Page 2 of 2 FirstFirst 1 2
Results 11 to 19 of 19
  1. #11
    Player
    Morzy's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    813
    Character
    Morzone Vandalfo
    World
    Siren
    Main Class
    Pugilist Lv 90
    Really, just go in the opposite direction, SE. You wanted to slow Monk down, and a lot of players really don't like it and frankly it does go against what Monk has been all about for these past 7 years. Take away the slow crap and make us faster.

    You wanted to test the waters and make it slower well why the heck can't you test the waters again and make us faster? And if that STILL doesn't work out then revert us back to the speed we had in 3.x and you know actually figure this freaking class out.
    (5)
    Morzone Vandalfo on Siren
    Main job: SCH/MNK
    Raid job: Gathering
    PS5 based. PSN ID: natek_morzy

  2. #12
    Player
    Xeinon's Avatar
    Join Date
    Aug 2017
    Posts
    13
    Character
    Aidan Thorell
    World
    Phoenix
    Main Class
    Monk Lv 70
    Since I'm, like most mnk mains it seems, pretty disappointed with the monk changes in stormblood I'll just leave my 2 cents here.

    I was expecting gl4 in this expansion since it felt like the natural progression of the class (instead of making it slower lmao), be it via a buff like having a fourth stack for x seconds or just having the max increased, I don't care. What we have now is just garbage. Yoshida even mentioned in live letter 37 that they considered it but scrapped it because of the disparity it would create between good and bad monks; I'm assuming that's because losing gl4 would be a insane dps loss and bad monks tend to lose gl4 more. But couldn't that have been fixed by reducing perfect balance CD so losing gl4 wouldn't be as punishing? The anything would be better than what we got(rng on top of rng when the class had none before+slowdown on a class which identify is hitting fast/moving constantly).
    (2)

  3. #13
    Player
    Xeinon's Avatar
    Join Date
    Aug 2017
    Posts
    13
    Character
    Aidan Thorell
    World
    Phoenix
    Main Class
    Monk Lv 70
    Moreover since monk was even part of the trailer I thought they would give us some much needed love and fix the long standing issues monk had, namely:arm of the destroyer/one im punch and fist stances which are obsolete since you're always in fof, only situation I used foe was when I died in a raid, but since the new weakness doesn't lower vitamin anymore that's not necessary (and fow in towns lmao). Instead of fixing all the useless skills mnk already has they added 2, 1 being tk which was already incredibly niche but now with roe has no use whatsoever (except for transitions where the boss doesn't do dmg like Lakshmi) and purification which you also barely used but not anymore since it's practically impossible to run out of tp now. Tornado kick could still be made useful if they reduced perfect balance cd and increased tk dmg I guess.

    That's all I can think of right now and sorry for formating I'm on phone
    (1)
    Last edited by Xeinon; 08-12-2017 at 07:34 AM.

  4. #14
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I am all for changing RoF into a temporary GL4. Everything about RoF feels wrong on a MNK; all that hard work to build and maintain GL, just to see it traded off for an attack buff. I do have a few other suggestions as well to help MNK out.

    For starters, Riddle of Earth needs to be reworked to provide the extra mitigation upon activation instead of on being hit. The mitigation buff is completely worthless AFTER taking substantial damage and since the majority of players would immediately reapply FoF after the hit is over, it sees no real use either. The GL refresh has situational use but at the same time it encourages bad play habits by making players WANT to be damage to maintain their buff and that's not a good habit to enforce on any class, much less a DPS. If anything, I would like this to double the max duration of GL upon activation, instead of when damage was taken. It would serve the same function without the negative effect of encouraging taking needless damage.

    Add Riddle of Wind and let it grant a slight SkS/SpS buff for the team close to the MNK at activation.

    One Ilm Punch and Arm of the Destroyer need so many improvements it's not even funny. Situational effects are terrible enough as is but to add to this is the problem that these effect can only occur during very specific moments in our rotation (correct form) and they become borderline useless. Remove the stun and silence from each of these skills. Up the potency of AotD so that it's just a flat out damaging AoE that is actually useful and add a DoT to One Ilm Punch to make it actually worth using and keeping up (reduce the TP cost as well since it shouldn't be needed now that the skill is going to be included in a standard rotation instead of a situational one).

    Purification should be altered to provide 100 TP per chakra. While MNK isn't TP starved anymore, with my suggested changes for One Ilm Punch, it might not be a bad idea to maintain the TP restore of this skill, just as a precaution.

    Brotherhood is probably the only decent skill MNK got in SB and it's still pretty lack luster. Honestly, I'd be fine if the 5% buff also applied to the MNK as well as the rest of the group, and not just Physical DPS so that it helps out a lot more instead of being sort of a selfish buff only used to try and get more Chakra procs.

    Tackle Mastery. Delete it. It's a pointless trait that should have never been conceived in the 1st place. I'd honestly take a CD reduction passive whenever a Riddle is activated over what Tackle mastery currently offers even if it was still a terrible passive but at least it would be more practical than what it currently is. I mean honestly, a knockback? On a Gap Closer? On a Class without a single ranged attack whatsoever?

    Here's how you add functionality to Fist stances.

    Fist of Earth
    Earth Tackle - Front Cone AoE. Potency 100
    Steel Peak - Stun. Potency 125
    Tornado Kick - Apply Vulnerability down for 5 seconds. Potency 300

    Fist of Wind
    Wind Tackle - Grants Haste buff to MNK but loses stun. Potency 130
    Steel Peak - Silence. Potency 150
    Tornado Kick - Nullify all action directional requirements for 10 seconds. Potency 330

    Fist of Fire
    Fire Tackle - Potency 150
    Steel Peak - DoT. Potency 30, duration 20 seconds.
    Tornado Kick - Potency 400
    (2)
    Last edited by Silver-Strider; 08-12-2017 at 11:08 AM.

  5. #15
    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)

  6. #16
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    The biggest issue I see with speeding up GCD even more is the oGCD clipping. Coming from a MCH, I'm already having issues with my latency since I'm unable to fit all of my GCD and oGCDs into wildfire, and I'd imagine it'd be just as bad with MNK (or worse since it lasts for more than 3 weapon skills).

    If GL4 was the baseline instead of a buff, it'd create both a longer wind-up and a larger dps drop when it's lost, cooldowns or not.
    (0)
    ____________________

  7. #17
    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)

  8. #18
    Player
    JinRoSul's Avatar
    Join Date
    Feb 2017
    Posts
    17
    Character
    Raharl Rhalgr
    World
    Cactuar
    Main Class
    Monk Lv 70
    Quote Originally Posted by Morzy View Post
    Really, just go in the opposite direction, SE. You wanted to slow Monk down, and a lot of players really don't like it and frankly it does go against what Monk has been all about for these past 7 years. Take away the slow crap and make us faster.

    You wanted to test the waters and make it slower well why the heck can't you test the waters again and make us faster? And if that STILL doesn't work out then revert us back to the speed we had in 3.x and you know actually figure this freaking class out.
    Game hasn't been out for 7 years. The original FFXIV (1.0) was pure trash and absolutely does not count as most people who play FFXIV now never had the displeasure of playing it.
    (1)

  9. #19
    Player
    Rinuko's Avatar
    Join Date
    Jan 2015
    Posts
    1,212
    Character
    Lele Inoch
    World
    Zodiark
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by JinRoSul View Post
    Game hasn't been out for 7 years. The original FFXIV (1.0) was pure trash and absolutely does not count as most people who play FFXIV now never had the displeasure of playing it.
    Game mechanics are very different between 1.0 and 2.0. And pretty sure most people who play this name now isnt 1.0 veterans. To most people this game is only 4 years old.
    (0)

Page 2 of 2 FirstFirst 1 2

Tags for this Thread