are MNKs who still use 500+ skill speed? I have real low skill speed and in the coming weeks it will be lower and I hardly have an issue with TP. Like I said outside of this AoE spamfest of a dungeon BrayFlox HM (which isn't always) I don't really haven an issue with TP. Now before I had Skill Speed over 500 and I would blow through TP like a bitch. So GL is more than enough Skill Speed and when you stack Skill Speed+ you are going to burn through TP faster.
Its about managing TP I bet half the MNKs with TP issues either have 500+ skill Speed, Or they throw Fracture/Demo/ToD up on ever mob they can.
So like one Boss where a stun Rotation is needed justifies changing the skill all together? TBH how much of a gap do you need for Ifrit? Its pretty easy to dodge and still be in range after he lands.
Last edited by Arkista; 04-10-2014 at 02:38 AM.
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