Monk has been my main job since I started playing in Heavensward, and I love lots of things about it, but it's had quite a troubled history and has never been in a state I would consider "perfect".
I like to think about how I would improve the job and condense my thoughts into pseudo patchnote-style changes. This design represents what I would think of as an ideal state for Monk, and encapsulates the kind of changes I would like to see. Things like exact numbers and names are all just theoretical and placeholder. If you don't like it, that's fine. This is all just for funsies anyway and I don't really expect any of this to actually make it in to the game.
My 6.0 Monk:
- The chakra cap is increased to 10. You can only build to 5 chakra with Meditation, because after that the Meditation button changes into The Forbidden Chakra. Any additional chakra beyond 5 can only be gained with procs from Deep Meditation or Brotherhood.
- The chakra gauge now has a rate limit of 1 chakra per second. If you earn more chakra than this, the game "stocks" them and then applies them to the gauge gradually at a rate of 1 chakra per second.
This is just addressing a long standing complaint about not having a buffer for chakra, causing you to frequently overcap without being able to do anything about it. Now, even if you're getting tons of chakra, you should have the time to use them all.
- Riddle of Fire is removed.
- Brotherhood's duration is increased to 20 seconds.
- Anatman is removed.
- Tornado Kick is removed.
- Fists stances are removed.
- Riddle of Earth is renamed to Iron Fists.
This is removing what I feel are unnecessary or uninteresting skills to make room for new ones. Anatman is pretty self-explanatory. The Fist stances could potentially be interesting if you had a design which revolved around them, but I decided this might end up too complicated and went with something else. They've never really managed to make the Fist stances work on their own, and they're taking up button space which could be used for better stuff.
Tornado Kick is okay but a bit boring, the main reason I'm removing it rather than changing it is because you can't even see the entire Tornado Kick animation in its current state, it just gets cut off by your next weaponskill.
Riddle of Fire is not too bad but is a bit boring because it's just flat +damage on a simple cooldown. It also creates a design where Monks desperately want to stock all their cooldowns for use inside the RoF window, which limits what you can do with the rest of the job design, since people will complain if all their skills don't line up nicely with their burst window. There's still Brotherhood, but since the buff is only 5% it's not as big of a deal. Lastly, since the Fist stances and all other Riddles have been removed, it seemed incongruent to still have a skill called Riddle of Earth, so it's changed.
- Six-Sided Star is redesigned. It is now an oGCD ability that causes you to jump 10 yalms back from your target. It deals 400 potency damage but also afflicts you with a debuff that prevents you from using form-based weaponskills for 4 seconds. You can still use Meditation.
- New Skill: Howling Fist. A GCD weaponskill not tied to any form. It deals 150 potency damage (single target) and has a 15 yalm range. Howling Fist can be used during the Six-Sided Star pacification debuff.
This addresses what I feel is the problem with Six-Sided Star. Being on the GCD makes it awkward to use without extremely strong fight knowledge, and the speed buff doesn't really help that much. The long GCD also feels paralyzing when MNK already has things they want to do when away from the boss (i.e. charge chakra).
This new design gives MNK some much needed mobility (which it lacks compared to the other melees), without compromising too much on the original design of the ability and without forcing you to just wait out the long GCD. The ranged attack also gives MNK something to do if they're temporarily out of range, and brings back Howling Fist's animation.
- New Skill: Awakening - An oGCD attack. Deals 480 potency damage and costs 5 chakra. 60s cooldown, 2 charges.
This represents the replacement for Tornado Kick but in a more interesting form. There's not much to do with chakra at the moment, so this gives you a priority attack which makes the chakra system just a little more deep. Having 2 charges helps eliminate the problem of having a cooldown require an RNG resource like chakra. If you don't have enough chakra to use Awakening when it comes off CD, no problem, you've got another 60 seconds to get enough chakra while the other charge builds up.
- New Skill: Touch of Death - A GCD attack not associated with any form. Applies a 40 potency DoT effect lasting 30 seconds. Reapplying Touch of Death extends the duration of the effect up to a maximum of 60 seconds.
- New Trait: Fist Mastery - Upgrades Bootshine into Dragon Rush. Dragon Rush deals 230 potency damage (400 potency with Leaden Fist) and always crits when used in Opo-Opo Form, regardless of direction. When executed from behind the target, Dragon Rush extends the duration of Touch of Death by 5 seconds.
Remember Touch of Death? Well it's back. It's an out-of-combo GCD DoT which gives MNK something else to keep track of. This time though it's a little more forgiving because it can be extended and therefore doesn't have to be refreshed at exactly the right time.
The change to Bootshine addresses what I feel is a problem with the Bootshine positional being too punishing. Missing out on the guaranteed crit is a pretty serious damage loss. This change not only makes the positional less punishing, it also provides an additional way to help maintain the new DoT, as well as giving an excuse to upgrade the Bootshine animation into something more flashy.
- New Trait: Bodhi - Every time you use The Forbidden Chakra, Awakening or Enlightenment, you gain a stack of Bodhi (displayed on chakra gauge). At 5 stacks of Bodhi, The Forbidden Chakra and Enlightenment change into Transcendence.
- New Skill: Transcendence - oGCD ability. 550 potency plus 50% damage to enemies within 5y of the primary target. Costs 5 chakra.
There's no particular logic behind this one. It does help make chakra a bit more of an involved system, but it's mostly just to have a new flashy attack for Monk to use.
- New Trait: Focus - Introduces the Focus Gauge. Correctly landing a positional weaponskil (or using any AoE weaponskill increases the Focus Gauge by 1. The maximum value of the gauge is 100.
- New Skill: Nirvana - an oGCD buff ability. Costs 80 Focus Gauge. Increases weaponskill crit chance to 100% for 15 seconds.
A new mechanic and gauge to help cover the foundation the job lost with the (rightful) removal of Greased Lightning. Brings in a fun new buff with the super saiyan aura everyone has always wanted. The reason why Nirvana only affects weaponskills is because if it affected all attacks, it would encourage really annoying minmax gameplay of trying to line up all your cooldowns with Nirvana which would be annoying and unfun due to the semi-random nature of chakra and the fact that can't always guarantee that you can build Focus at a constant rate.
- New Trait: Fist Mastery II - Upgrades Snap Punch into Rising Phoenix. Deals 300 potency damage (330 from the flank) and increases the Focus Gauge by 2.
- New Trait: Fist Mastery III - Upgrades True Strike into Silent Roar. Deals 290 potency damage (320 from the flank) and increases the Focus Gauge by 2. Also upgrades Rockbreaker into Hurricane Kick, which deals 180 potency damage.
Some upgrades to the base rotation, bringing in some nice new animations and making up for some of the damage lost by the removal of fist stances and Riddle of Fire. The added bonus of guaranteed Focus means that no matter how bad you are at hitting positionals, you will always get enough Focus to use Nirvana eventually.
- New Skill: Furious Fists - An non-weaponskill GCD. Deals 100 potency damage per second to all enemies in a frontal cone (8y radius) for up to 10 seconds. Moving cancels the attack. 60s cooldown.
Lastly, just a fun new skill to help round out MNK's AoE rotation. It works essentially the same as MCH's Flamethrower, just with you throwing a billion aetherial punches in a huge arc.
That's everything! Feel free to leave your own ideas or wishes too.