Just chiming in with my 2 cents here. I've played monk since ARR, raided with it in Coil, Alex and Omega Savage. A lot of what I'm going to write has already been stated here, but I'll state it again because I think these are good ideas and deserve more attention.
Also, before anyone cries about these suggestions being overpowered, please keep in mind SE can adjust numbers. Most of what I'm going to write is from a gameplay perspective and I'm going to avoid getting into numbers or percentages. I think mnk is already in a good place numbers-wise, but has felt like more of a mess with each expansion. Here's what I think needs to be done to tighten up the job and remove bloat while maintaining and strengthening its identity:
RoF, TFC and GLIV:
Since the topic started with RoF, I'll address that first. RoF can't be discussed without also discussing TFC. SE's intent seems to be to slow us down so we can fit in more TFC as they proc under brotherhood (note RoF shares a cooldown with Bhood for this reason). This makes sense and works well. However, it doesn't change the fact that, to many players including myself, it feels bad, especially if TFC is not proccing. To alleviate this concern, I recommend letting us save multiple TFC (max 3 seems reasonable) so that we aren't pressured to double weave during the Bhood window.
I can hear it already -- but Asher, letting monks have 3 TFC saved up prior to the fight is overpowered and having to manually charge them pre-pull every time is a pain in the ass! Here's the solution: remove our ability to charge chakra. Instead, have us gain a chakra every GL refresh and increase the dmg of TFC. This accomplishes several things: 1) it removes much-hated rng, 2) it allows SE to buff chakra's dmg without putting us in an awkward situation where it's a dps gain at 4 chakra to stop attacking and instead charge a 5th chakra and use TFC, 3) it allows us to save multiple TFC specifically for burst phases instead of being forced to use TFC immediately to avoid wasted procs, 4) it removes the annoyance of having to charge chakra before every pull, and 5) it makes chakra feel more impactful instead of the wet noodle it currently is.
Now that we have a bit more freedom regarding how we spend TFC, let's talk about RoF. I've been wanting GLIV since HW was announced and I know I'm not alone. I suggest replacing RoF with GLIV as a temporary dmg buff that can only be activated during GLIII and lasts a set amount of time before fading. It would make us do more dmg (not necessarily go faster, as the dev team has acknowledged that speed is an issue) and have a fancy red aura effect similar to derplander and lyse in the SB trailer (how come they got this but we didn't??). Remember how cool it looked when drg got BotD? That's what GLIV should be like for mnk.
The Fist Stances and Other Riddles:
I recommend removing the fist stances and replacing them with traits that give us the effects of the stances at the level at which we would have obtained them. Obviously FoE would need to be changed since it's a bit overpowered to have that active 24/7, so perhaps make it a flat 2% passive hp buff or 3% def buff or something. Without stances, Tackle Mastery would also be removed (good riddance).
Replace RoE with a defensive cooldown that would trigger the defensive buff immediately, without needing to take dmg. Remove the GL refresh requirement and instead reduce the cooldown of PB to 60 seconds similar to BotD and Enochian. PB's cooldown is unreasonably long compared to other classes.
I have two suggestions for replacing RoW: 1) a chi-based ranged attack similar to Enpi, Piercing Talon, and Throwing Dagger that would do moderate damage and would not interrupt our stance but could only be used at range or 2) a backstep similar to Yaten, Repelling Shot, and Elusive Jump. Either of these would be very welcome additions since mnk is the only melee dps that lacks a ranged attack and a disengage ability.
Tornado Kick:
Make this into mnk's equivalent of Mercy Stroke -- a big hit with a long cooldown that can only be used when a mob is at low hp. Would not require GLIII and would no longer remove GL.
Steel Peak, Arm of the Destroyer, 1 Ilm Punch:
Remove the silence from Arm of the Destroyer and the stun from 1 Ilm Punch. Having these debuffs on moves tied to our stances makes them virtually useless as they are completely unreliable. Steel Peak lost its purpose in SB, so give it its purpose back by adding silence or stun. Arm of the Destroyer needs a dmg buff to fit into our regular aoe rotation. 1 Ilm Punch should be removed from the game entirely or perhaps given a dot/debuff/buff that does not require precise timing in the way a stun or silence does.
I think that about covers it...Hopefully we see some of this next expansion...

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