Quote Originally Posted by wereotter View Post
I'm thinking really far back, like Heavensward monk, which didn't really have a burst phase. You'd maybe use Fracture and refresh Bootshine if Battle Litany or Trick Attack was up, and that was it. Otherwise monk just had a steady baseline damage that was entirely dependent on you being able to maximize up time and properly execute positionals. Sure you'd lose some, like if you couldn't move to the flank because Scrapline was charging up in A9, but you'd just take the penalty from missing the position because it was more important to keep your GCD rolling.

I'm not saying that the current iteration is bad or hard, I just preferred having steady damage to having burst then lull then burst and repeat.
You still built around Internal Release and Blood for Blood back then, ideally getting ToD and Demolish into both.

Heck, perhaps the only reason it didn't feel like it had a burst phase was just that PB was on a whopping 3-minute cooldown, leaving you far fewer tools with which to exploit your damage (you just had the rotational string leading up to your CDs in which to rearrange ToD, Fracture, and Demolish) such that those bonuses felt more... passive.

Given that the difference seems less one between burst and sustain and just having additional means of control and not having them...