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  1. #1
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    Quote Originally Posted by Kahnom View Post
    Do you understand what clipping means ? It mean as soon as I've got stacks from Anatman and try spamming other skills the server won't allow other skills to activate until almost 1 sec later while PB openner barely clip at all(still clipping around 0.x sec but Anatman is cleary longer)
    Yes, Anatman is DpS gain IF you're not clipping it and be able to double weave Ogcd but sorry I can't do that.
    I think I've explained enough, I'm the one suffer dps loss by default here.
    Don't think every Monk can play smooth and double weave whenever they want.
    Even if you clip your GCD with Anatman currently, it's still a gain over PB. Once again Leaden Fist is too powerful to not use PB to spam it. It's way too much damage to give up. An approximate 1.5 second clip on your 2nd GCD is worth the massive burst you gain by using PB to spam DK > Bootshine. It's not even a double-weave thing because you've never double-weaved Anatman because it's too fickle.

    With new anatman since it's on the GCD you only risk clipping your GCD by around .6 seconds as well. Still a massive gain over trying to use PB for GL gain and then only getting 1 Leaden Fist under buffs instead of 3-4.
    (1)
    Last edited by ZyrinMisharuji; 10-29-2019 at 06:17 PM.

  2. #2
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Get rid of the elemental fists. Dear lord. Kill them and never let them return. Excise all mention of them from the game. They never existed as patch 5.whattheheckever. Get the writers to comb through the entire game's script to ensure that nothing slips through.
    (1)

  3. #3
    Player
    Rockette's Avatar
    Join Date
    Dec 2017
    Posts
    483
    Character
    Rocket Teira
    World
    Behemoth
    Main Class
    White Mage Lv 90
    They made such a big deal about GL4 being monk job progression and didn't even give it a new animation.
    (0)

  4. #4
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    Quote Originally Posted by Rockette View Post
    They made such a big deal about GL4 being monk job progression and didn't even give it a new animation.
    MNKs: We don't wanna go slow. We want to be able to use TK.

    SE: uhhhhhhh, here have GL4. Perfect. No one will complain now.
    (0)

  5. #5
    Player
    Makimaki_sargatanas's Avatar
    Join Date
    Apr 2014
    Posts
    16
    Character
    Maki Maki
    World
    Sargatanas
    Main Class
    Pugilist Lv 80
    TK - turn this ability into an attack without consuming GL and back jump effect for mobility.
    100 potency.

    SSS - turn this into an ability and only 20% chance executable whenever there is a crit in demonish dot damage. 300 potency and 1 sec cooldown. Making this rare signature move.

    Anantment - turn this into a buff ability and only stop GL timer for 10sec. So I can PB for laden fists.

    Form shift - need to add 5 sec to the GL timer every time we hit the button. Kind of sucky to hit it 3 times prior teleporting.
    (0)

  6. #6
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    Quote Originally Posted by Makimaki_sargatanas View Post
    TK - turn this ability into an attack without consuming GL and back jump effect for mobility.
    100 potency.

    SSS - turn this into an ability and only 20% chance executable whenever there is a crit in demonish dot damage. 300 potency and 1 sec cooldown. Making this rare signature move.

    Anantment - turn this into a buff ability and only stop GL timer for 10sec. So I can PB for laden fists.

    Form shift - need to add 5 sec to the GL timer every time we hit the button. Kind of sucky to hit it 3 times prior teleporting.
    Honestly, I wouldn't want TK to be a gutted potency skill just to gain a backstep which, imo, we don't even need. I would rather they keep the potency as is and just find a way to make it more usable/unique. They could make it function like Foul/Xenoglossy for the easiest rework, or they could just make it an oGCD that's up every 30 seconds - 60 seconds and give it some sort of additional effect (increased crit rate for 10 seconds? Guarantees your next 3 GCDs will open a chakra?).

    SSS - Personally I don't want more RNG skills that come out of getting crits. We already have a resource devoted to it, I don't want a high potency move devoted to it as well. Also, I do not want it to become MNK Pitch Perfect. They can honestly leave it as it is. It's a nice skill for mitgating damage loss during short disconnects as well as good burst into a long disconnect. If they were to rework it I'd rather they just give it a CD and change the additional effect to opening a chakra or empowering one of our core GCDs or something. New idea: Maybe make it combo off of Tornado Kick. So if TK was a 30-60 second CD, it gives you a buff which allows you to use SSS (kinda like Sword Oath or Assassinate Ready) and just make SSS the higher potency of the two and also have it give 1 or 2 chakra stacks or something (that may be a bit much so the first bit would be fine) but I kinda like it cause it links the two capstone skills together and gives them both more uses throughout a fight.

    Anatman - Literally just make it give a stack of GL, maybe give it 2 charges, on like a 60 second CD (if charges, 30 seconds per charge maybe). This would also refresh GL timer if at max stacks, so you could do 6 opo-opo PB all the time.

    Form Shift - No change needed honestly. Having our forms last 15 seconds plus the refresh from using Form Shift from Coeurl to opo-opo already makes it impossible to drop GL, if they added an extension every time it was pressed it would just be like putting training wheels on a bike and then also making that bike run like a trolley where it's just pulled along by a string. I don't want a baby-mode easy job, I just want a job that's cohesive in its kit and identity.

    Aside from those, the only other things I really want out of MNK is for all of its core 6 GCDs to have additional effects that make it feel like it actually combos from one attack to the next and its stances to be more involved (or just removed). So DK, Twin, Demo, and Bootshine are good as is. They could do something where like True generates a Chakra or makes your next GCD deal 50 more potency or something. Snap could maybe do something where it lowers the CD of Shoulder Tackle by 5 seconds or just something that makes it seem like all of MNK's kit is tied together and works in harmony, like a martial arts job should.

    As for stances, my only idea is to make GL4 a normal trait like the previous GL traits then remove FoE and balance FoF and FoW to where FoF would be what you use in buff windows to do more burst and FoW outside of those windows to deal more sustained DPS. Maybe make FoF still a 10% damage buff but make FoW like a 5% haste buff or something. If that makes it too clunky or complicated then just remove the fist stances because they're kinda pointless otherwise.
    (5)
    Last edited by ZyrinMisharuji; 10-31-2019 at 06:11 PM.

  7. #7
    Player
    Noctisnine's Avatar
    Join Date
    Mar 2018
    Location
    Limsa
    Posts
    111
    Character
    Winter Valentine
    World
    Twintania
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ZyrinMisharuji View Post
    I mean, in my opinion, they just need to rework 2 skills currently and MNK would feel pretty solid throughout 5.X.

    Firstly, Anatman needs to just become an oGCD (maybe with charges) that grant a stack of GL upon use. It would eliminate the clunkiness of the opener and no one would need 3rd party software to optimize it.

    Secondly, Tornado Kick NEEDS to be reworked to function like Foul/Xenoglossy on BLM, at least in my opinion. In Stormblood being able to use 2 TKs roughly every 30 seconds felt amazing and almost every MNK loved it. Square felt it was too much and killed it and made TK less viable with the GL management skills we now have. So, by doing this suggested change MNKs could get actual use out of our highest potency move (and it's a reward for maintaining GL). Additionally, for newer MNKs, as they level and get to 60 they'll only have Form Shift for GL upkeep but then as they progress they'll get more and more skills so that they never lose GL and therefore never lose uses of TK. Makes sense, linear progression and all. Furthermore, this would add value to Anatman as we wouldn't need to use it to regain stacks since we shouldn't ever be losing stacks, and in this way Anatman and Form Shift no longer blend their jobs together so each skill will feel unique and serve a specific purpose.
    I gotta say those ideas are pretty interesting, but honestly I think SE doesn't care about what we say, I've lost count how many times I've asked for a tornado kick rework into something that is part of hour rotation. In the past they slowed us down and they still keep giving us stuff to either slow us down or remove our greased lightning stacks, and then six sided star ... yay great they do nothing as we ask them to do. They don't listen to our feedback, so if someone of SE happens to read this, fix monk instead of just giving him damage!
    (0)

  8. #8
    Player
    Rockette's Avatar
    Join Date
    Dec 2017
    Posts
    483
    Character
    Rocket Teira
    World
    Behemoth
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Noctisnine View Post
    I gotta say those ideas are pretty interesting, but honestly I think SE doesn't care about what we say, I've lost count how many times I've asked for a tornado kick rework into something that is part of hour rotation.
    When they had that whole segment about reworking Monk and giving it a job progression and listening to feedback pre Shadowbringers - I honestly believed it and I'm so mad about this because I have been playing this game long enough to know better. Although I really didn't expect them to make Anatman worse, that's a new low, I guess. I gave up my ninja spot in raid because I'm stupid. Now I'm locked into this miserable class for Ultimate since I spent all my tomes on the bis set.

    I'm not making this mistake again next raid tier.
    (0)

  9. #9
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    Yeah, I mean some of the thought behind the moves was good. Anatman being a way to freeze stacks in downtime/build them during transitions. Pretty good idea, poorly implemented skill though. SSS refreshing GL timer, good idea, helps with GL loss in downtime. Poorly implemented since it blends with Anatman and extends our GCD which we don't want (We wanna be like sonic SE, gotta go fast!). The GL4 trait just completely throws me for a loop. Why make this pretty much useless stance (outside of running around a city faster) our new DPS stance???? We go like 40 levels of FoF being our DPS stance only for this rando movement speed buff to become it 76(?) wtf??? Like I said in my post before this one, if they had changed FoW to be like a 5% haste buff, FoF a 10% damage buff, and GL4 to be a normal trait not tied to a stance, it woulda been fine. Like it's a minor annoyance, but still an annoyance that I can't make sense of.
    (0)

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