Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 31 of 31
  1. #31
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Arkenne View Post
    MNK
    Meditation - Place your character into a meditation state, GL counter will stop. Medidation breaks upon the use of any action.

    Something like that?
    I guess the big question would be whether it breaks some .5 seconds after the action (hold on a Coeurl move), or truly instantly (need at least 6 seconds of GL remaining if at Opo-opo/unstanced).
    As much as I like the little tricks necessary to keep up GL, and would prefer that fights generally didn't have more than 8s or so of boss jump/invuln time in the first place, this would be kinda nice.

    Aside from that, maybe a rework of Greased Lightning where we don't necessarily have to be at 3 stacks at all times to be doing ideal long-term damage without Paeon, and pretty close to max damage even with it. I like how it ramps up, but in the end there's currently just two modes: GL3 and dead in the water, which can make Monk more than a little sluggish compared to the other physical dps. Don't get me wrong, I want it to be the gattling gun dps that you'd often want to just leave boss, but just without such an obvious pitfall faced at the start of every pull (assuming you don't somehow have a master-of-chain-pulls tank with you in a simple yet not SR-able dungeon v.v).

    Edit:
    - Maybe rework Perfect Balance to be either an opener or a nuke-ish burst skill speed increase, especially to AAs (though less advantageous than the opener when actually opening) - not sure what the best conditionals would be though, maybe just two abilities, shared CD...
    - Give AotD a slight damage buff (80, enough to make it outweigh Bootshine very slightly at 3-4 enemies, though at higher TP cost), and maybe reduce TP cost to 100-110.
    - Reduce One-Ilm Punch TP cost.
    - Make TP cost reduction (by 10) a trait for Pugilist. Increase Pugilist native ability TP costs by 10. Total effect: Impulse Drive at just 60 TP (3.15 or 3.00 ptcy/TP), Fracture at 70 (3.28 or 3.14). [ToD still superior at 3.54 or 3.50 ptcy/TP.] (Only problem would be PGLs spamming Impulse Drive at level 1-20 or so, because it has no positional, but a whopping 180 potency now...). Maybe just have it affect non-native abilities specifically, "Syncretism", gained around level 40. (?)
    (0)
    Last edited by Shurrikhan; 04-22-2015 at 07:38 AM.

Page 4 of 4 FirstFirst ... 2 3 4