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  1. #21
    Player
    frostfirefawcett's Avatar
    Join Date
    Jul 2015
    Posts
    29
    Character
    Namine F'
    World
    Odin
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by ToasterMan View Post
    Yup, but it's not only that for me. I am of the opinion that Summoner is a superior DPS in almost EVERY way. It has better raid utility, (You can raise people in battle!) WAY better mobility, and better AOE. BLM has better burst. That's about it. I really can't understand why someone would want to take a BLM over a Summoner in a raid. That's why I think SE needs to completely change the class come 4.0. If any of the Black Mages want to tell me if I'm missing anything please let me know.
    Black Mages, played at the highest level, are usually the strongest DPS on all fights with the right party composition. It has one of the higher skill ceilings in the game especially when you are still progressing fights but that's also what makes it fun and rewarding once you finally get comfortable with the fight and everything clicks in.
    (0)
    Namine™

  2. #22
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by frostfirefawcett View Post
    Black Mages, played at the highest level, are usually the strongest DPS on all fights with the right party composition. It has one of the higher skill ceilings in the game especially when you are still progressing fights but that's also what makes it fun and rewarding once you finally get comfortable with the fight and everything clicks in.
    The biggest issue with BLM is the baggage they require to perform optimally from a strategic perspective. They don't simply "slot" or integrate in to existing strats well. Outside from specific raid scenarios that require massive spot bursts, most groups will find that dealing with an SMN player is much less troublesome.
    (3)

  3. 10-12-2016 12:07 AM

  4. #23
    Player
    Nagrom's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    40
    Character
    Raven Sokolova
    World
    Hyperion
    Main Class
    Monk Lv 60
    Honestly if SE gives mnk anything in 4.0, I hope it's some utility. Outside dragon kick we offer nothing to a group but high dps and a dance performance.

    Maybe something like a weak aura effect from the fist stances, or full effect under a trigger from refreshing grease lightning III. This way it would fall off from having to do mechanics or invincibility phases on a boss. If that's not a good enough balance, maybe tie it into tornado kick, so to trigger a party wide fist of fire buff, you have to lose your stacks. I'm sure some balance wizard could figure out how long such a party buff should last.
    (0)

  5. #24
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Meditation:
    Now instantly builds every 1.2 seconds until either a skill that works with Meditation is fired off or it builds to 5 Chakra.

    Forbidden Chakra is no longer a weaponskill. It functions like Ninja Mudra allowing access to Chakra skills, the hotbar displays available Chakra Skills.

    Chakra Stacks:
    Chakra now works as modifier booster for different skills.

    Touch Of Death: Becomes an additional damage affect like Thundercloud with 10% chance but follows Bootshine.
    • 1 Chakra: 20% Chance
    • 2 Chakra: 25% Chance
    • 3 Chakra: 30% Chance
    • 4 Chakra: 35% Chance
    • 5 Chakra: 40% Chance

    New Chakra Skill: Chi Blast- Ranged Burst Skill Potency 280 default
    • 1 Chakra: +10 Potency + 1 seconds Stun
    • 2 Chakra: +15 Potency + 10% Slow
    • 3 Chakra: +20 Potency + 40% Heavy
    • 4 Chakra: +25 Potency + Grants Greased Lightning Stack
    • 5 Chakra: +50 Potency

    Purification:
    • 1 Chakra: Restore Additional 50 TP
    • 2 Chakra: Restore Additional 100 TP
    • 3 Chakra: Restore Additional 150 TP
    • 4 Chakra: Restore Additional 200 TP
    • 5 Chakra: Restore Additional 250 TP, all chakra lost upon execution

    Elixer Field:
    Can be executed without Chakra at normal 220 potency.
    • 1 Chakra: +10 Potency
    • 2 Chakra: +15 Potency
    • 3 Chakra: +20 Potency
    • 4 Chakra: +25 Potency
    • 5 Chakra: +50 Potency

    Second/Third Wind:
    • 1 Chakra: +50 Potency
    • 2 Chakra: +100 Potency
    • 3 Chakra: +150 Potency
    • 4 Chakra: +200 Potency
    • 5 Chakra: +300 Potency

    Fist Of Wind:
    Increases Duration of FeatherFoot by 10 Seconds
    Increases Movement Speed
    Increases the Cure Potency of Second and Third Wind by 100

    Fist Of Earth:
    Reduces Damage Taken by 10%
    Improves the HP Recovery Increase of Mantra by 10%

    Tornado Kick Augment:
    Whirling Tornado Kick
    When executing a Tornado Kick with 5 Chakra stacks. Nearby enemies take an additive 5% less damage after each target hit up to 50% reduced.
    (2)
    Last edited by Sandpark; 10-13-2016 at 11:06 AM.

  6. #25
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Quote Originally Posted by Sandpark View Post
    snip
    i don't get it
    (0)

  7. #26
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Quote Originally Posted by Alistaire View Post
    While I agree with the general consensus here this part isn't necessarily true. If they were to combine the best parts of certain moves into one (like if they put the damage buff from twin snakes onto the potency of true strike) it would take one button out of the rotation while not hurting the dps and making twin snakes buff much easier to maintain.
    Twin snakes is already easy to maintain as it is. Adding it to True Strike would be far to big of a damage buff. They'd just end up nerfing the crap out of it the next patch.

    Everyone seems to all be in agreeance that since an ability isn't useful in end game content, it needs to be reworked. However, I have hard time believing that SE is under the same mind set. I don't see them changing any of monks current abilities (other than maybe the chakra system)for 4.0, I can only see them adding new ones. It'll probably be something along the lines of adding in a another ability for opo opo and raptor form while increasing the duration of dragon kick and twin snakes. Either that or just adding a new form all together while still allowing you to refresh stacks with coeurl form abilities. it'd basically be a form that procs upon using a coeurl ability. The coeurl hit would still put you in opo opo and the new form wouldn't change you out of opo opo either. So you'd basically have the option to continue on with bootshine or you could use the new ability if you've got enough time on your buffs for example. But i can only see that making the job more difficult and since they don't want to go that route...... i've got nothin.

    Now just to explain the uses of the "useless" monk abilities for anyone who may have forgotten. One Ilm punch will stay for obvious reasons. It's an amazing pvp skill that has use (however limited) in pve. Since it's almost impossible to get positionals when tanking anything as a monk, our damage is really low when the enemy is attacking us. At this point haymaker becomes your highest potency gcd (besides the DoTs) and feather foot becomes a defensive CD + a dps increase. Fists of earth has it's uses and i enjoy having that option. Now i have a hard time believing fists of wind was ever even meant to be used in combat but it's great for traversing eorzea and i hope it stays for that reason.

    So this is why i hope monk remains untouched as far as reworks go. But that's not to say i don't want the job to change in 4.0. I'd gladly welcome new abilities and variations in the rotation.
    (0)
    Last edited by Claymore022; 10-14-2016 at 06:30 PM.

  8. #27
    Player
    SublimeIbanez's Avatar
    Join Date
    Apr 2014
    Location
    Ul-Dah
    Posts
    59
    Character
    Kokurio Okumura
    World
    Tonberry
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Claymore022 View Post
    i don't get it
    He's basically reworking Chakra into a more intricate modifier instead of a 1 use wonder.
    (0)

  9. #28
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    314
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    1 chakra stack should be earned per casting of touch of death. It's infrequent enough to not add a major amount of damage but after 150 seconds you basically have a free skill if you played correctly. Sooner if you build naturally while dodging.

    Easy change, simple but effective.
    (1)

  10. #29
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    Mantra could be more potent, and last a bit longer.
    (1)

  11. #30
    Player
    SublimeIbanez's Avatar
    Join Date
    Apr 2014
    Location
    Ul-Dah
    Posts
    59
    Character
    Kokurio Okumura
    World
    Tonberry
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Carstien View Post
    1 chakra stack should be earned per casting of touch of death. It's infrequent enough to not add a major amount of damage but after 150 seconds you basically have a free skill if you played correctly. Sooner if you build naturally while dodging.

    Easy change, simple but effective.
    This would actually be a fairly significant nerf
    (1)

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