as others have pointed out, fist of wind needs the more immediate attention, fist of earth already has its place and right now, this change would ruin some of them, just because of the high amount of damage reduction.
as others have pointed out, fist of wind needs the more immediate attention, fist of earth already has its place and right now, this change would ruin some of them, just because of the high amount of damage reduction.


Well, what if I changed the suggestion for Fist of Wind instead? Evasion tanking.

Fists of Earth was amazing in T13 progression. Just because it isnt useful in 4 man dungeons, dosent mean it isnt useful. It really is an ability to stance dance into during hardcore progression.
Does this mean 95% of the playerbase wont find a use for it? Yeah. Dosent mean it needs to be changed however.
Dude...op...just stop

They should try out hybrid classes again. I always felt pugilist could have a 2nd job as a tank. There is no reason to add a -damage modifier as missing every positional should take care of that.
I think the core mechanics would work like warrior. Replace GL with some other stack that improves survivability (evasion, parry, hp% up, damage reduction%).
To prevent breaking the light armor theme of the class, they should also, like warrior, get hp and healing % increases.
Monk is perfect to me as a pure dps. A second job (blackbelt maybe?) would remove all monk job skills (fist of fire, Dragon kick etc) and give plenty of room to add more tanking skills. Then the enmity+ for basic skill would need to be tied to the job (for low level dungeon purposes)
Ps.
I made this up on the spot

It should be used when there is unavoidable damage just because certain players don't use it doesn't make it useless.
If anything dancer would be the branch class and would be a healer or dps/support. Regardless stop trying to make monk have a tank ability.
If anything I would prefer to see fists of wind changes or a revamp on the effect it gives than change fist of earth which is okay the way it is.
I can think of an example such as in a Ravana EX learning group and you got lazy and didn't move away from the "Irfit dash" in time and got an extra vul up stack which you shouldn't be having. And your party is so bad that 2 ganas escape which means 3 stacks. While the party has 2 stacks which shouldn't kill. But it's okay because you have fist of the earth which could be what saved you from being dead.
If anything I think the most un-used out of the 3 is Fist of Wind. Had never used it and probably never will. Unless SE decides to throw in skill speed, then it might be worth using over Fist of Fire if it's high enough.
not sure if I agree with this but they need to do SOMETHING with the fists. They are all lame passive stances with one nearly useless and the other completely useless.
I .. What?
Why would you want this? Why on Eorzea would you want to turn a straight DD Job into some form of creepy tank hybrid?
We do not need multirole Jobs. (SCH/SMN Do not count, you can't be both at once)
Thats why we have the Job system. To give each Job a well defined role that it can specialize in.
If they're going to do ANYTHING to Fists of Earth, I'd much rather they did the following:
-Reduces Damage Taken by 10%
-Treat the Targets Front as both Flank and Rear. Only Front will grant positional bonuses.
What does this do? Lets us solo at pretty much full DPS while making it worthless in Party content, as you would never want to or need to be in front of the boss except in very specific circumstances.
Sick and tired of hitting mobs for 100 potency when Soloing. The positional requirements make for an interesting and complex boss rotation while making soloing incredibly annoying.
While we're at it, lets change Fists of Wind to provide a percentile bonus to Skill Speed instead of movement speed. Give us the choice between a small bonus to damage or a small bonus to attack speed.
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