At this point all I'm hoping for is some form of job rework in 5.0.
That all our useless skills and fist stances made it into expansion + silly things like tackle mastery makes me think SE has no idea what they're doing with MNK.
At this point all I'm hoping for is some form of job rework in 5.0.
That all our useless skills and fist stances made it into expansion + silly things like tackle mastery makes me think SE has no idea what they're doing with MNK.


Even if they don't get rid of Tackle Mastery, the least they could do is give it useful effects.
Earth Tackle should send a Shockwave AoE on impact to make it useful in AoE situations.
Wind Tackle should nullify Directional Requirements and Riddle of Wind should grant allies a SkS/SpS buff.
Fire Tackle is generally fine but I would like a slightly higher potency.



It's almost as if the "reduce button bloat" campaign was more about how mobs couldn't register more than 32 (or whatever the limit was) dots/status afflictions at a time and nothing at all to do with making the jobs better.
Last edited by Alistaire; 08-18-2017 at 02:25 PM.
Expect MNK to go unchanged until 5.0, where they will get more band-aid fixes and nothing actually new or exciting. Even garbage like ROF isn't really new, its just a B4B replacement that slows you down because why not slow down the job that's known for being fast? Isn't it fun being the only DPS job that doesn't get a new attack in an expansion?

Arguably Summoner didn't get anything new either. Same old stuff they already had.Expect MNK to go unchanged until 5.0, where they will get more band-aid fixes and nothing actually new or exciting. Even garbage like ROF isn't really new, its just a B4B replacement that slows you down because why not slow down the job that's known for being fast? Isn't it fun being the only DPS job that doesn't get a new attack in an expansion?
It's just that Monk's don't really need anything to be at the tops of the dps leaderboard. If Monks got any stronger, you'd outdps Samurai and have more utility.


Nice strawman, but the issue has nothing to do with Monks personal DPS or it's position on the Leaderboard, it's that nothing Monk got in Stormblood is particularly interesting. Deep Meditation procs meditations so slowly it's got no impact, you never leave Fists of Fire so Tackle Mastery may as well not exist (and it doesn't even change your Tackle's Animation like other Bite Mastery, Shot Mastery, Ruin Mastery, or Corruption Mastery do), Riddle of Fire is just a replacement for Blood for Blood with a slow effect on it which is so far from what I want from Monk it's actually sad, Riddle of Earth doesn't even see use in 99% of fights in the game and in many of the fights you could theoretically use it in you have to do something stupid and get a Vuln Stack (Shisui, Royal Menagerie) for it to work, there's a chance your Stacks just outright fall off before it can trigger (Shisui, Ala Mhigo final Boss, Royal Menagerie), or it has no reason to be used/the boss jumps and it takes to long to come back to matter. The only reason Riddle of Earth exists is because the Devs seem to be dead set on never reducing Perfect Balance's Cooldown so it's more in line with the abilities similar to it (Enochian, Blood of the Dragon, Huton) but they can't do that because fuck monk. Brotherhood makes Monk so composition dependent for personal damage that I feel obligated to play Samurai or Ninja if there's so much as one extra Caster in the party.
Not only that, but the action rework that was supposed to address useless and underutilized abilities almost completely passed Monk over. We lost Touch of Death (and Fracture, it was more ours than Warriors frankly) and unlike other Jobs that lost DoTs, we didn't get anything like an extra Gust Slash or 5th string combo finisher to replace them, we just lost a button. They didn't even do anything about the majority of our useless actions. The Fist Stances are even more just stay in Fists of Fire all the time than they were before with the changes to Weakness. One Ilm Punch remains a joke and still has no reason to be on your hotbar, Arm of the Destroyer is still the worst AOE in the game by an enormous margin due to it's obscenely high TP cost for how little damage it does and it has the same issues it's always had in terms of silencing enemies because of the Form system, Purification is a waste of a skill slot now that Monk runs TP positive and Tornado Kick is now more of a .5% Mercy Stroke than ever because Riddle of Earth takes some of the few spots where you can actually use it.
I want to like Monk so, so badly, but the Developers have pretty much let Monk down on every conceivable level when it came to Stormblood and frankly the chances of them giving it any attention before 5.0 is practically non-existent.
Last edited by SpeckledBurd; 08-23-2017 at 06:55 AM.
I don't really see what your point is, it's not like you can't adjust the numbers if you add/rework parts of monk that need reworking. Most people complain about the way monk plays and not its numbers, numbers can and will be balanced but gameplay stays the same, and MNK in SB is a shell of its former self.

Monk could get so much more fun if some QoL changes are made:
Chakra auto gain outside of melee range. (please, don't tell me it takes skill to click the button 5 times)
Chakra gain in combat: give one after each hit of a certain stance. No more RNG trollery
Chakra gain while Brotherhood, every hit grants one stack.
While Brotherhood instead of stacks your raid can add some potency to your next forbidden chakra.
Fist stances:
Fire --> passive
Earth --> worked into Riddle of earth
Wind --> auto activate when out of combat or melee range
Riddle of Earth: Let if freeze GL timer or something.
Riddle of Fire: I dislike the slowdown a lot.
ps: I'm a sunday monk, it is not my main so I just not what irks me.


You're assuming SE actually cares about this job.
It's been the least played job since ARR and they have done nothing to make things better for them.
And when it came to removing useless skills, we kept our useless fist stances while Ninja got poison integrated and while everyone got traits that made their job even stronger, we go more shoulder tackles.
There is 0 love for this job, it's so apparent.
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