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  1. #1
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,185
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    Ran monk again on a alt from level 1, and compared to the other melee jobs this is by far the least enjoyable one.

    The damage ramp up takes too long, and GL is always down on the next group until level 52's Form Shift.
    All the while the Samurai keeps their self buffs up for 40 seconds from the get-go.
    (2)

  2. #2
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Arrius View Post
    Ran monk again on a alt from level 1, and compared to the other melee jobs this is by far the least enjoyable one.

    The damage ramp up takes too long, and GL is always down on the next group until level 52's Form Shift.
    All the while the Samurai keeps their self buffs up for 40 seconds from the get-go.
    I would agree with this mostly for the NEW players coming into monk. Compared to how the lower levels are NOW and the removal of a ton of low level skills, ARR during 2.0 monk was amazing with all the skills it had to DPS originally.

    BUT Form Shift never worked like it does now (as of recent). Form shift initially never reset your GL timer. It only changed your form... that's it. It was used for openers to get to courel prior to pull and grant a GL right off the bat with demolish or snap, and get you closer to courel to re-engage boss when pushed away. Perfect Balance was on a 180 sec cooldown in ARR...TWICE the length it is now. Losing your GL in ARR and HW were VERY punishing for monks.

    It used to be quite a lot of fun before we lost and what was replaced.
    1. Internal Release (replaced with no crit chance modifier have to rely on melds or food. Deep meditation is double rng gated 1. you have to actually get a chance to crit and 2. you have another chance to gain chackra from a crit) Internal Release should have just been rolled out as a trait with deep meditation then I could stack direct hit)

    2. Touch of Death (replaced with nothing which still puzzles me to this day why we lost this skill, it was nice to have an additional DOT)

    3. Howling Fist (Enlightenment which is now a choice skill betwee
    n forbidden, this one sucked as we were losing an oGCD that looked damn cool to)

    4. Haymaker (Forbidden chackra took over this I suppose, and I think it was if you evade and attack you could proc this, can't remember exactly. But it did have a slow debuff. Was for eating AOE and soloing really)

    5. Steel Peak (This was our interrupt and and it did quite a bit of damage also, role actions removed all of the interrupts.....except for shield bash....it's STILL there)

    6. Featherfoot (riddle of earth now for damage reduction, Featherfoot was more useful though as you gainged 20% evade for attacks for like 12 secounds I think? Can't remember)

    7. Blood for Blood ( riddle of fire now )

    Internal release was a HUGE part of our DPS, and was never addressed to help with our NEW crit RNG chackra. Back in Heavensward you could pop blood for blood, internal release and gain chackra fairly quickly.

    Monk is barely a shadow of it's former glory. This JOB has only peaked twice imo. ARR Heavensward was the most stable monk ever was as far as a solid DPS from start of expac to end of heavensward without an huge changes.

    I can only speculate how bad monk is play now at low levels since ARR skills were gutted away. Heavensward has got to be soooooo far away when starting from level 1.
    (0)
    Last edited by Sqwall; 08-26-2020 at 10:22 PM.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sqwall View Post
    ....
    This. Well, not all parts were as necessary, but some were sorely missed the moment they were removed.

    I loved leveling Monk in 1.x. It just felt so damn versatile. You could tag-team. You could suppress to aid your tank. You could snap-tank, yourself. You could actually main-tank some fights, even.

    And then ARR came around and it was stupidly fun there too.

    In early ARR, Monk was distinctly eclectic. It's original spam skill was... Impulse Drive, of all things.

    By late ARR, it was all about modular control (so you could get Demolish off just as the boss would be jumping away, as to use the delayed GL-refresh to let it last until the boss's return). Fracture and Touch of Death provided that, with potentially Impulse Drive or Haymaker in a pinch. That modularity allowed almost any SkS tier to work itself out. (Haymaker was painfully lackluster, but at least quite TP-efficient. It ended up being slotted by every Bowmage in HW in fights with gaze mechanics as to make use of the auto-dodge for a TP-efficient instant cast strike.)

    Fracture and ToD's removal in StB left one of Monk's core mechanics, adjusting when you'd hit Coeurl or Opo-opo or Raptor, dead in the water. I honestly didn't think they could do anything more gutting until, well, they killed off GL itself via the Form Shift changes.

    Heck, back then the passive eHP gap between tanks and melee was small enough that Monk could tank dungeons in a pinch, albeit at cost to everyone else's positionals. It looked gimmicky as hell, since you had to stand almost perfectly centered in the target's hitbox to get your positionals off before they could turn, but hey, I never had to wait for a tank replacement. Even in Pharos. The only issue was the lacking tank's worth of damage and another melee having to Provoke in from time to time.

    HW extended Demolish's timer, allowing for better 2-3 target damage without exhausting TP and allowing for some really fun rotational breakpoints at high SkS. Sadly it was reverted in StB.

    Though little was ever made of it in PvE, until StB we also had the ability to rip buffs off targets via One-Ilm Punch. Mob enraged for triple damage on their next attack (an already triple-damage special attack)? Rip it; now it doesn't matter that we failed to kill the mob in time. In PvP, the enemy Summoner pops Trance? Just eat it. Enochian? Sorry, mate. (Now, the latter's probably exactly why it was turned into a no-DR stun instead, but still... it was funny.)

    We had a fun macrorotational oGCD flow across Elixir Field, Howling Fist, Steel Peak, and Shoulder Tackle.

    Internal Release, you original damage CD (alongside cross-classed Blood for Blood) synergized well with Deep Meditation. Naturally, they simply moved that skill's effects over to Dancer, because who'd want to be able to synergize with their own mechanics... right?

    I would seriously love to return to basically late StB Monk with just some further polish:
    • GL stacks fall off one at a time.
    • A well-tuned version of SsS and a replacement for Fracture, by which to provide modular control again.
    • Chakra via Deep Meditation no longer RNG. Instead, you make potency-based progress towards the next point of Chakra.
    • Meditate made passive. You continuously generate Chakra progress (at roughly twice your average ppgcd) while your GCD is refreshed/unused (i.e. during downtime). Thus the button can always just be The Forbidden Chakra.
    • The Forbidden Chakra adjusted to consume all available Chakra, at 75 potency per point. Be sure to use it before downtime periods in which you might overcap, but otherwise bank it for Internal Release/Riddle of Fire and don't let it get it in the way of the rotational oGCDs.
    • Stances revised to be more impactful and more than just FoF used (even outside of TK rotation).
    • A more impactful Riddle of Earth. Or just trim it and work that part into the above.
    • Riddle of Fire's slow removed. I actually liked it, because it made me happier about my SkS tier whereby I could perfectly sync both the normal and slowed-down pace to my debuffs, but I'm in the minority.
    (2)
    Last edited by Shurrikhan; 08-27-2020 at 12:42 AM.

  4. #4
    Player
    Xau's Avatar
    Join Date
    Nov 2013
    Posts
    244
    Character
    Nial Niffelh
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Though little was ever made of it in PvE, until StB we also had the ability to rip buffs off targets via One-Ilm Punch. Mob enraged for triple damage on their next attack (an already triple-damage special attack)? Rip it; now it doesn't matter that we failed to kill the mob in time. In PvP, the enemy Summoner pops Trance? Just eat it. Enochian? Sorry, mate. (Now, the latter's probably exactly why it was turned into a no-DR stun instead, but still... it was funny.)
    one ilm punch was a one trick skill, its use was almost sorely for removing stoneskin on enemies on arr and hw, since it hardly affected anything else, and i mean, it was capable to remove other stuff, but dmg buffs were not one of those things what one ilm punch was capable to remove
    and i mean, if one ilm punch was capable to do what you mentioned, the comunity could not have called one ilm punch a useless skill, and neither the dev team make a quest mention it as joke in a quest
    (0)
    Last edited by Xau; 08-27-2020 at 05:56 AM.

  5. #5
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Xau View Post
    one ilm punch was a one trick skill, its use was almost sorely for removing stoneskin on enemies, since it hardly affected anything else, and i mean, it was capable to remove other stuff, but dmg buffs were not one of those things what one ilm punch was capable to remove
    You could actually, I remember using it in The Antitower to take the berserk buff off some of the enemies in there back in the day.

    But yes, it was a pretty useless skill. Which isn't to say they couldn't bring it back as part of a high damage combo. I had suggested it could work similar to the gunbreaker high damage combo, could work into tornado kick then six sided star
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Xau View Post
    one ilm punch was a one trick skill, its use was almost sorely for removing stoneskin on enemies on arr and hw, since it hardly affected anything else, and i mean, it was capable to remove other stuff, but dmg buffs were not one of those things what one ilm punch was capable to remove
    and i mean, if one ilm punch was capable to do what you mentioned, the comunity could not have called one ilm punch a useless skill, and neither the dev team make a quest mention it as joke in a quest
    This is partly because you can't have required skills and only give them to one particular job in a game that doesn't have the party slots to have them all.

    There's a reason so many things end up in the role menu.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Xau View Post
    one ilm punch was a one trick skill, its use was almost sorely for removing stoneskin on enemies on arr and hw, since it hardly affected anything else, and i mean, it was capable to remove other stuff, but dmg buffs were not one of those things what one ilm punch was capable to remove
    King's Might in Amdapor Keep. Berserk in Antitower. Enrage off Gigas mobs. I'm sure there are a few more I'm missing. I don't think it worked on bosses, else it might have been useful on the oliphant in Dusk Vigil and the dino boss in the 53 dungeon. But, boss vs. non-boss was the only distinction. Any buff could be removed from a typical mob.

    Again, "little was ever made of it in PvE." But that's only because they never bothered to give the vast majority of mobs any (meaningful) buffs, not because the skill itself was fundamentally flawed. It's just a matter of having removed the same skill from Archer in 1.18 (and I could have sworn one other class had it, too), such that it ran the risk of being required or unimpactful.

    Heck, if they wanted it to be impactful without breaking fights, they could have just turned it into a (modified) buff-steal instead of a buff-purge.
    (0)

  8. #8
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Why is this even an argument? One Ilm Punch...really? OK...

    One Ilm punch was taken off my hotbar in ARR after I realized how awful it was potency wise. It's benefits did not outweigh it's usefulness. Which is why it was also removed from the game. The fact that it took 6-7 years is beyond me.

    Same goes for Rage of Halone str debuff, or shield swipe pacification, or Blind from flash. None of these affected bosses. There were a VERY select few that you could pacify and I don't think any of them you could blind with flash.

    Flash and Shield Swipe were removed, and the str debuff from Halone was taken away.
    I brought this up YEARS ago for paladin.

    This was the same issue with one ilm punch. I don't need a skill that is used as a party favor to pigeon hole the class. Lord of the Rings online attempted to do this by giving a debuff skill to every class, but not all classes debuffed the same way. I fell into the column where I had THE best debuff skill in the game as. It was fast and it struck 3 times, which allowed to remove 3 stacks of buffs from a raid boss. Guess what...it was removed next expansion.

    The only way this would work is if you give a "One Ilm Punch" skill to everyone and make it work exactly the same. i.e. leg sweep, kick.

    This is why I never used one ilm punch as it wasn't WORTH using for me. This also goes for TK during trash pulls. I really only use TK during e5 with anatman and thats about it. Now the question is remove TK or rework it to actually be useful.
    (1)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sqwall View Post
    ....
    [OIP] Again, I'm not saying OIP was some great skill concept, just that they never even tried to make anything of it, which is a little disheartening for any mechanic.

    [Flash] I could of sworn there was an r/ffxiv post that went into detail on Blind, noting that it actually worked on most bosses, but was just less noticeable because Blind would reduce Accuracy stat, which bosses had a higher value of. Though, of course, what little chance you increased of a boss missing was worth a whole lot more than your average mob. So, its chance reduction was less noticeable, but each miss caused was worth way more. In general, it was probably worth about as much as Featherfoot cross-classed, or a bit more depending on (anti)synergies with your other forms of protection via or against RNG (Awareness, Dark Dance, Dark Arts - Dark Dance, Featherfoot, Raw Intuition, Shelltron, Bulwark, etc.).

    [RoH] I'm glad the STR debuff was removed from PLD and the INT debuff from MNK, but not because either was useless. They were effectively 10% physical or magical damage down, respectively. It was based on dull maintenance, but over a whole fight they were no trivial utility.

    [SSw] Shield Swipe, likewise, probably would have been just fine, and definitely fitting for PLD, if it had just not effective accelerated the auto-attack that would follow the special it cancelled and if Shield Swipe was oGCD without such a long cooldown. It didn't inflict a DR category that'd be useful to anyone else, but allowed the PLD to ignore certain movement requirements by, well, removing the need to move ('silencing' the incoming physical AoE or preventing the next 5 seconds' of tankbusters). It, too, was lackluster, not fundamentally flawed.

    [TK] I'd rather keep it, but that'd require that the mechanic it's based on (GL) isn't a mere pretense (i.e. a once-per-instance prelude to normal combat). Even reworking GL, I'd rather TK play a part in that rather than being yet another skill aborted as if that were all that could be done... after having been intentionally gutted.
    (1)
    Last edited by Shurrikhan; 08-28-2020 at 02:03 AM. Reason: missing "never"

  10. #10
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Xau View Post
    one ilm punch was a one trick skill, its use was almost sorely for removing stoneskin on enemies on arr and hw, since it hardly affected anything else, and i mean, it was capable to remove other stuff, but dmg buffs were not one of those things what one ilm punch was capable to remove
    and i mean, if one ilm punch was capable to do what you mentioned, the comunity could not have called one ilm punch a useless skill, and neither the dev team make a quest mention it as joke in a quest
    We actually do not know how many ARR and HW buffs are removable (and how many StB and ShB might have) because the only way to know which ones are removable was using One-ilm punch (and now using Blue's Eerie Soundwave and the Dispel Logos Action). Cleansable debuffs and actions that can be Silenced/Interrupted had similar problems before the UI was altered so that they could be identifiable. I wonder how many enemy buffs would suddenly have an identifier if enemy buffs got the same treatment.
    (1)

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