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  1. #1
    Player
    BucklesTrespen's Avatar
    Join Date
    Dec 2016
    Posts
    176
    Character
    Bucky Trespen
    World
    Jenova
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Mahrze View Post
    PB at 60 is easy free damage at this point. But with that I don't see the need to have RoW if PB is down to 60. FoW opener seems like a thing.
    I think Riddle of Wind was aimed at dungeons - keeping GL between groups of mobs the same as how other classes can refresh their core mechanic between packs or just have double their duration.

    I mean, RoW can be used for raids - and probably should- but it's an overly long process - which I think is why PB saw this treatment. Easier to just PB after a jump phase than FoW - WT - RoW - [Boss Jumps] - RoE - wait for hit - FoW -- all while recharging Chakra and maintaining Coeurl form...
    (0)

  2. #2
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by wereotter View Post
    It'll likely be a niche GL refresh like RoE is now. If you have Shoulder Tackle up and need to close the gap while GL is low, you can refresh it? Will have to play around with it and see, but I could see the possibility of an opener of Wind Tackle > Demolish > Riddle of Wind > Dragon Kick > Fists of Fire > Twin Snakes > Snap Punch. So, like you said, lets you get your stacks just slightly slower than using Perfect Balance, but lets you save that skill for later in the encounter.
    I definitely see it at that point too, But with PB at 60, I don't see the reason to unless the target is being burned so fast that it'll jump or die within 60 sec to have RoW. I mean, I welcome the change as another way to keep our stacks (since RoW keeps 30s CD) I just have this unshakeable "why tho?" in the back of my head.

    Quote Originally Posted by BucklesTrespen View Post
    I think Riddle of Wind was aimed at dungeons - keeping GL between groups of mobs the same as how other classes can refresh their core mechanic between packs or just have double their duration.

    I mean, RoW can be used for raids - and probably should- but it's an overly long process - which I think is why PB saw this treatment. Easier to just PB after a jump phase than FoW - WT - RoW - [Boss Jumps] - RoE - wait for hit - FoW -- all while recharging Chakra and maintaining Coeurl form...

    Well I was thinking of FoW opener and keeping PB for a jump. RoW might be worth a TK here or there now considering the potential use.
    (0)
    If you say so.

  3. #3
    Player
    BucklesTrespen's Avatar
    Join Date
    Dec 2016
    Posts
    176
    Character
    Bucky Trespen
    World
    Jenova
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Mahrze View Post
    Well I was thinking of FoW opener and keeping PB for a jump. RoW might be worth a TK here or there now considering the potential use.
    Yeah, definitely during IR / Trick Attack windows and such. Gonna be fun finding the a rhythm for Monk with these changes. I'm still kinda annoyed that the GL on RoW is tied to the second tackle. I would have much preferred the second tackle just got eliminated at Wind Tackle had the GL attached. In desperate emergencies I don't much fancy changing into FoW and spamming Tackle Twice just to refresh GL at 1 second.

    Oh well. What is QoL anyways. Now we have three abilities that all help maintain GL in niche ways. Yay ability bloat
    (0)

  4. #4
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Shiroe View Post
    ...
    SMNs losses are minimal and they still have a lot to bring vs other casters. MNK doesn't really have as much utility if we're to compare it like that.

    Quote Originally Posted by BucklesTrespen View Post
    Yeah, definitely during IR / Trick Attack windows and such. Gonna be fun finding the a rhythm for Monk with these changes. I'm still kinda annoyed that the GL on RoW is tied to the second tackle. I would have much preferred the second tackle just got eliminated at Wind Tackle had the GL attached. In desperate emergencies I don't much fancy changing into FoW and spamming Tackle Twice just to refresh GL at 1 second.

    Oh well. What is QoL anyways. Now we have three abilities that all help maintain GL in niche ways. Yay ability bloat
    At 30s CD it isn't so bad. Just the stance dance feels unecessary. I still would've preferred it as a 120s CD granting GL4 with 15% damage increase (no need for SkS buff)

    Still, yes. ability bloat ftw /s xD
    (0)
    If you say so.

  5. #5
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    mnk and smn should be like what blm and sam are to eachother..

    blm & sam no utility but highest dps (maybe speed kill meta alts, but not much prog meta alts)

    mnk & smn, both 2nd highest personal dps, after sam & blm.., but thanx to utility welcome in prog metas as alts.. and overall flexible

    but like this, see mnk pulling away like smn did just before 4.2,.. and smn falling back to the love it got around 4.0 (even if not that bad... but still)
    (0)
    Last edited by Shiroe; 01-27-2018 at 03:12 AM.

  6. #6
    Player
    Kaimishi's Avatar
    Join Date
    May 2015
    Posts
    40
    Character
    Leto Gt
    World
    Moogle
    Main Class
    Summoner Lv 70
    Quote Originally Posted by wereotter View Post
    This.
    Considering summoner is probably the most mobile job after bard and machinist, and that their damage is pretty continuous with regard to DOTs and pets through movement phases and other general mechanics, AND they have utility in the form of devotion and raise, they should be closer to the same level of DPS as a red mage.
    To be fair, as summoner we dont have as much mobility as you think. We have for example Bahamut during which we cant move even slightly. Also the raise is tricky, we can only raise on specific and short windows if we dont want to destroy our rotation/dps. Also smn, is very punishing because of his extremely tight rotation, you are not not allowed to die. Besides, we have to control our pet while doing all of that.
    (0)
    Last edited by Kaimishi; 01-27-2018 at 11:20 PM.

  7. #7
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Kaimishi View Post
    ...
    While SMN is not a Swiss Army Knife of support like NIN, BRD or PLD. Shiroe was pointing out how SMN and MNK are akin to BLM and SAM and should be on the a similar 2nd best personal DPS with utility. However, SMN has much more to contribute overall to the team vs MNK, this is without considering your points on not affecting your personal performance as SMN, which we could also argue the same for MNK but that would be moot if we're honest. Brotherhood is still limited by damage type (5% physical ATK, casters get nothing) vs Devotion (2% ATK, 2% DEF, 5% HEAL Magic) buff. And Mantra while being much stronger for healing it doesn't do much of helping healers with an incoming attack ever so often.

    MNK is (or was) a Swiss Army Knife... of personal survival, but that also sacrifices our personal performance.
    (0)
    Last edited by Mahrze; 01-27-2018 at 11:23 PM.
    If you say so.

  8. #8
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Mahrze View Post
    However, SMN has much more to contribute overall to the team vs MNK,.
    If we compare fastest o1s run monk and fastest smn pov. That show brotherhood is actually stronger than radiant shield and devotion combined. Brotherhood bring 360 raid dps while summoner bring 240 raid dps. On top of that brotherhood gonna get buffed next patch. This is fflogs raid dps calculator.

    (1)

  9. #9
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Sunako View Post
    If we compare fastest o1s run monk and fastest smn pov. That show brotherhood is actually stronger than radiant shield and devotion combined. Brotherhood bring 360 raid dps while summoner bring 240 raid dps. On top of that brotherhood gonna get buffed next patch. This is fflogs raid dps calculator.

    While it giving dmg to the monk is a buff, the overall raid contribution of monk with brotherhood sources won't change much
    (2)

  10. #10
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Sunako View Post
    If we compare fastest o1s run monk and fastest smn pov. That show brotherhood is actually stronger than radiant shield and devotion combined. Brotherhood bring 360 raid dps while summoner bring 240 raid dps. On top of that brotherhood gonna get buffed next patch. This is fflogs raid dps calculator.

    Utility comes in more forms than just added DPS. Let's not forget that one of the main utilities people point to regarding RDM is their ability to raise in battle, something that only SMN shares. Also let's not forget that the devs stated that mobility and how effected the job is by raid mechanics is a calculating factor regarding how much damage a job should do. Since SMN is able to continue putting out damage though their many DOTs and with their pet, they are one of the least impacted jobs when it comes to mechanics, and the most mobile job behind bard and machinist. A SMN really out to be putting out damage near the same level as RDM, but puts out much higher.

    It sucks when the job you enjoy gets a power reduction, but honestly, sometimes a job is legitimately too powerful when all things are considered, and the devs literally can't just make every other job stronger, else even recent raid encounters will be laughably easy, so sometimes the offending job needs to be brought down in the name of balance. SMN isn't alone in this situation, NIN and DRG probably put out more damage than they should as well.
    (1)

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