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  1. #1
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    This is MNK’s history from my memories.

    2.0 - High risk, High reward.
    Not much support skills to help with wrong positionals and harsh punishing for dropping GL but-
    your dps will be high as long as you’re doing positionals right and tried your best to not drop the GL.
    Pretty engaging gamplay, I liked it.

    3.0 - Got many support skills that help maintaining GL but completely got overshadowed by DRG’s Litany and their pierecing debuff.

    4.0 - Started to get useless skills but 60 sec Perfect Balance was sweet and more importantly , the Tornado kick openner.
    People really got excited about Tornado kick openner because it was refreshing, it was something new that MNK actually experienced.
    Most of us thought that this might be the evolution for future MNK but NO…. Tornado kick was not intened by the dev. team so it was gone.

    5.0 - Even more useless skills and finally removed the Gl. I was really mad back there and wondering Why they added GL4 in first place, just to removed it later.
    I can’t see what direction MNK’s gonna take anymore, to be honest, and thanks to that I had finally bid farewell to my long Main job.

    6.0 - Not gonna surprise if MNk’s rotations are still the same as before, no new weaponskill for more combo branch.
    Not gonna surprise if they finally remove the positionals.
    Not gonna surprise they add Touch of Death as new skill (LoL) ……

    If anything good came out of quitting MNK, its probably a good opportunity to change my melee main.
    (1)

  2. #2
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Kahnom View Post
    This is MNK’s history from my memories.

    2.0 - High risk, High reward.
    Not much support skills to help with wrong positionals and harsh punishing for dropping GL but-
    your dps will be high as long as you’re doing positionals right and tried your best to not drop the GL.
    Pretty engaging gamplay, I liked it.

    3.0 - Got many support skills that help maintaining GL but completely got overshadowed by DRG’s Litany and their pierecing debuff.

    4.0 - Started to get useless skills but 60 sec Perfect Balance was sweet and more importantly , the Tornado kick openner.
    People really got excited about Tornado kick openner because it was refreshing, it was something new that MNK actually experienced.
    Most of us thought that this might be the evolution for future MNK but NO…. Tornado kick was not intened by the dev. team so it was gone.

    5.0 - Even more useless skills and finally removed the Gl. I was really mad back there and wondering Why they added GL4 in first place, just to removed it later.
    I can’t see what direction MNK’s gonna take anymore, to be honest, and thanks to that I had finally bid farewell to my long Main job.

    6.0 - Not gonna surprise if MNk’s rotations are still the same as before, no new weaponskill for more combo branch.
    Not gonna surprise if they finally remove the positionals.
    Not gonna surprise they add Touch of Death as new skill (LoL) ……

    If anything good came out of quitting MNK, its probably a good opportunity to change my melee main.
    Am I just totally misremembering things or didn't we have an interrupt/ silence that required you to be in Raptor form lol?
    Or was One Ilm Punch always a stun?
    I dunno why but I very strongly remember back in ARR that it was an interrupt and that I thought it was the most bizarre thing ever.

    I've seen a lot of ppl say that they want Touch of Death to come back.
    It was a pretty boring skill tbh...

    I actually think that the base skillset of MNK right now plays pretty well but it does feel empty and like we need something added on top of it especially after the removal of GL.
    But the overall base gameplay is fine imo, it just feels like we're playing SAM without the finishers and with the OGCD being a charged up skill instead of a Kenki spender.
    And a lot of the animations also feel incredibly outdated imo.
    Demolish and Dragon Kick looks and feels great but the rest rly feel like they're from ARR.

    Edit: Wait... I looked it up and apparently One Ilm Punch was like Shaman's Purge in WoW lol.
    They changed it into a stun later.
    (1)
    Last edited by Kolsykol; 09-05-2021 at 02:02 PM.

  3. #3
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,552
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kolsykol View Post
    Am I just totally misremembering things or didn't we have an interrupt/ silence that required you to be in Raptor form lol?
    Or was One Ilm Punch always a stun?
    I dunno why but I very strongly remember back in ARR that it was an interrupt and that I thought it was the most bizarre thing ever.
    One Ilm Punch was always a stun, Arm of the Destroyer used to have a silence attached to it. Stormblood changed One Ilm Punch to be able to stun regardless of the enemies resistance to it.
    (0)

  4. #4
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mikey_R View Post
    One Ilm Punch was always a stun, Arm of the Destroyer used to have a silence attached to it. Stormblood changed One Ilm Punch to be able to stun regardless of the enemies resistance to it.
    Ah that explains my confusion xD.
    I remembered there was a silence and that we had an ability that was removed and how the animation looked, so I connected the two together.

    Totally forgot we still had it in Stormblood even now that you mentioned it I honestly still don't remember it.
    (0)

  5. #5
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    I'd rather we not lose positionals, losing GL was already an unnecessary cudgel to the job. The answer to Monk dropping stacks because of extended down phases/in fight cutscenes was just for the job to have a decent GL recovery option and to change Tornado Kick to do something else. Leaden Bootshine's positional potency should also come down since missing it is like missing as much potency as missing every single Dragoon positional at once, but positionals shouldn't go away.

    Being able to use 6SS without the extended Cooldown for fulfilling some requirement is something I've advocated a decent amount for in the past, and it remaining a positional free formless skill would give us a more interesting optimization tool for if we have to miss a single positional. Sort of like what Fracture and Touch of Death were in the past, just without the DoT.

    I also don't know about the proposed Anatman change, but that's mostly because I think the skill is completely unsalvageable.

    Quote Originally Posted by Mikey_R View Post
    One Ilm Punch was always a stun, Arm of the Destroyer used to have a silence attached to it. Stormblood changed One Ilm Punch to be able to stun regardless of the enemies resistance to it.
    One Ilm Punch actually had the effect of removing a single buff from an enemy in ARR/HW, however basically everything resisted it except for a handful of mobs with Stoneskins which is why it was such a meme.

    The stun was new in Stormblood but didn't salvage the skill's (deservedly terrible) reputation.
    (3)
    Last edited by SpeckledBurd; 09-06-2021 at 09:11 AM.

  6. #6
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by SpeckledBurd View Post


    One Ilm Punch actually had the effect of removing a single buff from an enemy in ARR/HW, however basically everything resisted it except for a handful of mobs with Stoneskins which is why it was such a meme.

    The stun was new in Stormblood but didn't salvage the skill's (deservedly terrible) reputation.
    I KNEW IT!!!!
    I WASN'T CRAZY!
    (0)

  7. #7
    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 SpeckledBurd View Post
    One Ilm Punch actually had the effect of removing a single buff from an enemy in ARR/HW, however basically everything resisted it except for a handful of mobs with Stoneskins which is why it was such a meme.
    I used to use it in Antitower to remove the damage up buff from the enemies there... but yeah. It really was a useless skill.

    I only regret its removal since now when I played through the game again with a new friend, the Heavensward monk quests, the miquote girls no longer ask you the use of the skill, implying even the developers at the time knew it wasn't very useful
    (0)

  8. #8
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    Quote Originally Posted by Kolsykol View Post
    Am I just totally misremembering things or didn't we have an interrupt/ silence that required you to be in Raptor form lol?
    Or was One Ilm Punch always a stun?
    I dunno why but I very strongly remember back in ARR that it was an interrupt and that I thought it was the most bizarre thing ever.
    One Ilm Punch was a joke and doesn’t even worth mentioning.
    Even useless than current Anatman.
    Back in ARR days though , T1 mini boss, the ADS thing, if there was no BRD in the grp, MNK had to use One Ilm Punch to stun the boss or something.
    so ridiculous.
    (0)
    Last edited by Kahnom; 09-05-2021 at 06:50 PM.

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