Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
...I have a idea about Leaden Fist...thought about it two days ago. I thought about the Leaden BootShine issue, and what to do about it.

I could see Leaden Fist being a stacks-style passive, similar to how Perfect Balance and Riddle of Earth function, of which buffs the next three actions that the Monk uses, both WeaponSkills and abilities.
In most cases, the Monk would either spend Leaden Fist on one GCD and two oGCDs, or two GCDs and a oGCD, which would also get rid of it before Dragon Kick activates it again; under the assumption that the Monk is going through a normal 1-2-3 GCD rotation, any way...

For a bit of elaboration, Leaden Fist would still buff BootShine, but it would also buff other actions, which may or may not exclude kick actions, while the intent behind this.. is that those buffs are relevant enough.. to not just use BootShine three times and ruin the intent of this change.

What do the rest of you think about this? Any thoughts, suggestions about buffs, or alternate suggestions to fix the issue?
Kind of like a more interesting, multi-charge Life Surge? I'd take it over the current version, sure.

That being said, I do kind of hate how something like this and the new "Perfect Blitz" would work together to make the standard rotation feel largely irrelevant, with only oGCDs (especially this and PB) giving any real punctuation to the job. Of course, I'd actually rather delimit Blitzes (or rather, find a different way to make Perfect Balance useful to them, rather than Blitz just outright subsuming Perfect Balance) than not bother with this over the current Dragon-Fist mechanic.


Food for thought:

Way back when... maybe in ARR, I had wanted to make to make MP not just be UI bloat for Monk, and I had planned to do that through our various stances, wherein each stance would consume increasing amount amounts of MP per second while in combat (albeit with certain ways to also generate back MP -- Fire from the DoT damage it inflicts, Earth from absorption, resistance, and counterattacks, and Wind passively). Such would force a soft rotation but also, more importantly, provide a centerpiece for Internal Release (an old 1-minute hefty crit buff CD that you'd often try to align Bootshine away from so long as it wouldn't force desync), which caused you to consume hugely more MP over time to double (or triple) that stance's effects and could be hit again to instantly spend even further MP on stance-based effect for the following GCD. Gimmicky, but it seemed a fun idea at the time.