TLDR : The guy who can't give up.
Tip : Magical shades don't give you the ability to foresee the intents of people.
TLDR : The guy who can't give up.
Tip : Magical shades don't give you the ability to foresee the intents of people.
How is this about pushing MNK into the meta? SMN got a similar buff with Devotion which was equally underwhelming so what exactly is the problem with Brotherhood getting it, especially since MNK's damage was nerfed specifically for more Raid Utility?
As for the argument about positionals, that is 100% gameplay. MNK's entire rotation is about hitting positionals correctly but every other job has gotten free passes on missing theirs in some form or another. How does asking for equal treatment equate to "Pushing MNK into the meta"? We already have the 2nd Highest DPS among Melee with very, VERY little real raid utility that even if our DPS numbers got slightly better, we'd still be behind SAMs and nothing would realistically change at all in the meta.
Your strawman arguments are PATHETIC.
Last edited by Silver-Strider; 10-24-2017 at 02:08 PM.
Please think critically.
The point of Riddle of Fire's slowdown is so Monk can double weave. If Chakras don't proc, Monk has 4 cool downs that actually can be used which hardly makes double weaving necessary, making the slowdown unnecessary.
So what does that mean? Why it means that Brotherhood not proccing off casters does actually negatively affect monks gameplay.
As much as I used to enjoy playing monk I was terrified with the changes when I came back after about a year long break. Most of the Monks I knew switched to SAMs or Ninjas. I just hope they will look into this during upcoming patches.
Since this is the most active Monk thread on the internet I'd like to take this opportunity and ask a question. I've been wondering about materia for a while now. I've seen a couple of guides and none of them seem to give me a definitive answer. I know there are 3 stats to be considered: Critical>Direct>Skill Speed, but I'm not entirely sure on what should I prioritise. I'm not that experienced with today's trends and since I came back recently I got a bit rusty. I just want to be able to perform on a decent level.
My current stats go roughly as this:
Ilvl 335
Critical Hit: 1600
Direct Hit: 1500
Determination: 750-800
Skill Speed: 1500
Should I change things around or stay on this path? Any advice would be greatly appreciated.
Honestly if you're not planning on raiding at a high end game level then just do what you like. Your prioritization of stats are correct, mostly, I'd say Crit > Direct > Det > Sks for raw power.
However, I run on a high SKs BiS myself because I can't stand Riddle's slow, demolish's clipping since they took away ToD and fracture, and I prefer raiding with a higher sks now that tp is a non issue. It saves my stacks in some fights since I can get more hits in than I can on a low sks.
Here is a high sks with strong crit build: http://ffxiv.ariyala.com/120LK
Here is a low sks - focuses Crit/DH build: http://ffxiv.ariyala.com/13C4L
Do what you feel is more fun.
Last edited by Tigerlilley; 10-25-2017 at 02:59 PM.
What I've been getting told, skill speed is great for monks now that TP isn't an issue like it was in Heavensward for two reasons: one, monks have the strongest auto attacks in the game, and auto attack damage is directly related to skill speed, just like DOTs. Two, higher skill speed, at the right thresholds, will mean you can get off more attacks under Riddle of Fire.
However, crit should absolutely be your number one stat since your chakras are now directly connected to critical hits. This is true regardless of if you're planning on raiding high end content.
I feel that Monks will not be addressed because the developers don't see Riddle of Fire as a problem because of the numbers it puts out.
Which is a shame because MNK's toolkit is a train wreck.
One Ilm Punch and Arm of the Destroyer are lack luster skills because the damage on them has to be hampered due to having secondary effects, which are useless in 90% of content and even when they would be useful, they're gated by Form stances which further limits their usefulness. I really wish One Ilm Punch would be converted into a Line AoE, the silence effect tacked on to Steel Peak and AotD just became a decent AoE attack.
Tornado Kick is still a huge DPS loss in any situation because GL is too large a cost for MNK to trade away and then Riddle of Earth just complicates this because it functions to stop us from losing GL so we don't have to use Tornado Kick in the 1st place.
Tackle Mastery is so bad that the person that thought of it should be thrown to the wolves, rescued and then thrown into a lion's den. It's just so poorly thought out it that there is no saving it as it currently is. It's pointless, pure and simple. Fist Stances are also a relic of the past. Realistically, you're in Fire 99% of the time with Earth only seeing use due to RoE anymore. Wind is a joke to use anywhere outside of town so really, it should just be a movement speed trait and be axed as an active skill. Unless they make it so that each stance equal to one other, Fire will just continue to be used and any abilities, traits, etc that involve alternative stances is doomed to fall into obscurity.
imo mnk is in the "progress" meta (like rdm), just not in the "speedkill" meta (like rdm)
for personal high fflogs dps, put a mnk in a 2-3 melee party comp and mnk will be close to sam if not out dpsing a sam, depending on the fight
This has been said several times and several times it has been countered with, this is NOT about a monk's DPS, this is purely an issue in how the job plays, which, if you read the thread, you would also realise this is the case.
Monk has so many things wrong in it's toolkit, including near useless abilities (which SB was supposed to address), abilities which contradict each other and abilities which just don't make sense or can feel terrible to use. Many posts have been made explaining the issues and all people think is monks want a DPS increase. NO. We just want our job to play better, have less useless skills, have abilities that complement each other and the monk's playstyle and not the mess we have now.
If people say, well, play another DPS job, that's fine, but if people have to stop playing a job they used to enjoy to play something else, which they might not enjoy as much, then that clearly shows that there is a problem with Monk. So far, none of the other DPS jobs give me the same satisfaction as playing Monk in 2.X and 3.X and I've levelled MNK, DRG, MCH, BLM and RDM to 70, with SAM to 68 and the rest to 60. There is an issue hat needs to be solved, and not everyone seems to understand that and the quicker people stop thinking this is a DPS issue, the quicker this can get sorted.
Last edited by Mikey_R; 10-26-2017 at 11:39 PM. Reason: Stupid 1000 character limit
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