Quote Originally Posted by Shurrikhan View Post
Even when technically viable on paper, people don't seem to be attracted to during-uptime use of Tornado Kick unless it's essentially so powerful as to be used on cooldown. In other words, I guess the situational aspect isn't panning out? At the same time though several others I've heard over the other Monk threads have mentioned that they don't want to see skills that would devalue Perfect Balance, especially if more narrowly tied to mechanics (e.g. only focused on giving GL stacks, rather than counter-rotations, DoT spreads, AoE spam potential, etc.). Would it be less worthwhile to simply reduce Perfect Balance to a 90 second CD than add this new kick?

Alternatively, I wonder if it might be interesting to do something more with the idea of Tornado Kick? Let's just take the two titles thus far: Tornado, Shatter... maybe a third could be something like Daybreak or Dawn or Rising Sun (nope, WoW took that) Kick. Could we maybe do something to integrate the Fists there in a way that could give you varying situational to rotational usage of an attractive ability (or set thereof with a shared resource cost)?
The overall reason I would rather put more GL management than just changing PB is to overall make the MNK less dependent on it as a whole. Don't get me wrong I don't approve of a 180s cooldown but it shouldn't be lowered past 120s at the most. To be honest, I'd rather have PB stick to openers or rebuilding GL instead of focusing it down to a burst. Even if I didn't include Shatter Kick in my idea, I wouldn't change this. The function of shatter kick is to immediately put players back into GL3 for whatever reason it's lost or the Tornado Kick viability. Either or it gives an alternative to PB instead of PB being the only way to restore GL. I also though of this in the sense of dungeons as I see alot of people say to use it on first pulls. I don't do that due to the 180s cooldown and it doesn't take me 3 mins to get to a boss but that's me. This gives MNK another tool to keep damage high throughout a dungeon instead of having to rely only on Form Shift (which could easily be stopped by a tank or loading screen). All that said, I'm fine with more options than one but it's an either/or case for me. I'm not fully opposed to the PB 90s cooldown idea.

I thought about applying the Fist "Mastery" to TK and my Elixir Blast idea. But I didn't want to contradict my Shatter Kick idea by making an op version of TK. And Also wanted to avoid changing Elixir Blast from a DoT. I'm only against the switching of fists in battle because it adds another layer of complications in how to do damage. My ideas are mostly centered around easing resource/buff management and making it so that lower skilled players have tools to raise their dps back up to a manageable state if GL or buffs are lost. I also made a strong attempt to keep the ideas the FFXIV team made stay but there's only so much I can do to that.