Give them back. If people don't like positionals they can play a different job but this and the speed are the main part of monk's job identity. It's similar to taking away jumps from Dragoon or the pet from Summoner.
Give them back. If people don't like positionals they can play a different job but this and the speed are the main part of monk's job identity. It's similar to taking away jumps from Dragoon or the pet from Summoner.
MNK is the only one who had it for all combo skills, I think that was the point.
It was pretty core to the gameplay.
Altho we've got another system now.
If they had removed all of them I think it would've been bs but it was only for two attacks.
You are correct in that each melee job has positionals, but are you also aware that Monk had two positional requirements for each of the three forms?
Monk was known for dancing around the enemy and attacking its 'weak spots' with an accompanying increase in damage. Nothing you say can change this.
Last edited by Morzy; 12-03-2021 at 12:36 AM. Reason: *was* known
Well they removed the positionals on Bootshine and Dragon Kick too now. Only demolish and snap punch has positionals now.
I'm just some guy...
Wait, you're right...
What the hell?
https://na.finalfantasyxiv.com/jobguide/monk/
????????
MNK's rotation outside of Perfect Balance is even more repetitive now because of the lack of OGCD's and they removed positionals on top of that too?
Wtf are they thinking????
I am convinced anyone who says they're '' too hard '' aren't even trying...I've heard it so many times now about positionals ain't job's identity.
All of them said it's suck, it's rough, it's difficult, it's outdate but all of them barely invested their time on the job.
Most of them don't have much experiences but still threw themselves in savage fight which require the understanding of the job and hours of practicing, They had none and yet kept complaining and blameing the job instead of taking their time learning what MNK really is and figure out how to overcome those obstacles that make us miss our positionals
Doing positionals is not fun, they said.
but they ignored the fact that it's what make the old Mnk sticks with jobs so many years despite many flaws the jobs have.
Yes, there are some savage fights that basically kill MNK but It's like what ? one fight per expansion at best ?
These incompetent buffoons always spouting non-sense like they've played the job for years, like they knew everything about the job and act like their words represent the whole community.
It's just sad.
If someone thinks that positionals are too hard then damn how would you even manage with any challenging content in the game?
Edit: I don't rly agree that there are any fights that can '' kill MNK '' tho, you have so many ways to avoid positionals with Riddle of Earth and True North you can go for a long time without them.
In E9S for example on the platforms you can basically still have almost 100% uptime on your positionals if you just use them.
You probably can have 100% if you use them in a clever manner.
Last edited by Kolsykol; 12-02-2021 at 10:33 PM.
You still have positionals, ull live.
It could be a mistake on the tooltip tbh if you scroll further down to the combo grid it still has rear or flank next to them
The lodestone specifically refers to "deleted <positional> attack potency" in the patch revisions https://na.finalfantasyxiv.com/jobguide/monk/
Positionals are BS to begin with. Why should melees get punished when being forced to to attack from a certain direction? And the skills to remove these requirements are a poor bandaid for a "mechanic" no other role has to deal with.
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