even more concerning is how this will effect perfect balance and every other skill we have to keep GL uptime.
even more concerning is how this will effect perfect balance and every other skill we have to keep GL uptime.
considering how loathed the fact that monk has like 5 skills that do nothing but help you keep GL or spend it under some veryyyyyy specific circumstances is i wouldn't call this concerning but rather say:good riddance, finally they will have to give monk something else other than another way to keep GL rolling, thank god monk will finally get some new skills other than "keep gl active skill nr. xyz"
It is unfortunate that Monk seems to be losing some of what made in unique in ARR, but from 3.0,4.0 and now 5.0 changes...Monk has gone from unique to unnecessary busy work class.
I understand what the Dev's were attempting to do by giving us more ways to keep GL up, but it has spiraled out of control. The 8 man and 24 man encounters don't even allow us to keep our stacks up due to exposition that we can't skip. The developers for the job designers and the raid designers must not have scheduled a meeting to discuss how monk would operate.
Eden's Verse: Refulgence comes to mind when there are 3 instances when I lose stacks every time.
1. First teleport in phase
2. Second teleport out phase
3. Final form DPS check
That is three times I lose stacks due to loading and loading of others, network speed of others, exposition, stun lock.
Anatman doesn't work during this and is utterly useless, form shift is useless leading up to and after words, and SSS is useless since the timer ran out. Only option is Perfect Balance if it's not on cooldown.
So in summary the devs are taking monk in the right direction, and could possibly lead to some interesting new encounters since they don't have to stare at monk and sigh when designing encounters. If they did at all. And by tacking on all these GL maintenance skills you can surely bet they did not want to sacrifice anything when it came to the whole big picture of an awesome encounter.
This is smart by just removing the issue and putting Monk in the "smooth to play" category instead of the "maintenance hell" it is currently in.
I. Can't. Wait. Picking Monk back up, I'm crossing my fingers and closing my eyes that when I open the patch notes and I raise my arms in a hallelujah moment. And my favorite Hans Zimmer track comes on to culminate it all! (or i'm let down yet again and throw my PS4 in the trash)
Admittedly, removing GL as a mechanic is probably the boldest thing they've ever done to Monk period. Not once until now have they addressed an issue directly, only skirted around them with band aid fixes and promises that failed to meet expectations. My only hope that this sign is evidence of a change in attitude towards the job.So in summary the devs are taking monk in the right direction, and could possibly lead to some interesting new encounters since they don't have to stare at monk and sigh when designing encounters. If they did at all. And by tacking on all these GL maintenance skills you can surely bet they did not want to sacrifice anything when it came to the whole big picture of an awesome encounter.
This is smart by just removing the issue and putting Monk in the "smooth to play" category instead of the "maintenance hell" it is currently in.
I. Can't. Wait. Picking Monk back up, I'm crossing my fingers and closing my eyes that when I open the patch notes and I raise my arms in a hallelujah moment. And my favorite Hans Zimmer track comes on to culminate it all! (or i'm let down yet again and throw my PS4 in the trash)
I'm ready for the change. Greased lightning is kind of meaningless at this point. You don't seem to lose it anymore unless they force you to. I do miss how it was in ARR and HW, but with how things have been changing, I would rather they rework it and change our GL upkeep abilities into something you get to use more regularly. I am skeptical since they talked up their monk changes for 5.0 and it was nothing really, but we will see. Monk has played almost identical in every expansion (with a few exceptions, I know) so maybe this will make it feel different for once.
I think this comment has a lot of weight to it. Since I felt that when 5.0 was shown, and all the changes for monk. Some of the additions I wondered how they would fit in the toolkit (GL4), and some were just BAD decisions that helped keep monk in the dirt (anatman and SSS).
Which is why there was a huge outcry after 5.0 launch, and the subsequent 5.01 patch that game us the god send new and improved form shift. Monk mains have been wondering why it wasn't this way to begin with for years. And no more spamming meditate out of combat. (my ps4 controller thanks you)
I think someone mentioned in a previous page that is was given to the monk community to keep us happy, and rightly so. Monk was abysmal to play 50 on wards imo. Maybe SE thought it would over power monk back in HW, maybe. But now it's business as usual with form shift and meditate. Jump pop it after every trash pull, I don't even think about it any more. It's the large scale encounters that really punish monk when we have to keep our stacks up. Borderline unfair when I look over at NIN he just kasatsuu's and mudras back to full speed ganking in a matter of seconds. Stark difference when I have my foot on the pedal and my 4 cylinder engine is going against a 8 cylinder. (this is by no means a chance to nerf nin) I'm just saying: Monk's WANT THIS! lol! Imagine a monk with the stupid speed of NIN!? Here comes the nerf sledge!
Just fix it and balance it to where we can comfortably play Monk with out pushing a button every single GCD through an entire dungeon. Wow...never thought of it that way....we really do push a button almost every GCD through a whole dungeon. Yeah that's got to be fixed lol.
The fact they're addressing it mid-expansion does say a lot about how badly they screwed up. I can't recall a single time we've seen a fundamental rework past x.1. So that is a positive though I'm equally skeptical. What I really want for Monk is essentially Remake Tifa but something that massive wouldn't happen until 6.0. Would be nice though.I'm ready for the change. Greased lightning is kind of meaningless at this point. You don't seem to lose it anymore unless they force you to. I do miss how it was in ARR and HW, but with how things have been changing, I would rather they rework it and change our GL upkeep abilities into something you get to use more regularly. I am skeptical since they talked up their monk changes for 5.0 and it was nothing really, but we will see. Monk has played almost identical in every expansion (with a few exceptions, I know) so maybe this will make it feel different for once.
I could see Anatman becoming Enochian if they go the Black Mage route. In any case, I agree. The Fist Stances are little more than a relic that doesn't work. There just isn't really a way you're going to make players want to swap between them unless they do something like Astral and Umbral. It baffles me how they've managed to survive this long, especially Fist of Earth.I much prefer if we just had fist of wind build in with GL so we can just have the extra speed and ice the other two as its basically viper kiss or w/e nin had before for extra damage.
The only skill I actually don't know what they're gonna do to is Anatman...it was used to build/hold GL but now "if" GL is a passive...what hell would it be used for?
All it would currently do is just hold your stance so it doesn't count down which is a pretty so so to pretty much useless (not that mnk isn't use to that) skill to have.
Last edited by ForteNightshade; 07-25-2020 at 05:59 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I like the change of making gl a passive. I'm down with the idea of reworking it but afraid they'll take away the positional requirements and make the class feel like a samurai clone.
I had a brief (probably terrible cos I don't main monk) thought about anatman and SSS, where anatman gives you fixed 1.5s gcds for say like 15s. Then you give SSS a 10s gcd recast time (you were unlikely to back to back SSS anyway), so during your "anatman window" you can use SSS twice and bypass the long recast on it.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"
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