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  1. #1
    Player
    HoLoFoNo's Avatar
    Join Date
    Nov 2015
    Posts
    189
    Character
    White Glint
    World
    Omega
    Main Class
    Monk Lv 70
    Well here's the issue: MNK is performing very well and play style is objective. I like current MNK. I agree they have some issues with useless abilities but other than that the core mechanic (to do damage) is good with MNK. So regardless of what you say I don't see them changing it much for now.
    (3)

  2. #2
    Player
    Deithwen's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    317
    Character
    Deithwen Feainnewedd
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Great post, I hope it gets forwarded to the dev team...
    (0)

  3. #3
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    if that happend the futur of the monk is the darkest you can imagine. you are happy to play the same monk that we did get at the 2.0, the few skill gotten in the v3 and v4 are soo barely good that it end that they need the v4 for make the whole v3 chakra system working, worst, one of this skill have become useless junk.

    yes it do a decent dps, yes by balance look the monk is ok, in the gameplay and all the feature, the monk did become a mess for age, since they was scared to enhance the core mechanic of the monk. forcing them to add new mechanic that is counter intuitive or need another expansion for be valid... we are in cycle where they need one expansion for make another working. if for you it's good, great, for me it's not good, i do play monk for ages now, and i can't find any pleasure to repeat over and over and over the same thing for 2 more years.

    be scared of the skill level of the bad player and not make the monk evolve is worst than all... a bad player don't stay a bad player, they only need to work on extend one core feature and add it in a way that make sense. if they add a mechanic or enhanced badly the core feature, yes bad player will remain bad player, but here... they didn't even try.

    what we did get with sb and the combat system rework is... a slap in the face. monk wasn't taken in the raid because of utility and right behind add a jobs without utility that sole purpose is the dps, what was the monk, in the end they did added junk utility and make us subpar to everyone... monk have nothing it excel anymore... it's utility are barely good and is damage is not amazing too, then why bring a monk in raid? by adding utility, they did negate the role of the monk to be an egoist dps...
    by refusing to evolve the core feature of the monk, they did succeed to make it dull and boring... making it unrewarding to get the best dps possible with it. nothing is hard in the monk anymore...

    why do this? why even support this? why say... oh every is fine because we are second in dps... but the third is almost at the same dps and bring more utility... i don't know... everyone is free to express what it feel, but i think you need to try the other jobs for understand what did happend here. for understand how our situation is dire and serious.

    the #deletemonk did become more important with SB than before SB. we did loose everything that was making us unique. if people fail to see it... it will be too late later. the worst, is the day we did learn about the skill of the monk everyone did seen it coming.

    and no one did believe us... the veteran monk have said, this expansion skill are junk... they are not what we was needing... what they are doing?
    (1)
    Last edited by silentwindfr; 07-17-2017 at 02:22 AM.

  4. #4
    Player
    stanrir's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    317
    Character
    I'septha Tayuun
    World
    Faerie
    Main Class
    Bard Lv 80
    on top of everything you said I would like to throw in the insane number of completely useless abilities that monk's still have, One Ilm punch, Arm of the Destoryer, Fist of wind, Riddle of wind, Fist of earth, tackle mastery, Purification, and Dragon kick

    Edit: I now see i some how skipped right over the part where you address these XD

    Purification is a nice little tool to get tp back, but thanks to it using Charkra, Forbidden chakra is to useful to keep our DPS relevant, and TP issues no longer really being a problem also we have invigorate Purification never gets used it just sits there like it doeskin exist
    (1)
    Last edited by stanrir; 07-17-2017 at 02:37 AM.

  5. #5
    Player
    Zohnax's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Zohnax Sinaly
    World
    Sargatanas
    Main Class
    Monk Lv 100
    MNK's core design probably hasn't been touched since ARR launch because it is so solid and doesn't need adjustments. Pulling from my own thread:
    "In the scenario mentioned in the Live Letter, if MNK was given GL4, (“+10% damage, -5% weaponskill cast and recast time, spell cast and recast time[why is this even in the tooltip], and auto-attack delay), MNK would probably see even more nerfs than we got at Stormblood launch." In addition, it would lead to a very bland job because they would be probably give us even more utility abilities/skills rather than useful ones.

    Tornado Kick is 100% more viable now when you line-up Riddle of Fire and Internal Release and then immediately re-apply a stack of Greased Lightning afterwards.

    Arm of the Destroyer is viable when buffed, otherwise not.

    It appears that most of your problems with MNK are derived from your own skill-level. How do you hit combos too early and mess them up? That's just you not paying attention. Yes, double-weaving is more viable now and honestly, it compensates for the feeling of, "doing things too slow," since MNK has five off-GCDs damage abilities. A good MNK opener has never felt more active than it does now.

    I will say, that I do agree on some of the Chakra points. I could have sworn we opened 7(14?) between ARR and Heavensward, so why can we only store 5 Chakra? Also, in the scenario of adjustments I had suggested, I left a void where Brotherhood would be by combining it with another skill and the forms. An AoE based off of Chakra would be a nice toy to have in dungeons that could potentially fill that void. The nerf to Forbidden Chakra is what hurts the most with Chakras right now. It's sad that prior to Stormblood, I could Crit Forbidden Chakra for 15k~, and now it's maybe 10k~ at 10 levels and 40 iLvs higher.

    Finally, there are speculations and assumptions going on here in some of these posts, and that does not make them fact.
    (0)

  6. #6
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Zohnax View Post
    MNK's core design probably hasn't been touched since ARR launch because it is so solid and doesn't need adjustments. Pulling from my own thread:
    "In the scenario mentioned in the Live Letter, if MNK was given GL4, (“+10% damage, -5% weaponskill cast and recast time, spell cast and recast time[why is this even in the tooltip], and auto-attack delay), MNK would probably see even more nerfs than we got at Stormblood launch." In addition, it would lead to a very bland job because they would be probably give us even more utility abilities/skills rather than useful ones.

    Tornado Kick is 100% more viable now when you line-up Riddle of Fire and Internal Release and then immediately re-apply a stack of Greased Lightning afterwards.
    Please explain as bit more on the tornado kick. I am very interested in understanding it. Going to level mnk to 70 next.
    (0)

  7. #7
    Player
    HoLoFoNo's Avatar
    Join Date
    Nov 2015
    Posts
    189
    Character
    White Glint
    World
    Omega
    Main Class
    Monk Lv 70
    Quote Originally Posted by Leonus View Post
    Please explain as bit more on the tornado kick. I am very interested in understanding it. Going to level mnk to 70 next.
    I think it was calculated that if the stars ali- I mean if you have Internal release and riddle of fire up, you're at the end of riddle of fire (last few seconds) don't have to do Forbidden Chakra, and the next ability is snap punch, using tornado kick is a DPS gain if it crits. This ends with you reapplying GL1 after the TK using snap punch (this is important, if you TK when you have to refresh demolish you are losing dps hard). I've seen this floating about but never did any calculations or even tried it myself, but allegedly its a dps increase.
    (0)

  8. #8
    Player
    Zohnax's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Zohnax Sinaly
    World
    Sargatanas
    Main Class
    Monk Lv 100
    Quote Originally Posted by Leonus View Post
    Please explain as bit more on the tornado kick.
    The rotation I experimented with originally and have been seeing good results on has been with frequently utilizing Tornado Kick with Riddle of Fire, (along with coordinating with the rest of my groups abilities within reason).

    That rotation has been: @GL3 after a, Dragon Kick > Twin Snakes > Demolish combo > Riddle of Fire > Bootshine > Brotherhood > Truestrike > Internal Release(this timing should align RoF/IR timers) + Forbidden Chakra > Snap Punch > Elixir Field + Howling Fist > Dragon Kick > Steal Peak + Shoulder Tackle > Twin Snakes > Demolish > Bootshine > True Strike > Tornado Kick > Snap Punch which brings up GL1 straight away.

    Rebuilding to GL3 versus maintaining GL3, the times are as such respectively: 13.14 vs. 12.06 and while you're losing out on three GCDs with 20% less damage and three more with 10% less, if you hit 15k~ to highest I've seen personally has been 29k Tornado Kick (this one was in an 8-man setting), it's more than enough to cover the loss of damage and becoming a gain.
    (0)

  9. #9
    Player
    FrostVecca's Avatar
    Join Date
    Mar 2016
    Posts
    10
    Character
    Frost Vecca
    World
    Tonberry
    Main Class
    Culinarian Lv 62
    im confused as to why you're not buffing demo with that RoF that is a terrible decision should always try to get 2x demo while under RoF even if you have to clip a 1-2 ticks. TK is too much a risk for a dps gain when you're relying on chance and raid best comp for mnk. Sure if you have PB i can see it being reasonable but in raid your better off saving that for unexpected deaths or loss of GL3
    (0)

  10. #10
    Player
    Zohnax's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    141
    Character
    Zohnax Sinaly
    World
    Sargatanas
    Main Class
    Monk Lv 100
    Quote Originally Posted by FrostVecca View Post
    im confused as to why you're not buffing demo with that RoF that is a terrible decision should always try to get 2x demo while under RoF even if you have to clip a 1-2 ticks. TK is too much a risk for a dps gain when you're relying on chance and raid best comp for mnk. Sure if you have PB i can see it being reasonable but in raid your better off saving that for unexpected deaths or loss of GL3
    Please review what you just said. For that rotation I put in there, there are only two couerl form moves (Snap Punch/Demolish), and using Demolish at the end of each isn't really smart. I don't use Perfect Balance to rebuild GL either. In theory, that could be something to experiment with, but only once a fight is known well enough as to when such a possibility of utilizing PB after Tornado Kick in a rotation. It's really not a risk if you use it when buffed. Without buffs? Only if a boss is transitioning and you won't be able to maintain GL3. (i.e. When Susano Ex hits 74%, he will go untargetable and transition to sword phase over a period of time that takes nearly twenty seconds and there is not source of damage for Riddle of Earth to be useful. However, after second sword, when the uses his mega move, popping Riddle of Earth at this time will help you maintain GL3 until he reappears on the battlefield.)
    (0)

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