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  1. #1
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    MNK suggestion for 6.0:

    -Every two rear-positional leaden bootshines will proc a "super bootshine" with a flashy animation and higher potency. They can implement this into the job gauge and will reward Monks for hitting their most important positional. This addresses the complaint that MNK doesn't "build up to anything" and is less flashy than other classes.
    -Each PB phase will end with one of these super bootshines to replace the usual final bootshine. In order to prevent drifting and a snowball effect if you miss a bootshine, I propose that activating PB should reset your "bootshine stacks". Correct me if I'm wrong, but in your downtime between PB you should be able to do two of these super bootshines (six bootshines in total) and this PB will prevent you from having an excess stack going into your burst phase. This way PB always ends with your most flashy and satisfying move if done correctly.

    Would any MNK players like a mechanic like this? I would love something along these lines for Endwalker to add to the satisfaction of the job and reward players for hitting positionals.
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  2. #2
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Amh_Wilzuun View Post
    MNK suggestion for 6.0:

    -Every two rear-positional leaden bootshines will proc a "super bootshine" with a flashy animation and higher potency. They can implement this into the job gauge and will reward Monks for hitting their most important positional. This addresses the complaint that MNK doesn't "build up to anything" and is less flashy than other classes.
    -Each PB phase will end with one of these super bootshines to replace the usual final bootshine. In order to prevent drifting and a snowball effect if you miss a bootshine, I propose that activating PB should reset your "bootshine stacks". Correct me if I'm wrong, but in your downtime between PB you should be able to do two of these super bootshines (six bootshines in total) and this PB will prevent you from having an excess stack going into your burst phase. This way PB always ends with your most flashy and satisfying move if done correctly.

    Would any MNK players like a mechanic like this? I would love something along these lines for Endwalker to add to the satisfaction of the job and reward players for hitting positionals.
    I'd like something to build towards like Polyglot or Shoha, especially in regards to positionals, but if it's just a bigger/stronger Bootshine, then no.

    More emphasis on Bootshine is the last thing MNK needs. If the job receives a mechanic like this then it'd be better off as a separate weaponskill entirely.

    Furthermore, your PB suggestion implies that you're doing nothing but Bootshine, no thanks, PB is already too similar to Inner Release.
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    Last edited by VentVanitas; 05-31-2021 at 08:43 AM.

  3. #3
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Additionally, I don’t think there’s anything inherently wrong with Bootshine besides the fact that it’s a level 1 skill with a basic animation. This seems to be most people’s issue with the skill, but during the normal rotation it comes up once every two 123 combos. I do like seeing that big crit number at regular intervals in regards to the feeling of playing a fast paced hand-to-hand job tbh. A more flashy attack to build up to would make the job more satisfying however.

    Would you maybe be in favor of this if you also had to hit the other two positionals correctly for the proc? (So basically your entire combo leading up to bootshine has to be positionally correct). And then PB could also be redesigned somehow. (It’s still a far cry from inner release imo with the weaving and positional switching).
    (0)

  4. #4
    Player
    Yokubo's Avatar
    Join Date
    Jan 2015
    Posts
    35
    Character
    Myawh Medley
    World
    Exodus
    Main Class
    Monk Lv 100
    As somebody who has played Monk from ARR, I've got to say Monk peaked for me in ARR. The use of Touch of Death (DoT off combo rotation) and Fracture (Cross class DoT) made the class feel fun and interesting. I would actually think through the combo and juggling the 3 DoTs (3 including Demolish). The use of the OGCD (Off Globals) was fun weaving in.

    I didn't read all the pages but I saw a couple people complaining about too many OGCDs currently. Honestly I think that is super insane and don't know what you mean. Aside from the personal buffs (RoF, Brotherhood, PB, Potion), there is only Shoulder Tackle, Elixir Field, and TK. Weaving in Role skills and defensives shouldn't be part of the 'rotation' but you can still use those in between your weaponskills. Going into Shadowbringer Monk got gutted hard and the only thing that Monk has been given as an actual useful skill is Four-Point Fury (AoE rotation) and Enlightenment (AoE balls). The same 6 skills have been used since ARR which isn't necessarily a bad thing as I think the main combo itself isn't TERRIBLE, but I would like to see something more than just passive buffs and situational skills given to the class.

    The removal of GL is another QoL change, but completely makes Anatman useless. The best use of Anatman is to refresh Twin Snakes in dungeon pulls or delay having to use it in rotation 1 of a re-engage. In the previous expansions I said "The day Monk gets GL4 is the day they rule the world!" and then we got it, but it was such an underwhelming addition. They buffed Fists of Fire at level 72, and then gave us GL4 at 76 via Fists of Wind. When they removed GL it just turned into a % damage increase so we can stay in fists of fire, but those are just passive changes to the class which was previously something to manage. Now the only thing left to manage is Demolish and Twin Snakes, which is literally every other combo or every 3.

    I jokingly said this with my FC but ever since I've been really wanting it, and I truly think it could breathe life back to the class, that if they added a Combo Counter (Similar to GL increasing Skill Speed only) but it stacks endlessly (or to a high value) upon landing successful positional until you fail to get a positional bonus. Even if SE continues to hate Monk and gut and give nothing in return, this could make the class fun to have something to manage and rewards players who are going for those positional bonuses [Which should be everybody]. It's just currently Monk does not feel rewarding to play because the lack of a class identity or like a purpose/goal.

    Also I have been seeing a lot of very good recommendations or ideas for Monk. I truly truly hope that SE considers some of these ideas, because we who have been playing monk have first hand experience of what we would like to see changed because we've been dealing with the same class for so long, and I think we collectively can offer great ideas that would make the class more fun or rewarding.
    (1)
    Last edited by Yokubo; 06-07-2021 at 05:22 AM.