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Thread: Ideas for Monk

  1. #1
    Player
    Burningskull's Avatar
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    Jun 2014
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    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100

    Ideas for Monk

    Please note that I have not and will not play PvP so all these ideas come from a PvE standpoint.

    Haymaker - I think this should be put on a 30s or 60s cool down off the global timer. You could remove the slow effect or lower the potency a little or maybe both to compensate.

    Touch of Death, One Ilm Punch - I think these should be swapped somewhat. I think One Ilm Punch should have Touch of Death's DoT effect at a reduced tp cost. (Touch of Death isn't worth 80 tp to me). For Touch of Death, I think it should be a ranged attack that works like Wave Fist from Final Fantasy Tactics. That way lower lvl Monks could pull enemies out of groups to help lvling.

    Arm of the Destroyer - Not sure what you could do with this move except raise it's potency and possibly remove the silence effect to compensate???

    Purification - Should be unconnected from Chakra stacks. It's on a 2min timer and doesn't even recover as much tp as Invigorate.

    Meditation, Forbidden Chakra - I think they should do away with Meditation and just give you Forbidden Chakra. When you learn Forbidden Chakra you then start accumulating Chakra stacks when you use Snap Punch, Demolish, or Rock Breaker from their preferred stances or during Perfect Balance, similar to Wrath stacks on Warrior.

    Tornado Kick - I think when you learn Tornado Kick you should unlock a forth Grease Lightning stack that doesn't increase your damage or attack speed, but allows you to use Tornado Kick once every 60s. It also shouldn't remove this 4th GL stack or your other stacks.

    What are your thoughts?
    (0)
    Last edited by Burningskull; 01-14-2016 at 08:19 AM.

  2. #2
    Player
    ChalupaBatman's Avatar
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    Sep 2014
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    Character
    Shu Kuchi
    World
    Gilgamesh
    Main Class
    Ninja Lv 60
    Most of these are straight DPS increases which isnt what MNK needs. MNK's DPS is the best in the game. the only thing that MNK needs is offensive party utility. I think they could add the offensive utility to one ilm punch, but it would have to be unique and create synergy with the other classes. That is the one thing that MNK lacks synergy not DPS.
    (0)

  3. #3
    Player
    Burningskull's Avatar
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    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I was just trying to make some of the skills I hardly use have more of a use lol. I admit I don't do end game raiding so party synergy isn't much of a concern for me. But I do see your point for that sort of thing.
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  4. #4
    Player
    Krindor's Avatar
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    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    ToD, Forbidden chakra, Purification and tornado kick are all well balanced and aren't in need of any changes imo. Arm of the destroyer, Haymaker, One Ilm Punch though really needs a change. But I would say the only change AotD needs is a tp reduction. It's TP cost is just too high to be of any use. One Ilm Punch just like Shalupa said should just offer some kind of offensive utility. Haymaker.... well what to do with this even.. Probably just increase potency, its actual use is for soloing so I would just keep it at that.
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  5. #5
    Player
    TitaniaYaerem's Avatar
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    Jul 2015
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    135
    Character
    Titania Yaerem
    World
    Gilgamesh
    Main Class
    Astrologian Lv 70
    Most of these are not really what MNK needs.

    Haymaker-Primarily only used while leveling because it is proc base by evading an attack. You'll never use this at level cap unless you are tanking something.
    Touch of Death-It IS worth the 80TP if the target doesn't die before the DoT runs its full course.
    Tornado Kick-Was meant to be a finisher or you know you're going to lose your stacks regardless so in exchange for losing your stacks anyways you just pop TK and make use of your lose.
    Chakras-Was meant to make use of your downtime to prepare your next opening rotation after a transition.
    Arm-Remove silence and add potency? So you want it to be like Rockbreaker but cost 10 more TP?

    MNK doesn't need damage adjustments, they're actually in a good place. The only thing we bring raid wise is just our personal DPS and Mantra(Maybe DK if the group doesn't run DRK)
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  6. #6
    Player
    Burningskull's Avatar
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    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    How is Touch of Death worth 80 tp when it does significantly lower damage than Demolish which is only 50 tp.
    (0)

  7. #7
    Player Houston009's Avatar
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    Sep 2013
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    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    Quote Originally Posted by Burningskull View Post
    How is Touch of Death worth 80 tp when it does significantly lower damage than Demolish which is only 50 tp.
    Because it does significantly more damage than every other GCD.
    (1)

  8. #8
    Player
    Burningskull's Avatar
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    Jun 2014
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    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Last time I calculated Touch of Death on a lvl 60 dummy it does 1400 total. Demolish did 2100 total. That's un-grease lightninged.
    (0)

  9. #9
    Player Houston009's Avatar
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    Sep 2013
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    575
    Character
    Straigus Rheyist
    World
    Jenova
    Main Class
    Pugilist Lv 81
    Rough math(Dragon Kick)(No buffs)

    p = potency

    Bootshine: 165p
    -Critshine: 247p~
    Dragon Kick: 165p
    True Strike: 209p
    Twin Snakes: 154p
    Snap Punch: 198p
    Demolish: 357p

    Touch of Death: 272p
    (0)

  10. #10
    Player
    Burningskull's Avatar
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    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    That's interesting. How did you calculate those?
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