Are you sure the monks you are playing with are playing correctly? Even when someone has a higher weapon than me I still out dps them on single targets unless I screw up my rotation or let my greased lightning fall.

Are you sure the monks you are playing with are playing correctly? Even when someone has a higher weapon than me I still out dps them on single targets unless I screw up my rotation or let my greased lightning fall.
Monk is still #1 if played right, when SE said that monks are suppose to be #1 they didn't mean that it's true regardless of skill.


This. And besides, for all the dummy parse crap that people do, none of that even comes into play in most meaningful fights. You're gonna have to leave the enemy sometimes, you're gonna have to re-shuffle some moves resulting in lower overall damage, random DPS targets for mechanics that will mess you up...there are so many factors that make it irrelevant, for every DPS. It's group DPS that counts. Because most of NIN's DPS comes from something unrelated to hitting the enemy their numbers shrink less for these factors. But all the same, in the right conditions, with the right skill, Monks are still #1. They won't always be, but that hardly qualifies them for buffs.

Lulz @ peoples reasoning
"We need buffs because we aren't the top ST dps''...
wut....
SMNs cry over lack of stability over all and MNKS get to cry because they do 30-40 less then top dps.......GO HOME MNKS YOU'RE DRUNK

All the jobs will get new skills and traits and things will change again. That's what will happen.I'm not complaining just pointing things out ^^ I won't drop monk because of that DPS difference, it just feels odd to me.
There is no real issue with Monk, but what suprised is what follows :
-At il120 with a 130 weapon, monk a nin dps were the same
-at il130 with a 135 weapon, ninja gets the upper hand by a noticeable difference. It's not huge but big enough to point it out, still not a big issue
So my question is : what will happen when the gear will get even better ? I guess 3.0 will answer that..
Monk is fine they way it is. They only thing i can think of is to Change GS stack from going 3 to 0. Make it 3 to 1 (Because 3 > 2 > 1 sounds too op) And also, reduce the cd of perfect balance. That's all. Any changes to pot for monk can effect them very very very big

Is this a troll thread?
It's funny how ppl come here and say MNK is fine as it's now and they have no idea about the jobs and the encounters. Don't take me wrong but at the moment MNK would need a buff if SE want it to be #1.
I know what I'm talking about, and yes, in a dummy parse MNKs can beat DRGs (NIN + good latency = GG), maybe 8 or 15 dps more with exactly same crit luck, but in almost every fight MNKs are going to lose some positionals because of the encounter mechanics and in a lot of fights they lose GL3 with no possibility to make it not happen.
-For example, in turn 10 when you are in the Wild Charge and you still dpsing behind your tank, you are hitting from the front, losing dps while a DRG or NIN are not going to lose that dmg (maybe DRG with bad luck can lose that dmg too). In turn 10 we can lose the stacks if we got an unlucky Wild Charge (you can save 'em SOMETIMES if you are lucky, playing risky ofc).
-For example, in turn 11 in some Nerve Gases you are going to lose some positionals too (ofc you can play risky, go into the Nerve Gas do True Strike and go out, but sometimes you just can't do it without getting dmg and 1 stack of vulnerability).
-For example, in turn 13, when Megaflare comes you are going to lose positionals if you want to leave room behind Bahamut. In turn 13 you are going to lose gl3 at least once (in first set of adds) and that is if you play perfect in p3-4 transition and phase 4.
All this examples are true if you and your party are playing perfect, if not, it's going to be a lot worst than what the other two melees would lose.
What I mean is MNK have a lot of positionals (which is something I love) and disadvantages while the other two melees only have a few.
This is only talking about Final Coil, but in a lot of primal fights it's even worst (or turn 9).
This is not taking into account DRGs have Disembowel which buffs BRDs and NIN brings Trick Attack for the whole party, Goad and sinergy with WAR. MNKs in the other hand have more deffensive support to the party with Dragon Kick, Mantra and FoE for himself. This skills are completly fine for progression, but just for that.
I honestly love the MNK play style. It's demanding, active and fast and in almost every fight you have a lot of room to progress and improve. When I play the other two melees it feels so boring to me (even if they are super good as a job).
What I don't see "right" is that if you lose Greased Lightning 3 once without PB available (because of transition mechanics) you are not going to be #1 dmg dealer, even if you do everything else perfect (as long as your melee partner is not retarded).
MNK dmg it's not high enough to carry GL3 loses. So they have 2 ways if they want MNK to be #1. First way is increasing dmg somehow (this can be OP in some fights). Second way is doing something with GL3, don't know exactly what can be more balanced, increasing duration of the buff, lower Perfect Balance CD, adding a skill that gives you GL3 instantly (like the PvP one), making it go down regularly GL3 > GL2 > GL1 > no buff. IMO the last one would be the best way to fix it.
This is not a QQ post, I'm just saying how the game state is atm, and if you can't see it, then I'm sorry but you don't understand how it works.
Honestly I hope they do something in our favor in the expansion, if not maybe with the possibility of starting from the start I would have to main the #1 job.
And sorry about my english btw, it's not my native language. Peace!
Last edited by Umbrax; 03-10-2015 at 01:06 AM.
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