Quote Originally Posted by SpeckledBurd View Post
Snip
Oh wow. After my latest theorycrafting venture and realizing that Anatman is even more god awful than I originally thought, I've pretty much jumped on the ship of MNK needing a rework. Didn't think I'd see a post that broke down everything wrong with it though, of which I can agree to every point. Since this has been so thoroughly explained, I can skip straight to fixes that would help the class in my opinion.

1. Double the number of chakra stacks you can generate while keeping the number needed for FC and Enlighten 5.
Crit and comp dependance aside (which is a valid point, though it's never bothered me that much), I feel like this is an even bigger issue with Chakra: there's no way to deal with overcap. Sure it may look different, but chakra is essentially the same as any other gauge mechanic and every other class that has this (which is basically all of them except DRG and AST) has a way to deal with this, but MNK does not. The closest comparison would be BRD, but they have plenty of space to use sudden procs in MB and also can use PP in WM so long as they have 1 stack. MNK meanwhile, is all or nothing, which means they can't hold it for too long or risk losing a possible usage overall.

2. Fix Anatman.
Seriously. Please fix this move, SE. It's terrible. Sure, it was pretty bad when introduced due to the reliance on server tick, but as of 5.1, now it's a move you have no reason to use at all unless you use the Anatman opener (or a particularly long boss disconnect where you can stand still for 12 seconds). I'd much rather have this be a two-charge ability that you can use between CDs and just gives just 1 GL stack instantly (since 5.05 Form Shift means there's no reason to ever lose GL stacks unless you fall asleep on the controller or don't read the tooltip). Making it a 30 CD would be icing on the cake.

3. Make adjustments to Tornado Kick
It's actually pretty silly that TK uses up all of your GL stacks when you can have up to four, even though it only needed three for two expansions. Either it needs to only require three stacks to use (which still would require Anatman to be fixed in order to be used frequently mid-rotation) or it needs to do extra damage at 4 stacks to make up for the GCD and auto-attack you'd miss while building GL stacks back up again.

4. Adjust Six-Sided Star.
It's not particularly a bad skill. Just underwhelming since it's so situational. Only way I can see it being used in the regular rotation is if it's damaged was doubled and it either had a CD or was only available after a certain period in GL (which is kind of the same thing, but still makes it flexible for other uses). It should also generate a chakra stack or two on use since it prevents you from doing so with Meditate during a short disconnect.

5. Buff Fists of Earth
As both FoF and FoW were buffed in ShB, they both have frequent use even if you stay in one a majority of the time while FoE has almost no use whatsoever. However, for the life of me, I can’t really figure out a decent way to approach this. Only two ideas that come to me are to either pair it with Anatman somehow, doubling the GL gain and/or the potency of the next GCD (mind you, Anatman would need to give an instant GL stack) or make it so that TK doesn’t use any GL stacks while under it.

Anyway, that’s my take on a MNK rework.