Quote Originally Posted by PangTong View Post
2. 30 second duration ofPerfect Balance will lead to long prepulls.
By using Perfect Balance 23 seconds before pulling the boss, your first charge of Perfect Balance comes back up 17 seconds into the fight, meaning you can do three blitzes early on, not only getting Phantom Rush in the opener but also guaranteeing you get Phantom Rush in every 2 minute window thereafter. I'm having a hard time believing this is intentional.
Legitimately asking since I've heard this a few times, but do we know if it counts if your attack doesn't connect to a target? Theoretically the devs could have put it in so that you don't generate your resources toward masterful blitz if your attacks don't connect to an enemy.

Quote Originally Posted by PangTong View Post
4. The new Celestial Revolution attack is also functionally useless
Based on potencies shown in the tooltips, you NEVER want to use Celestial Revolution as it's simply flat out less damage than any of the other blitzes while also not hitting in AoE. When I first saw the design for the Blitz system my assumption would be that there would be a AoE Blitz (Elixir Field) and a single target blitz (Celestial Revolution) for the Lunar Nadi. Instead it appears that Elixir Field is the intended attack for both AoE and Single Target, and Celestial Revolution is instead just a "consolation prize" blitz if you screw up Perfect Balance? It assures that you open the other Nadi but at the cost of significantly less damage.

I just don't understand why they'd implement an attack that you never want to use and is instead is only usable if you make a mistake. It seems like a total waste of the potential of the Blitz system. Is Celestial Revolution, a brand new attack, really just mean to be the equivalent of Monk "bunnying" their mudra-like system? I really think they should reconsider.
This one I'm going to disagree with since I'd rather get some damage and the Yin/Yang that I'm missing if I mess up so I can at least keep my rotation and big attacks going as normal than be punished by getting nothing and having my big attack delayed by 30 seconds.

Quote Originally Posted by PangTong View Post
5. Riddle of Wind is uninteresting and uninteractive
The new Riddle of Wind cooldown only affects autoattacks, which means that there's really no other considerations to be made as to when you press it or what you do after you've pressed it. With normal damage buffs such as Riddle of Fire, you are at least rewarded with more damage for trying to use other strong skills during the buff window, but there are no actions in the game that synergize with autoattacks. Riddle of Wind is an exceedingly simple button that you press, and your damage goes up for a bit. It doesn't make the Monk rotation any more interesting, it's only value is maybe a cool animation and seeing lots of numbers pop up for a bit. Abilities like this seem like a waste, especially since over the years they've gradually cut back on simplistic flat damage skills that you just use on cooldown.
Monk has always had disproportionately powerful auto attacks compared to other melee DPS jobs. Sure this isn't flashy or exciting, but it's a skill you'll want to align with other party buffs as best you can since your auto attacks have been and always will be the biggest percentage of your damage when compared to any other single skill. Sure the skill isn't exciting or flashy, but there still will be thinking of when to use it. Like you wouldn't pop it if you know that chain stratagem, battle litany, or trick attack are still a little bit off, it's not just a push it on cooldown kind of button.