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.
Umm.... mantra? I mean I'm all good with more utility for monks - but you left out a big one imo.

Yeah but mantra is cross-class. I'm not arguing that the extra 5% isn't useful, but if I cross it onto my drg I get more utility. 2 stuns, a slow (for whatever that's worth), 2 dots, piercing debuff, increase crit for the party, and mantra. Its not that it was left out but since its a cross-class skill it just feels like its more beneficial if more jobs cross it, then taking a mnk because of it. Its not a consideration when choosing a mnk for a pt comp in terms of utility, i think is what she was getting at.


I'm admittedly speaking from minimal raiding experience, but Traited Mantra was a godsend in most pug experiences I had back in Coil days, and with any EX run. In an organized group I can see a AoE 20% healing buff being extra fluff, but when everyone is disorganized it can really bring things back in place. Or help fish stronger crits from Adlo if for some reason you don't have a War.
20% mantra is far more valuable in an organized group than a pug group. It becomes an extra CD that your healers can use. It's just not very useful outside of early prog at low gear levels so most groups don't consider taking a monk for it.
On the topic of new monk abilities, HW basically just added QoL abilities that only enhance the monk experience rather than change its rotation or the way it's played. If they continue this in stormblood then I'd like to see an ability that ignores all positionals requirements for about 10 sec. Not sure how long the CD would be but it'd would definitely enhance the experience.
Last edited by Claymore022; 11-26-2016 at 06:28 AM.
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