I like the up close style and all, but even if they could cross skill Death Blossom it would give them some what of a range, and since Death Blossom was lowered to only 100 TP its still better then the one Monks have and can be used more.
I like the up close style and all, but even if they could cross skill Death Blossom it would give them some what of a range, and since Death Blossom was lowered to only 100 TP its still better then the one Monks have and can be used more.
Taking the charge time into account, meditate + forbidden chakra comes out at 107 potency per gcd with a 2 second gcd. Which is 17 potency less than throwing daggers at a 0 TP cost and unlimited range. So just better get to spamming meditate when disengaged as TP is already a precious resource for monk.
Also, considering monks having a higher damage multiplier to their potencies, (43% vs 20%) it's actually stronger than any of the other melees. At 107*1.19 = 127 potency per GCD which is superior to both DRG and NINs ranged attacks. Though I don't remember if meditation is affected by GLs speed buff, as in that case it would be even stronger.
Last edited by Krindor; 03-29-2017 at 08:07 PM.
@Krindor
Not really, in terms of actually doing runs a Monk is normally forced to dodge and run from most area attacks while Ninja and Dragoon are able to dodge and attack from afar. It could have all the power in the game but if its getting outta the way and not able to attack its pointless.
This is also why i suggested the position limits be removed as well. Moving around so much you lose almost 60% of your overall damage.
As for the range nothing can beat a decent range move, take or example the Library run, the guy does a close area then a long range. Close range one is fine, but then the long range is building you have a Ninja or Dragoon attacking while a Monk is forced to just stand there.
Charging meditation is the exact same thing as using a ranged attack but worth more in the end. You charge it every time you would range attack, then once in melee range again when you have 5 stacks, congrats you now have a free 320 potency attack at a cost of 0 TP. Ranged attack also has next to no significant effect on your overall damage, I can count on one hand the amount of times I use throwing dagger as a ninja in any of the fights where damage matters, that is Savage. It's something you don't need and like I said, meditation covers that role perfectly.
Situations to use throwing dagger, A11S when playing safe 1-2 uses. A12S, once during first time stasis. That's a total of 2-3 uses in the current savage tier, 1 use if you're able to do the optical sights mechanic timing properly. From what I'm reading it seems more like you're unable to move in an efficient matter and therefore have a lot of more downtime than needed.
Last edited by Krindor; 03-30-2017 at 06:23 PM.



Monk really only brings two things to a raid, the enhanced mantra (which is REALLY handy while learning a fight) and dragon kick. I play both monk and ninja in raid depending on the floor, so A12 is monk because we don't have a dark knight, but A11 is ninja because it's better utility and easier to keep up Huton during all the Optical Sight phases than greased lightning.
It makes sense, to me, that monk wouldn't have a ranged attack, but as far as fixing that, I do think that shoulder tackle could stand to have it's cooldown time reduced, even if that means reducing the amount of damage it does. Additionally monk could get more added raid utility with the addition of another job that does blunt damage. Personally, I'd like to see one added that wields a two-handed war hammer like Nero does in Castrum. If another job could benefit from the blunt resistance down, then monk would suddenly be adding more to the raid, but as is, only it, and caster book/staff smacks do blunt damage.
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