Just give MNK the Marth Melee grab range and call it a day.
https://www.youtube.com/watch?v=XaJy...hannel=scrumpy
In FF Tactics, monk's had an ability called Wave Fist (I think it was called that), which was a ranged attack.
From a utility standpoint, I'd definitely get more use out of it than six-sided star. Even with 20% built in haste, its better to just run out of an AOE than to wait for six-sided star to come off global cooldown. The time we most likely need that speed buff is when we're standing in a huge room-wide AOE circle after the boss has jumped to the other side of the room, so kind of pointless really.
I've been feeling the pain a lot in BozjanIn FF Tactics, monk's had an ability called Wave Fist (I think it was called that), which was a ranged attack.
From a utility standpoint, I'd definitely get more use out of it than six-sided star. Even with 20% built in haste, its better to just run out of an AOE than to wait for six-sided star to come off global cooldown. The time we most likely need that speed buff is when we're standing in a huge room-wide AOE circle after the boss has jumped to the other side of the room, so kind of pointless really..
I honestly just end up switching to Samurai because at least I can pull things individually from range easy, I think having a ranged attack is really taken for granted a lot it's great utility.
Been asking for one of these for years! Definitely agree. Even if it's not a gain in DPS, just the option and flavor would give the overall feel a boost I think. Something like Chi- or Air-Blast like they've gotten in previous titles. I also hope Chakra gets a rework so we can at least hold 2 Forbidden Chakra's worth at once, just to prevent overcapping. Right now it kinda sucks being in your opener and getting 5 stacks RIGHT as you're about to hit Bootshine. It's small but classes like WAR and NIN have the extra wiggle room to prevent that and they feel much better in that regard. I say that to also say having a little extra would allow us to fire off a few blasts while moving away from the boss. SSS is fine and works but it's no energy orb/beam.
I LOVE that about SAM, and MNK could use one too.Edit: Better yet, give us a disengage combo like Samurai have too.
No... seriously i don´t want to see some kind of backjumps or range attacks on MNK. It doesn´t fit the class and would be just a copy&paste from SAM. And we´ve definately way too much copy&paste in this game, just leave the class their souls and unique aspects.
MNK´s SSS is a perfect solution for different boss mechanics, it just needs to be timed. If the gap is closer, go for FS / chakra spam to adjust your rotation or to gain more DPS in any way. All that current stuff in the class fits the core well, a range attack or another disengage wouldn´t.
(And well, i really don´t want to talk about snappicking adds out of nowhere in this case. Jump in and kill them all!)
Just take the same animation from elixir field and instead of jumping in the air, have us do a ki blast from the ground. Easy new addition!
The problem is that Monk doesn't rly have much of a unique aspect to it other than the speed and lacks things that every other melee ( tanks included ) have that adds a lot of needed utility including in solo content.No... seriously i don´t want to see some kind of backjumps or range attacks on MNK. It doesn´t fit the class and would be just a copy&paste from SAM. And we´ve definately way too much copy&paste in this game, just leave the class their souls and unique aspects.
MNK´s SSS is a perfect solution for different boss mechanics, it just needs to be timed. If the gap is closer, go for FS / chakra spam to adjust your rotation or to gain more DPS in any way. All that current stuff in the class fits the core well, a range attack or another disengage wouldn´t.
(And well, i really don´t want to talk about snappicking adds out of nowhere in this case. Jump in and kill them all!)
The backflip thing was just a thought too but mainly I just want a projectile.
I don't really think that Monk getting it would detract anything from SAM tho and SSS doesn't have the utility of a projectile in solo content and a projectile quite easily out damages it in a lot of phases by a lot.
Chakras fill up really fast too and you probably don't have 0 when you have to move away which makes it even faster.
There is a lot of situations where you're basically reduced to sitting in Anatman ( which nobody likes, I gave a suggestion on how to improve it too ), a channel ability to not drop Twin Snakes is just underwhelming and not even a big deal.
I dunno why you just want to dismiss '' snappicking '', there is content in the game where you can't just jump in and kill them all and you do have to bait them out.
I don't disagree with you that Jobs should have unique aspects and an identity, but if that is ruined or severely diminished by Monk getting a projectile or a backflip then I think that just speaks volumes for how weak the identities of Jobs in the game currently is.
And I don't even think that's true.
Like somehow every other melee Job having a projectile doesn't ruin it, but somehow Monk getting it would?
Did it diminish DRG somehow when SAM came around and had a backflip and projectile too?
I mean should we go back to Brotherhood only buffing physical damage just because it was different?
I'd say a backflip/ jump fits Monk more than it fits SAM too, and it wouldn't be a copy paste in my suggestion whether it be SSS having one added to it and giving a Shoulder Tackle charge to get back in and/ or giving you a free Enlightenment.
Last edited by Kolsykol; 03-07-2021 at 09:58 AM.
It's a cool looking ability that has a niche purpose, and we're better having it than not. There is nothing saying we can't have both a ranged attack and SSS, especially since ranged ki attacks are a thematic part of monks that has existed in Final Fantasy for a very long time.No... seriously i don´t want to see some kind of backjumps or range attacks on MNK. It doesn´t fit the class and would be just a copy&paste from SAM. And we´ve definately way too much copy&paste in this game, just leave the class their souls and unique aspects.
MNK´s SSS is a perfect solution for different boss mechanics, it just needs to be timed. If the gap is closer, go for FS / chakra spam to adjust your rotation or to gain more DPS in any way. All that current stuff in the class fits the core well, a range attack or another disengage wouldn´t.
(And well, i really don´t want to talk about snappicking adds out of nowhere in this case. Jump in and kill them all!)
I'd like to see some of those more thematic abilities.It's a cool looking ability that has a niche purpose, and we're better having it than not. There is nothing saying we can't have both a ranged attack and SSS, especially since ranged ki attacks are a thematic part of monks that has existed in Final Fantasy for a very long time.
I'm not sure about it being a spammable ranged ability, but Speckled brought up some good points about Chakra's RNG factor as well as others pointing out the lack of a single target pull for content where it would be nice.
Maybe the Fists could be repurposed into short duration buffs initiated with a ranged OGCD attack. Fire Dance for Flame, Howling Fist for Earth, and Wave Fist for Wind.
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