Just thought without thinking much, what if Shoulder Tackle changes into no potency deals, no charge but 15 sec cooldowns.
Will it more useful than the current one ?
Just thought without thinking much, what if Shoulder Tackle changes into no potency deals, no charge but 15 sec cooldowns.
Will it more useful than the current one ?
Given the 200 ppm elsewhere, almost certainly. Any pure mobility option will offer more mobility than a damage-mobility tool that's mostly constrained by its damage optimization. That said, it also then removes some forethought or sense of risk, so it's not as if it's a free improvement to gameplay, only to capabilities/ease (and that's assuming, again, that you get the potency elsewhere to compensate for it).




All I ask for at this point is that Tornado Kick is introduced into the rotation and Anatman has a new purpose worth using it for (it doesn't need to be, nor do I want it to be, a new burst or offensive buff tool). I can wait until 6.0 for SE to address Chakra, Brotherhood and the stances. TK and Anatman are both skills that become defunct under the premise of GL becoming entirely passive (freezing form timers isn't worth having a whole skill for, we already have Form Shift). As for what they would specifically do I'd rather leave it to people who can theorycraft better than I can.
However if I may be humoured then I would like to have a GCD on a cooldown be part of the rotation (whether it be SSS or TK, doesn't 100% matter), it would be nice to bring back the play-feel Touch of Death had in HW, having a separate GCD outside of forms so it can act as a buffer to move into positionals and mix up the combos every so often.
If we still got the old wind shoulder tackle ... I think it might fit for current 4th GL, I mean getting 1 free GL will make our rotation less boring, don’t you think ?
They need to make the positionals ONLY for bootshine. Tbh, i don't know how people think it's skill to stand between back and side and just keep moving to get the little extra potency each attack. Yes it adds up, but its a pointless thing to do considering how often it has to be done. It's not skill to hit positionals, its just an arbitrary requirement meant to make it seem like we are engaging with the job more. Its hella annoying. Try positionals with true north and you have a tank that wants to go mongo dongo spinny boss weeeeeeeee!!! All of a sudden you realise now, that for you to hit your positionals is impossible. That is bad design. Remove them.


I agree with Navnav here and would say the positional's are completely arbitrary and force you to play one particular way. The only way to be optimal for monk is to dance around the mob like a meth head, and to insult us they give us True North and Riddle of Earth to negate all this.
Don't tease me by letting me bypass this completely with skills. Just take it out of my job or lessen it's reliance...as true north does. I like the idea of making leaden fist not requiring a positional.




Actually, the only way to be optimal on Monk is to be padded by half your party by making them go specific comps. With or without positionals, we're always disadvantaged to other DPS because they don't have to be handheld by a DRG, DNC or SCH just to access their basic resource gauge.I agree with Navnav here and would say the positional's are completely arbitrary and force you to play one particular way. The only way to be optimal for monk is to dance around the mob like a meth head, and to insult us they give us True North and Riddle of Earth to negate all this.
Don't tease me by letting me bypass this completely with skills. Just take it out of my job or lessen it's reliance...as true north does. I like the idea of making leaden fist not requiring a positional.
Regarding positionals themselves, I'd rather they be addressed later when we actually have something to do on MNK besides wait for Chakra procs and hitting said positionals.
Last edited by VentVanitas; 09-11-2020 at 11:03 PM.

Monks do best when they are padding a physical damage heavy comp with no casters.Actually, the only way to be optimal on Monk is to be padded by half your party by making them go specific comps. With or without positionals, we're always disadvantaged to other DPS because they don't have to be handheld by a DRG, DNC or SCH just to access their basic resource gauge.
Regarding positionals themselves, I'd rather they be addressed later when we actually have something to do on MNK besides wait for Chakra procs and hitting said positionals.
That was the opposite of his idea, though? He wanted all positionals removed except for Leaden Fist/Bootshine.
Personally, I see positionals as core to the Monk experience.
I'd sooner sacrifice the rigid sequence of forms, with a (softer) rotation impelled in other ways that nonetheless allows us to adapt our rotation to the positionals we can presently use. That way we'd also always have access to our 9 form-based weaponskills, rather than wasting two-thirds of their buttons at any given moment when outside of PB.
Voila, you've got 24/7 positionals apart from SsS, but the greatest flexibility of any job by which to deal with them. Identity remains. Frustrations mostly gone. Remove Riddle of Earth and True North as they're no longer needed. You get access to 6 more of your (previously locked out) buttons and 2 others are no longer necessary; that's a massive increase to button-efficiency.
Honestly, if I were allowed something more ambitious, I would likewise remove positionals entirely. They don't make sense. But I would not remove dancing around the target as a consequence of other mechanics, namely force and focus. If you kick a humanoid's legs out from under them at the same time your ally swings a greathammer through their helmet from the opposite side, dude's gonna spin. If the enemy's focused on an ally to his left, and he's got a gap in his armor accessible from his right with certain attacks, those attacks are going to be effectively twice improved because you're ideally getting through his armor and he's not noticing you well enough to shift his stance and turn it into a glancing blow. But that requires undermechanics beyond units just being cylinders whose primary metric you eventually deplete -- not really the goal of XIV and its barebone systems.No reason we can't just fix that too.Actually, the only way to be optimal on Monk is to be padded by half your party by making them go specific comps. With or without positionals, we're always disadvantaged to other DPS because they don't have to be handheld by a DRG, DNC or SCH just to access their basic resource gauge.
Change Chakra to relative potency-based generation, say... every 3k potency dealt generates a point of Chakra with DM1, and that's reduced to 2k with DM2 (spitball figures). Progress towards the next point of Chakra is shown via a bar. This includes the effects of Determination, Twin Snakes, Greased Lightning, and so forth in addition to critical and direct hit multipliers, so while it'd favor damage buff multiplicity from raid buffs like every other job, it won't favor critical or direct hits any more than any other job.
As per the QoL improvement mentioned last page, you can now use TFC at any time; Meditation is purely passive, generating a Chakra's worth (3k, then, sadly, down to 2k) of "Chakra-potency" per half-GCD, generated continuously (i.e. if the server tick is 20 Hz, then 150 or 100 Chakra-pot per tick) starting from the moment you're off the GCD. (It's still obviously worse than using each GCD as soon as possible, as two Chakra per GCD nets you under 150 potency, whereas Twin does 170 and has vast additional value through its damage bonus.)
Now, have Brotherhood duplicate your Deep Meditation mechanic and spread it over all allies in range. Doesn't matter whether it's healing or damage, physical or magical. They unload their shit and you get to unload yours in spades. Heck, if you really wanted to cheese the meters, you could have your WHM spam (AoE) heals during it for its sheer raw potency (and to align the fight end to everyone's CDs).
Last edited by Shurrikhan; 09-12-2020 at 06:11 AM.
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