
Originally Posted by
Kaiserdrache
Provided Skills are with Monk Job Role in mind. Questions above will be answered after the Skill Concept List is posted
Level 1 Fists of Harmony Deal an attack with potency of 100, 150 from the flanks and 180 from the rear. Receives +10 Potency for each Chakra Gate opened. Replaces Bootshine
Level 4 Strike of Truth Deal Damage with a potency of 140. The Base Potency is increased by 25% wheneever the Health Threshold of the Enemy is 25% lower. Replaces True Strike
Level 6 Powerful Punch Deal a Strike with a potency of 140, 170 from the flanks and 180 from behind plus new stun effect, when hit from behind. Replaces Snap Punch
Level 10 Internal Release Increases temporarely Critical Hit Rate by 30%
Level 15 Fists of Earth Your Defense is increased by 10% and CC Effects like Pushes and Pulls are only half as strong effective on you now.
Level 18 Twin Snakes You hit the enemy now twice with this skill with a potency of 100. If hit from the flanks, you will stun foes instead of dealing twice damage.
Level 26 Fist of Destruction You deal damage to all nearby foes with a potency of 50. This Attack will cause now Heaviness to foes too so that they will move slower.
Level 30 Demolisher You strike a foe with a potency of 50 now, This attack causes damage over time. 50 potency per second normally 100, when Demolisher hit from behind.
Level 30 Rockbreaker You deal a cone like attack that hits all foes in front of you for a potency of of 130. Now with a potency of 150, when hit from behind.
Level 34 Fists of the Wind Your Movement Speed and Attack Speed of Auto attacks is increased by 25% when you keep this active.
Level 35 = Shoulder Tackle Gap Closer Attack with a Potency of 100, letting you rush to your target position fast
Level 38 = Fists of Steel Damage increased by 10% while active and Attacks, which couldn't stun foes like Bosses before, have now a low chance to stun them. Works not on all Enemy Actions, some are unpreventable. Adds also a Staggering Effekt, stopping simple foes from doing Auto Attacks.
Level 40 = Fists of Fire Has now a Chance to cause Burn, burned foes will suffer damage over time with a potency of 50. While active have you an Aura around you, which reflects back 3% of received damage back to the target and Weapon Skills recharge now under this Ability 10% faster.
Level 42 = Fists of Water New, replaces One Ilm Strike and the Level Place of Mantra. While this is active, have you an increased chance of 20% to dodge Enemy Attacks and your attacks can cause Freeze, stopping temporarely the enemy movement/attacks, until you hit then again. Frozen foes are defenseless. Hit frozen targets will receive 50% more damage from the Weapon Skill, which hits them while they are frozen. Hits end Freeze.
Level 45 = Mantra of Harmony Based on which elemental Fist Ability is active, will have Mantra of Harmony a different Effect.
20% increased Heal Potency on You and your Allies in near on Water
Attack Speed of AAs increased for you and your Allies by 20% on Wind
Attack Power increased by 20% for you and Allies on Fire.
Condition Resistance +10% for you and Allies plus 5 second longer Greased Lightning Durations for you on Steel.
Defense Power increased 20% for you and allies, on Earth
Level 46 = Howling Fist Perform a Line of Sight Attack that hits all foes in front of you in the LoS with a potency of 200.
Level 50 = Perfect Balance Allows you to perform certain Skills, which require a specific Combat Stance of either Coeurl, Chocobo (replaces Raptor) or Cactor (replaces Opo Opo)
Level 50 = Dragon Kick Based on which Fist Ability is active, changes now the effect and name of this Skill. Steel works as Neutral Form with the current effect.
Fire Dragon Kick causes temporary a Fire Ring on the ground for 10 seconds. Enemies receive damage over time as long they stand inside.
Earth Dragon Kick launches the enemy away and stun it, if it can be stunned
Water Dragon Kick causes an Ice Field, which lets enemies miss their attacks more oftenly, while they stand inside, due to slipping out.
Wind Dragon Kick causes Vulnerability, lowering temporarely the defense of the hit Target and slows its attack speed of AA's.
Level 52 Seven Gates of Freedom Replaces now Form Shift and Meditation/Forbidden Chakra.
First Chakra - Gate of Muladhara - While it's active, is your Movement Speed increased by 10% and your Maximum Health raises by 5000 and you get healed by 5000 HP directly too
Second Chakra - Gate of Swadisthana - While it's active, recharge your Skills 5% faster and you have a 5% increased chance for dealing more and receiving lesser Criticals.
Third Chakra - Gate of Manipura - While it's active, is your dealt damage and received damage increased by 5%.
Fourth Chakra - Gate of Anahata - While it's active, are you more immune to Stuns and if you suffered on activation on Stun, will it remove it, as also other movement impairing Conditions like Freeze, Slow or Heaviness.
Fifth Chakra - Gate of Vishudha - While it's active will be positive Buffs on you from Allies increased in potency and last longer on you by 20%.
Sixth Chakra - Gate of Prana - While it's active, have you an innate chance of 5% to auto dodge attacks and your TP Cost of Weapon Skills is reduced by 20%
Seventh Chakra - Gate of Sahasrara - While it's active is a small portion of your MP used to auto recover your health, when you receive Damage. Should you receive in this state lethal damage that would defeat you, will all of your MP be used to auto revive you with half of your Health.
Each opening of a Chakra will require more and more time so closer you get to the last seventh chakra seal to open up. The UI wil get changed to show now 7 instead of 5 Chakras, how it should be correct, based on the game lore!!!
Level 56 Energy of Nature Renamed and changed Elixier Field. You perform a of Line of Sight Energy Chakra attack, which receives per each opened up Gate of Freedom more potency, which works now also too as replacement of Forbidden Chakra. Its Base Potency of 220. For each opened up Gate does it receive +10 Potency. This Skill ignores Enemy Defense and can't be dodged. A ranged Chakra Attack from collecting Sen Chakra of the Nature around you, while standing still for a short while. So you will be rooted for a moment as counter balance
Level 58 Mantra of Purification Instead of Self TP Heal, do you create now a purifying Energy Field for some time, when it's entered heals you and your allies TP once by +300 and removes negative conditions like Poison, Burn, Bleedings whatever ect. causes damage over time.
Level 60 Tornado Kick This Skill deals Damage with a potency of 330 and costs all of your Greased Lightning Points of your Combat Stance.
Level 66 Enigma of Elements You mastered your Elemental Fists, unlocking with it Elemental Powers to your Shoulder Tackle Skill
Earthern Tackle Adds to your Shoulder Tackle an Effect of launching your Target away.
Storming Tackle Adds to your Shoulder Tackle the Effect, that you hit your foe twice and you can perform the Tackle twice, before it recharges. Potency Halved
Fiery Tackle Adds 30% more Potency to your Shoulder Tackle and causes Burn to your hit Targets for some damage over time.
Icecold Tackle Adds a Freeze Effect to your Tackle, freezing the hit target eventually.
Ironhide Tackle The neutral form improved, if performed while no Elemental Fist is active. After performing Ironhide Tackle, will you receive for 5 seconds after it not more damage, than 20% of your Maximum Health
Level 68 Enigma of Power Renamed Ridle of Fire. Same Effect, your attack power is increased by 30%, while your skills recharge 15% slower
Level 70 Brotherhood Your and the Attack Power of your Allies is increased by 5% on Activation. While it's active, is also the time you need to open your Chakra Gates reduced by 5% per every Group Member, which is still alive then.
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For when a next Expansion comes, which raises the cap most likely to 80:
Level 72 Yin & Yang A Self Buff Skill, when used right after activating all 7 Chakras, opens up also the 7 Chakras fo Freedom of Shadow, the Yin Side of your Soul, making you temporarely immune to all Conditions and CC Effects, while the Gates are opened
Level 75 Rage of Ashura A one time useable Attack with a potency of 500, while Yin & Yang is active, if used, it will end instandly the Gate Effect, so you should wait with it for the last moment.
Level 78 Insight of Indra A special Mantra, while Yin & Yang is active, which allows temporally allies to receive the positive Effects of your Elemental Fist ability as well too. Unlike Fists of Ashura, does Insight of Indra not end the Gates of Freedom Effect. But therefore will cost Insight of Indra you over time MP. Does it run out, will end Insight of Indra.
Level 80 Celestial Hands While this Skill is active, will small portions of your dealt Damage heal nearby Allies and your critical hit rate is increased by 5%