Why is no one talking about the fact they removed fist of fire, wind, and earth? they got rid of one of our main damage buffs and a damage reduction buff and for what just to make twin snakes Abit more useful?
Why is no one talking about the fact they removed fist of fire, wind, and earth? they got rid of one of our main damage buffs and a damage reduction buff and for what just to make twin snakes Abit more useful?
You sat in FoF for 99-100% of a fight, they were literally just a button to press at the start of a fight and never touch again. They were pointless, especially after they removed similar things from other jobs like the Venoms from Ninja.
Noone misses them, that is why noone talks about them.
I miss FoW. It has been superior with GL4. Don´t know why SE shit on it instead of giving it to us in some other way. Was great in MNK´s flow.You sat in FoF for 99-100% of a fight, they were literally just a button to press at the start of a fight and never touch again. They were pointless, especially after they removed similar things from other jobs like the Venoms from Ninja.
Noone misses them, that is why noone talks about them.
Player
People like you are the reason they got rid of those kinds of skills, not everyone likes their class to be dumbed down and simplified to the point where all classes start having the same skillsYou sat in FoF for 99-100% of a fight, they were literally just a button to press at the start of a fight and never touch again. They were pointless, especially after they removed similar things from other jobs like the Venoms from Ninja.
Noone misses them, that is why noone talks about them.
They could just add it to the GL traits or give a Fists of Wind trait that adds it at some early level.
We don't want stances here,capiche?!![]()
Imagine they would´ve used the stance as skilltrees instead of catering us with more "similar-playing classes".
- Fists of Earth for Tankmonk
- Fists of Wind for a fast positional-heavy gameplay with Dots to play around. (MNK we had + 1 more Dot?!)
- Fists of Fire for less positionals and burst gameplay (MNK we have now...)
This would´ve solved a lot and would´ve made Monk more accessible for everyone. But no....
Shoulda kept Fist of Wind. How am I supposed to cruise around cities now. >_<
Lucky for you, I did see your deleted comment, so it is intriguing why you have decided to delete it and not allow commentary on it? Though, switching to FoE to mitigate damage should be the absolute last resort, you would be better off using Second Wind/Bloodbath and staying in FoF. There was no issue with using RoE either, it had such a short cooldown and you didn't need that many positional ignoring stacks either. If its a dungeon fight where your tank and healer decided to have a nap, you would be better off killing the boss quicker, RoE again reduces damage and still allows you to keep full damage, which also benefits Bloodbath and Second Wind. You aren't going to be surviving any significant amount of time without a healer, FOE or not.
However, you have failed to address the core issue. How often did you actually use them? As I stated, the vast majority of Monks stayed in FoF 99% of the time, making it essentially a permanent damage buff. It was a filler action. If you had all 3 Fists and none of them provided a damage benefit, then you wouldn't see this issue. I have said in the past that, instead of removing them completely, you can have them as lesser Riddles, eg. Fists of Fire at level 40, gives a 5% damage increase for 20 seconds on a 60 second cooldown, then a trait at 68 that changes it to Riddle of Fire which increases the damage up to 15% and use similar concepts for the others.
At the end of the day, a buff that you do not have to manage which is uninteresting. The other fists never done anything of interest except Fists of Wind have the Tornado Kick rotation at the end of SB and being in FoW at the start of ShB, purely because it gave access to GL4. By keeping them, it just adds unused actions that could be used elsewhere.
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