You just described samurai.
We're nothing now.
I hate so much that SE decided to take our identity, and shift it into SAM. Hell we're not even that fast anymore, Ninja feels faster.
If Samurai is going to be high DPS, no utility, Monk should be less but still high DPS, low utility.
Alternatively there's no reason that there can't be two High DPS, Low Utility Melee jobs. Samurai can emphasize huge burst damage while Monk can emphasize moderately high sustained damage.
Everyone one of our new abilities needs to be changed. They range from mediocre to useless. Also, 60 and below we're just straight up weaker. No ToD and lesser potency. Ugh.
Does anyone know how much Direct Hit and SkS on auto attacks boost our DPS? I feel like given how much we hit, it should be substantial. I'm hoping it makes up for the nerf on potentcies. Though that could be wishful thinking. Probably is. :')
Hmm, curious.
See, I always got the idea that the MNK was a high flexibility, almost Jack-Of-All-Trades kind of Job. A high speed brawler that could react to any raid situation. Incoming damage? There's a stance for that. Need to burn? There's a stance for that. Need to get around quickly? There's a stance for that. GL3 is pretty unique, or at least used to be, so I see the reaction to Riddle of Fire being pretty fair too, but... Maybe they went the right direction in trying to bolster their, "Always good in every situation" core, but just did it with the wrong skills, and the wrong numbers.
Was MNK extremely high DPS in 1.0, in addition to 2.0? Because if not, wouldn't 2.0 have been the only patch cycle where MNK had that kind of title, and therefore, not really spoke to what the Job was meant to be?
Last edited by Nominous; 06-25-2017 at 02:11 PM.
Monk was the extremely high DPS in both 2.0 and 3.0, however it's extremely High DPS in 3.0 wasn't more than what other Jobs were able to achieve by buffing the entire raid.Hmm, curious.
See, I always got the idea that the MNK was a high flexibility, almost Jack-Of-All-Trades kind of Job. A high speed brawler that could react to any raid situation. Incoming damage? There's a stance for that. Need to burn? There's a stance for that. Need to get around quickly? There's a stance for that. GL3 is pretty unique, or at least used to be, so I see the reaction to Riddle of Fire being pretty fair too, but... Maybe they went the right direction in trying to bolster their, "Always good in every situation" core, but just did it with the wrong skills, and the wrong numbers.
Was MNK extremely high DPS in 1.0, in addition to 2.0? Because if not, wouldn't 2.0 have been the only patch cycle where MNK had that kind of title, and therefore, not really spoke to what the Job was meant to be?
Has anyone found a decent opener yet that doesn't clip your dots because of the decrease in speed from RoF?
In terms of raid viability this is our biggest problem in 4.0. In 3.0 we were disfavoured because although we had the highest personal DPS, our utility wasn't as substantial as Dragoon and Ninja. In 4.0 we no longer have the highest personal DPS, we're 3rd out of 4 melee, and our raid utility is still very lacklustre by comparison. If we were disfavoured when we were top DPS what are we now we no longer provide DPS or utility?
You can check here : https://www.reddit.com/r/ffxiv/comme..._opener_in_40/
Dunno if you were talking of these openers for the dot clipping.
What are some thoughts out there about gearing up towards BiS? I'm thinking of going with this: http://ffxiv.ariyala.com/11WML
Hopefully we can keep some dialog going, good luck out there my MNK brethren and ladies.
Question, about how much of a DPS change is it between us getting unlucky with Chakra procs compared to us getting lucky with them? I'm wondering because when I'm unlucky I can't clear the V2S dummy (3% left at 0s) but when I'm lucky I can clear it with about 6-10s left.
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