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  1. #451
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    Brotherhood is actually good in 4 mans if the tank and other melee can crank out the damage. I've had moments where I was firing of 3 FCs in the span of thirty seconds. It's rare, but I've had it happen.

    Riddle of Fire, they need to remove the weaponskill handicap. Or lower it a little, I'm having to meld Skillspeed to make up for the speed loss.
    (0)

  2. #452
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    Well, got a chance to try out Brotherhood yesterday as I finally felt like doing Expert Roulettes as a MNK.
    MNK on dungeon doesn't feel too bad... (Riddle of Fire does tho)

    So, I tried out Brotherhood and god I was getting so many Chakras so fast it felt amazing~ (for MNK). Except, Forbidden Chakra is single target and has a 5 seconds CD so couldn't use it constantly which felt like I was wasting Chakras... yep, there goes down the drain the little fun moment I had at lvl 70 as a MNK :l
    (1)

  3. #453
    Player
    bobbot's Avatar
    Join Date
    Jun 2017
    Posts
    4
    Character
    Bobby Jinglebuns
    World
    Hyperion
    Main Class
    Monk Lv 70
    Use RoF and Brotherhood in an 8-man and you'll be frustrated that Forbidden Chakra has a cooldown. If you open properly with RoF/Brotherhood and weave in all of your oGCDs, then you'll sync up as many as possible with future RoFs and maximize damage. You'll be top DPS except where someone outgears you a bit.
    (0)

  4. #454
    Player
    Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,859
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    I'm guessing everyone is happy with monk now.
    (0)

  5. #455
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Masekase_Hurricane View Post
    I'm guessing everyone is happy with monk now.
    Not even slightly, our DPS is fine but pretty much every aspect about Stormblood Monk is a letdown on some level.
    (5)

  6. #456
    Player
    Fhyrr's Avatar
    Join Date
    Sep 2013
    Posts
    28
    Character
    C'lai Nunh
    World
    Balmung
    Main Class
    Monk Lv 80
    Just because numbers are there, doesn't mean we are happy with it. I have started playing this game as a MNK in ARR, and have never felt this disappointed with a class. It feels bad, oversimplified and irrelevant.

    Riddle of Fire - HAD to 'get used' to it. Hate the skill speed reduction. When I started playing back when ARR came out, I started BLM and it felt sluggish, so much so it made me fall asleep at the time. I knew nothing of it or the class switching... and then I remember seeing pugilist and shrugging and going for it. The fluidity of the gameplay of this melee felt better... and then once GL was in place, I fell in love with it. The game is clunky enough with most classes getting that GCD stop period - but MNK to me always felt fluid and GOOD. Riddle of Fire gives me damage, true! That is not in question... but the SkS reduction is a bitter price to pay for a 30% dmg increase - warranted or not I have no idea. It feels like a bad skill with good results. And it exists as a replacement of Blood for Blood that was lost as a cross class - should we really be happy about this? Have you seen the MNK leveling experience now? If anything, a skill like this should have been added DURING leveling, and then IMPROVED from 60-70 through a passive increment (to what it is now? *shrug*)...

    Riddle of Earth - Proven to be conflicting with Tornado Kick. The fact it only procs extra damage reduction AFTER taking damage seems to just... be irrelevant. When it's time we have to use it to keep our GL stacks up, it's usually just a single touch until the boss can be attacked, or until we should touch the boss again. There is no perpetuation of the 20% total reduction, because the moment we move on the boss, we press Fists of Fire, and that kills Riddle of Earth. The time refresh of GL itself has its limitations too - mind you, it works on a lot of occasions, but it also doesn't work on some others. For an already situational skill, its usage becomes even more limited from each different encounter's actual flow. Personally, if it was even a CHOICE, I'd prefer to deal with Tornado Kick.

    Tackle Master - I got nothing. Someone in another thread is suggesting that this Mastery (which would have to be renamed for that purpose) actually change the rotation's abilities; which while their suggestions are excessive and clearly OP, the essence of the idea warrants merit. But as it currently stands, it might as well not be there. Give the 30 potency to the actual tackle in Fire Stance and delete this.

    Meditation - the only truly improved thing from MNK imo. I know some people aren't a fan of RNG, and fair enough... As for me, I enjoy the mechanic; and wish they had built on it for Stormblood instead of giving us all these random additions - whether through interaction of abilities, or the very stacks themselves. I just feel it's a good step, but SE did not capitalise on it at all.

    Brotherhood - Still disappointed with this skill. For a lvl 70 that is supposed to give us raid 'utility', it falls short - too short. 5% physical damage to everyone but ourselves is a raid buff, true... but it's a joke. Now, I like the chakra building mechanic. It's randomness is annoying, I agree, and perhaps they should have it add a baseline amount of chakras as its duration goes, to make sure we at the very least are getting something. Other times when we get an abundance of procs, it would be really nice to not have the cooldown on Forbiden Chakra so we can capitalise on this. But to me, what truly annoys is the 5% physical damage boost... is this what passes for a raid buff...? not 10%? not 'all damage' instead of limiting it to comp...? It just feels off...

    DoTs - I get it, everyone lost their dots... couldn't monk have some DoT intensive melee build up to make it unique? As it stands, only the positional requirements and GL mechanic are making us unique. And the current 'clipping' or letting 'fall off' of Demolish and Dragon Kick debuff, and fall off of Twin Fangs buff just makes everything feel out of pace and/or wasted. Was really clicking a DoT button widening the gap of skill between monks...? If so, I fear for the players that truly feel benefited by this... they may need help. Lots of it...

    Nothing NEW - Peeves me greatly. Appart from the meditation passive, I feel we got nothing that felt new or good. I remember leveling Heavensward and getting rly excited with Elixir Field and Chakras and even Tornado Kick! They felt good. It gave some more flavour. It filled in the gaps... which leads me to the question - do we have gaps to fill? To me, the answer to this is irrelevant... this SHOULD NOT be an excuse to not ADD to the class. Classes need to develop and evolve - and I've seen this excuse flung about. Just because things are functionally correct and there may be not much MNK would 'need' on a fundamentally mechanic level; it should NEVER be used as an excuse not to build up the class. Sure, we can click chakras when we aren't hitting a boss. We got some ways to either refresh or dump our GL stacks. These things were given in Heavensward to combat the clear gaps we had, and I am thankful for it. But for Stormblood, it feels like nothing of interest was done. There was nothing added to the class.

    In my opinion, the silence on this thread represents two things. 1st - the loss of interest from the MNK community on the class. No longer do we thrash and protest about the outrage that this expansion was for us... our passion has been snuffed out and our expectations crushed by mediocre/insufficient class development. 2nd - No matter how much we proclaim our distaste for the current state of things, it is unlikely our plight is even being heard, or acknowledged. Does it represent people happy with it? From my experience and those around me, it does not. But that depends on each person and I would not have my voice be that of other people.

    This thread's current silence is a loss of HOPE.
    (10)

  7. #457
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I wouldn't say a loss of hope; More like a loss of suggestions on how to improve MNK.
    I mean, we have suggestions on Fist Stances, Tackle Mastery, Riddle changes, etc. that I can't even think of anything new that hasn't already been suggested in this topic or another.

    As far as our DPS goes, we're fine but the class just feels....wrong. Our Blood for Blood replacement slows down the class to base level, Riddle of Earth and Tornado Kick are highly situational abilities that are competing with each other for the same spot, One Ilm Punch and Arm of the Destroyer are underwhelming, Stances not called Fist of Fire are useless in 99% of content. We lost our DPS for a bunch of hotbar clutter and it just hinders the flow of the class to such an extent that it makes it less enjoyable overall.
    (0)
    Last edited by Silver-Strider; 08-24-2017 at 05:43 PM.

  8. #458
    Player
    Xau's Avatar
    Join Date
    Nov 2013
    Posts
    244
    Character
    Nial Niffelh
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Fhyrr View Post
    This thread's current silence is a loss of HOPE.

    i wish i could upvote more this

    i kinda only play monk only on 8 man content, and only because said content is fun(since the current playstile of monk for me is very boring), and the fact what for the devs "monk is fine" is clear what they won't gonna change it ever, even when the monk comunity was complaining about it a lot
    (4)

  9. #459
    Player
    Wannman's Avatar
    Join Date
    Sep 2015
    Posts
    19
    Character
    Wannbhar Falksyn
    World
    Jenova
    Main Class
    Pugilist Lv 70
    Sooooo what skill speed should I be aiming for at ilvl 335-340? I'm missing my last hit in my opener 10% of the time at 820...
    (0)

  10. #460
    Player
    Xau's Avatar
    Join Date
    Nov 2013
    Posts
    244
    Character
    Nial Niffelh
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Wannman View Post
    Sooooo what skill speed should I be aiming for at ilvl 335-340? I'm missing my last hit in my opener 10% of the time at 820...
    around 1200-1300, you have a truly truly truly low amount of skill speed
    (0)

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