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  1. #121
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by meowmaou View Post
    I dunno about that, RPR feels like it's got a lot more to keep track of than MNK, once you hit 90 at least. I've got 3 melees at 90 so far and in terms of depth I'd rate them something like NIN > RPR >>> MNK. Haven't leveled SAM or DRG yet.
    Having three gauges that don't ultimately impact your play is still little to no impact on your play. Most of Reaper's complexity goes only as deep as the outermost layer of one's skin.

    Syncing Blitz and coordinating it to fight length has far more going on than does Reaper's mechanics... quite possibly all of them combined.
    (0)

  2. #122
    Player
    meowmaou's Avatar
    Join Date
    Dec 2021
    Posts
    55
    Character
    Demi Guul
    World
    Lamia
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Having three gauges that don't ultimately impact your play is still little to no impact on your play. Most of Reaper's complexity goes only as deep as the outermost layer of one's skin.

    Syncing Blitz and coordinating it to fight length has far more going on than does Reaper's mechanics... quite possibly all of them combined.
    I feel like I'm rationing gauges and keeping track of cooldowns and planning shit way more on RPR than I do on MNK. Maybe it's just because I'm new to RPR, I couldn't say. I really don't think Blitz is offering anything more than RPR's gauges do. MNK is shallow as hell at the moment. That's not to say RPR is deep, I don't think any job in this game is at the moment.

    Regardless at this point I'm more likely to just pick my jobs purely off aesthetic and stick with them no matter what, because nothing seems to be sacred when it comes to SE balancing/rework/gameplay changes.
    (3)
    Last edited by meowmaou; 12-17-2021 at 09:25 AM.

  3. #123
    Player
    Jotaku's Avatar
    Join Date
    Mar 2014
    Location
    Santo Domingo, Republica Dominicana
    Posts
    60
    Character
    Nanael Nael
    World
    Brynhildr
    Main Class
    Monk Lv 90
    Hi fellas, I'm really enjoying this version of MNK, is a good base, but need some adjustments to get less clunky and better flow, here some of them:

    SOFT ADJUSTMENTS:
    1. Three charge of PB (this is painfully obvious)
    2 . Make Blitz oGCD
    3. Make RoW at least 60sc to align with RoF
    4. Make some visual reference in our character for Lunar and Solar nadi (like Fire and ice orbs from BLM, could be aura or something) we lost our GL aura, could be cool if we gain some auras/orbs around us while those Nadi's are fill.
    5. Place Leaden fist or Discipline buff to the gauge job, we have to track three different buff icons, so it could be helpfull.
    6. Take out celestial revolution from blitz and make it a oGCD, make elixir field with less potency the "fail" blitz.
    (0)

  4. #124
    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 Arkdra View Post
    The easiest melee is reaper and it's not even remotely close.

    I enjoy new monk so far (level 87 but it's not like they get anything actually new to integrate after that), but not enough to get me to main it. I hated the job prior to this, but the loss of positionals has helped me out quite a bit in actually enjoying the job. Blitz is a half-baked mechanic but the payoff skills are really cool and satisfying so it's good in my book. Cooldown alignment is weird though, and I really have to fight the urge to double-weave. Also have no idea why they kept 6-sided star around.
    That's true I think I am a bit biased since I am more experienced with MNK but I'd say that Reaper is significantly more forgiving which adds to the ease of the Job.
    (0)

  5. #125
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Jotaku View Post
    Hi fellas, I'm really enjoying this version of MNK, is a good base, but need some adjustments to get less clunky and better flow, here some of them:

    SOFT ADJUSTMENTS:
    1. Three charge of PB (this is painfully obvious)
    2 . Make Blitz oGCD
    3. Make RoW at least 60sc to align with RoF
    4. Make some visual reference in our character for Lunar and Solar nadi (like Fire and ice orbs from BLM, could be aura or something) we lost our GL aura, could be cool if we gain some auras/orbs around us while those Nadi's are fill.
    5. Place Leaden fist or Discipline buff to the gauge job, we have to track three different buff icons, so it could be helpfull.
    6. Take out celestial revolution from blitz and make it a oGCD, make elixir field with less potency the "fail" blitz.
    Given to your claims, SE could even give us the old MNK back.

    - Having Blitz as oGCD would be like having ST, TK and EF back as oGCDs, just blocked behind PB.
    - Having 3 charges of PB would nearly be the same rotation we had before. You gonna start with the Solarnadi aka TS-Demo-BS and continue with 2 times TK/BS spam immediately meanwhile spamming oGCD´s inbetween.
    - We would still sit on tons of downtime doing nothing but 123 without positionals.

    And i´ll never get why everything needs to be "gauged". I personally never really look at them. The most skills getting highlighted on several classes and buffs are part of a core-rotation i already got used too.
    (2)

  6. #126
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jotaku View Post
    ...
    Of these, I really only want 4 and 5. The rest just seem like it'd be worsening the job.

    6. Take out celestial revolution from blitz and make it a oGCD, make elixir field with less potency the "fail" blitz.
    Especially not 6, of all things. By asking that CR be made a hit-on-cooldown oGCD and Elixir, our only Lunar Blitz, should become a "fail" Blitz (which would then be for our only remaining Blitz, Flint Striking->Rising Phoenix), you're advocating for the removal of any and all Lunar Blitzes (that is, any all-same-form Blitz mechanics). Why? Why would that be a good change?

    3. Make RoW at least 60sc to align with RoF
    Not every CD needs to naturally align. Such would just give you less to manage and think about, all to have auto-attacks be a larger portion of your total damage. (Moreover, Monk does not need the added damage; it already outperforms SAM and BLM.)

    2. Make Blitz oGCD
    You can afford to margin an additional GCD per Blitz, rather than treating Solar Blitzes as unvaried rotation. (And Monk does not need the added damage.)

    1. Three charge of PB (this is painfully obvious)
    Do you really want a 3-Blitz opener, all to then take the 2 minutes off from your core mechanic to do an incredibly crowded 3-Blitz reopener? You'd have turned Blitz from a core mechanic into an annoying, convoluted, two-minute CD.
    (2)

  7. #127
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    The only change Riddle of Wind needs is the one that permanently removes it from the game. There's nothing interesting you can do with RoW other than turning it into an entirely different skill altogether. (On that note, I'd rather have Internal Release back over RoW)
    (3)

  8. #128
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by VentVanitas View Post
    The only change Riddle of Wind needs is the one that permanently removes it from the game. There's nothing interesting you can do with RoW other than turning it into an entirely different skill altogether. (On that note, I'd rather have Internal Release back over RoW)
    Agreed. At present, Riddle o Wind is a bonus ~42 raw (~48 w/ Twin) ppgcd against your main target, for 15 seconds. In effect, it's a (weaker) free TFC on a 90s CD. If each of its accelerated AAs could crit, it might do something mildly interesting. If it was changed into "an entirely different skill", likewise, it could be made into something interesting. But for now, it is not that.

    The present issue with Internal Release, apart from Inner Release basically stealing its name, is that it either ends up a convoluted partner to Riddle of Fire or it ends up feeling redundant with Riddle of Fire. I'd argue that Internal Release was the better design, as it'd increase apm through Deep Meditation and its anti-synergy with Bootshine left some situational optimizations, but I wouldn't want both. I'd rather just switch RoF to a 30% crit buff.
    (1)

  9. #129
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    i don get the confusion, monk still play the same for me, do combo set 1 or combo set 2, weaving, etc

    the perfect balance in my mind is basically just ff6 sabin input, the difference is that your "input" also inflict damage. the PB is your main hitter now, and the combo is just filler for me.

    do twin snake combo for damage buff, go PB, input 1-1-1 combo for lunar, unleash the blitz, another PB, input 1-2-3 for solar, another blitz, another standard combo filler, PB up, input anything, and voila tornado kick.

    all that with the usual chakra, riddle weaving and thats it. its literally the same playstyle just with sabin input from ff6 (it even called blitz)
    (0)

  10. #130
    Player
    Ferrinus's Avatar
    Join Date
    Jul 2017
    Posts
    283
    Character
    Ferrinus Prime
    World
    Excalibur
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by VentVanitas View Post
    The only change Riddle of Wind needs is the one that permanently removes it from the game. There's nothing interesting you can do with RoW other than turning it into an entirely different skill altogether. (On that note, I'd rather have Internal Release back over RoW)
    You could delete Riddle of Wind and then rename Thunderclap to Riddle of Wind (or just make Riddle a passive that adds to Thunderclap's charges).
    (0)

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