Potency-wise I definitely have no complaints. And TK is definitely not a "Make-it or Break-it" skill. The potency just isn't high enough to deserve such a role. WAR's Fell cleaves or BLM's Fire 4 are more deserving of such a title. Even with a good crit it does about 4k damage which isn't close to what a 7k Fell cleave or Fire 4 could do. So I do not expect to increase our DPS by 100 or something. I'm more concerned on it's usage and it's transition into rotations where timing is a big deal. Sure the potency isn't high but if you miss enough TK chances it will be a noticeable DPS loss.
I'm just saying that TK could see definitely see some improvements so that it is more fluid and fit into combos more naturally while the "timing" expect is still kept. I understand that guessing the right moment definitely involves some skill but I also believe that choosing the right timing to use TK should be less of a guessing game but more of a timing issue. For example imagine if bosses do not have projected aoe circles on the ground but instead just have small telltale signs before it attacks and you are supposed to guess where the aoe circles are.
TK is such a waste of a new skill at the moment, IMO...
Like you mentioned, it can be a pain to time it, and you don't use it very often, but it still does pretty tiny amount of damage actually... I guess they didn't want it to be a potency gain by using TK in the middle of your rotation, so they reduced the potency from 500 all the way down to 330...
It's pretty pathetic really. I haven't really done any testing, but even if you miss your timing on it, and don't get it off, in a longer fight, I doubt it makes a huge difference on your DPS. In A1 maybe, but the rest is just really bad for TK.
A1, good. Only floor where there is clear usage of it.
A2, useless.
A3, hard to use, and limited usage since you want to keep GL
A4, useless. You don't wanna use it ever(except right before killing him ofc), because it's much better to keep GL through that. That can be a real pain, and I keep being a millisecond too slow on Snap/Demo to keep it up, but for optimal DPS, you want to time it right.
This is all for Alex normal though, but it still shows some problems with the skill.
It's not the biggest problem with MNK though at the moment, the biggest problem is them making a skill like Meditation which is meant to be used on every downtime, but then have Form Shift too, which is more important, and in many cases overwrites the usage of Meditation. In fact, Meditation also have limited usage in Alex Normal, and not the highest potency either....
Definitely. It just feels like a waste of a skill due to it's really limited usage compared to some of the newer skills that the other jobs got which contributed a lot as a niche to their jobs such. It just feels like SE is purposely gimping monks and because of our DPS capabilities and just dumping us skills just for the sake of giving us skills rather than giving us a skill that synergize well with our rotations. Feels really lazy, it's like they are too lazy to tweak the job and balance it so they decide to just throw in skills that have very low usage and of small significance to DPS gain so that they can avoid any "Monk OP" complaints in future
Mnk has had no tweek since 2.1 besides the addition of the new skills. TK needs to be either crit from the rear or 500 pot. Med and form change are fine tbh.
We already have useless skills we never use such as Haymaker, One Ilm punch, Arm of the destroyer, Fist of wind, Featherfoot. We really don't need more skills that are rarely use. Apart from the basic rotation skills from ARR except for form shift and PB, we don't really see any changes to our rotation at all. Compared to the other jobs it's just 2 skills that we use in our rotation or more specifically in our openers.
I honestly appreciate the approach where rather than change the rotation of monks, SE decided to add more "behind the scenes" skills where you do preparation whenever the boss goes MIA for a phase change or when it returns from dive bombs, etc, etc. If you do not charge your Chakra during the boss down-time. Shame on you. But TK on the otherhand is used before the boss downtime and in that sense It makes the skill extremely difficult to use optimally for a skill with an arguable payoff with just 330 potency at the risk of ruining your DPS for another 5-10 seconds depending on how bad your timing was as you will be doing your rotations for the remaining of the time with just GL1 or GL2. Not to mention a 330 potency loss if you miss the timing.
I just hope to see TK have much more usage and be less punishing.
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