
Originally Posted by
Kenky
Sorry. But how is GL hard to keep up? You legit don't need to do anything but complete a combo. You don't even need to do the positionals, just hit the target. Sure, out of combat runs will make you lose it and Anatman was an ATTEMPT at trying to solve the downtime in fights. (Sustaining your GL stacks, but locking you in place. Not even allowed to move the camera. Though that fails in Dungeons, it's okay in trials)
Infact, the 16 seconds you have to hit -three- buttons is pretty forgiving. Not to mention if you Fist-Swap (Fire until GL3, then Wind for the 4th), you won't really be able to lose them unless your tank is moving at the speed of a snail.
FoF increases damage, FoW increases movement speed per stack. So full GL means you're faster than a NIN.
EDIT: Personally, I think MNK is in an "Okay" place where it is now. Certainly could use a bit of a tune-up, but at the same time. With the 5.1 rework, it has gone from a tedious chore to level. To actually fun to play (for some people, myself included).
Just wish the damage-gap between Monk and Samurai wasn't so huge. I get that Monk is more-so for the team support (Brotherhood, Mantra, etc) but it still feels weak when comparing them to other DPS. Plenty of people just want to brute-force their way through content and the only way to do that is to hit harder than you get hit. That's not a good mentality. Not in Shadowbringers.
If you have to ask "Why Shadowbringers?" it's simple. A small group of adds can kill your entire group if you're not paying attention. Several mobs in every dungeon has a heavy-hitter that has no wind-up or tellegraph. So your Tank goes from full health to "where'smyhp?!" panic in under a GCD.