Dragon Kick was the core of MNK utility. It made them pretty important before.
The traited Mantra was a plus and they had the highest dps too.
Now melee dps is pretty similar, with DRG seeming a bit ahead in real fight scenarios and bringing Litany as well.
Then NIN is the least affects by fight mechanics overall with its almost non-existent ramp up, in addition to bringing Trick Attack.
With DRK now bringing Delirium, MNK really lacks utility.
If you have a DRK, I would always pick up a NIN over a MNK except for maybe A1S (but that's a really niche scenario).
Trick Attack more than makes up the any lower base dps NIN may have.
That should never happen if you keep Huton with a reasonable duration.
There is no dps loss if you extend anywhere below 40s left on the Huton buff.
The rest is just Dancing Edge and Shadowfang. That's not much worse than before since Armor Crush only replaces Aeolian Edge some of the time.
That's pretty much part of the core of NIN gameplay though.
The combos don't do things for you automatically. You manage and monitor timers.
You follow a priority rather than a rotation.
It doesn't need combos to do all the work (such as refreshing both Shadowfang and Huton every 18s), the branching combos is a part of the gameplay and sets it apart.
What I do think it could use is a increased duration on Dancing Edge so Aeolian Edge gets more use.
Every minute you have to Dancing Edge 3 times, Armor Crush twice and Aeolian Edge once.
If Dancing Edge was extended, you could do 2 of each every minute which would be better.
Otherwise, I don't think it's clunky. I like MNK, it feels like a roller coaster ride but you've got to keep up the momentum.
NIN is more like driving on manual. Well, it's not super complex, but you've got to think a few combos ahead to optimize your timers.
Upside is that it's super flexible in any given fight once you know how to work it.
While maybe more punishing on player skill (probably debatable), it's certainly less punishing on fight mechanics.



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