for smn pls combine trance with deathflare and Bahamut with Akh Morn... those „summon“-buttons are just waste of slots especially on controller <.<
for smn pls combine trance with deathflare and Bahamut with Akh Morn... those „summon“-buttons are just waste of slots especially on controller <.<
I thought so too but for the trance/deathflare I realized why it would be a TERRIBLE idea. Indeed, deathflare ends trance. Since deathflare has a cooldown anyway, I honestly don't understand why it wasn't changed with SB and still does so, but it does.
So picture yourself this exemple : in fight, you're mashing that button to enter trance (everyone is mashing let's be honest we watch PoV), and alas smash once too much : you just entered trance and immediately deathflared by mistake.
Sadness ensues.
SO yes to the switch IF they remove the "trance ending" effect, the cooldown preventing more than one use per trance anyway.
Totally ok for Akh Morn and summon Bahamut though. What I do meanwhile to compensate for their lack of thought in ergonomy, is this macro :
/micon "Enkindle Bahamut"
/macroerror off
/actionerror off
/ac "Enkindle Bahamut"
/ac "Summon Bahamut"
I use the icon of Akh morn to see the cooldown during Baha, cause we have to use it twice. The fact Bahamut is summonable is on the job UI so no need for the icon.
So what it does : if Bahamut is not here, it summons it. If he's here, it launches Akh Morn. The slight clipping for the macro on an oGCD is ok cause you normally just single weave in Bahamut. The too errors off is to avoid annoying messages.
And you can use it for some skills that only launch under a condition also. But not on deathflare cause of what I mentioned above.
Last edited by Karshan; 10-06-2018 at 03:28 PM.
What SE should do in my opinion is merge Summon Bahamut and Rouse with DWT (DWT effectively upgrading Rouse and gaining its benefits/duration, while Bahamut replaces Rouse's effects but not DWT's during it), and Enkindle: Bahamut with Enkindle, including sharing cooldowns. Remove the Ruin IV proc and reduce Enkindle's cooldown, then remove the Aetherflow Lockouts. You'll get a lot less Bahamut windows (Since they come every three Aetherflow as opposed to every 2 beyond the opener), but that leaves room for the class to grow (and for their numbers to get adjusted to be fairer), and most importantly, get something to do outside of the Aetherflow/DWT window that isn't binary Ruin spam. Note that I'd expect that filler to involve the Ruin spell line in general. Hopefully not as combos, but through a resource you can plan around that lets you use Ruin III/IV outside of DWT in a limited but reliable fashion, while guaranteeing their use inside DWT. I could see SE adding traits to do that next expansion and simply upgrading Ruin I/II to Ruin III/IV during DWT/Bahamut at 70 and leaving it at that.
I also kinda hope they remove the Tri-Disaster reset as well. I don't mind managing SMN's dots at all under the new unified duration. It would balance them out too, letting them push Ruin III/IV more.
As a Monk, I hope they do another pass over Monk's kit after the action rework was such a massive letdown. We still have a ton of useless skills like the One Ilm Punch which has never done anything of value or the Fist Stances as a concept. We have skills that are significantly less effective than their peers in other jobs like Purification which can only really be used during long phase transitions as an aggro cut instead of in an emergency due to the Chakra requirement and is only useful as a TP source in super protracted AOE situations or Riddle of Earth who's absolutely idiotic activation requirement of requiring a hit prevents it from being usable in many fights without risking a vulnerability up debuff or something worse like Belias's 30 second slow, and to add insult to injury it also won't proc if a scholar shields too well and you take no damage.
And in spite of all this trash being in Monk's kit, we also lack basic utility every other job has, we don't have a DPS neutral movement skill, disengage like the other Melee have, a ranged attack, or even a way to dump our gauge in an AOE situation.
My hope is that they do something like this in 5.0
Fists of Fire: Removed, have the damage folded innately into our kit in some other manner.
Fists of Wind: Removed, possibly turned into a trait to boost our innate movement speed.
Fists of Earth: Removed.
Tackle Mastery and the associated elemental tackles: Removed with the exception of Wind Tackle.
Riddle of Earth: Removed, replaced with a Trait called "Form Mastery: Allows Greased Lightning to be refreshed by Formshifting from Coeurl Form to Opo Opo form". This would put Monk literally on par with every other job's ability to refresh it's Buff and is directly analogous to Transpose refreshing Enochian on Black Mage.
One-Ilm Punch: Removed and Replaced with a Raptor Form AOE skill to give monk a complete AOE rotation.
Purification: Removed from the Chakra system or just removed and replaced with an AOE Chakra oGCD.
Steel Peak: Could also be pruned since it doesn't particularly add anything in terms of job flavor or identity and it doesn't even have the decency to be on a cooldown with a 30 second interval like everything else.
Hopefully Monk can finally have the basic functionality other jobs get to enjoy, because so far Monk's kit is the story of having to jump through a bunch of stupid hoops to do things other Job's can just do with the press of a button.
On that note, they should adjust the buff/debuff/DoT timers so that the ideal rotation is a simple alternation between two combos, like with Dragoon. The current staggered rotation where the first two steps alternate every other combo, but the last step alternates every third, is really weird and off-putting. As far as I'm aware, no other class has anything like that, and it's even worse with Monk because every change to the shifting steps of the combo also affects your positional dance.
I would be sad to see Steal Peak go simply because I really love the animation. But to keep it it I think it needs to give you a Chakra each time you use it or something.
Last edited by lycropath; 10-06-2018 at 06:14 AM.
I am not seeing anyone here suggesting we remove/merge all of the cross role skills. Since they aren't cross role anymore and we all get all of them I see no reason they couldn't just merge most of those back into the classes. All of those abilities that either interrupt or slow an enemy, merge that status effect into an ability in the class. Some abilities like True North or Esuna might need to stay. I could see this freeing up at least 5 buttons on everyone's bars, maybe more.
Not a fan of 'bringing classes in-line', as that just makes them all feel a bit more samey... Impulse Drive could definitely go though, and just make Heavy Thrust the start of the 2nd combo (then shift other abilities down and put Doom Spike around level 20; level 40 for the first AoE ability is just silly)
As for 1 button combos, why not, nothing hard about pressing 1-2-3 compared to 1-1-1... they should be optional though (manually configurable?) so if people still want separate buttons they can.
And as for BLM, no need to do anything crazy (they still have plenty of near useless abilities to cull), just please get rid of the punishment mechanics (i.e. SB Enochian) and add more movement / 'stack saving' utility (so they can always realise their high DPS potential regardless of fight mechanics, and without being near clairvoyant).
Apparently SE has decided that having 4 buttons for each combo which is never pressed out of order means you need more skill... I don't know whether to laugh or cry.
They could also very simply add a 1-2s cd upon activation.
Anyway, what I'd like to see:
BLM, merging of leyline and between the line, fire/blizz IV into enochian (like in pvp basically).
I'd like them to also make freeze an option to go in umbral ice after doing Flare (can't remember the skill name, big aoe at lv 50).
Possibly making flare not only an Aoe skill would be nice too, it's a good looking spell and it's a shame it's only used in dungeon.
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