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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    Monk Redesign 2.0 Shadowbringer Edition

    Now after seeing, what SE did to this Class with Shadowbringer, I want to post here, how I'd like to see this Class getting changed, based on the current Gameplay of Shadowbringers now.

    Now, that there is no TP anymore, my Concept will use MP in mind in certain points - not everywhere, because the current design makes absolutely NO usage of MP.. you have now 10000 MP that are permanently untouched, and thats simple and plain said - stupid and looks silly. My Concept is about to change this here - a bit.

    My Concept has also the goal to finally completely remove pointless/useless Role Skills and merge them together with existing Monk Skills in a Monk unique way how SE should do that with generally all Classes and the remaining Role Skills that are sadly still there and still underperforming garbage mostly.


    Lets begin:

    Fist, the Monk will be under this Concept definetely a Class which will use in PvE too the Skill Chain Combo System, that we know of PVP... I use is to make the Gameplay of the Monk clearer and to make space for better, more interesting Skilsl and such, that are under my impression missing to round up the whole design of the class - the picture in my mind of an ideal Monk, what a Monk should be like in FF14.

    At first the Job Mechanics:

    The Monk should use the following Mechanics:

    Stances
    The Monk uses Combat Stances, which determine, which of their Combat Skills are used. Skill Chains will simplify this now be chaining together Combat Skills, which work together to be the most effective. But there are also Skills, which will let you change the Stance to a specific one, to be able to quickly repeat certain skills or to perform a skill chain with an other path end skill, without having to begin first a complete new skill chain. Skills like Dragon Kick for example do this already.

    Sub Point:

    Combat Stances:
    - Chocobo (renamed Opo Opo)
    - Cactor (renamed Raptor)
    - Coeurl

    Later on in this Concept will I add a 4th new Combat Stance

    - Behemoth


    Chi Gauge (Renamed Lightning Gauge)
    All Elements shoudl have 4 Segments, not only Wind
    The Chi Gauge shows you yor accumulated amount of "Chi Flow", which is the now renamed term of "Greased Lightning", which is your Natural Energy based of the Elemental Enigma you are using.
    There are 4 Enigmas and a Neutral Stance:
    Fire = Increases Streangth and adds on critical hits a Burning Condition as a DoT to your Attacks on the 4th Chi Flow
    Wind = Increases Attack Speed and Skill Recharge Times, grants on 4th Chi Flow Blindness to your Critical Hits, so that Enemy Attacks will have a chance to miss
    Water =Increases your Maximum Health and makes you on fourth Chi Flow receive heals periodically
    Earth =Lets you receive 10% lesser Damage and reflects received damage in heith of that 10&% reduced damage back to foes once you gain the 4th Chi Flow.


    Chakra Gauge Changed from 5 to 7 Chakras to make it fitting to the lore, because the Monk has 7 Light Chakras and 7 Dark Chakras, but the current Mechanic doesnt represent this sadly.
    Yes, this will mean, it will slow down us a bit before the corresponding Skills can be use, but these Skills will become in return more powerful a bit therefore.
    At a certain Level the Monk starts to open up both sides, 7 Light and 7 Dark Chakras to be able to activate a new secondary Mechanic thats based on the Chakra Gauge:

    Gates of Freedom-Mode
    Once all 14 Chakras have been opened, you release their powers by activating GoF-Mode. GoF- Mode adds for a time of 7 Attacks for each Attack a positive Effect for you. After 7 Attacks are done and all 7 Buffs are active, another 7 attacks let them end all at once.

    This are the 7 Gates of Freedom:

    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 immune Health Degenerations like Poisons and other similar things.
    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 10% to auto dodge attacks.
    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 and GoF-Mode will end instantly.

    Lastly

    Sage Mode
    Sage Mode will be a Mechanic, which allows the Monk to temporarely perform Chi Skills without losing Chi Flow, or any of the Enigma Stance based buffs, nor will Skills cost any MP, which would cost some otherwise, while it's active.
    To activate Sage Mode, one must first collect 4 Chi Flows of any Enigma Stance Element. You have to have at least 7 Chakras, the ones of Light unopened, means GoF may not be active. So, Sage Mode and GoF Mode can't be active at the same time!!
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    Last edited by Kaiserdrache; 07-12-2019 at 10:54 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Now to the Skills:

    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 Light Chakra being opened, so max +70. Replaces Bootshine
    Level 4 = Strike of Truth = Deal Damage with a potency of 140. The Base Potency is increased by 20% whenever 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. Can paralyze foes when hit from behind. Replaces Snap Punch
    These 3 Skills become on Level 6 the first Skill Chain Combo, so that 2 Skill Slots used up become then only 1 Skill Slot to use.

    Level 10 = Enigma of Earth = grants you the Earth Stance, which lets you receive 10% lesser Damage, any Conditions and Knockbacks towards you are in this Stance only half effective.
    Level 15 = Mantra of Harmony = This Skill gets now merged with Second Wind and becomes the Monk unique Heal Skill, aside of which Enigma Stance of Element you are using has Mantra of Harmony also different effects:
    Fire= Attack Power increased by 15% for you and your nearby Allies for the duration of the Mantra
    Water = Healing Potency increased by 20% on you and your nearby Allies (the known effect it has currently)
    Wind = Movement Speed is for you and your Allies temporarely increased by 50% and you can't get slowed, binded or knockedbacked/launched, merged in Arm's Length
    Earth = Become shortly immune to critical hits and attacks can't deal more damage than 10% of your Maximum Health, wipe attacks excluded


    Level 18 = Twin Snakes = You hit with this Skill now an enemy twice with 100 potency for each hit, if hit from the flanks, you will cause a Bleeding Degeneration Effect.
    Level 26 = 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 stuns targets when hit from behind. Merged basically with Leg Sweep
    These 3 Skills become at Level 30 now the second Skill Chain Combo.

    Level 30 = 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 34 = Enigma of the Wind = Your Movement Speed and Attack Speed of Auto attacks is increased by 15% when you keep this Stance active.
    Level 35 = Shoulder Tackle = Gap Closer Attack with a Potency of 100, letting you rush to your target position fast. Charge Skill with 3 Charges like in PvP now...
    Regains back its Elemental Based different Effects.
    Fire= Adds a Burning DoT to the Attack for 5 seconds with a Potency of 50.
    Wind = Deals hits twice, and has under Wind a final 4th Charge.
    Earth = Knocks foes back
    Water = Freezes foes and binds them this way to the place. Critical hits to a frozen enemy deal Extra Damage. And in regard of Trash Mobs have a Chance for Instant Death.
    Level 38 = Enigma of Fire = Increases your Strength whiel you are in this Stance and 5% of received Damage is reflected back to the Target now.
    Level 40 = Enigma of Water = New. While this is active, have you an increased chance of 10% to dodge Enemy Attacks, while this Stance is active and your attacks can cause Freeze, binding enemy movement/attacks, until you hit them again. Frozen foes are defenseless and receive guaranteed critical hits. Hit frozen targets have a chance for Instant Death, a hit frozen target will directly unfreeze, so it's per freeze just a one time chance for the instant death to trigger.
    Level 45 = Four-point Fury = Stays as it is now
    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 Enigma is active, changes now the effect and name of this Skill. Changes you to Cactor Form
    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 56 = Flow of Nature = Renamed and changed Elixier Field. You perform a of Line of Sight Energy Chakra attack, which receives per each opened up Chakra more potency. It's Base Potency is 220. For each opened up Chakra does it receive +10 Potency. This Skill ignores Enemy Defense and can't be dodged. Has in Sage Mode double the potency, but if used, ends Sage Mode instantly. Cant be used while moving.
    Level 58 = Mantra of Purification = You let yourself and nearby allies regain some MP back, removes a negative condition and in case of the Monk, does this Skill convert for some time dealt damage into Health, merging Bloodbath into this Skill.
    Level 60 = Tornado Kick = This Skill deals Damage with a potency of 330 and costs all of your Chi Flow, unless performed while in Sage Mode
    Level 66 = Brotherhood = You and your Allies Attack is increased by 5% and you open your Chakras faster while Brotherhood is active
    Level 68 = Howling Fist = Perform a Line of Sight Attack that hits all foes in front of you in the LoS with a potency of 200. Skill returns, don't event understand why it got removed at all. Feint's Effect now merged into it, so hitting foes with it will reduce temporarely their Strength and Dexterity by 10%.
    Level 70 = Yin & Yang = Only useable when you have activated Perfect Balance and when in Sage Mode. Self Buff. When activated does Chi Flow not run out, basically renamed Anatman under a restriction now. When the Skill runs out, it turns into Six-sided Star,which has now the effect to instantly grant maximum Chi Flow after performing the Attack. Has no longer an own recast timer that slows everythign else down, therefore that you can use this skill first after some previous waiting time of Yin & Yang .
    Level 72 = Enlightment/Forbidden Chakra = Changes this Skill into a Charge Skill with now 2 Charges, requires Sage Mode now to be usable. If you are not in Sage Mode, then this Skill will be Forbidden Chakra instead, which consumes MP to use and will be now usable whenever you want, it doesn't require a 5th Chakra anymore, but the MP Cost is naturally high therefore.
    Level 74 = Insight of Halone = A special Mantra, while Yin & Yang is active, which allows temporally allies to receive the positive Effects of your Enigma Stances too, however, using this Skill will as long you keep it up to share your powers, cost MP of you periodically.
    Level 76 = Rage of Rhalgr = A one time useable Attack with a potency of 500, while Yin & Yang is active, if used, it will end instandly the Sage Mode
    Level 80 = Celestial Hands = While this Skill is active, will small portions of your dealt Damage heal nearby Allies and your critical hit value is increased by 5%
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    Last edited by Kaiserdrache; 07-12-2019 at 11:01 PM.

  3. #3
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Concept Skills for the next Expansion , when we will most likely get Level Cap to 90.

    In this will receive the Monk 3 new Combat SKills that will be together its 3rd Skill Chain Combo, 1Skills that will require the new Behemoth Stance I'm planning on in my Concept and 1 other Attack Skill that is different than all others.

    82 = Fists of Fury = Perform a fast combination of swift Fist Strikes against a foe, staggering the enemy unable to perform Auto Attacks meanwhile.
    84 = Tiger's Claws = Perform two powerful roundhouse kicks. If performed on a Target, that suffers on Demolish's Degeneration, will let this attack double the speed and it renews the Degeneration Duration of it.
    86 = Greased Lightning = Strike a foe as fast as a lightning with a potency of 400, if hit from the flanks, does it ignore 25% of the Enemy Defense and paralyze foes.
    These 3 Skills become the third Skill Chain and performing Greased Lightning will let you change into Behemoth Stance

    88 = Fist of Extinction = A significantly more powerful version of Fist of Destruction with a Potency of 300 that grants you also temporarely the effect of True North, letting all your Attacks deal maximum damage, regardless from which position you attack foes. Requires behemoth Stance to perform it.
    90 = Last Resort = A Skill, that makes usage of all your complete energy reserves. Converts your Maximum Health into Strength and performs a devastating single strike attack against 1 target. You are not immune to damage after this Attack, so use this skilll only, if you know, you get alive out of danger quickly after it. You will suffer under slow and heaviness after this Skill also too, because you are exhausted after this attack. Has a very high recharge time also.
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  4. #4
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Lastly the Traits.


    Level 06 - Chain Combos > You turn your first 3 Weapon Skills into your first Skill Chain Combo
    Level 10 - Riddle of Elements: Adds with Earth the first Elemental Chi Flow for you.
    Level 15 - Meditation > Unlocks Mantra of Harmony for you and increases the Chance to gain Chakra by using Weapon Skills
    Level 20 - Enhanced Chi Flow > Allows the Stacking of a second Chi Flow
    Level 20 - Muscle Training > Increases Strength by 25
    Level 30 - Enhanced Chain Combos: You turn another 3 Weapon Skills into a second Skill Chain Combo
    Level 34 - Mystery of Elements > Adds with Wind the second Elemental Chi Flow to you.
    Level 38 - Secret of Elements > Adds with Fire the third Elemental Flow for you
    Level 40 - Circle of Elements >Adds with Waterh the fourth and last Elemental Chi Flow to you.
    Level 40 - Perfected Chi Flow > Allows the Stacking of a third Chi Flow
    Level 40 - Stronger Muscles > Increases Strength by 50
    Level 50 - Empty of Mind > Unlocks the Gates of Freedom Mode and unlocks 4th final Chi Flow
    Level 56 - Mastery of Sen Chakra > Unlocks Sage Mode
    Level 60 - Iron Fists > Increases Strength by 100
    Level 62 - Deep Meditation > Further increases the Chance of gainign Chakra by Critical Attacks from Weapon Skills by 50%
    Level 81 - Iron Will > 30% of your Strength Value gets now added also to your Determination
    Level 86 - Mastery of Chain Combos > You turn another 3 Weapon Skills you've learned so far into your third Chain Skill Combo.
    Level 88 - Stance Mastery > You unlock the new Behemoth Stance/ Fist of Extinction
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    Last edited by Kaiserdrache; 07-12-2019 at 10:32 PM.