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  1. #1
    Player
    Ghostwk's Avatar
    Join Date
    Jul 2017
    Posts
    52
    Character
    Lily Thai
    World
    Brynhildr
    Main Class
    Ninja Lv 100

    Monk suggestions

    this will probably tilt people, but i really wish they would add 100 fists, Formless strikes, and Mantra from FFXI back to Monk. I feel like you could change Brotherhood to a raid wide HP buff(Mantra), or keep brotherhood and add mantra as well. Formless strikes could turn Auto attacks into unaspected damage for x duration. 100 fists is what i want the most though, my take on it for 14 would be to make you auto attack 100 times in rapid succession, but you are unable to perform weaponskills or anything else for the duration. I will note that i know very little about monk in 14 except that it seems to struggle to find a place in content. I think the HP boost would be a welcomed mechanic and utility that isnt really in the game currently and would help them find a place. mnk mains will know better than i though, so hopefully this at least sparks the imagination on ways to improve the job.
    (1)

  2. #2
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100


    Good News! Mantra exists already, it gives a 20% healing received buff for all party members in range. It's a neat skill, but the problem is that there's not exactly a way to make this skill relevant. Either they make fights with healing checks so insane that Monk becomes mandatory, or the keep it so healers can get through them without it and monks remain in their current awkward role.

    There have been several suggestions, and it's honestly not that monk is terrible, just Square has left in a lot of bad skills on the job, taken out useful ones, and the new skills make the job feel clunky. We've all been wanting a buff to Brotherhood. I'm personally in the camp of wanting the skill to boost all outgoing damage for all nearby party members, making the skill not useless if you're in a comp with a lot of caster, and also give the monk the same chance of getting a chakra stack when an ally connects damage with a spell.

    Another way to make monks instantly more valuable is to introduce another job that does blunt damage. Currently the only attacks that count are the monk attacks, and book/pole smacks from casters/healers (not counting red mage, they do piercing damage with auto attacks) and possibly reintroduce the INT down debuff that monks could apply with Dragon Kick.

    Also there are several skills that just need a complete overhaul that have been added this expansion that we keep brining up but Square insists monk is fine despite all the voices saying otherwise.
    (0)

  3. #3
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Monk is doing really well, I promise. The biggest problem with Monk is that DRG is too good.

    Hundred Fists sounds like a 5.0 skill. Count me in.
    (0)

  4. #4
    Player
    Alexalibur's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    52
    Character
    Kevay Schoneke
    World
    Louisoix
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Llugen View Post
    Monk is doing really well, I promise. The biggest problem with Monk is that DRG is too good.

    Hundred Fists sounds like a 5.0 skill. Count me in.
    Doesn't change the fact that most of its kit is useless at best.
    (6)

  5. #5
    Player
    Larx's Avatar
    Join Date
    Jul 2016
    Posts
    4
    Character
    Larxene Tatsu
    World
    Ultros
    Main Class
    Monk Lv 60
    I agree with Llugen, I actually think mnk is pretty good the only gripes I have are tackle mastery and most of all tornado kick (for real make it give like 2 gl stacks or something it would leave one empy but if you form shift right you would have 3 quick if used after downtime but idk I don't make vidya games just my 2 cents). tbh mnk does pretty good even with these being here. I feel like some of you just don't like how the job plays and that's totally fine but the job actually performs quite well when in the right hands.

    But, I feel this is a case by case thing like I enjoy mnk quite a lot its been my favorite job since I started and still is, where some people really don't like it. I do agree though a job shouldn't be overlooked just cuz it performs well I think things like tackle mastery and worst of all tornado kick really do need to be changed because they are almost useless esp tornado kick.
    (0)
    Last edited by Larx; 10-29-2017 at 01:50 PM.

  6. #6
    Player
    Svabodnik's Avatar
    Join Date
    Jul 2017
    Posts
    21
    Character
    Volga Svyatogorovich
    World
    Lamia
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Larx View Post
    [...] I feel like some of you just don't like how the job plays and that's totally fine but the job actually performs quite well when in the right hands.[...]
    The problem that I, and I imagine quite a few others, have with the job is that with the changes in SB it became significantly less fun to play than where it was before in HW. It's been stated time and time again, but they removed skills that we used consistently (Fracture, ToD, and occasionally Haymaker for fights with gaze attacks), and in addition to the rotation being made more dull with those changes, it's also slower and clunkier due to RoF. In exchange, skills that were only used once in a blue moon have not been improved to take the place of what was removed (Arm, One Ilm, Tornado Kick) and all the new additions may as well not be there (Tackle Mastery, Riddle of Wind) or are unsatisfying to use (RoF, RoE, Brotherhood, and the RNG-upon-RNG nightmare that is Deep Meditation).

    Yes, some of us "just don't like how the job plays" because we've played it for months, if not years, in a state where it was much more enjoyable to play.
    (2)
    Last edited by Svabodnik; 10-29-2017 at 04:15 PM. Reason: Character limit

  7. #7
    Player
    Larx's Avatar
    Join Date
    Jul 2016
    Posts
    4
    Character
    Larxene Tatsu
    World
    Ultros
    Main Class
    Monk Lv 60
    I also have played it for years but I did say that just because I like it doesn't mean everyone will. In addition to that I also said if it performs well doesn't mean it doesn't need some fixes like tackle mastery and tornado kick. Now as you said you find mnk was more fun in HW due to loss of skills and flow of the job with riddle of fire and such and I can understand that. I would welcome such a change I don't mind riddle of fire but that doesn't mean I wouldn't want a change to it I can see how slowing down kinda doesn't match the class identity and I do actually miss facture and tod It just doesn't ruin the job for me that they are gone but that doesn't mean I wouldn't like to see them return. I am happy with mnk now I still enjoy it but I can see why people would want some things changed and I would welcome it.
    (0)
    Last edited by Larx; 10-29-2017 at 05:42 PM.

  8. #8
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Welcome to BLM:

    Freeze
    Blizzard II
    Sleep
    Scathe (particularly as it relates to Sharpcast)


    All basically useless.
    (0)

  9. #9
    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
    Quote Originally Posted by Llugen View Post
    Welcome to BLM:

    Freeze
    Blizzard II
    Sleep
    Scathe (particularly as it relates to Sharpcast)


    All basically useless.
    Oh please, Black Mage can take a seat then because four useless actions doesn't compare to the amount of garbage in Monk's kit. That's not even half of what Monk has in terms of garbage skills. Fists of Earth, Fists of Wind, Fists of Fire, Arm of the Destroyer (Literally the weakest AOE in the game for one of the highest TP costs), One Ilm Punch (still so useless as to be a meme), Purification (was never useful), Tornado Kick (basically never used), Tackle Mastery (two useless skills in one! Arguably three!), and Riddle of Earth (it's activation requirements are so dumb it ends up here). And that doesn't even begin to count other actions which have long standing issues like Perfect Balance's enormous cooldown or issues with new actions which make Monk miserable to play like Brotherhood.

    There's a legitimate argument to be made about Black Mage's performance (even though it extends to Monk and Samurai because the exist in the exact same niche of being Greedy DPS), but there is absolutely no comparison when it comes to which Job has the absolute worst kit overall. It had the most useless actions in Heavensward, and despite the action reworks goal being to fix useless actions it basically didn't touch Monk. We're also the only job to actually get new actions and traits that can be construed as being useless.
    (11)
    Last edited by SpeckledBurd; 10-28-2017 at 12:03 AM.

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    There's a legitimate argument to be made about Black Mage's performance (even though it extends to Monk and Samurai because the exist in the exact same niche of being Greedy DPS), but there is absolutely no comparison when it comes to which Job has the absolute worst kit overall. It had the most useless actions in Heavensward, and despite the action reworks goal being to fix useless actions it basically didn't touch Monk.
    Well, that's not quite true. We definitely lost some useful actions, so they clearly at least touched the job, unpleasantly, and moved on.

    That said, it scares me to think what even the practical solution to Monk's vacuous toolkit would be at this point, because until SE actually figures out what it intends for the stances, GL interactions, macrorotation, and elements within the class design the "practical" design path would be to pare down Monk to about a third of its current abilities, or just forever leave it huddled in corner between its trips to the raid park -- outwardly okay, and inwardly distorted.
    (0)

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