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  1. #1
    Player
    Leozhontai's Avatar
    Join Date
    Jan 2014
    Posts
    92
    Character
    Leozhontai Thewicked
    World
    Malboro
    Main Class
    Alchemist Lv 60

    I only play Monk, changes to these move plz

    I personally think changes, to Haymaker, arm of the destroyer, and fist of wind, and one llm punch.

    To start off I really think haymaker should be an counter attack for a certain length of time per attack inflicted on the user that causes slow one time till further use..... currently theirs no real use to this move since monks are rarely targeted

    Arm of the destroyer should be a little bit more useful maybe just a potency increase maybe not alot or a reduce in tp cost...I mean 160 tp for 50 potency damage is not right lol

    Fist of wind movement speed should be increase just, or how about an increase in skill speed or some sort. Currently in pvp half the time I still cant catch up to targets or have a hard time doing so.

    One llm punch should also be remove or have an additional effect due to the fact that most bosses have an effect we cant remove and the move is expensive cost. Maybe a 10% crit chance can be useful for 12secs can be useful
    (0)

  2. #2
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Haymaker: This is not meant to be used in a party setting. Period. It's a move strictly meant for solo play.

    Arm of the Destroyer: Damage isn't its goal. Damage is a side effect. It is a silence. This is eminently useful, even if it is hard to use. I've saved fights several times with it.

    Fists of Wind: I personally wouldn't mind having the movement speed upped to match Swiftsong, but it doesn't really matter either way.

    One Ilm Punch: This is, once again, a move that is not meant to be used in party settings. Every single thing out in the uninstanced world is vulnerable to it, and it's invaluable in PvP.
    (2)

  3. #3
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Only thing I can agree with is Arm of the Destroyer getting a TP cost reduction, or slight potency increase, as a QoL buff for dungeons. It'd have to be majorly buffed to be used in raid.

    One Ilm Punch is very tricky to balance. If it actually worked effectively in raids it'd make MNKs even more vital and necessary to bring. It's hard to figure out a role for it otherwise, since TwS and TrS take care of the second form of a MNK's rotation pretty handily.
    (0)

  4. #4
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    You're both right and wrong. The DPS on Arm of the Destroyer is extremely useful and strong if the tank pulls 4 or more enemies. It is useful for the dps, but only in that setting. I do agree the TP cost is slightly high, but Its manageable with invigorate.

    Second, Why is One Ilm Punch not meant to be used in a party setting? By the time an enemy buffs itself and I've used this to remove the buff in the over-world, the enemy is almost always already dead. As it stands, this skill is a completely useless waste of time. I'd really like to see more uses for it in Dungeons, as Monk has a sort of neat unexplored debuffer role. (Silence, Int Decrease, Buff removing, Slow) Maybe make One Ilm punch even more expensive, but refresh all your debuffs? You could keep Dragon kick, touch of death, and Demolish all applied without having to re-cycle them!
    (0)
    Last edited by SakiKojiro; 12-08-2014 at 01:02 AM.

  5. #5
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SakiKojiro View Post
    You're both right and wrong. The DPS on Arm of the Destroyer is extremely useful and strong if the tank pulls 4 or more enemies. It is useful for the dps, but only in that setting. I do agree the TP cost is slightly high, but Its manageable with invigorate.
    I lol'd. Arm of the Destroyer is NEVER worth using outside of the need to silence an enemy. Rockbreaker spam with Perfect Balance is far more powerful and effective, not to mention you use about the same amount of TP for more damage. Rockbreaker is 120 TP for 130 potency, Arm of the Destroyer is 130 TP for 50 potency, do the math.
    (2)

  6. #6
    Player
    FyrmurlFloerasksyn's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    316
    Character
    Roegadyn Masterrace
    World
    Tonberry
    Main Class
    Ninja Lv 70
    Quote Originally Posted by RyuDragnier View Post
    I lol'd. Arm of the Destroyer is NEVER worth using outside of the need to silence an enemy. Rockbreaker spam with Perfect Balance is far more powerful and effective, not to mention you use about the same amount of TP for more damage. Rockbreaker is 120 TP for 130 potency, Arm of the Destroyer is 130 TP for 50 potency, do the math.
    This. If you are using aotd in an aoe scenario, you are doing it wrong.
    (0)

  7. #7
    Player
    Camalott's Avatar
    Join Date
    Sep 2014
    Location
    Ul'dah
    Posts
    74
    Character
    Mac May
    World
    Exodus
    Main Class
    Pugilist Lv 50
    Haymaker: I feel that no individual move is specifically targeted at any given aspect of gamplay - it's that certain aspects of gameplay are not designed to accommodate the move. That's simply arguing semantics so I get that part. You can't please everyone, or build for every ability in this game. Everything has a time and a place - yadda, yadda.

    It could be used in group play as it can technically activate on an AoE, but even if it did it's largely useless because you could be doing another attack that is far more effective. If they took it off GCD, it wouldn't be that bad of a weaving move - even if it were something that was super rare to pop. I've not met a single MNK that hasn't wanted this move taken oGCD, or simply doesn't care. Granted, their reasoning might differ from my own. To that end, I want it off GCD but wouldn't touch it otherwise.

    Arm of the Destroyer: I'm good with it as-is. If I were king for a day I'd definitely either give it a TP cost reduction or a pot increase. However, I understand why it is configured how it is now, and I have no issues with it. AoE isn't our bag. ST is.

    Fists of Wind: Honestly, I barely ever know it's there. That's not to say I don't use it, but if I'm in a group I either have a BRD around or my FoW is pointless because I still have to wait for my tank who has no movement buffs. In open world, I switch to BRD if I want to get around town quickly. So it's kind of a cheat.

    One Ilm Punch: A personal pet peeve that it does not work on instanced content. However, I understand why. We'd become stupid powerful if we could rip buffs off of bosses. Especially as how many endgame bosses have buffs as part of their mechanics - often resulting in DPS gates. If we could strip buffs, we could demolish (no pun intended) the gates and make the fights even easier than they are now.
    (0)
    Last edited by Camalott; 12-09-2014 at 12:46 AM.

    FFXI: Marato - Quetzalcoatl BLM/SMN/BRD
    FFXIV: Mac May - Exodus MNK/SMN/BRD

  8. #8
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    Quote Originally Posted by RyuDragnier View Post
    I lol'd. Arm of the Destroyer is NEVER worth using outside of the need to silence an enemy. Rockbreaker spam with Perfect Balance is far more powerful and effective, not to mention you use about the same amount of TP for more damage. Rockbreaker is 120 TP for 130 potency, Arm of the Destroyer is 130 TP for 50 potency, do the math.
    Alright, I'll do the math. 50x4=200, Much higher than bootshine with 4 or more enemies. PHEW I need a break. That was some difficult math. This is AFTER using even balance+rockbreaker spam, btw. Invigorate means you'll be able to use both in a fight and run out of TP maybe at the very end.
    (1)

  9. #9
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by SakiKojiro View Post
    Alright, I'll do the math. 50x4=200, Much higher than bootshine with 4 or more enemies. PHEW I need a break. That was some difficult math. This is AFTER using even balance+rockbreaker spam, btw. Invigorate means you'll be able to use both in a fight and run out of TP maybe at the very end.
    How can you say this when you haven't done any content where you can run out of TP? You would lose massive DPS from the TP you lose from the extremely minor increase over a 225 auto-crit Bootshine, since if you use it a couple times in real content you're going to need preemptive Army's Paeon or Goad. Invigorate isn't the magical answer, just doing single target rotations is enough for a MNK to need Army's Paeon in content that matters. Arm of the Destroyer is for silences in raid. Period. Even T4, an out-geared short fight with 6+ enemies at a time, you don't use Arm of the Destroyer.

    To put it into perspective, people don't use Fracture, an 80 TP cost move, in raid settings typically even if given the rare opportunity in their rotation where it doesn't interfere with ToD or DK/TwS/Demolish.
    (0)

  10. #10
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    Quote Originally Posted by Sleigh View Post
    How can you say this when you haven't done any content where you can run out of TP? You would lose massive DPS from the TP you lose from the extremely minor increase over a 225 auto-crit Bootshine, since if you use it a couple times in real content you're going to need preemptive Army's Paeon or Goad. Invigorate isn't the magical answer, just doing single target rotations is enough for a MNK to need Army's Paeon in content that matters. Arm of the Destroyer is for silences in raid. Period. Even T4, an out-geared short fight with 6+ enemies at a time, you don't use Arm of the Destroyer.

    To put it into perspective, people don't use Fracture, an 80 TP cost move, in raid settings typically even if given the rare opportunity in their rotation where it doesn't interfere with ToD or DK/TwS/Demolish.
    How do you know what I've done? I'm not saying that its 100% always optimal, but to dismiss it entirely as an AoE dps option is idiotic. They didn't say "in high coils" they said "ever". All I know is in big pulls of 8 or more enemies 50x8=400. Thats a pretty solid number. As I said earlier, even 4x50 making it 200 potency is worth it, if you can manage your tp. This is strongly based on the length of the fight. If the enemies are all tanky beasts then obviously this is a dumb idea, and you'd be better off avoiding this.
    (0)
    Last edited by SakiKojiro; 12-09-2014 at 01:37 AM.

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