
The GL duration increase or stack removal by stages would be nice. I would take AOD leave it where it is in stance rotation remove the silence increase the potency some.
Take one Ilm punch out of the stance rotation take it off gcd and make it the silence and buff removal on a a 60 to 90 second cooldown.
Maybe add a raptor stance ability that is also a Aoe to replace one Ilm punch and that way we would have a full aoe attack chain.
Last edited by Kauld; 10-29-2013 at 12:23 AM.
I've never understood why monks want a ranged skill usually with no utility attached tbh. Another gap closer(or lower CD on shoulder tackle) I could see but playing DRG I've never been like "Oh man, I really do like this spear throw attack". It's more like "this skill burns up way too much TP for almost no damage, why am I even bothering".


This is why I suggest giving it some utility. If not at least one stack of GL then some sort of filler that restarts the timer for GL.I've never understood why monks want a ranged skill usually with no utility attached tbh. Another gap closer(or lower CD on shoulder tackle) I could see but playing DRG I've never been like "Oh man, I really do like this spear throw attack". It's more like "this skill burns up way too much TP for almost no damage, why am I even bothering".
You don't have to maintain stacks of a buff as a drg, imagine for a second you have to go through three full rotations to get the heavy thrust buff and achieve max dps. The buff drops everytime between trash and sometimes on boss fights between phases and such. It kinda sucks.
I think what most people are looking for in a ranged attack is a way to MAINTAIN the Greased lightening buff between pulls or decrease the rate at which it decays over time.
Example:
Maintain Balance: 30 second CD, Locks Greased lightening duration in place for for 7 seconds OR Adds 7 seconds to the current Greased lightening duration.
Or
Chi Blast: 30 second CD, Deals X Damage based on Current TP. Add's one stack to Greased lightening.
I think the silence should be removed from AotD completely. It absolutely destroys your DPS on fights like ADS having to hold opa for any length of time to insure it's up.
Suggestion, Add a CD and silence effect for One Ilm Punch to be on par with other silences from other jobs.
My Final Heaven
There is a whole sub-forum for monks...
Community voted most requested classes.[2013]
Red Mage: 70 Samurai: 55 Dark Knight: 47
Ninja:47 Theif: 44 Blue Mage: 44
Musketeer/Corsair: 38 Dancer: 35



I agree with having Greased Lightning stacks fall off one at a time. That sounds ideal to me. Also, having the buff from Twin Snakes last a little longer would help with fitting True Strike into the rotation more often at lower Skill Speeds.
I believe Shoulder Tackle and Perfect Balance are fine the way they are. I haven't had any trouble with the two of them yet.
I don't think Monks should have a Chi Blast (not as their first ranged move at least). Rather, seeing as chakrams were a thing in 1.0—granted, I don't know to what extent since I didn't play that version—throwing them could be a good ranged move for us to have.
The suggestion someone brought up about Arm of the Destroyer spreading Touch of Death and Demolish DoTs across enemies sounds like an amazing idea that would make the TP cost reasonable.
As a final thought for now, I believe that Fists of Wind could use an additional bonus that can be put to use during battle other than getting out of AoE's more quickly. Like slightly more Skill Speed or faster auto attacks.
Last edited by Vensaval; 10-28-2013 at 12:19 AM. Reason: Bypassing the limit
Or, maybe, TP regen, howewer I never suffered of TP lost because of DRagoon's InvigorateOriginally Posted by Vensaval
As a final thought for now, I believe that Fists of Wind could use an additional bonus that can be put to use during battle other than getting out of AoE's more quickly. Like slightly more Skill Speed or faster auto attacks.
Last edited by Onyxys; 10-28-2013 at 12:41 AM.
I think the GL needs to be changed as well or something that helps with having to build just to do similar DPS to other classes. A ton of people saying perfect balance needs to be changed, I don't see it. Using perfect balance after finishing a DoT rotation then using twin snakes and spamming snap punch until it wears off is the best. Depending on the mob and gear but a rough example would be 300 damage no crit and 540-600 damage on crits. Can get snap punch off 4-5 times before perfect balance wears off, I only use it on bosses and after I have full stack GL for max damage.
Last edited by Battlewrench; 10-28-2013 at 01:48 AM.



No to everything in the OP except #7.
MNK needs absolutely no buffs to damage-dealing ability. I will agree that a skill like One-Ilm Punch should be reworked to actually have a use.
Perhaps the TwS buff increase from 12s to 15s is also worthwhile, even if only for the similar reason that TrS is pretty much not worth using otherwise.
For the most part though, I am entirely against most of OP's list. We seem to have a battle dev team with good heads on their shoulders now, so I would suggest you give up on those changes, too. They're not gonna buff MNK and make it the only preferred DPS job at endgame, save for perhaps a singing BRD or an obligatory BLM/SMN for magic damage targets in specific content. Not to mention, DRG mains would just get laughed at if MNK got any better.
Last edited by NoctisUmbra; 10-28-2013 at 01:42 AM.
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