Quote Originally Posted by AlexiaKidd View Post
Look I am not some elitist ass hat that will shoot you down for coming up with some strange class combination, but I still think the current system does not provide as much flexibility as people make out it does. I can not remove Spirit dart from my action bar and replace it with another basic attack that would allow me to actually smack something with the staff for a basic attack, as spirit dart is glued to number 1 on the bar (thats another argument though ><) so I can not change the basic attack to make my staff smashing MNK.

They really need to move away from this Weapon=Class system and add defined proper classes that are not bound to a weapon, you could still chop and change skill's and abilities if you want to make your crazy class but now you would also be able to equip different weapons too. They could make weapons the same as gear for optimal rank and classes.
Alexis, While a Conjurer Monk would be difficult to pull off its possible the problem is your mixing a pure Magic Class with a Physical Job.

Though in my system as I tried to describe it, when a Job is attached to a class, certain abilities for that class itself change based on the job. In the Case of Monk being laid over any class you could have it so that Skill 1 (Spirit Dart in the case of Conj) Augments and becomes a new ability as long as the Job Is in place. For Monk this ability could be anything from Chi-Blast (Representing the oldschool Monk Ability and using Vit/Mnd for its damage instead of just magical stats) to Hefty Swing (A basic physical attack that deals damage based on Vit not Strength)

As well The Skill 2 (In the case on Conjurer Tranquility) Turns into the Job's specialised "Ohshitbutton" skill. For the case of Monk this could be "Hundred Fist" which fills your Stamina Bar up to 100% and causes your character to automatically attack with a basic physical attack repeatedly at a fast rate with a x1.5% bonus to damage for the duration that it takes stamina to return to 0.