

And yet MNK still has skills that can be cut entirely, like SSS and Anatman, I'd argue Riddle of Earth too, with little to no impact on MNK's gameplay.We already have way too less buttons now, so i really don´t see any reason to combine even more.
Next to that, we would need some new gauge to see if PB is on cd or not, when it´s overwritten by a temporary skill. With its 2 stacks, it´s way clearer to keep both separated.

I disagree, you use SSS to disengage since it doesn't break combo and the move speed is great to greed an extra gcd or change objectives, on the other hand Anatman is used to avoid Diciplined Fist (Twin Snake) from falling off.
As for my overall thoughts. Class is super fun a feels between a mix of DRG and SAM (DRG in the feeling that you want to have your damage cycle -life of the dragon- during your burst windows and SAM with the build up for the big boy damage skill).
Perfect Balance on CD is interesting because you have your priority of building Nadi for your burst window and is flexible enough for adaptation, in reality the rest of the rotation feels like filler waiting for perfect balance windows. That being said you still need to upkeep Dicipled Fist and Demolish.
I understand that reading tool tips is a bit hard to understand but after a bit you get the hang of it, and for better or for worse the main gameplay doesn't change from 60 to 90.


SSS is still great for a disengage...better then tornado kick lol. I have actually started using it more in the Endwalker dungeons as the bosses have a ton of AOE mechanics (looking at your magus sisters, calm down). SSS is still relevant...but relegated to a disengage...much like Egress and ingress, DRG backflip, SAM backstep. The only thing I wish SSS had on it would be an enhanced effect. Like Enpi or Harpe. Which the effect is still sprint....so can't win them all.
OMG I use Anatman all the time now....it STILL has use. It keeps your forms stable and stops twin buff. If I don't have to use Twin coming back into range that is a huge benefit, and allows me the ability to refresh demo or leaden. If I have both of those already? Thunderclap with Boot, True, Snap. Anatman has saved my timesr tons of times (more so in Endwalker dungeons) then it ever has. It used to be a skill to keep your GL and boost charka. Now that it's just to keep your forms and twin timers from ticking down...I love it. Keeps me ready to go when I thunderclap back in.

For what little that it is worth, I have been to work on to create a extensive re-design concept for the Chakra resource, the purposes of Chakra, and how the Monk spends Chakra, as well as on what that Chakra is spent... I can share the quick summary, at least.And yes, I 100% agree on 7 chakras instead of 5 as the cap we can hold. I'm hard pressed to think of any other job that has its resource be at exactly 100% before you can use the skill tied to it. Or if they don't want to redesign the job gauge, even just reducing the number of chakras needed to use forbidden charka from 5 to 4 (even if you have to take a small potency hit) would solve the problem.
(still in development)redesign concept for Monks' Chakra resource(just the summary)
The skeleton and backbone of my not-yet-complete redesign concept, takes the 14 Chakra of light and darkness as its base, 7 chakra for each side, to be a 14-point solid-resource dual resource pool, with the 7 Chakra of light as a fast build-up resource that the Monk spends often, with full-independent generation; and the 7 Chakra of Darkness as a slower build-up resource, that the Monk uses less often, albeit to execute more powerful actions; that is half independent in its generation, and half dependent on the Chakra of Light, for its generation...
Also, disclaimer: I came up with that before the Reaper reveal, and before we found out how Reaper resources function. The similarity, other than that one is sold-resource and one is gauges, is a total coincidence... I did not copy the Reaper to come up with that idea.
[...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
[...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]
All skills have little impact on their own.
You should use Riddle of Earth to help your healers ( in certain scenarios it might be the difference between life and death ) and SSS is absolutely useful on disengage..........
Anatman is useful but I do agree with others that it's extremely underwhelming, especially since it has a 60s cd just wtf?
Why does it even have a cd at all?
But ppl who keep saying that SSS in particular is useless are kinda just essentially saying that they give low effort, do you really need to be rewarded with something massive just to put in a little bit of extra effort?
I've found great use of it to get a extra big hit in, altho I'd say that Thunderclap is more useful atm for escape but SSS is still significantly higher potency than normal skills ( and sometimes you can't rely on your team m8s for Thunderclap, and Thunderclap has 20y range SSS will let you close the extra distance if needed faster ).
The devs even removed how ranged attacks for melee ends their combos so now you have no excuse to not use them too during longer downtime.
But people act as if the game has to force you to use something and make it necessary or make it massively rewarding otherwise they won't do it.
I don't think that kind of mindset and those types of players is what skills like SSS exist for.
Last edited by Kolsykol; 12-09-2021 at 02:38 AM.
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