
Originally Posted by
Blacktestament7
Specific QQL Changes to functions:
- Stances timers either removed or set to match GL timer.
- GL and Chakra visible on buff bar along with Gauge.
- Gauge shows Fist stance by background color or color of GL stacks.
Established Move Changes:
Fists of Wind
I'd change Fists of Wind to 5% movement and attack speed but not to balance the Fists, just to have it make more sense. The other fists stay the same, no changes.
Touch of Death
Returned at same duration and potency.
Demolish
Returned to same duration.
Arm of the Destroyer
Potency increase to 100, 120TP cost, Removed Silence replaced with 1sec no penalty Bind.
One-Ilm Punch
Gone. I'd like to trade it for Somersault but I already have ideas for GL retention. There's literally no way this move can ever work imo.
Steel Peak
Regains Stun effect
Perfect Balance
180s cooldown reduced to 120s. With the addition of Shatter Kick (Axe Kick), there's no reason to decrease it to 90s.
Heavensward Added Moves (50 - 60):
Forbidden Chakra
Still uses 5 stacks. Potency pushed to 300. oGCD, Instant, no cooldown.
Purification
Originally I was going for a 3 chakra, 300TP. Not that it really matters, you still lose FC but it doesn't make sense to work that way when it's only giving you 300TP. And My Deep Meditation rework makes alot more sense of this. Now, I'm wondering should Purification be changed from a TP regen to a Health Regen or Self Cure of some kind since MNK's second wind took a hit being made a role action. Either/or. The TP helps the
Tornado Kick
Tornado Kick's potency is increased somewhere between 500-640. I'm not too concerned with the cooldown, HW's or SB's, but there has to be a better trade-off for the move to expend GL3 other than a "Well S**t" moment. I thought about it adding a debuff like Trick Attack or something but with another added move that's unnecessary and adds far too much utility with the addition of Brotherhood. So the 10s cooldown can stay but only to keep the "Well S**t" conditions.
Stormblood Added Moves (60 - 70):
Deep Meditation (trait) - lvl 62
As for added moves and traits. Deep Meditation stays but is reworked. Deep Meditation gives +1 chakra for every reapplication of GL3. In doing so, there's no reason to use meditation during combos for that dps loss and you still build up to a big hit like WAR's Fell Cleave. Normal Meditation still works the same way, no changes. I thought about having it work like Aetherflow and it give an immediate 5 stack but then it's not a climb and throws this ability off balance heavily. Best keep Meditation the same. At the most maybe make it so that it works like Aetherflow out of combat but that's at best a quality of life adjustment and I don't think it's necessary.
Elixir Blast (weaponskill) - lvl 64 (Replaces Tackle Mastery)
Instead of the Tackle Mastery trait, MNK gets a weaponskill replacement for losing fracture with a twist, Elixir Blast. Exilir Blast is a one-handed ranged Ki Blast that gives the monk a ranged weaponskill. An Instant GCD with a TP Cost of 70 and effects based on which Fist stance the Monk is in.
- Fist of Earth - a range of 0 - 25y and a potency of 100 with a 2s Stun effect.
- Fist of Wind - a range of 0 - 10y and a pot of 100 with a 10s Bind effect.
- Fist of Fire - a range of 0 - 10y and a pot of 70 with a 30s Dot for 15 Potency.
Shatter Kick (ability) - lvl 66 ("Replaces" Riddle of Earth)
Original Riddle of Earth, relatively gone. Now this won't happen but my idea fixes a few glaring issues that's plagued monk for a long period of time. Instead of a separate Riddle of Earth, MNK will get Axe Kick moved to PvE with a few changes to keep it relatively balanced. Renamed to Shatter Kick, It's no longer an AoE, it does 140 pot, and does not apply pacification. It's an oGCD with that applies GL3 instantly with a 90s cooldown. This will make TK viable every 90s rotation.
Riddle of Earth/Wind/Fire (ability) - lvl 68 (Riddles made into one cooldown, or three buttons that force you into stance. Doesn't matter to me personally but I guess it's the difference in a two button hit vs a one button hit)
Now Secret Arts, Riddle, or whatever. I personally far prefer Secret Arts as a name but again whatever. Now this is where Fists come into play. Whatever stance is used when Riddle is used it gives different cooldowns for 18s. These all work on activation meaning Riddle of Earth isn't an on-hit condition. I'm not in the habit of cultivating stupidity like getting hit on purpose or walking into an AoE. I also wanted to make it so that in order to use a Riddle it requires forethought, Fire would be used most of the time but with how some builds go through TP, Wind is useful when Invigorate is down and Purification isn't worth the dps loss. Earth for phase changes and moving through mobs. All 3 have their uses imo.
- Riddle of Earth - Earth's Reply with the 10% defense increase but instead of a GL refresh a GL pause. On activation it pauses GL until it falls off. 30s duration. While paused MNK does not receive GL benefits. Effect ends on fall off or switching Fist stance and GL continues. (does not affect Brotherhood GL stack, explained later)
- Riddle of Wind - Wind's Release, reverses the effect of GL and lowers TP cost by 20%. Meaning GL3 - 30% attack speed increase and a 15% attack damage increase. Essentially with this cooldown the monk changes from the current way of fighting to all speed, little power but alot of TP regen if needed. (Would be used to build GL and/or chakra fast if lost or keep it)
- Riddle of Fire - Fire's Impact, an increase of 15% damage but you take a Pyretic effect that ticks for 1500HP (or a low percentage like 2-3%) every weaponskill used. Essentially another version of DRG's Blood for Blood, only it's not an "if" you take damage, you will take damage (debating of whether it should kill or not or just decrease HP to >1 and never kill)
Brotherhood (ability) - lvl 70
Brotherhood acts relatively the same but along with building on chakra it builds on Greased Lightning. Still does the 5% damage increase but no change and it's only physical damage. Instead of RNG chakra building it will build another chakra on GL3 reapplication to compliment Deep Meditation. Along with chakra, Monk will receive a GL+ effect that gives you a secondary stack of GL for those 15s that increases attack speed by 10%. 90s cooldown. Chakra was reworked since you have assured building from Deep Meditation and this should make it go faster but raid damage unchanged since the goal wasn't to get rid of the move but rework it into something that didn't make you dependent on others to sustain damage. The Monk with my setup doesn't need the extra damage it needs help with sustainability and consistent damage.