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  1. #1
    Player
    KifaTenshi's Avatar
    Join Date
    Aug 2015
    Posts
    2
    Character
    Kifa Tenshi
    World
    Moogle
    Main Class
    Monk Lv 70

    Monk Thread 4.0 (Bring back Greased Lightning IV)

    I want to centralize my monk suggestions in one post.
    For my part, I don't want a buff of monk, but I want a little rework of some awkward skill we get in stormblood.

    First Riddle of fire

    Riddle of Fire is a good skill which helps and gives an insane burst to the monk during 20 second, but it feels pretty uncomfortable. It doesn't fit with class' use, so I suggest to replace it with an oGCD which gives Gl4 during 20 seconds to fit more with feeling with the class because when I play monk, I want to punch faster and not slower.

    Tackle Mastery

    Is basically a good idea which give fist stances more utility, but at the end, is just a trait that's gives 20 potency to shoulder tackle. So I would suggest a complete rework of the tackle mastery trait. It would gives 5% damage to all fist stances who work like the bard songs.
    (8)

  2. #2
    Player
    KifaTenshi's Avatar
    Join Date
    Aug 2015
    Posts
    2
    Character
    Kifa Tenshi
    World
    Moogle
    Main Class
    Monk Lv 70
    For example :
    Fist of fire should get a better chakra Generation and buff TFC.
    Fist of Wind should get a better buff of potency when the positional succeed.
    Fist of earth sorry I don't have any ideas.

    Are my ideas guys, feel free to give yours.
    Maybe Square enix will hear us.
    Sorry for my bad english
    (0)

  3. 07-23-2017 09:45 PM
    Reason
    Supprimer ce message

  4. #4
    Player
    Takiwaki's Avatar
    Join Date
    Aug 2013
    Posts
    38
    Character
    Taki Oni
    World
    Excalibur
    Main Class
    Marauder Lv 70
    SE if you are reading please give this idea a fair try. Not much rework involved and these changes are very feasible

    Riddle of fire: Can be left as is effect wise, but give us a new animation that during the period the buff is up, all our WS impacts are doubled or tripled including the sound effects. This way even though we are slower it gives users a more impactful feeling.

    Riddle of wind: I understand what is trying to be done here but 4 seconds is just too short of a period. There is nowhere this skill can be used even, in savage its useless. A simple fix, remove the stun, increase the range, and extend the duration to 10 sec.

    Riddle of earth: Its good, and works and still takes some skill to time it right at times. The only thing that would make it better is if it actually instead of extending GL, it grants full stacks of GL on taking dmg, this way there is synergy with Tornado kick and creates more opportinities for usage, I can tell at one point this was the plan for riddle of earth, due to how it was used in the benchmark. Of course TK will have to either be nerfed or riddle of earth cooldown increased.

    Tackle mastery, already touched on wind tackle

    Earth tackle: Simiply make earth tackle refresh shoulder tackle on taking dmg, creating again more synergy with riddle of earth and tornado kick.

    Brotherhood is good, but needs to have just a slightly higher than 30% chance for others to give stacks.

    To make brotherhood even better, have the % change increase the less physical dps are in party. This will maintain its effectiveness with any party composition.

    With these small changes I think will make mnk play and feel a lot better without changing its dps, which is great at the moment.
    (4)

  5. #5
    Player
    Svabodnik's Avatar
    Join Date
    Jul 2017
    Posts
    21
    Character
    Volga Svyatogorovich
    World
    Lamia
    Main Class
    Pugilist Lv 70
    +1 to remove weaponskill recast time from RoF. Lower damage bonus to compensate. Also, rework One Ilm and Tornado Kick so that they actually see some use.

    My biggest problem with Brotherhood is that it only really comes into fruition in 8-man content heavy on physical DPS, and is pretty garbage otherwise. I would prefer if its benefit to the monk would be normalized to work regardless of party composition.

    For some napkin math, consider two tanks (~2.5s GCD), a BRD (~2.5s GCD, plus one use of Empyreal), and a NIN (~2.0s GCD). In Brotherhood's 15s duration, they would use about 26 weaponskills, 30% of which would gain the Monk Chakra, for about 8 Chakra total. A MNK at GL3 can fit 7 weaponskills into the duration. My suggestion would be for Brotherhood to keep its 5% physical damage increase in an AoE around the MNK (potentially including the MNK as well), but rather than recovering Chakra from allied WS, give the MNK a guaranteed Chakra every time they execute a weaponskill (for up to 2 if Deep Meditation procs as well), and potentially add an increased success rate for Deep Meditation for the duration of the effect to make up the difference. That way, it's less dependent on RNG and party composition.
    (2)

  6. #6
    Player
    Chill_Ghost's Avatar
    Join Date
    Sep 2015
    Posts
    12
    Character
    Chief Maid
    World
    Famfrit
    Main Class
    Samurai Lv 80
    Remove Arm of the Destroyer

    Enhanced Fist of Wind trait: Give it a 5% chance to crit boost

    Wind Tackle does no damage and no stun but has a 30y range. Grants Riddle of Wind for 5 seconds
    Riddle of Wind is now an Axe Kick that hits for 180 potency.

    Riddle of Earth: Only usable in Fist of Earth. Cross Counters! Deals an 180 potency attack that can only be used after taking damage. 1 second recast.

    Perfect Balance: Cooldown reduced to 45s. There's no actual reason for it to be 180 seconds

    Deep Meditation: Abilities also can now proc a chakra when they crit

    With this, I feel like you'd be dancing more. You'd want to be in Fist of Wind for tackles, you'd want to be in Fist of Earth for when unavoidable damage is happening, and you'd want to be in Fist of Fire for everything else. Deep Meditation doesn't feel like 50% to begin with but the fact that it's only weaponskills sucks.
    (2)

  7. #7
    Player Clethoria's Avatar
    Join Date
    Oct 2016
    Posts
    672
    Character
    Y'aschas Massif
    World
    Ultros
    Main Class
    Monk Lv 72
    Quote Originally Posted by Chill_Ghost View Post
    Remove Arm of the Destroyer
    I agree with your entire post but gods 100% this.
    (0)

  8. #8
    Player
    Tagihi's Avatar
    Join Date
    Dec 2011
    Posts
    372
    Character
    Lhei Fox
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Chill_Ghost View Post
    Remove Arm of the Destroyer

    .
    nooo i mean its low potency it should been increased consider tp cost. but it does its job alot. So many time i saved the tank by silence aoe bloody mage monsters when they pull few pack mobs.
    (2)

  9. #9
    Player
    OmegaStrongtan's Avatar
    Join Date
    Jan 2015
    Posts
    272
    Character
    Omega Strongtan
    World
    Zodiark
    Main Class
    Thaumaturge Lv 18
    Monk does have his fair share of problems. While it is in a okay spot damage wise it is not as fun as it should be. leveling it was a task. While other classes get something fun we got what? Riddle of Earth which may safe your stacks if the boss allows it. Tackle WHATary? Oh come on. Then we get Riddle of Fire which goes against the very concept of Monk. Yes it is a vast damage increase but it is not fun to use. Then finally we get Brotherhood. After getting some bad luck streaks one may start hating that skill.

    Here some beer powered suggestions:
    1. Rework Riddle of Fire so it does not slow you down --> fun increase. Nerf damage if you must.
    2. Rework Fists into passive traits. FoF can be passive 5%, FoW can be 10% movement speed when not auto attacking and FoE can be worked into Riddle of earth.
    3. A trait to auto generate chakra when not in Combat. While other classes can grab their beer in combat breaks the monk is full busy. Even without hitting Chakra 5 times you have a lot of form shit to do.
    4. Steel Peak. delete, increase potency or let it give a guaranteed chakra stack.
    5. Bring Touch of death back. Weak ass OGC Dot with 1 minute duration and 55 seconds Cooldown. It gets stronger with every successful reapply.
    6. Fists of Wind: Allows you to use GL 4 but you wont be able to refresh GL until it drops off. replaces Tornado Kick.
    7. Tornado Kick: Rework it into our AoE Chakra spender!
    8. Perfect Balance. Lower Cool down so GL4 can be used more.
    9. Riddle of Earth: Why not make it freeze the GL Timer for XX seconds instead of just a chance the boss is designed in a way that allow us to keep stacks.
    10. Brotherhood. Should work with mages. Also give every job a action to grant us a guaranteed chakra stack, foul at BLM for example.
    11. Forbidden Chakra: No more 5 Seconds CD please.
    (2)

  10. #10
    Player
    Windwalker's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    246
    Character
    Talu Seekku
    World
    Balmung
    Main Class
    Warrior Lv 100
    Tornado kick is worthless, needs a big buff. Steel Peak needs to be fixed, low potency for that cooldown.
    (1)

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