OIP is boss in PvP.
But nobody does PvP, so it doesn't count.![]()
OIP is boss in PvP.
But nobody does PvP, so it doesn't count.![]()
If you can't keep GL3, we found the problem. MNK > DRG on long fights where the MNK can keep GL3 for the whole fight.Low melee dps compared to Dragoon
EJ is useless as an evasive action on a BRD.Has no evasive action as the Bard and the Dragoon
[quote]One Ilm puch is garbage[\quote] Yes.
L2P.Mantra is garbage
Lol ....horrible weapons (monk weapon design department needs to resign)
You are stopping playing MNK, that's a huge pro for us.Monk pros
none
pfft monk sucks they just punch stuff while a dragoon has poking moves!!!
why do people make this threads?
What is this I don't even...
1. Low Melee DPS?
Heh.
2. No evasive action?
This is true, but we can always increase our run speed with Fists of Wind. It helped immensely while learning Titan HM.
3. One Ilm Punch is garbage?
Nah. The issue here is that all of the monsters we really want to use it on(raid bosses and bosses in general) are immune to it. On Trash, it tends to be a beautiful thing if you remember it exists. Oh, that Dullahan got Bravery out? Punch. Oh, that mob casts stoneskin on itself? Let's remove it with a single punch! With the damage increase, there really is no excuse to remove any monster buff you actually can. If we could use it on bosses, then Monks would probably have too much utility, and there'd be no compelling reason to take a Dragoon over a Monk if you want Melee.
Mantra is garbage?
20% heal potency to the entire party is not garbage. You just need to know when to use it.
Horrible weapons?
Yeah, we get some odd ones. Can't deny that.
Here's a few more cons:
1. No method of threat reduction.
Monks are the only DPS class in the game that has absolutely no access to an ability that can reduce hate.
Dragoons get Elusive Jump.
Bard, Black Mage, and Summoner get Quelling Strikes.
Monks get Nothing.
2. Weak AOE.
Note, not useless AOE. Just weak. Arm of the Destroyer is a waste of TP unless you want the silence, and Rockbreaker can only be used every third attack. We get a happy time every 3 minutes with Perfect Balance -> Rockbreaker Spam, but that's about it.
3. Requires actual skill.
If anything, your post has proved this true.
But here are some pros:
1. Massive Single Target DPS.
This is in contrast to your number one. When the stars align and we keep GL3 up for the entire fight, I think that a skilled Monk may only be beaten by a skilled Summoner.
2. Fastest Attack Speed in the game.
Not only does Greased Lightning decrease our Global Cooldown, it also increases the speed at which we auto attack. No job stuffs more hits in a 10 second period than a Monk.
3. Excellent Utility.
Monk carries with it the following:
100% uptime INT Debuff.
2 Stuns
1 Silence
1 Slow(2, depending on cross class skills)
Self Heal
Mob buff removal
Increase Party Healing
You can't say that people won't want a Monk just for their damage potential. It is one of only two jobs in the game with access to both silence and stun(The other being PLD). It can keep the healers happy with mantra, debuffing spellcasting enemies, and by popping their self heal so that the healer can keep focusing on the tank(s). Also, if the tank happens to go down, Monks can go temporarily tank with their global 10% damage reduction(Fists of Earth) and some prayer with Featherfoot. Their utility is beautiful, perhaps second only to Bard.
4. Dragon Kick.
Come on. It's impossible not to love that animation!
Conclusion: Monks are really pretty great and I think they're going to get nerfed in 2.2. The 2.1 buffs really seem a bit too powerful x.x
you forgot, if they are willing to place it, there is foresight too....although you have to sacrifice a cross-skill in this caseYou can't say that people won't want a Monk just for their damage potential. It is one of only two jobs in the game with access to both silence and stun(The other being PLD). It can keep the healers happy with mantra, debuffing spellcasting enemies, and by popping their self heal so that the healer can keep focusing on the tank(s). Also, if the tank happens to go down, Monks can go temporarily tank with their global 10% damage reduction(Fists of Earth) and some prayer with Featherfoot. Their utility is beautiful, perhaps second only to Bard.
i highly doubt a nerf, mainly because of the original design, mnks are supposed to be near the top of max dps, the major offset in the job was to make it a slow job to start on, and having to decide between crit/det or sks build, crit/det having highest peak damage, and sks getting max dps in shortest time (while sacrificing max damage)
overall, i think all the jobs/classes have a balance in them to give them some use.......to see the best, you have to understand what each roll brings to the table (which the OP dont obviously)
I main a DRG and alt a BRD. I just leveled my MNK to 50 over this weekend and got it up to ilvl 82. and I gaurentee you...the job is not useless....something about hitting crit after crit after crit just does something to you. This job is going to be scary if it ever gets greased lighting 4. But it's far from being useless.
Evasive maneuvers? Sure we got one, it's rather universal....it's called "running", recommend to try this to dodge stuff, other than that, LEARN TO PLAY!
yet we are looking for a monk to join our static, a good monk will out-dps every job and won't complain for not having an evasive skill
tl;dr
burst dps = drg > mnk
consistency = mnk > drg
I'm not a monk but I am leveling all classes and I like the paying attention part of monk so.............what's the differance between a good monk and a bad one?!?
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