Again try understanding the issue before you comment. You may think the rate at which I crit makes a difference but the fact of the matter is that if i crit 100 times today I certainly didn't generate 50 chakra. I have specifically been watching crits. If I crit 30 weaponskills in a boss fight and get 4 chakra that is not 50% proc rate. I could just be really unlucky. But my rate of crit means nothing to this discussion.
Look dude, you don't have any actual data. You're saying all of this from the way you feel and memory. And one thing happens with recalling events from memory: the more often something happens, the more you feel like it is true. This is why I told you to try and higher your crit, because you will crit more often and thus, feel that you are gaining chakras more often. Coincidentally, I have a Monk with 1300 crit (double of what you have) and I feel that it procs just fine. So yes, crit rate means a lot to this discussion based on your memory.
Now if you wanna go ahead to a dummy and bootshine it 1000x times and collect some actual data from it, you can get a better idea if it's working out for you or not. I can tell you for certain that higher crit makes it feel like it's working as intended.
Sorry, I'll clarify.
The existence of 2 stanceless skills, ToD and Fracture, allowed one control over their Opo-opo-Raptor-Coeurl cycles. We had access to every possible modular value. In effect, this meant we could, say, Demo every 7-11 GCDs, rather than only at multiples of 3. The only remaining form of control that we have in this manner now is to use Meditation during uptime, which has only become even less viable.

That was an extremely detailed post, and I thoroughly enjoyed reading through it. I like how you explain everything in details, so that even somebody who has not played monk can understand what's going on with the class. I encourage anyone who is interested in learning how monk functions to read the post in its entirety. Assuming anyone passing by doesn't, that is.
I have been maining monk since November-ish 2014 (except the very beginning of Heavensward, I mained white mages to 60), and I am *not* stopping now. At the moment, I am only level 62, so I cannot comment on most of the new abilities, so much as speculate. I'll simply give my personal thoughts thus far.
I enjoy the TP reduction on the weaponskills, even knowing that it renders Purification nigh useless. I have only run out of TP one time thus far, during a FATE chain. That certainly is a buff to the class, as there is hardly a thing to worry about as far as TP is concerned, and less Purifications signifies more Forbidden Chakras. I believe this to be especially relevant before Purification is available to the player. I always ran out of TP during the Odin trial for example (yes, that was with Invigorate). The changes to the TP cost of weaponskills affects all levels, not requiring high level abilities to make up for it.
Then again, in spite of the lessened need to use Purification, the nerf to the Forbidden Chakra potency is a big one considering how central it is to the job now. I would presume that Forbidden Chakra's potency was lowered as a result of how much more often it will end up being used, but that's an issue in my eyes. I believe that capitalizing on the chakra system to make it a very powerful gimmick to the class was an interesting idea, but it was simultaneously weakened; it is as if SE was worried that it would be too powerful. I cannot say how efficient it is at level 70 with the final ability, though, so I can only speculate. Frankly, I am of the opinion that if gaining chakras is now so central to the class' abilities, they should have had a new effect or ability that makes use of them. For example, "each chakra you have increases your weaponskills potency by 2", or a new ability that uses the chakras to perform an area of effect attack (for extra AoE utility), or anything like that, really.
One-Ilm Punch. I actually like the changes it received. I noticed that the stun does not work against bosses (as expected, I suppose), but I have found a good use for it in the first dungeon of Stormblood thus far. It is not amazing, especially given its low potency, making it extremely gimmicky still, but it's an interesting idea. I would like to believe that SE is testing the waters with effects that bypass accumulated resistances and still work 100% of the time (unless immune by default), and that more abilities of this sort may see the day in the far future.
Innocence doesn't mean an absence of wickedness, nor is it represented by the absence of anger or hatred. Innocence is when seeing others hurt also hurts you. When one becomes blind to the people suffering in the world, that is what it means to have lost one's innocence.

Give OP a trophy. That's basically all the issues us monks are complained so far after Stormblood launch. In 3.0 i just lost my spot in most of Static groups because "monk is not useful to the party" but ok, we got Brotherhood, Goad and stuff. However, we got Riddle of Earth and Tackles, while NIN and DRG got more dmg skills. To be honest, this makes me sad about the monk future even in a "monk expansion". Well, i feel tired of this, and i've been playing monk since 2.1 hoping every patch SE fix that issues. I think i'll not leaving monk as my main, but i have some desire on playing another more useful dps
This post basically explains everything about our complaints since the start of 4.0. Our main damage source being gated behind RNG, Riddle of Earth being a trap that rewards suboptimal play, Riddle of Fire being underwhelming, Tackle Mastery being an absolute joke.
I hope that this post stays on the front page for a long, long time. This is exactly the Feedback that the development team needs to hear if we're ever going to see meaningful changes to our job.
Just gonna say, do last dungeons, last trial, and try the primal ex, just susano'o. You'll understand that Monk is far from bad. I owe SE some apologies ( except for tackle mastery... still don't get it yet)
On the Deep Meditation discussion.
It's not a bad trait, but it's far from great. A bit of simplistic math.
Say you have 33.33% crit, maybe up to 40% with all crit gear and dragoon+bard+scholar in the grp. 33% is 1 in 3 crit, 40% is 1 in 2.5. Only have of these give a chakra, so you need about 6hits on average to get a chakra with 33%, 5hits with 40%. Note that only weapon skills give chakra, oGCDs are not weapon skills, they're abilities, and as such you can only generate chakra from GCD abilities. Your GCD is 2secs or so, that means you generate a chakra every 10 to 12 secs depending on your crit. 50 to 60secs per Forbidden Chakra, assuming you're hitting all the time, not accounting for the huge GCD loss when using Riddle of Fire. It's really not that much, considering Forbidden was nerfed down to 250potency.
Overall I think I'd do only a few changes. Mostly, make Riddle of Earth give a stack instead of refresh stacks, this has the same result when you have your stacks up, but if the stacks drop for that particular hit, you start with 1 when fight resumes, which is better. Obviously could overbuff it and make it refresh on cast or whatever, then it'd be a lot easier, but I think just this simple change would make it a bit better without making it too strong. Second, Tackle Mastery is garbage. Fire tackle should do more damage. Remove the stun from it if needed. Wind Tackle does the same potency, so there's literally no advantage to fire tackle other than not having to change Fists for it(which obviously is nice, but it's sad that's it's the only advantage). I'd also like Brotherhood to be less RNG based, or give the buff to the monk too, currently it's a bit feast or famine in terms of how much you get from it. It's still 5% increase for other phys classes so that's neat, but it's really bad in random pubs/weird group setups if you don't have other physical classes, like SMN/BLM/RDM or something weird like that, then Brotherhood is real fucking bad since you generate almost no chakra and the only ppl buffed are the tanks. I'd like to see it buff everyone for 3% maybe and work off spells too for example, or if it's melee only, maybe give it a 100% chance to chakra with a 5secs individual cooldown or something.
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