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  1. #11
    Player
    Stomoman's Avatar
    Join Date
    May 2015
    Posts
    7
    Character
    Margaret Scratcher
    World
    Ultros
    Main Class
    Monk Lv 70
    Riddle of Fire
    Increases damage by 10% for 20 seconds
    No skill speed reduction
    Allows use of Forbidden Chakra and Tornado Kick without consuming Chakra or Greased Lightning
    Forbidden Chakra and Tornado kick changed to 10 and 20 second cooldown respectively. You're able to fit in 2 FCs and 1 TK in this window. This removes one layer of RNG from the job, as well as making the Monk less dependent on party composition. Also solves the problem of not being able to use Tornado Kick very often.

    Tackle Mastery changed to Steel Peak Mastery
    Maybe it's guaranteed to give you 1 Chakra or something. Anything to make Steel Peak more interesting. Right now it's just a bump-on-a-log 40 second OGCD

    Brotherhood becomes a Determination or Haste version of Battle Litany/Battle Voice or something. I don't have a lot of ideas for this one. I just know that 5% physical damage up isn't a very enticing raid buff compared to Litany or Trick Attack, which buff everyone.
    (0)

  2. #12
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Frankly, I don't think any change to Monk that doesn't turn the Fist Stances into traits a la Ninja poisons or outright remove them while folding the 5% Damage buff from Fists of Fire into something else isn't worth considering.

    In general though, a few of the changes I would suggest would be:

    1. Convert the Fist Stances into traits. There is no reason to ever leave Fists of Fire with the changes to Weakness and Brink of Death, all it does is create the illusion of choice. Remove them and give Monk some kind of ranged action at low levels or an execute skill to replace them(Suplex!), potentially with an effect that maxes out our chakra gauge if its the killing blow.
    2. Steel Peak: This skill is just a tumor in our kit that exists for minor bonus damage, and unlike Jumps on Dragoon it doesn't interact with anything and isn't a core part of the Job's identity. Some have suggested having it grant a Chakra upon execution, which is fine. I honestly can't think of anything better to do with it other than that beyond just axing it.
    3. One Iilm Punch. It was the single most useless skill in the game in ARR and Heavensward and it still is. If they want Monk to have an on command stun, then remove it from the Stance system. That's the only way it will be functional.
    4. Arm of the Destroyer. Costs way too much TP for how much damage it does, even with all of Monk's stacking buffs it still only deals about 75 potency which makes it far and away the weakest actual AOE in the game (unless you count Flash). Either drastically reduce the TP cost or Boost the damage up to about 75 potency so it's worth using.
    5. Purification: Even more useless now that Monk's TP issues are gone. There's no reason for this to be in Monk's kit anymore. Change it into an AOE chakra spender with 100-150 potency.
    6. Tornado Kick: Honestly not that bad on it's own, but it's so highly situational that it doesn't see use in most fights. A trait or some other effect that would actually give us the opportunity to use this would be nice.
    7. Tackle Mastery. Frankly, this trait is so poorly thought out that it's outright insulting that the devs would think we'd want it. Remove it, even replacing it with something like "Form Mastery" that gives Opo Opo, Raptor, and Coeurl form infinite duration so we don't have to spend all of our time pre fight mashing form shift would be a welcome change. At least with that we'd have a tangible quality of life improvement as opposed to bupkis.
    8. Riddle of Earth. It's aggravating that this skill exists. Dragoon's and Black Mages don't have to jump through the hoop of getting hit to extend Blood of the Dragon and Enochian, Dragoon can just extend it by 20 seconds by hitting a button and Black Mage can just Transpose. Why Monk has to have another action to do something that should have been built into its pre existing kit (AND WAS IN THE CASE OF OTHER CLASSES WITH BUFFS THAT FUNCTION IDENTICALLY) infuriates me to no end. Remove it, let monk refresh it's stacks during downtime by Form Shifting through Coeurl form or reduce the cooldown on Perfect Balance. Monk having to jump through all these hoops is ridiculous. Replace it with a new GCD while they're at it so Monk isn't stuck doing a less enjoyable version of the same rotation we did in Heavensward and ARR.
    9. Riddle of Fire. Remove the slow. Remove the slow. Remove the slow. Remove the slow. Monk is the job that's been characterized by its haste since ARR. Dragoon Jumps, Ninja has ninjutsu, Monk is a racecar. Let the racecar go fast, don't make it slam on the brakes every 70 seconds.

    TLDR: Trim the nonfunctional, redundant and useless skills from Monks kit please Devs, you said that was the goal in Stormblood with the action rework, how about you actually follow through on it.
    (5)
    Last edited by SpeckledBurd; 09-01-2017 at 10:07 PM.

  3. #13
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    Change Tackle Mastery to Riddle of Wind to complete the trifecta of Riddles being useful:

    Riddle of Wind: dash to target enemy, range 30y (larger than Shoulder Tackle), no damage, 60-90s cd. No damage means you shouldn't have to worry about it rotationally, but it will give you even more mobility and potential uptime if used well. Dash to an add, RoW back to the boss or something. Or consider the longer range if the need to return is more urgent for stacks but you're too far.

    Riddle of Fire: Honestly I don't mind this skill as much as others seem to, but if need be: lower damage buff at the expense of not reducing weaponskill recast time and shorter duration, increase potency of TFC further while under its effect.

    That's all, none of these insane complete kit reworks :P
    Though I approve of a lot of SpeckledBurd's useless skill rethinks above.
    (0)
    Last edited by Aeliott; 09-01-2017 at 07:08 PM.

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