You know the adds in second phase? The shadows? The third shadow will ALWAYS spawn even if you push to divebomb. That's enough hint for ya so that you'll know how to keep your attacks
I disagree with you btw. We don't need a buff. Anything outside coil is, in my opinion, irrelevant. Any dps check outside coil is pretty much a joke. Also for t9, with the insane amount of ilvl people have nowadays, you can skip double meteor stream. Which is pretty much the only time you should loose your stacks in first phase.
Tldr: the class is fine, it encourages people to be creative in order to be top dps. If that scares you....well pick up the spear and roll your face on the keyboard or pick up the knives and start crying about mudra lag XD

So basically, you need to have the rest of your DPS not attack, let the add Fire Breath likely where people will be standing for following mechanics and have your tank get beat on and healers healing all for the Monk to keep GL3 up. Sounds reasonable.
Also, being overlevel is irrelevant because the content isn't always like that. This was a perspective of mechanics we have dealt with since launch. It's also not really a buff as it's more a tweaking to something we already have. When a DRG can be at maximum after three abilities (7.32seconds with 406SkS), and a NIN after a 2-second(if that), Huton and three abilities(1.5secs, let's say + 6.21seconds at 409SkS), while a MNK needs either Perfect Balance, (a 5-minute ability), or 20.91seconds with 407 SkS to attain the same point for a buff that can constantly fall off due to mechanics. As I said in the initial post, going forward, I feel we're liable to see more instances of that happening, so to keep MNK relevant it should receive a light tweak to the duration of Greased Lightning, unless MCN is going to be Blunt damage. Considering MNKs have to do the most work when it comes to any DPS, due to positionals and maintaining GL3 while doing mechanics, a small duration boost is not so OP as other DPS here seem to be fearing.
Last edited by Zohnax; 03-31-2015 at 11:05 AM. Reason: Had wrong time for MNK.
Uumm you CAN push to divebombs at the same time or around the same time the third add spawns .-. Next thing you'll tell us that it's impossible to have only 3 Bennus D:
And you can't judge the new content because well it's not out yetin my opinion, final coil is probably one of the most monk friendly set of fights they created.
Last edited by ClaireAbigail; 03-31-2015 at 09:23 AM.

I never said it was impossible nor did I say I was judging any content. My picturing of T13 P2->P3 is above, but at this point, we're derailing by focusing only on FCoB when I said my original points we're from an experience with A Realm Reborn's content. It's also no mystery that the Developers have acknowledged the idea of making content behave more randomly and they have a tendency to lightly introduce some of their mechanic ideas in dungeons. Also when you take that and couple it with the idea that ARR is just a base for them to build upon, then yeah, this is the speculative stance I'm going to take on what might come in the expansion.
I know what you are saying, like the SV hm final boss fight. Everyone laughed at how the boss works but they forgot that it's teaching them to pay attention to what the boss is about to do via animation instead of looking at the floor and avoiding the orange aoe. Look how they implement that in final coil. By having to pay attention to which seed is about to go down first in t11, watch the wings flap in t13, and on and on. Although I still disagree with youus monks do not need that kind of buff.
The ultimate enemy we can possibly face is an enemy that becomes untargettable every min or so WITHOUT any adds to hit and we can't do our positionals like the last kraken boss. That boss is utter bs for me. The only time I will agree with you is when it's totally unfair for ALL melee class to perform their job. So far, that hasn't been the case. Don't count your chicks before your eggs hatch. Maybe they will make Alexander so melee friendly that double monk, 1 ninja 1 dragoon is the way to go. I doubt it but hey we'll never know unless it comes out.
Last edited by ClaireAbigail; 03-31-2015 at 10:03 AM. Reason: Nyan nyan

From a realism stand-point, the, "winding down," style would be more logical, (GL falls off by stack), since irl, you don't go from being adrenaline pumped to instantly just, "I'm cool, brah." I think it's unreasonable to simply just say, "MNK doesn't need this," or, "high-risk, high-gain," when it isn't really the top anymore. A NIN can pull numbers fairly close or surpassing a MNK's and their overall damage booster makes them surpass MNK in that aspect. I'd be more open to hear suggestions about a unique mechanic that'd adhere to MNK's playstyle, like getting a 12 second debuff, (Greased Static), when GL wears off and you have to hit the mob in the face or something to get the GL, (number you were on), back. A decent argument proving how it would make MNK overpowered would actually be more contributing at this point.
Edit: Forgot the first three abilities for MNK's time, it's actually 20.91seconds to get to GL3, in the mathy post above. <_<
Last edited by Zohnax; 03-31-2015 at 11:06 AM.
What's to say Alexander will be like Final Coil? I doubt it's going to be as friendly for MNK's GL stacks... and while raids are the most important part, MNK's shouldn't have such a hard time for primals either.
Unlike the OP though, I don't want them to increase the duration of GL, I just want them to fall off one by one. This would still keep the high risk of MNK's, because even losing just one stack of GL is a much bigger loss than NIN and DRG have for longer downtimes...
Also, to the thing about NIN vs MNK DPS, it has nothing to do with player skill, because I was talking about maximum potential DPS, and in the end that's what they should be balancing for. I know many don't like dummy parses, but if both use the same amount of helps (food, pots, party buff) and follow the rotation perfectly, then it's accurate. There hasn't been any MNK I have heard about that has been able to surpass the NINs that parse the highest. Things like this can come down to the gear in current patch, which is why I didn't say NIN has higher DPS, rather they have pretty similar DPS maximum.
NIN is more likely to reach that maximum too, because NINs are easier to play. Some might not agree, but if you have no mudra lag, there really isn't much of a challenge compared to MNK.
The only thing that justified having high risk high reward was when mnk's were clearly top dps. With ninja in the pictures, mnk isn't top dps anymore. As simple as that. Mnk's are: high risk, good reward. Nin's are: high reward.
In my opinion mnk's dps should go up, or nin's dps should go down, considering nin's ST dmg is on par/can go higher than mnk's and nin's party dmg boosting skills added on top of that, why bring nothing but 4 nin that goad each other and have 40s per minute Trick attack up when mnk's can just have one doing DK and other's can use boothine every this skills, same pontecy if you can hit DK on positional, and it has a chance to crit when its essentially same as boothine, that always crits granted that you hit the positional.
So I ask you. where is the "high risk, high reward"
when either nin outdps mnk
or If gl stacks are changed.
"Sent on Android device"People need to remember that a healer's job isn't to heal HP
but rather to prevent HP from reaching 0
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