This is going to be a long one, things will be moved around compared to the original post, but that's just to make life easier. If anything isn't mentioned, I either agree, or don't have an opinion either way.
If you make one into a trait, why not just have them all as a trait? Granted, a permanent 10% damage reduction will be a bit strong, so make it lower, but I don't see the point in making one of the fists a trait and not doing the same to the rest.
You have taken the flexibility of Form Shift, reduced it and split it. Form Shift's boon is that you can switch to any stance you want in downtime, granted, this is mostly Coeurl, but there are times when you do shift into others, losing that flexibility will hinder you in the long run. Inner Focus seems quite frankly, silly. Opo-opo is the worst form to start in damage wise, you need to get that GL going asap, so delaying it by 2 CGDs hurts you that way. As for Pure Will, traits don't have cooldowns for a start, so it would be a new ability, basically RoE but refresh on use rather than on hit, so why not make it that instead. As for Inner Focus, why not change it so that it removes timers from forms? It prevents you from having to spam form shift before a fight as you can just sit in Coeurl waiting, and if you keep form shift, you still get to keep the flexibility added with that as well. Simple and easy.
Personally, I'm not a fan of the idea of having oGCDs applying GL, however, if you take these skills and put them into the toolkit you provided as a whole, it then just seems to me like you saw the problem with starting a fight in Opo-opo, as it delays GL aquisition, and tried to fix it by adding these two as a way to remedy it, that's about the only gripe I have.
I think 15% is a bit too much, however, if you make it a temporary GL4, that would be better in my opinion.
Overall, while this is my thoughts on what you have suggested, I feel it's just trying to add things to monk it doesn't need, just adding things for the sake of adding things. Keep the changes simple, yet effective. The monk doesn't need much to make it fun again, but go too far, and you add complexity where it isn't needed, and that can be just as bad.



Reply With Quote

