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  1. #1
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,352
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I've been saying Form Shift should refresh GL since they day they added it. Seeing them add 2 skills to BLM that refreshes their Enochian and allows them to move is just a slap in the face imo. What use is Anothman going to be if you have to dodge a lot during the bosses down time / invulnerable phase like with Hasmal in Rabanastre? And it STILL doesn't address the problem of keeping your stacks pre lvl 70, 60, and 50.

    Chakra was an interesting idea till you tied it to critical hits. Look at what they did to BRD's procs. They now have a chance to trigger just off DoT damage now instead of DoT crits. Perhaps Chakras could be tied to doing positonals well, since those are sadly still in the game, or just on the third hit of your combo, Demolish and Snap Punch.

    Tornado kick is a horrible idea. Oh you're going to loose GL stacks? Lets give you a way to just dump them instead of keeping them since your whole job is designed around building them and keeping them. And that's only if you know the fight well enough to know when the boss is going to jump or go invulnerable. If you are a reactionary player like me odds are the boss has jumped well before you've used Tornado Kick. They could have made this a move work like Nastrond during Riddle of Fire or have had it be a trait upgrade to Steel Peak.

    I don't mind the Fist Stances so much in that they are mostly useless until you hit whatever level you get GL 4 at now and then Fist of Wind becomes useful. Fist of Stone, along with Riddle of Stone, doesn't need to be there. Maybe you could make it useful by making it remove your positional requirement while soloing. The Fist stances need to be more useful or just removed. They got rid of stance dancing on every other job why not MNK?

    Six-sided Star while it looks cool, is just so underwhelming. I not only has a slower recast timer but makes all your GCDs slower. This could have been a really cool 4th combo while you are in GL 4. They could have traited it in as an upgrade to Snap Punch or Dragon kick. Something that would make it more interesting than what it is now.

    The only thing I'm really happy about is that One-ilm Punch got replaced, FINALLY, with the AoE spin kick. It looks really cool and serves an actual useful purpose. The second hit in an AoE combo for those big dungeon pulls, and it keeps Twin Snakes buff up.

    I think MNK needs a repositioning of some of the abilities it learns. Form Shift IMO should be learned the minute you learn Snap Punch. Fist Stances need more impact or more reason to weave into them during your combos or just need to be outright removed. As is now you should even need to learn Fist of Wind till you get GL 4. If positionals are going to stay in the game MNKs also need to be reworded more for doing them. Maybe each correct positional builds your Chakra Stacks or stacks to spend on Tornado Kick or something. There's no reason Howling Fist or even Steel Peak needed to be removed when they could have just upgraded them into Six-sided Star or Tornado Kick.

    I honestly feel like they don't know what to do with MNK which is odd when they made such great jobs that are pretty much perfect right out of the gate. SAM and RDM were simple easy to understand rotations where most of their tools have a purpose. (Except Tether) DNC and GNB look amazing. GNB may need some number tweaks but for the most part it looks like it's a complete job that plays fine. Same for DNC. DRG is almost a work of art and gets straight upgrades to how it plays. BLM got single target versions to all it's AoE moves and a better Transpose when you are in Umbral Ice... so why can't they figure out what to do about MNK? Maybe it'll be the next BRD/MCH in 6.0 and get reworked.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,898
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Burningskull View Post
    snip
    1. I honestly don't want maintaining GL to be as easy as moving a step further in my combo. I like the skill that moves me one step further in my combo to serve the purpose of... moving one step further in my combo. Given that every Coeurl skill resets GL, that should be benefit enough. If you don't at least get some enjoyment out of maintaining GL, I have trouble understanding how you even got to 70, if indeed you did.
    2. I'll agree that Anatman is shit, especially given that it does not currently refresh GL if you're already at GL4. I also hate that it's presently ticks slowly and will likely remain on the server tick.
    3. Moving from Crit chance to base hit doesn't actually change gameplay at all; it merely changes stat scaling. A 70% chance on critical with an average of a 22% crit chance and 15% chance per proc are of no real difference save that one you can increase (though now only via DRG and DNC instead of your own kit) and thus plays more dynamically and the other you cannot and thus plays more statically.
    4. Applying the Chakra to positionals would make positionals either crippling to miss or would remove them from Monk play until receiving The Forbidden Chakra only to suddenly stick you with 50 (SB TFC) to 70 (ShB TFC) potency loss per missed positional in Heavensward... Similarly, sticking it on Coeurl skills would give a further 50 to 70 potency lead to every Coeurl skill in Perfect Balance, likely costing us further cooldown time on the skill (already increased from a 1 minute CD to 2 minutes).
    5. I, for one, love Tornado Kick. It was almost exactly what we needed in HW, and then fit in quite cohesively with RoW and the 1-minute PB of 4.2 Monk.
    6. The job is built around doing damage, not just maintaining GL to attack quickly. If you cared about maintaining GL, I doubt you'd ask for a free, spammable GL-maintenance skill.
    7. In Stormblood, given proper timing and use of RoE, only... three(?) fights require you to lose GL, meaning that TK doesn't have to be used with perfect pre-jump timing.
    8. Nastrond is literally just a 10-second CD with only 0-9 seconds of bankability. Do you really want Tornado Kick to just be another oGCD to use nearly on cooldown? If so, that's... fine, I guess? I'll just happily disagree with such suggestions.
    9. Agreed; Fist Stances need to be more useful. But removing tank stances has absolutely zero relevance to Monk's stances; the function altogether differently and serve altogether different purposes.
    10. Fists of Wind becoming useful, in this case, just means Fists of Fire becoming not useful. You still have only one choice at a time, sadly; you just switch which that is after 3 GCDs of combat. GCDs 1 through 3 are Fire. GCDs 4 through 127 are Wind.
    11. Given that Riddle of Earth is presently far superior to Anatman for GL maintenance, I must disagree.
    12. Every melee has to deal with positionals while soloing. Aside from Bootshine, Monk will lose 20 potency (up to 30 relative potency) per missed positional; Samurai loses 60. If you're going to "fix" positioning for Monk, why not "fix" it for everyone, through universal changes to mob turning speeds or the like?
    13. Six-sides star doesn't make your GCDs slower. It merely consumes a double-GCD (though in practice, only a net cost of one and a third GCDs). What value would SSS add to the rotation if it merely replaced Snap Punch, Demolish, or Rockbreaker, or simply reduced how quickly you could react to situations or maintain GL by giving it a 4th combo step ("Form")? You can already make Monk's rotation far more interesting by playing at higher Skill Speeds for a Demo-drop or Double-boot rotation. By adding a 4th step you'd make any rotational variance nigh impossible.
    14. Personally, I'd have much preferred to keep my utility and have content actually include a reason to have utility while Form Shift were made more than just a pre-pull annoyance. I especially dislike losing the benefit of Attack Speed on Twin Snakes windows in AoEs and that our AoE could still be sufficiently strong even while allowing us to focus target. Again, Shadowbringers has doubled down on removing whatever makes us unique. But /shrug. I'll admit it does look cool.
    15. You want to give the equivalent of being able to start your rotation with Chaos Thrust and Heavy Thrust in the same GCD... to a level 6? SAM and RDM were level 50 "out of the gate". Monk starts at level 1. It makes just as much difference as one would imagine given that... Again, agreed on Fists needing buffs and greater distinction. "Rewarding" positionals is just the flip-side of "not being penalized" for missing positionals. Monk will soon be the least penalized per GCD and among the least penalized overall.
    16. Yeah, I still have no idea why they're removing Steel Peak and Howling Fist. Both fit extremely well into the Monk aesthetic, were iconic, and easily could have been worked to further differentiate Fist Stances.
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