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.