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  1. #11
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Seto_Mimyho View Post
    So what you're saying is, Designing niche GCDs to be used based on SPECIFIC situations they aren't applicable everywhere when we already have a bunch of Specific situational abilities currently in our kit. As Shurrikhan said,
    No. They would not need to be niche, just usage based on existing resources. In my mind the 3 new abilities would be something like the following:
    • New Skill 1 - Opo-opo form, Single target, lower base potency than Bootshine, gains 150 potency from Leaden Fist (same as Bootshine), generates a Chakra if you have fewer than 3. Deep Meditation procs would still apply as normal.
    • New Skill 2 - Raptor form, Single target, base potency lower than True Strike. Gains potency if you have fewer than 3 Chakra open which would put it over True Strike.
    • New Skill 3 - Coeurl Form, Single target, base potency lower than Snap Punch. Gains potency if you have 3 or more Chakra open which would put it over Snap Punch, but would still be lower than Demolish's total potency. Would generate GL

    As you can likely figure out, use of these actions would be based on the current number of open Chakra and therefore conditional in use rather than niche in use. Forbidden Chakra would still be used when ever you got 5 Chakra (possibly delayed a single gcd when going into Coeurl stance if Demolish is still up so that you could get both NS3's enhanced potency and Forbidden Chakra), but would grant greater interaction with the Chakra system while adding back in a greater feeling of flexibility.
    Also, you seem to have forgotten our AOE rotation which could constitute 7/8/9 so you'd be having us have a fourth rotation of 10/11/12 Which is useless bloat and possibly confusing to people.
    Not really pretty much every job now already has a 2 or 3 button AoE rotation.

    Looking at the other Tank/Melee Jobs, the current gcd action (i.e. weaponskills and spells) totals are:
    • Paladin - 6 single target, 1 ranged, 1 utility, 1 heal, 3 AoE and 1 that is both single and AoE
    • Warrior - 5 single target, 1 ranged and 3 AoE
    • Dark Knight - 4 single target, 1 ranged and 3 AoE
    • Gunbreaker - 8 single target, 1 ranged and 3 AoE
    • Dragoon - 7 single target, 1 ranged and 3 AoE
    • Samurai - 6 single target, 1 ranged, 3 AoE and 1 action that is 3 actions (2 single target 1 AoE) in 1.
    • Ninja - 5 single target, 1 ranged and 2 AoE and the Ninjutsu system which is 4 buttons that are in effect 7 (3 single target, 2 AoE, 1 utility, 1 buff) gcd actions.

    Having a total of 12 or 13 gcd actions isn't that strange or bloated as long as they are useful.

    As much as we'd like to go back and forth over the specifics of what we think is wrong with MNK, almost everything has been said by a multitude of people before us. You might see PB as the main issue, while I and others see GL as the main issue. I don't think I'll be able to convince you but I'm just going to try to get my point across with this. GL is single-handedly the worst designed static buff in this game. Without it, the MNK is useless and does no damage and upon getting it you never want to drop it, and losing it means death without dying.
    I don't see PB as the main problem just one of several problems that need to be solved in addition to GL, and yes, GL is problematic for the reasons you list. I'm not arguing that it isn't. I'm just not so naive to think that all the Monk's problems would be fixed by fixing GL. In fact I have had some ideas on how to solve the issues of GL, I just didn't feel the need to go over ground that is already well trod when discussion about other flaws would likely be more beneficial to the thread.
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    Last edited by Ultimatecalibur; 04-27-2020 at 08:55 AM.