Quote Originally Posted by Tracewood View Post
Maybe have the combo ends of the MNK rotation to have positional points as opposed to every weaponskill. It worked pretty well when they revamped DRG and NIN. And those positional skills have higher potency and auto crit when done properly.
*Blink.*

*Blink, blink.*

NIN started off with no positionals outside of Trick Attack (back) and Sneak Attack (front). DRG's "revamp" was no more than moving the rear positional bonus from Impulse Drive to Chaos Thrust. It meant almost nothing compared to the general change that all weaponskills (not abilities, e.g. Trick Attack) would still activate combo progress and additional effects even if their positioning failed.

NIN and DRG have higher base potency only because they so much lower modifiers. Consider, Leaden Fist hits for over 800 effective potency.

Quote Originally Posted by Tracewood View Post
Tornado Kick to be a "get back"
But it has you vault... away... from the target? I could see the opposite, but...

Quote Originally Posted by Tracewood View Post
Rework [Greased Lightning] into something like the Beast Gauge, Where you can use Six Sided Star when the gauge gets to 50 and it's a very powerful attack.
Do we really need yet another Black Blood / Beast Gauge / Kenki / Ninki, though? If Monk remaining Monk is untenable, there are still plenty of other sensible and less copy-pasted options we could pursue.

Quote Originally Posted by Tracewood View Post
Also give us a ranged attack for when we have to back off.
We have what amounts to and was given as ranged skill, though -- Meditation. It's just been increasingly ignored over each expansion since its implementation, much like Piercing Talon and Throwing Daggers since ARR. Wouldn't it be better to fix the melee-downtime skill we have than throw yet junk onto MNK's garbage-laden plate?