Results 1 to 7 of 7
  1. #1
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100

    My MNK rework. (Using Tifa from FF7R)

    So for those who don't know. In FF7R Tifa would build ATB using regular combos to activate Unbridled Strength. This allowed her access to more hits in her combo and a 2nd tier finishing move. I forget the names. Using this ability again would get you your max amount of combos and a tier 3 finishing move. Once you used any finishing move aside from the tier 1 finishing move you would go down one level of Unbridled Strength. Loosing access to your extra combos and that tiers relative finishing move.

    My suggestion would be to apply this. Sort of.

    Let's take MNK's Demolish combo. Normally you do Bootshine > True Strike > Demolish.
    In my rework, or remake, doing this combo; basically ending any combo with Demolish or Snap Punch; would put you in a heightened state allowing you access to a new finishing move, and 1 new regular move. (Note you wouldn't have a tier 1 finishing move. You'll see why.)

    Next you then perform another combo adding the 1 new move. So Bootshine > True Strike > Demolish > New move 1. Performing New Move 1 puts you into an even heightened state allowing you a tier 2 finishing move and 1 new regular move.

    Performing the full combo, Bootshine > True Strike > Demolish > New Move 1 > New Move 2 as an ex, grants you your final tier 3 finishing move.

    Now. What do you do with all these finishing moves. You use them back to back. Starting with Tier 3, which drops your heightened state down a peg. So it would look like this. Finishing move 3 > Finishing move 2 > Finishing move 1. Finishing move 3 does more damage on it's own than Finishing move 2 or 1, however performing the combo makes Finishing move 2 and then 1 stronger so that it does more damage than just building and spamming Finishing move 3.

    Please note none of these things have timers so you would never loose your Heightened state or Finishing moves during boss transitions.

    Now lets work in Chakra. In the lore there are 7 Light chakras and 7 Dark chakras. I think there should be 2 chakra gauges, one for light and one for dark. You build light chakra every time you finish a combo. So Demolish / Snap Punch, New Move 1, and New Move 2. You get a dark chakra when ever you do a finishing move. This would grant 6 light and 3 dark per combo.

    So how do you go past this. I suggest an equivalent to Drg's Life of the Dragon. Where upon performing a full finish combo, So Finishing Move 3 > 2 > 1, you would enter a zen state, making auto attacks every second, ala Hundred fists like the NPC uses and for FF11 fans, as well as allowing you access to some Nastrond or Stardiver like move, probably not both tho. This would have a timer and run out.

    The reason I suggest 1 full finish combo and not 2 is because of how long it takes to build to that finish combo. That's 12 GCDs + the 3 finish combo GCDs. 15 GCDs in total. Perhaps that's to long for party burst windows, or perhaps you should leave single player gameplay in single player games lol. But anyway let me know what you think. Have a great day

    Edit 1: To prevent button bloat as pointed out below, you would need different buttons to become different buttons much the same way RDM, DNC, and NIN would function.

    I would also like to say I would change Fist of Fire, Earth, and Wind in this rework. I would have you learn them all at once upon becoming a MNK. What they do however would function like MCN Clean Shot, Split Shot, and Slug Shot mastery... sort of. The stances you currently use; Coeurl, Raptor, and Opo-opo; would become Fist of Earth, Wind, and Fire respectively. Maybe giving a small 10 potency increase. Not much because at later levels these would cause some of your moves to become new moves. Like say Fist of Earth causes Dragon Kick to become Six Sided Star, without the global cool down nonsense, (used as an example since both are kicking animations.)

    You could even tie these to the moves you get from a Heightened state. So Upon Completing Bootshine > True Strike > Demolish, for example, Dragon Kick now upgrades into Six Sided Star, again just an example, and acts as the 4th skill in your weaponskill chain. This would reduce how many GCDs you would need to get to your Finishing Move Combo cause you now do Bootshine / Dragon kick > True Strike / Twin Snakes > Demolish / Snap Punch > New Move 1 > New Move 2 > Finishing Move 3 > FM 2 > FM 1.
    (2)
    Last edited by Burningskull; 12-06-2020 at 01:21 AM.

  2. #2
    Player
    silverdragontyr's Avatar
    Join Date
    Nov 2011
    Posts
    174
    Character
    Erdra Tyr
    World
    Brynhildr
    Main Class
    Pugilist Lv 90
    While I agree Mnk using different combos of WS should give "finishers" adding several new moves on top of new finishers would be insane hotbar bloat. Probably more than any other class. The way to keep it simple without changing too much of what is currently is you have your six main ws. Depending on what order you do those ws in you get different finisher with different effects. Mixing in or using aoe ws could give aoe finisher. It would harken back to Sabin's blitz from FFVI as well as allow Mnk an interactivity into their playstyle. You can combine their buffs into the finisher to reduce bar bloat and encourage Mnk to use different combos for different effects.

    As for Chakra? Personally I feel it's always been poorly implemented. Having you generate chakra on finishers is a good idea however.
    (0)

  3. #3
    Player Caitsithhh's Avatar
    Join Date
    Dec 2016
    Posts
    294
    Character
    Junji Lucilfer
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    Just play drg, since it’s basically this
    (0)

  4. #4
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by silverdragontyr View Post
    While I agree Mnk using different combos of WS should give "finishers" adding several new moves on top of new finishers would be insane hotbar bloat. Probably more than any other class. The way to keep it simple without changing too much of what is currently is you have your six main ws. Depending on what order you do those ws in you get different finisher with different effects. Mixing in or using aoe ws could give aoe finisher. It would harken back to Sabin's blitz from FFVI as well as allow Mnk an interactivity into their playstyle. You can combine their buffs into the finisher to reduce bar bloat and encourage Mnk to use different combos for different effects.

    As for Chakra? Personally I feel it's always been poorly implemented. Having you generate chakra on finishers is a good idea however.
    I don't want to impede the OP's ideas or opinions and like promoting thoughts for job mechanics.

    I also agree with this comment about button bloat and it needs to be a mix of Monk combo's and ninja mudras. i.e. Bootshine, twin snakes, demolish would be a different combo finisher then say Dragon, Twin Snakes, Demolish.

    Split the skills up into: starter, middle, finisher.

    Starter = 10 sec Buff applied for NEXT combo starter (this is applied through the combo being executed until a finisher is used)
    Middle = Buff applied with 24sec duration
    Finisher = Outcome of combo

    Now let's imagine Bootshine and Truestrike gave us buffs when executed!
    Bootshine: Crit chance +30% buff applied (much like leaden fist)
    Truestrike: Meditate chance +10% buff applied (just enhancing the trait)

    Now with that said explained.

    First Combo:
    Dragon (starter), Twin (middle), Snap (Finisher) = Leaden, Twin +10% damage buff, High Potency finsher.

    Second Combo: with leaden applied from dragon
    Boot *critical leaden fades* (starter), True (middle), Demolish (Finisher) = Crit chance +30% from Boot, +10% chackra open buff, DOT applied

    Current buffs applied into 3rd combo: Twin Buff +10% damage, +10% chackra opening each lasting 24sec from use, DOT applied

    Third Combo: with +30% crit chance
    Dragon *high chance of crit, buff fades after use* (starter), Twin (middle), Demolish (Finisher) = Leaden, Twin buff (refresh), Leaden increases DOT potency.

    Forth Combo: with leaden applied
    Boot *critical leaden fades*, True (middle), Snap (finisher) = Crit chance +30%, +10% chackra open (refresh), Snap Punch always crits.

    So the balance is mixing your combo's up and having them give you different effects that you need to keep rolling over to refresh the buffs. As well as the outcome of the finishers acting like mudra.
    (0)

  5. #5
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Quote Originally Posted by silverdragontyr View Post
    While I agree Mnk using different combos of WS should give "finishers" adding several new moves on top of new finishers would be insane hotbar bloat. Probably more than any other class. The way to keep it simple without changing too much of what is currently is you have your six main ws. Depending on what order you do those ws in you get different finisher with different effects. Mixing in or using aoe ws could give aoe finisher. It would harken back to Sabin's blitz from FFVI as well as allow Mnk an interactivity into their playstyle. You can combine their buffs into the finisher to reduce bar bloat and encourage Mnk to use different combos for different effects.

    As for Chakra? Personally I feel it's always been poorly implemented. Having you generate chakra on finishers is a good idea however.
    Ah. Yes I was thinking, trying to go to sleep as I often do, that while this may seem like many buttons; you could have each button become another button the way RDM, DNC, and NIN do.
    (0)

  6. #6
    Player
    Saber44's Avatar
    Join Date
    Mar 2017
    Posts
    41
    Character
    Grima Felldragon
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Something similar to GNB continuation
    (0)

  7. #7
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Saber44 View Post
    Something similar to GNB continuation
    I was actually thinking that could be your Zen state. Where your Zen state grants you access to all 3 of your Finishing Moves but now each one triggers a oGCD. (Really tho I just want Continuation on a DPS lol.)
    (0)