
Yeah, I don't think even comparing MRD or BRD are comparable. I've been grouping with him a lot, with our BRD friend. We'll go in and he will smash someones face so fast. The fight usually ends quick, and he will sometimes double my damage as MRD.Straigus Reyist wrecks face as MNK in arena as is. He rivals BRD/MRD damage if the people hes wrecking aren't jumpers. Not only that, but he applies his debuffs/buffs so efficiently and effectively on the fly. He has really good reaction. Once they fix the jump bug caster dds are in for a world of hurt. I have yet to see anyone play monk like him in PVE or PVP.. like literally the only decent one I've seen through my 1,500~ matches so far.
So I take this to mean you both believe monks are not at the bottom in PvP? Even if their damage is good(mostly sustained damage btw). It doesn't change too much if you cannot hit the target because your mobility is poor. Mobility is the greatest issue that I have on monk. If the other team doesn't have one of their teammates dead by after I've used fetter ward/purify/perfect balance, there's like a 50% chance I'll probably get kited the rest of the match, and we will eventually lose.

Fists of Wind, Sprint, Shoulder Tackle. You have more options than I do as MRD. I get kited plenty, especially against bunny hoppers. DRG gets jumps, but they have long cooldowns, except for the skill "Jump" which returns you to your starting position. Once SMN damage is brought down, hopefully the other changes being made are aimed at CC effects like Sleep and the heavy from Disease. Then we'll be good.So I take this to mean you both believe monks are not at the bottom in PvP? Even if their damage is good(mostly sustained damage btw). It doesn't change too much if you cannot hit the target because your mobility is poor. Mobility is the greatest issue that I have on monk. If the other team doesn't have one of their teammates dead by after I've used fetter ward/purify/perfect balance, there's like a 50% chance I'll probably get kited the rest of the match, and we will eventually lose.
Fists of Wind and Sprint actually are both useless against anyone who can cast Miasma on me. I cannot keep up with someone who is running normal speed if I have Miasma on me(This is with sprint and fists of wind up, by the way.) So Shoulder Tackle is all I have to keep up at that point. So I use that, and then within 5 seconds they are already out of my range again, because Miasma is on me.Fists of Wind, Sprint, Shoulder Tackle. You have more options than I do as MRD. I get kited plenty, especially against bunny hoppers. DRG gets jumps, but they have long cooldowns, except for the skill "Jump" which returns you to your starting position. Once SMN damage is brought down, hopefully the other changes being made are aimed at CC effects like Sleep and the heavy from Disease. Then we'll be good.
-It's not really fair to compare MNK to MRD, as one is a dedicated dps and the other is a tank.Fists of Wind, Sprint, Shoulder Tackle. You have more options than I do as MRD. I get kited plenty, especially against bunny hoppers. DRG gets jumps, but they have long cooldowns, except for the skill "Jump" which returns you to your starting position. Once SMN damage is brought down, hopefully the other changes being made are aimed at CC effects like Sleep and the heavy from Disease. Then we'll be good.
-Fist of Wind only makes a difference when both players have equal move speed (i.e. both heavy [same%] or neither heavy)
-DRG Jumps (plural) do have a longer cooldown than Shoulder Tackle, but their Jumps are also a significant source of damage which fits their playstyle (and the current meta). They also have a ranged poke.
To the OP:
I agree that mobility is the major issue facing MNK. Positional attack bonuses and GLx3 each account for ~30% of our damage potential, and both require mobility to be effective. Essentially, our greatest and most exploitable weakness is the foundation for our damage.
Your proposed class changes aren't bad, but I would be hesitant to add more skills/traits that requires Action Points. I think a 90 second cooldown on Perfect Balance would be fine as a base change, and Chi Strike would have to replace Somersault. An alternative idea is adding Heavy Resistance to Fist of Wind.
Last edited by Mitski; 01-07-2014 at 07:38 AM.
Hmm, I believe that melee classes need a ranged snare of some sort at the moment. I just think it's ridiculous how easily it is to be kited once my fetter ward/purify is down. We do good damage but I think the GL mechanic doesn't work too well in a PvP atmosphere(excluding perfect balance.)=To the OP:
I agree that mobility is the major issue facing MNK. Positional attack bonuses and GLx3 each account for ~30% of our damage potential, and both require mobility to be effective. Essentially, our greatest and most exploitable weakness is the foundation for our damage.
Your proposed class changes aren't bad, but I would be hesitant to add more skills/traits that requires Action Points. I think a 90 second cooldown on Perfect Balance would be fine as a base change, and Chi Strike would have to replace Somersault.
An alternative idea is adding Heavy Resistance to Fist of Wind, instead of giving MNK a heavy.
I agree 100% that kiting is our biggest problem, and GL is the worst class mechanic in PvP. I'm just not sure on the best way to fix them.Hmm, I believe that melee classes need a ranged snare of some sort at the moment. I just think it's ridiculous how easily it is to be kited once my fetter ward/purify is down. We do good damage but I think the GL mechanic doesn't work too well in a PvP atmosphere(excluding perfect balance.)
If we don't have enough mobility we're weak, but with too much mobility we will be overpowered. Adding a snare is probably the biggest mobility change SE could make because it benefits the whole team. Heavy Resistance to Fist of Wind would benefit only MNK, so I think (properly tuned) it may be a more balanced option.
The snare may make double melee dps teams powerful, true. However I do believe we absolutely need a ranged attack for some form of damage while we're being kited, every other dps class has one, even DRG.I agree 100% that kiting is our biggest problem, and GL is the worst class mechanic in PvP. I'm just not sure on the best way to fix them.
If we don't have enough mobility we're weak, but with too much mobility we will be overpowered. Adding a snare is probably the biggest mobility change SE could make because it benefits the whole team. Heavy Resistance to Fist of Wind would benefit only MNK, so I think (properly tuned) it may be a more balanced option.
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