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  1. #1
    Player
    Dami's Avatar
    Join Date
    Nov 2014
    Posts
    54
    Character
    Chibi Dami
    World
    Tonberry
    Main Class
    Monk Lv 60

    There are flaws in Monk's TK design

    I personally see room for improvement for the level 60 monk skill, Tornado kick. I understand the philosophy behind it's design where the design time wanted us to utilize our GL3 stacks to deliver a all-out attack between boss phases such as using TK during Ravana's liberation right before it disappears, etc. And to be honest I have absolutely no issues with that.

    But as it stands right now it doesn't have a steady niche as a level 60 skill. As much as it sounds good on paper, there are issues with it. Mainly because of the difficulty in maximizing it's usage in certain boss fights. More noticeably in the new raids, namely on Faust from Alexander Savage and pretty much every floor of Alexander normal because of their "unpredictable" phase switching and the "survival-mode" mechanics introduced into the new raids.

    Alexander floor 1
    Glaring issue during the boss phases when the 2 oppressors jump into the air to do their area-wide attack. Unlike bosses like Ravana where they show a cast-bar right before it does it's attacks so you know when it's going to phase-change, the oppressors just jump. Without extensive research and note-jotting it's difficult to time a perfect Tornado kick before it jumps to properly utilize TK.

    Alexander floor 2
    Issue is in the fact that it's pretty much a "survival-mode"-like stage where you just have to do DPS hard and attack the right targets. Which makes TK completely useless here as you are constantly trying to keep up GL3 and it makes no sense to want to drop your GL3 for any reason at all.

    Alexander floor 3
    Similar to A1 except that the issue is much more obvious here. Mainly during it's several phase changes which is near impossible to time properly. At times it phase changes to the hand at about 85% HP, at times it's 81% HP. The same can be said for the the hand>Tornado hand phase where the change can range for a wide variety of HP % numbers.

    Alexander floor 4
    Noticeably during the first leg phase and the annoying "disappearance act" mechanics. There are several openings during phases that can allow TK to further increase DPS such as the part where the Manipulator becomes available to be attacked for a short while before it does it's aoe attack when you destroy the first leg. Similar to the previous floors, the boss doesn't display a cast-bar before it does it's attack which makes it untargetable. So you have to roughly gauge the timing to use TK which can range from 85%-80% HP which is a pretty wide range. If you were to execute it at 85% HP, you will do much lower DPS for the remaining 5% or less on the Manipulator as you will have lost all your GL3 stacks overall affecting your DPS. The mechanic where the Manipulator throws you and a tank into another room with an add can affect your overall DPS as well since it causes your to pretty much lose all your GL3 stacks most of the time. It wouldn't be that bad if you know that you are going to be thrown into the room as you can TK the boss right before it throws you but sadly it doesn't.

    Faust from Alexander Savage
    Pretty much no usage from 100% HP until 1% HP. It also has a pretty long animation time before the damage number applies. In a clutch fight like Faust, the animation delay can either seal the deal or break it. Many times we got Faust to 1% HP where something like a lucky crit from TK might have allowed us to pass through but the animation delay and the fact that it is only effective when the boss is at about 1% HP is making the skill a pain to use.

    Alot of the issues go against the design philosophy that the Yoshida mentioned. Yes, the design would have sounded good on paper, especially in boss fights like Ravana EX where you can time TK perfectly and utilize it to it's fullest. I guess another way to look at it is to blame the design team for not adding cast-bars to the boss skills. A good example of bosses where you can properly utilize TK are basically all the primals available. Titan, Irfit, Garuda, Ravana, Bismarck, etc. All of them have some sort of cast-bar for their phase-changing attacks which is what monks need to properly utilize TK at the right timing!

    And also I do not think that the 5 examples mentioned above are the only ones, I believe there are more of them as well.
    (0)

  2. #2
    Player
    Odowla's Avatar
    Join Date
    Jan 2014
    Posts
    519
    Character
    Odowla Wetae
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    i mean if your tornado kick critting is the "make or break" on faust you have other problems

    also, using it when a phase change is coming is fine, even if you can't predict when.. like you said, 85% or 81% - if the boss is castinf, wait till thay finishes. you also could just pop it at 85% and hope he phases.

    in alex 4 its 15 seconds. not hard to time at all >.>
    (0)

  3. #3
    Player
    Humorless's Avatar
    Join Date
    Sep 2013
    Posts
    171
    Character
    Naesala L'arachel
    World
    Odin
    Main Class
    Pugilist Lv 90
    A1 normal timing is fine but savage is a pain in the ass, you either have to pay attention to the cleaves on the tank or count GCDs after the last laser. At least the boss doesn't go immune... even if there's no number visible it does hit.


    But yeah Tornado kick is not a good skill. Potency is not impressive, the amount of memorizing/timing required makes it too much of a hassle (I personally don't find the fact that you're counting even remotely enjoyable), the cost of using it inefficiently is extremely high and they even decided to give it a f'ing cooldown.


    Even if you use it perfectly in A1 savage it's still less than 1k potency over the 8 minute fight. If you go through the effort of using it perfectly (if you can finish a GCD afterwards you failed) you get maybe 7-8k damage. When your total damage is what, 450k?


    Note that the A1S dps check isn't even that high and it's completely useless in A2S. It's barely worth figuring out how to use it while DPS checks are tight. As soon as we get geared up 3-4 weeks in it'll be a waste of time.


    I pretend Elixer Field is our 60 skill. TK is pretty much trash compared to NIN/DRG 60 and will only be "useful" in gimmicky non-relevant fights like Ravana.
    (5)

  4. #4
    Player
    valho's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    361
    Character
    Vita Rena
    World
    Tonberry
    Main Class
    Monk Lv 70
    I do agree that the potency of the skills is low considering that it requires good timing to use it, too early and you will be doing a few GCD without GL3, too late and TK execute as the boss goes invulnerable.
    All Alexander boss does not have cast time for their jump/change/invulnerable phase, we have to rely on timing it ourself either by seeing what animation it does, the amount of GCD we can use, sound affect before the jump, etc, this is easy to do in normal, but in savage things gets more hectic so it's really not easy to time.

    Well if they going to have us lose all of GL3 stacks for TK, why not buff it with higher potency considering we can probably count with 1 hand how many times we can actually use TK in a fight.
    (1)

  5. #5
    Player
    Zamii's Avatar
    Join Date
    Mar 2014
    Posts
    435
    Character
    Zami Terrechant
    World
    Tonberry
    Main Class
    Monk Lv 60
    in savage A1, you have room for approx 1 GCD after the tank cleave that follows the missiles hitting the ground, easy timing.

    as for the normal modes your complaining about
    A1: the boss will jump approx 1 GCD after the missiles hit the ground
    A2: dont expect to use it in A2 since, well the skill isnt designed that way, we can keep GL3 100% of the time here.
    A3: when in the hand phase the boss will disappear almost immediately after the tanks get 7 stacks of the blunt debuff
    A4: the boss begins to shake when its about to become untarget-able.

    boss HP isnt everything, there are many other telltale signs to look for
    (1)

  6. #6
    Player
    Humorless's Avatar
    Join Date
    Sep 2013
    Posts
    171
    Character
    Naesala L'arachel
    World
    Odin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zamii View Post
    A4: the boss begins to shake when its about to become untarget-able.
    In A4 it's still not worth using depending on where you are in your rotation because you can keep stacks. Whether you can keep stacks? Enjoy counting some more.



    For that matter, imagine if we removed the GL3 cost. We would then have a 60s cooldown skill that could only be used under GL3 that does 330 potency. Would that even count as overpowered? At least we would use it.
    (2)

  7. #7
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Humorless View Post
    In A4 it's still not worth using depending on where you are in your rotation because you can keep stacks. Whether you can keep stacks? Enjoy counting some more.
    Yeah, if your last hit on the boss is a GL refresh then you have plenty of time if you form shift on the downtime. Even if your last move is an Opo move, if you shift to Coeurl and hit the next leg ASAP you can just about maintain it. If your last hit is Raptor though you're screwed. You'll be in Coeurl form already and have the least amount of time to refresh GL.

    Generally I don't mind the skill, but in cases where you know there's a transition coming but have no reliable indication except maybe an estimate of how many GCDs you can fit in a certain window it's notoriously difficult to master.
    (0)

  8. #8
    Player
    pouncing's Avatar
    Join Date
    May 2014
    Posts
    61
    Character
    Nom Noms
    World
    Tonberry
    Main Class
    Dark Knight Lv 60
    I do agree with the OP that TK needs some love, but I have found 1 other use for it. I find that i can sometimes use it properly when I derp hard. For instance in A2 you should be able to keep it up full time, however it you are running to a mob and it get pulled away and you can't seem to hit it. If you notice the you GL timer is at like 1-3 seconds depending on what form you are in you can hit TK to help mitigate the loss.
    (0)

  9. #9
    Player
    Zamii's Avatar
    Join Date
    Mar 2014
    Posts
    435
    Character
    Zami Terrechant
    World
    Tonberry
    Main Class
    Monk Lv 60
    Quote Originally Posted by Humorless View Post
    In A4 it's still not worth using depending on where you are in your rotation because you can keep stacks. Whether you can keep stacks? Enjoy counting some more.



    For that matter, imagine if we removed the GL3 cost. We would then have a 60s cooldown skill that could only be used under GL3 that does 330 potency. Would that even count as overpowered? At least we would use it.
    i'll let you in on a little known fact, its a dps gain to use tornado kick and gather 5 stacks of chakra, than it is to maintain GL3 via form shift
    (0)

  10. #10
    Player
    Humorless's Avatar
    Join Date
    Sep 2013
    Posts
    171
    Character
    Naesala L'arachel
    World
    Odin
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zamii View Post
    i'll let you in on a little known fact, its a dps gain to use tornado kick and gather 5 stacks of chakra, than it is to maintain GL3 via form shift
    Except sometimes Coeurl form drops off as well before invulnerability ends meaning you have to shift anyway.
    (2)

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