Quote Originally Posted by Haaki View Post
The game is not just end-game raids with perfect statics. 24man raids, 4man dungeons, pugs, there's a lot of situations where i've run out of TP under 3min mark when SS is over 700.
Looks like TP was lowered on alot of single target abilities and you won't be burning TP on touch of death or fracture any more. I don't think there will be any TP issues

Brotherhood is not a 5% buff for everyone it's a 5% buff for physical healer dps and caster dps are unaffected. and you are probably only going to get about 2-3 Forbidden Chakra(if you are lucky) during brotherhood/riddle

Dps will be fine I've never thought otherwise I'm sure whatever they have thrown together will be in the ballpark of other melee dps.

My issue is for 2 expansions in a row they have added really garbage abilities to monks. The only skills I don't take issue with is elixir field and form shift.

Tornado Kick is bad period

Brotherhood is bad 5% dmg that excludes casters is not a reason to take monk Ninja DRG still better raid utility SAM more damage no need for monk

Riddle of Earth is bad very few fights where this ability will be useful at all without purposefully getting hit by something you otherwise would have avoided. Unless all the new stormblood fights are going to do jump mechanics followed by immediate raid dmg that is unavoidable a terrible ability

Riddle of fire is bad the thing that sucks about losing GL3 is the loss of attack speed so now lets just make you spend like 20% of the fight like that for what will likely barely be better than the blood for blood it's replacing

purification is not as good as invigorate and makes us lose a FC

The chakra system was a good idea poorly executed
Deep Meditation somewhat addresses the problem of chakra

Tackle Mastery is a joke and they should feel bad for creating it

I fully expect monk dps will be fine. Dps is just numbers they could easily if it appears monks are too low just raise some potency. My issue is with the god awful abilities