As Daralii said and more, they're old skills once removed that now upgrade into the better parts at higher levels.
Cold comfort, but at the very least unlike rabbiting you don't entirely lose out.
To be fair, trap buttons/options are kind of XIV's thing.I just don't understand why they'd implement an attack that you never want to use and is instead is only usable if you make a mistake. It seems like a total waste of the potential of the Blitz system. Is Celestial Revolution, a brand new attack, really just mean to be the equivalent of Monk "bunnying" their mudra-like system? I really think they should reconsider.
See XIV's "combos", for instance. You'd think effectively wasting all but one weaponskill in all but one of every 2 to 10 GCDs would be... less than ideal design, but if you've sufficient love of traps, it's apparently worth it.
Last edited by Shurrikhan; 10-14-2021 at 03:31 AM.
100% expected this, jobs with progression kit growing pains transitioning into new expansions always have some bad oversights. Like in SB when MCH had gauss barrel with no way to interact with it for 10 levels. Or DRG lack of aoes for 40 levels. Or just poorly designed like how DNC is very boring to play most early game contentAccording to the Tooltips, it seems that Chakra was moved down to level 15... without moving the Deep Meditation trait down with it, so Monk is going to have a solid 47 levels where they have Chakra but its unable to be used in combat instead of the previous 10.
This seems like a pretty big oversight unless the goal was for Monk to have a pseudo ranged ability at low level rather than for it to have a mechanic.
Celestial Revolution is definitely a big let down for the 2 beast chakra Blitz. It makes sense that EF is on the one beast chakra Blitz because Shadow of the Destroyer will be spammed under PB, but Celestial Revolution being such a weak potency ST attack seems wrong. It should at least match Rising Phoenix imo for potency, although I guess as others have said it is simply a consolation prize for messing up.
RoW I have no issues with honestly, its very strong but also very punishing if you need to move away from the boss for a few seconds, I think it keeps in the style of MNK and that you always want to be in Melee range attacking. It will be very nice when it can be used under buffs considering its worth about 600+ potency (stupid 90s CD...) in a perfect scenario.
For Brotherhood, I pray that the trait is wrong and not the tooltip. I don't want to be spamming TFC in between every GCD due to getting 8 chakras, especially if I need to weave in RoW and PB. Let alone if there is anything else withing 15s that may require a weave (true North, mantra, RoE, feint, second wind etc...) this will be a double weaving nightmare.
Anatman could have had multiple uses but they chose absolutely nothing... it could have given one Nadi on a 120s CD or something. OR at least refresh PB stacks outside of combat. At least we wouldn't need to do long pull timers then.
Why would you spam Shadow of the destroyer instead of going dragon kick>>bootshine>>dragon kick? If im understanding it correctly doing this will give elixir field as all 3 skills are the same form?
Spamming Shadow is for AoE, you would ofc want to Bootshine -> Dk ->Bootshine in single target.
Shadow is a guaranteed crit when under stance, crits = more chakras more chakras= more damage. It's basically going to be AoE bootshine with no mechanic attatched to another skill to justify the alternating.
Sorry I should have clarified, for AoE. Shadow of of destroyer is guaranteed crit under Opo-opo/PB. So that would naturally be spammed thus EF makes sense to also be an AoE for a one beast chakra Blitz. And while the same DK > BS > DK argument can be made for the single target aspect, I kinda just wished the 2 beast chakra Blitz would have been the ST alternative to EF, except higher potency.
Earlier I was really excited for the Monk changes, and it wasn't exactly what I was looking for but it looked like it was something to breath life into the class again. However after I saw the video posted by Mr. Happy going over the Media Tour I have to say I was very disappointed.
Blitz is easily a mechanic used by other classes (Samurai / Ninja) but is on a 45 second CD so it's not even something pursued constantly. The "Class Overhaul" that I expected to be on par with that the Machinist received is just one new functionality added to the base class, but not even a constant on the class rotation. In addition, all points mentioned by original post are all very solid things I would have brought up, so I am right there with you my man.
The main thing that got me was that yes they are removing positional bonus from Raptor Stance attacks, but they are defaulting to the base potency instead of the positional bonus. For the people that don't play monk they don't really care probably but as somebody who played since ARR, that's a real shame to see the class get dumbed down further and not even have the part that rewarded players who were consistent with the class.
Seeing the class played seemed cool, but at the end of the day it's still the same 6 attacks since ARR but once again with a small change to small windows of the class. I can see that window change being a good change, but it's just so lackluster that it just feels like another disappointing release to Monk. I enjoy the start/stop of the class now being so freely altered, and I agree that Blitz does look fun, but I can say Monk won't be my first pick to play in Endwalker, which to my Free Company was a complete shocker (I guess being somebody that plays monk is such a rarity that it's part of my identity now). The Chakra system itself was something I was really looking forward to being altered, and there have been so many good concepts or ideas posted on the forums for possible changes to the class that I just wish Square Enix took the opportunity to see what the players had in mind for some potential changes. However in the early stages of Endwalker I'll probably reluctantly come back to the class and give it another shot, but I have reached a new level of dissatisfaction with the direction that Monk has been taken if this is the whole vision for the changes to Monk that Square Enix had in mind.
Do remember that most jobs gets their stats adjusted (and probably potency too) due to stat crunch. In any case if monk damage becomes lacking its easy to fix it unlike having a crap gameplay.
I do really hope they get it right this time even if i see certain issues already that would like them to be fixed before the release
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