The extra defense is basically worthless by any measure. If you're speed running old content off sync, and you're dying to masses of mobs still, either your gear or your gameplay is at fault, and whatever mitigation is provided by Earth isn't going to offer a visible difference. You'd still be rolling faster by sitting in Fire and killing somewhat smaller groups of enemies then.
This has been a problem with the job pretty much from HW on. I wasn't around as a monk during ARR so I can't speak to whatever utility the elemental fists had back then, but SE shifted hard away from it and never, ever, EVER adjusted the job's kit accordingly. From HW through to ShB, the dynamics of what elemental fists we used in combat saw ONE somewhat meaningful change... and then 5.4 nixed it entirely with the removal of GL, that being "open fights in fire, switch to wind when you get to GL3, then sit there for the rest of the fight/sit there until you need to re-open again because a cutscene/death took GL away from you."
I can understand, to an extent, the removal of GL. They were designing content and fights that specifically hurt Monks the most in terms of performance, and lots of players do not like needing to reset due to circumstances beyond their control. They even acknowledged this in ShB by giving us form shift spam, Anatman, patching PB, and even a new capstone ability (six sides star) specifically meant to be used for disengaging before a boss phase change in the vain hopes that we would retain GL for long enough that boss would be vulnerable again and we could smack it with a combo finisher.
But in the infinite wisdom of the developers, they made all those efforts on their part worthless because so many bosses include situations that more or less force the loss of GL anyway no matter how well the player does their job.
There were ways to fix this without outright removing GL entirely. No matter how many times some players will claim otherwise, GL was a core part of the job. Core enough that it was worked with and around for the duration of the game up until now, core enough that SE focused a considerable part of our kit to help keep it going.
Ripping it out and replacing it with broad potency buffs (that will likely be reversed come 6.0 and whatever awkward thing they insert into the job by then) and little else doesn't fill me with confidence that they actually know what the hell they want Monk to be. That GL could be turned into traits, yet elemental fists could also be reverted back to something even less interesting than before in the same patch suggests to me that there's next to no reason to expect SE to do right by the job and the few players who continue to stick with it despite everything.



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