My first revision to this.
Monk overall needed a buff to GL retention, Chakra and TP Managment, and different abilities taken away and others built upon. No pot nerfs whatsoever and no Demo nerf. Specifically, ToD doesn't leave. Personally I wouldn't remove Mutilate or Phebotomize either, it serves no purpose. Same with Steel Peak/Leg Sweep, no reason to remove the stun or take Leg Sweep away from DRG and also would lower the cooldown to the DRG standard of 20s, same with Jugulate. All the melee have stuns that do varying things, no reason to change that to be a role action thing. With the pot buffs of DRG and NIN it's not necessary, honestly I'd buff them a little higher, give them higher levels of TP regen, and lower some cooldowns on established moves but this is about MNK not the other mdps. It wouldn't take much to balance them to what I'm doing here and I wouldn't change much from their current additions tbh. To start, ignore the removed move list so far. Assume MNK at 60 with no cross class. And I'm relatively not changing too much from the MNK additions given already.
Specific 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 Earth/Wind/Fire
Fists of Earth and Wind removed. Fists of Fire added to traits as a 5% flat damage increase. Fists of Wind added to traits as a 5% movement increase. Fists of Earth added to traits as a 5% physical defense increase.
Touch of Death
Returned at same duration and potency.
Demolish
Returned to same duration. I'm not aruging for clipping and whatnot. I just don't see the reason to take potential damage from any move like this.
Arm of the Destroyer
Gone. I was going to go with what I had. "Potency increase to 100, 120TP cost, Removed Silence replaced with 1s Bind." But, it's unncessary and not needed.
One-Ilm Punch
Gone. There's no fixing this move if it's always going to be relegated to Form 2 and a high TP cost no matter the effect. 4I'd like to trade it for Somersault but I already have ideas for GL retention.
Shoulder Tackle
Stun effect removed and replaced with 3s Bind
Steel Peak
Cooldown reducted to 20s, Regains Stun effect
Howling Fist
Cooldown reduced to 30s
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
Uses 3 chakra, not 5. 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.
Tornado Kick
Tornado Kick's potency is increased somewhere between 500-640. But it's a flat rate potency. Meaning it is not affected by any player or enemy buff or debuff. It will always do it's potency on a direct hit no critical. Still restricted to GL3 and you will lose GL on use.
Stormblood Added Moves (60 - 70):
Deep Meditation (trait) - lvl 62
Deep Meditation gives +1 chakra for every reapplication of GL3. Normal Meditation still works the same way, no changes.
Elixir Blast (weaponskill) - lvl 64 (Replaces Tackle Mastery)
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, a range of 10y, and a pot of 70 with a 30s Dot for 15 Potency.
Shatter Kick (ability) - lvl 66 (Replaces Riddle of Earth)
180 potency, instant oGCD, 90s cooldown. Grants Greased Lightning 3 on activation. This will make TK viable every 90s or a quick way to get to GL3 after a long phase change if PB isn't up or you can't form shift through the way too long phase transitions.
Secret Arts of the Fist (ability) - lvl 68
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) 20s duration, 80s cooldown
Brotherhood (ability) - lvl 70
5% party damage increase, 15y range, 90s cooldown. Instead of RNG chakra building it will build another chakra on GL3 reapplication to compliment Deep Meditation. So in Brotherhood every Deep Meditation will build +2 chakra.


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