Hey guys!
I've been playing Monk since the expansion dropped, and while I admit that our changes look really poorly thought out and weak on paper, the reality of the matter is that Monk is absolutely terrifying right now. Our consistency, our burst, being able to provide a little bit of (albeit unimpressive) utility to our DPS brothers, as well as changes to the meta and the means by which all melee DPS actually contribute to the party, all make Monk a contender for the top DPS slot this cycle, easily rubbing shoulders with Samurai in my experience.
I've played Monk to 70, I've gotten myself a handful of Susano clears (working on Lakshimi this weekend), and I'm able to verify that Monk is 100% viable right now, even if all of it's stuff doesn't really... click. Additionally, Monk as it stands right now is fairly handcuffed by the team comp, and what your allies are playing as. Simply put, the more casters your party has, the more Monk suffers.
This thread isn't really another "buff Monk" thread, Monk in terms of pure power right now is actually totally fine. Instead, I'd just like to theorycraft a few ways that we could revise the new skills we get, to maybe make level 70 Monk a bit more cohesive and maybe prevent a few more people from panicking about it's viability.
Let's start at the beginning!
Deep Meditation: On the whole, this trait feels pretty alright. You get enough chakras to justify the nerf to Forbidden Chakra, and there are ways to shore up your RNG using Bootshine and Internal Release. That being said, I can't really approve of the design idea behind making one of our core damage gimmicks gated behind RNG stacked upon of RNG. Not only that, but it means that Monk's damage potential is forever tied to crit specifically, which will get scary enough as we grow in ilvls that it's probably going to need to get nerfed in a few gear sets.
It's actually tricky to revise this ability, since changing it so that you proc a chakra for refreshing Greased Lighting could actually result in LESS Forbidden Chakras than we're currently getting. My best suggestion would be dropping the % chakra chance down to 40% or 30%, and having it scale off of any form of damage you put out, including Autoattacks and OGCDs. Sometimes it's just a bit annoying when you get huge Elixir Field or Howling Fist crits, and know that you have no chance of added value.
On that note: get rid of the 5 second recast time for Forbidden Chakra. It's kinda weird when Brotherhood pops off super hard and you're actually gated by the recast timer more than you are chakra opening. RNG flows both ways.
Riddle of Earth: This ability does see some practical use, at least during the final trial and in Susano where you can use it to save GL3 without needing to burn PB. Using it to keep your stacks up after Susano's ulti does let you sit on PB for situations in which you may end up being the one in the Gaol, so it's actually a pretty huge deal. That being said, the GL3 refresh still feels really... weird and out of place here. I really don't like how it forces you to take damage in order to get the refresh.
A good Riddle of Earth change, in my opinion, would actually be one that acts as a counterattack of sorts, or perhaps provides the 10% damage taken down to your entire party, or something like that. Some kind of party based utility based on increasing the defenses of you, and everybody around you. It'd also give Monk really great party synergy, combining with Mantra to make Monk the "defensive" utility DPS.
Don't panic about taking away the GL3 refresh from this ability. Keeping up GL3 is important, and that brings us to our next skill...
Tackle Mastery: Delete this.
No, really. Nobody asked for this. Nobody wants this, nobody likes this. Wind tackle and earth tackle are total traps that provide nothing of value, and fire tackle is so underwhelming that it's not really worth talking about. Delete it, get rid of it, and replace it with a real skill.
Riddle of Wind could be our GL3 refresh, either restoring it to maximum duration upon usage, or freezing the countdown for an arbitrary amount of time, or until an arbitrary action is taken... Maybe something like throwing it on a 60 second cooldown, and letting it freeze your GL timer in place for 10 seconds or something? It would massively increase flexibility, and basically erase that frustrating feeling in a dungeon run when the tank's just a bit too slow and your stacks drop in between packs.
Riddle of Fire: Everybody hates this skill but me, I guess. It's meant to synergize with brotherhood, and the damage you crank out when both skills are up is absolutely obscene. Admittedly, it does make Monk feel a bit clunky, and it can be difficult to use dry when you don't have GL3 up.
I'm fine with it as it stands, but if the community wants it changed to be less potent, but not have the attack speed reduction, I'll stand in support of that decision. It's cool either way. Not a lot to really say, I think it's a perfectly good skill.
Brotherhood: While this is a great skill, it does kind of pidgenhole Monk into a "Melee's Melee" in a sense, in that it only plays friendly with other melees, and other jobs that deal physical damage.
You only get Chakra stacks from weaponskills, and having run an EXR where the only other person benefiting from it was a tank, as well as a Susano with 2 other melee and a Bard, the amount of variance in the value of this skill is nothing short of staggering. I've gone entire Brotherhoods without getting a single Chakra, which does admittedly reduce the novelty of Riddle of Fire, and feels really bad on the whole.
I'd like to see the 5% damage increase changed to affect ALL damage dealers, as well as allow the gathering of chakra from ALL GCD actions, to include spells. The proc rate would need to drop a bit, probably down to somewhere like 20%, since there's at LEAST one to two other people in every party who will now be benefactors of this buff, in the healers.
This change allows monk to synergize better with casters (Especially Red Mage), as well as makes them more optimal in a wide variety of team comps. Simply put, if your static is going to be running more than one caster, there's no real reason whatsoever (aside from comfort/preference) to take Monk over Samurai, since they use all the same gear and Samurai is more self dependent.
Conclusion: This... was a lot of typing about something that may not even really matter all that much, truth be told. Monk right now is in a perfectly fine place, and it's definitely capable of holding it's own at the highest levels of play. I know for sure that I'm at least going to try it out in Omega savage, even though I may play Samurai instead, static permitting.
But being viable doesn't mean there isn't room for QoL improvements, or simply making the job more user friendly, or feel better for those learning it. I wouldn't blame anybody at all for quitting at Riddle of Fire, for instance. While it's damage is absolutely competitive in experienced hands, the job is most definitely more punishing when messed up than other melees, meaning that entry level Monks will struggle to keep up with Samurai or Ninjas, and it could cause them to drop the job.
Dragoon's got it's own set of issues which allow us to be favored over them, but I'll leave that to Dragoon boys to discuss.
TL;DR: Monk is good, great even! But it could be better.