My main is monk and i don't see why there trying to make Pug/monk more of a mage type and using MP![]()
My main is monk and i don't see why there trying to make Pug/monk more of a mage type and using MP![]()
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No, we can still use Featherfoot while in the stances. While in one of the elemental modes, you can't use any of the other elemental modes.one thing i noticed, you cant use featherfoot in your magic stances. The effects of these stances are really going to have to be powerfull to justify having to maintain and manage mp, also we will likely only get access to one or none of the cross class mp getting abilities on monk.
right now it seems like mp management will be major here, but it doesnt seem like we have that many tools for mp management. I dont hate the idea of the mystical warrior monk idea, but it will really really have to be executed very well, i forsee it needing a lot of tweaks in the future
Ah yes...saying something is a classic response rather than debating what the response actually addresses. But eitherway, you're making judgements about whether a class will suck or not based on 1 design document even going so far as to say it will be the worst job with no real basis.Ah yes, the classic "but it's a fantasy game" response. I was waiting for this. Welcome to the discussion.
To be honest, I really don't care what they do with the PGL class anymore, I've lost all interest in it. As far as I'm concerned they might as well delete it because it's just turning into a melee/magic hybrid that shouldn't even be named what it is.
Who cares. It takes 24 hours to get a class 1-50 anyways. There will always be something better than a sub-par melee class that requires MP for basic actions lol...
It's true I have reservations about how we'll manage our mp but I'm not writing off an entire class based on some dictionary definitions of words and speculation about how the class is going to be sub-par with no basis beyond it using mp. Oh well, enjoy your other classes.
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I like how we're all assuming that the MP drain will be "caster level" instead of something close to the current level.
You can't help but think otherwise when they have five different moves that all say "consistently drains MP when in use" and two of them can be used on top of each other.
There's no way it'll be comparable to having 10 and 20 MP cost moves you can do every 30-45 seconds, which is the "current level".
Last edited by AlphaDragoon; 11-19-2011 at 08:36 PM.
My prediction:
1) THM Magic 2 = Stygian Spikes
2) MNK will start tanking because Fire Stance + Kick Attacks is too much DoT not to
3) MNK will never run out of MP
4) MNK has the best WS combo because the bonus is flat increased damage for each step
5) MNK becomes top tier tank/DD, just like Abyssea
6) Massive QQ
7) Hilarity Ensues
My prediction: 7 PUGS ONRY LOLDRG BACK TO THE CYCLE LULZ.
Depends. Back when 1.18 went live we had ~400 MP (no buff, if I'm not mistaken) That was nearly 7 minutes worth of ability use. Now, we're sitting around 630 MP with no buffs or materia. 15MP/10seconds or 45MP/30seconds would continue to work out to 7 minutes of ability use, and that seems like a fair rate (about 20 MP every 30 seconds per ability). Of course, that doesn't take into account the new MP restoring WS. . .You can't help but think otherwise when they have five different moves that all say "consistently drains MP when in use" and two of them can be used on top of each other.
There's no way it'll be comparable to having 10 and 20 MP cost moves you can do every 30-45 seconds, which is the "current level".
This is kinda what I was thinking. Either add MP heals to Second Wind, or, as you said, traits that do so. That might make the MP woes disappear for the most part.
Hopefully the abilities that constantly drain MP don't drain it very fast. Perhaps a trait can be acquired to reduce the MP drain of these abilities.
I'm not really upset about the changes other than the fact that stat allocation will now be more difficult. It used to be easy: DEX, STR, VIT. Now we have to consider INT and PIE too. (INT is magic attack, right? I forget.) That's just less overall stats to dump into melee if one wishes to be balanced properly. Twelve knows what that proper balance will be.
Everyone is worried about the mp cost, I get that.
But, we don't yet know what the tick cost will be.
We also don't know how much mp we can realistically regain from abilities.
Light strike and other such manual non TP attacks are gone, so don't worry about the additional cost there.
The changes look good, it will all come down to balancing the mechanics of mp cost to mp acquiring.
Personally, i'm looking forward to throwing up some fiery fists and feet (1.21 for the feet part) and seeing what kinda crazy broken damage I can achieve.
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