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  1. #11
    Player
    Superskull85's Avatar
    Join Date
    Aug 2013
    Posts
    92
    Character
    Jade Drax
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    The problem with the skill is that in that same situation where the boss about to jump away for a lengthy time there are at least 4 times approaching level 90 where you are better off continuing your normal rotation because it yields better results on a singular, final, hit. To say that you should simply use it just as the boss is about to jump away is not a simple nor a yes or no answer. As has been said, you need to know your rotation well, know where you are in your rotation, and have really good awareness of a fight to know how much time you have left, precisely. If you miss the window by 2.05/.1 seconds you just did less overall damage as that final disengage because you could have added a regular rotation skill before it.

    Calling it a downtime skill is generous at best. If you used any other skill in that place the downtime portion of the skill amounts to 190 potency or worse (or even a loss). It is the downtime skill that was leftover and is so well used that using it may actually harm your potentially.

    So, yes, the simple answer is to not use it. The complex answer is to become an expert on the fight you're in, your rotation, and exactly where you are in the rotation. Only than should you consider utilising brain energy for it, if you have it to spare after all of that.
    (0)

  2. #12
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Raikai View Post
    If only the speed increase was the same of a sprint, then I would see it more useful as a tactical tool, because it would allow you to squeeze a bit more on the boss before rushing out of melee knowing that you'd move that fast.

    I'm kinda surprised that both SSS and Anatman remained as they were.
    In all honesty MNK should have a passive speed buff like NIN, it makes sense and we used to have it when GL4 was still a thing ( as in not a passive ).

    Rly dislike how we keep losing things or how things are just moved around.
    Three of our Blitz finishers are not even new they're just re-used ogcds turned into gcds...

    Quote Originally Posted by Superskull85 View Post

    So, yes, the simple answer is to not use it. The complex answer is to become an expert on the fight you're in, your rotation, and exactly where you are in the rotation. Only than should you consider utilising brain energy for it, if you have it to spare after all of that.
    You don't need to be an expert you only need a bit of common sense and a very base level understanding of the fight.
    Are you going away for more than 4s or so?
    Use it.
    It's that simple.

    It also doesn't require a form and doesn't remove or change your form.
    If we take Demolish as an example and lets say that you're in Coeurl form and Demolish has 8s left and you need to move away for 4s then back, instead of clipping it or letting it drop because you have to move away you can just let it keep ticking and SSS and then come back and Demolish ( depending on the scenario but just an example ).

    Yes it's technically a bit more complicated, but even for just a general player it's perfectly fine to just say to use it as a downtime skill and in 9 out of 10 cases it's not going to '' harm '' you or your rotation.
    But that's also where some common sense and base level understanding and thinking comes into play.

    It sure as hell is significantly better than telling people '' just don't use it bro ''.
    (1)
    Last edited by Kolsykol; 12-05-2021 at 07:36 AM.

  3. #13
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Raikai View Post
    I'm kinda surprised that both SSS and Anatman remained as they were.
    I'm not. Whenever SE cites "bloat" as a concern, know that anything that follows is a lie, especially in regards to monk.
    (1)

  4. #14
    Player
    Yokubo's Avatar
    Join Date
    Jan 2015
    Posts
    35
    Character
    Myawh Medley
    World
    Exodus
    Main Class
    Monk Lv 100
    Just thought I'd like to share a pro tip for SSS that you can use it before Limit Breaking for a nice combo topper with high potency.

    You don't gain any benefit other than landing the flat damage since the speed will wear off, but the LB doesn't get hit with the timer like every other skill does so if I ever LB, I SSS beforehand and immediately cast afterwards, like weaving in an oGCD.
    (2)

  5. #15
    Player
    Dewslam's Avatar
    Join Date
    Jul 2016
    Posts
    222
    Character
    Dewslam Beefgrab
    World
    Balmung
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Kolsykol View Post
    My head...

    Meta, yeah you had the right idea please don't listen to people telling you not to use it :/...

    ( And these same people want to dictate how MNK should play and be balanced... Dear lawd help us. )
    There just aren't any real situations that are worth the slowed GCD tradeoff. If you need to get away from a boss fast in like 90% of scenarios you can just...walk. Or sprint if it's dicey. There aren't enough situations that would have you dash away from a boss for more than four seconds that really necessitate the use of a move that exists solely to make it easier to do that where in six sided star is worth the space it takes up on your bar.
    (0)

  6. #16
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    If only the speed increase was the same of a sprint, then I would see it more useful as a tactical tool, because it would allow you to squeeze a bit more on the boss before rushing out of melee knowing that you'd move that fast.

    I'm kinda surprised that both SSS and Anatman remained as they were.
    I don't think they were. SSS wasn't given the HW-era Empyreal Arrow treatment until Endwalker, I thought, which is what the added portion of the tooltip seems to imply (that it incurs but does not respect the GCD).

    If the tooltip isn't errant, its uptime cost would be <an animation lock short of a GCD> less than it used to be and yet its potency remains the same.

    That is to say (again, if the tooltip isn't an error), assuming we had a 2s GCD before, we've gone from an effective uptime cost of 4 seconds to a cost of ~2.5 seconds (with low ping, as animation lock variance from ping is now relevant), at 550 potency (edit: listed at 500 online; 550 is only on the job guide).

    Maybe if I could log in at some point during Early Access, I could test said tooltip... (My hunch though is that the tooltip is bogus, either in having the same descriptor as old pseudo-GCDs or in its potency.)


    EDIT: Sadly, SSS does not act like other skills that previously used that tooltip descriptor ("This weaponskill does not share a recast time with any other actions"). Its functionality is just as shoddy as before. And the potencies on the job guide online and in-game are also different, so... /shrug.
    (0)
    Last edited by Shurrikhan; 12-06-2021 at 01:08 PM.

  7. 12-06-2021 02:57 AM

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