Buff my favourite job, don't buff the jobs I don't play. Take my suggestion seriously SE and don't pin it up above the water cooler for employees to laugh at.


Buff my favourite job, don't buff the jobs I don't play. Take my suggestion seriously SE and don't pin it up above the water cooler for employees to laugh at.



Please Contribute!
MONK
1) Arm of the Destroyer – tp to 100
2) Fists of Wind – restore 20tp per auto-attack
3) Greased Lightning – duration to 14s
4) Haymaker – make off-GCD
5) Perfect Balance – retain stance upon expiration; cd to 210s (from 240s)
6) Shoulder Tackle – add Bind/Heavy, remove Stun; dur to 3s, cd to 75s, tp to 100 (from 2s, 90s, 120tp)*
1- TP for this move is Fine I would rather see Rock Breaker TP get reduced. Or raise potency.
2- Fist of Wind is fine and 20 TP per Auto Attack is way to much. Got a better one Fist of Water Absorb 1-5 TP per Auto Attack.
3- GL does not need to be reduced. By bad got Twin snake 15 sec confused with the 12 sec GL.
4- I agree with this. But I use it a lot as is.
5- cool down on PB is also fine. Need to learn when to use it and when not to.
6- Shoulder tackle can keep stun, It is very useful in the right places. There are other jobs that can bind/heavy if it is needed. Don't really see why MNK would need to be part of a stun rotation when PLD can already do this duty solo.
Last edited by Arkista; 04-10-2014 at 12:51 AM.



1 - Rockbreaker is extremely powerful in comparison, it doesn't need a tp decrease nor a potency increase.1- TP for this move is Fine I would rather see Rock Breaker TP get reduced. Or raise potency.
2- Fist of Wind is fine and 20 TP per Auto Attack is way to much. Got a better one Fist of Water Absorb 1-5 TP per Auto Attack.
3- GL does not need to be reduced.
4- I agree with this. But I use it a lot as is.
5- cool down on PB is also fine. Need to learn when to use it and when not to.
6- Shoulder tackle can keep stun, It is very useful in the right places. There are other jobs that can bind/heavy if it is needed. Don't really see why MNK would need to be part of a stun rotation when PLD can already do this duty solo.
2 - 20tp per 3s auto-attack at the expense of ALL damage being reduced by 5% is not too much.
3 - GL isn't being reduced, it's being buffed by 2 seconds.
4 -
5 - your opinion; imo a little shorter CD wouldn't hurt.
6 - the point is to keep Shoulder Tackle from hindering the Stun Rotation.

Rockbreaker is shitty tbh, it can only be used at the end of a rotation, it's range is small, and the TP cost is a bit high on a class that burns through TP like crazy. I do think the potency is fine on it though but I just wish it wasn't usable only at the end of a rotation.
lower the cost of Rain of Death to 120 tp and have it give the old debuff. raise chance of quicker notch chance proc
make quick notch give 10% defence debuff for 18 seconds
have blood leter give a dot
raise pot of heavy shot and give chance to give heavy
lower mp drain of songs

why when asking balance noone says
My skill "xxx" is too powerful/cheap this has to change?
/Joking
Maybe the skills listed need balance.
1. I'd agree with this, but at high level content you're better off using Dragon Kick -> Twin Snakes -> Rockbreaker. The TP cost is fine if you're not spamming it like a fool...though if they're going to keep the TP as is, increase potency a bit. I usually only use it for ADS to Silence (yes, this is a monk who actually Silences ADS, and does it well).Please Contribute!
MONK
1) Arm of the Destroyer – tp to 100
2) Fists of Wind – restore 20tp per auto-attack
3) Greased Lightning – duration to 14s
4) Haymaker – make off-GCD
5) Perfect Balance – retain stance upon expiration; cd to 210s (from 240s)
6) Shoulder Tackle – add Bind/Heavy, remove Stun; dur to 3s, cd to 75s, tp to 100 (from 2s, 90s, 120tp)*
*now usable during boss encounters that require a stun-rotation
{more to come}{please give minor, plausible balance changes}
2. No, that's kinda powerful, and as a MNK if you're running that low on TP you're not timing Invigorate right, you're spamming AoE, or you're in a party with pretty bad DPS. I WOULD prefer something else other than the movement speed boost though, as outside of some circumstantial battles (Titan EX), you're not going to need that movement speed. Maybe a faster auto-attack speed along with it, or it increasing the duration of each new stack of GL while it's on by 3-5 seconds? Give us SOME reason to use this over Fists of Earth (switched to for unblockable boss bursts) and Fists of Fire (if it's not on when you don't need FoE, there's something wrong with you).
3. I agree with an increased time for Greased Lightning, see my suggestion above.
4. I agree with this, and have wondered why it wasn't like that to begin with, especially since you can't spam it.
5. Cooldown is fine on it, though I agree it starting you off on a stance would be nice...maybe Opo-opo?
6. Not sure on this, since it doesn't see much use from me to begin with unless I'm dealing with a bad tank who doesn't stun.
Dragoon
Ring of Thorns: Add a 5% piercing resistance down effect for 20 seconds when combo'd with HT. The ability as it is is barely useful and fairly underwhelming. It's only marginally better than doomspike for one GCD after HT in situations where you can't line up all the mobs. The debuff would make Ring of Thorns quite a bit more useful in the pre-DS spam set up, and would also add a little bit more functionality to bard/drg AoE combo. This also allows a drg to get half the piercing resist of disembowel on mob's that can't be attacked from the rear if more of those crop up in the future.
Jump: I would like this to be made into a gap closer like Spineshatter Dive and Dragonfire Dive. I know dragoon already has a 3 other gap closers but they all have an additional effect that makes them a poor choices in certain situations and long cool downs. A nice simple nothing added gap closer that has a reasonably short cooldown would be nice.
Warrior
Enhanced Bloodbath: Warrior already gets double duration on bloodbath but I think the % hp restored needs to be increased as well. I find bloodbath to be far more useful on DRG than it is on WAR, since as a DRG I am both doing much higher damage and taking a significant amount less, granted my drg is i93 and my warrior is i77, this would be the case even with equal gear. Healers have told me they can't even tell when bloodbath is on and one has described it as trying to put out a fire with a squirt gun. I don't have an idea of what % it should be to still be fairly balanced but actually useful. Maybe 50%?
Warrior/Paladin/WHM
Actually instant Holmgang/Hallowed Ground/Benediction.
Bard
Army's Paeon: Increase TP regen slightly. maybe by 10 or 20 TP per tick.
Last edited by Onihi; 04-09-2014 at 03:40 PM.


Haymaker off GCD is fine.
Rest is BS.

Summoner: Tri-Disaster that actually binds, its a good defense when being chased by multpile mobs, but not when it doesnt work
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