Quote Originally Posted by Ransu View Post
Your BLM example is the point OP was making....MNK has nothing to do outside of that small subset of weaponskills because they literally took away oGCD attacks to put them into the new blitz mechanic. Because of that, mnk feels slow despite having a fast GCD and it also feels shallow because there's so little to do between the extremely slow build up of nadis for the final blitz which awkwardly falls in a weird rotation because SE for some reason wants MNK's burst to be outside of burst windows.
They are making the comparison using purely actions that cause direct damage, with more actions = better, not considering how they are used. This is why I bring up BLM. Less damaging abilities and all of them happen to be on the GCD as well. Of which, as I stated, BLM is considered a job that is very well put together, which directly counters OPs post that more damaging actions = better.

I then went into how the non damaging abilities help the BLM kit in keeping, what is a simple rotation, into something that requires thought and planning. It is not just purely damaging actions that define a job, it is the kit as a whole. Just saying 'add damaging oGCDs in the downtime' doesn't help. You need things that interact with the kit as a whole. I never said Monk doesn't need anything, however, just more damaging actions doesn't necessarily solve the issue.