I agree with you, i love RoF. Ppl act like they gave monks cast bar charged attacks or something. Lol
I agree with you, i love RoF. Ppl act like they gave monks cast bar charged attacks or something. Lol
I for one would welcome a cast bar charged attack on Monk. That would feel impactful. It's one of the most enjoyable parts of Samurai, after all. Riddle of Fire is not impactful. There's no buildup to it, no sensible pacing. It's clunky, even if it is functional.
RoF adds a nice marked change-up in the flow of the fight. It breaks the pace up into something slower and harder. Pair RoF with Brotherhood and get some Forbidden Chakras to weave with, along with the majority, if not all, other oGCDs that sync with RoF timing. You get to double-weave so much, which is rare for us while GL3 is up. It actually feels faster paced, and I feel pressed to fit everything into that window. And when infusion of strength is off cooldown, much wow. I feel like each hit has so much more oomph during RoF/Brotherhood. I love it.
Wouldn't a cast bar attack feel more clunky as it interrupts the flow of GCD/oGCDs? I would not enjoy introducing an animation lock into a fast and fluid class.
so long as the cast bar is shorter than or equal to the global cooldown, it would be acceptable when you have no OGCDs off cooldown. In truth I don't actually want any cast bars on Monk. I simply humoured the idea since it was brought up, as a way to compare and prove my original point. Even a cast bar weaponskill would feel better than Riddle of Fire.
It's probably a matter of the frequency. Generally, a cast sacrifices the possibility of a double-weave to even a single-weave, while also costing movement. Used sparingly, it can feel impactful without feeling contradictory.
Take a spitball skill like "Sovereign Fist" for example, wherein you can charge the skill from 60% to 100% of a GCD in order to increase its damage and extend its maximum dash range before charging and striking the target on release... or, an ability that turns your next weaponskill into the same, increasing its direct damage tremendously but giving it a charge time (and dash). Granted, neither needs to restrict movement; casts thus far do, but this is still a decision—not a necessity of coding. Certain Monks may well find damage bonuses given through such dynamics fit better than simply, in effect, turning off Greased Lightning temporarily.
Honestly that sounds pretty engaging, and a great skill for dealing with PBAoEs.It's probably a matter of the frequency. Generally, a cast sacrifices the possibility of a double-weave to even a single-weave, while also costing movement. Used sparingly, it can feel impactful without feeling contradictory.
Take a spitball skill like "Sovereign Fist" for example, wherein you can charge the skill from 60% to 100% of a GCD in order to increase its damage and extend its maximum dash range before charging and striking the target on release... or, an ability that turns your next weaponskill into the same, increasing its direct damage tremendously but giving it a charge time (and dash). Granted, neither needs to restrict movement; casts thus far do, but this is still a decision—not a necessity of coding. Certain Monks may well find damage bonuses given through such dynamics fit better than simply, in effect, turning off Greased Lightning temporarily.
I'm actually on board with this idea. YOSHI, GET TESTING!Take a spitball skill like "Sovereign Fist" for example, wherein you can charge the skill from 60% to 100% of a GCD in order to increase its damage and extend its maximum dash range before charging and striking the target on release... or, an ability that turns your next weaponskill into the same, increasing its direct damage tremendously but giving it a charge time (and dash). Granted, neither needs to restrict movement; casts thus far do, but this is still a decision—not a necessity of coding. Certain Monks may well find damage bonuses given through such dynamics fit better than simply, in effect, turning off Greased Lightning temporarily.
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