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  1. #1
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90

    Monk is bottom tier trash now

    Bootshine (3k potency), True Strike(4k), Snap Punch(5k, Extends Wind Resonance by 5seconds), Dragon Kick(3k), Twin Snakes(4k), Demolish(5k, Extends Wind Resonance by 5seconds), and Phantom Rush(10k, AoE).

    What do they all have in common other than simply being Monk abilities? They’re all under one ability button, meaning that, if you want to use Phantom Rush for it’s AoE, you’ll have to follow the combo as written above on the first sentence. SEVEN abilities put into a damn single button combo “rotation” is by far the laziest “planning” that I have seen.

    This “Wind Resonance” is granted by an ability called Thunderclap which last for 5 seconds, but overall, can be extended to 15 seconds that reduces weaponskill cast time by 10%! WOW!
    Now, you’re probably thinking, “That’s pretty good right?” This 10% reduction will allow for this “seven ability single button” to be used every 1.8 seconds, therefore, increased DPS. This seven ability combo offers nothing, no 100% healing from damage dealt, no any type of CC, no shields.

    Riddle of Earth is such a joke; it “compiles” damage received, it doesn’t negate the damage, it doesn’t reduce the damage either, it just “compiles”. When “compiled” any damage you receive will turn Riddle of Earth into Earth’s Reply (5yards AoE, 2k potency plus 25% of the “compiled” damaged and you heal 4k plus 50% of this “compiled” damage). You either “compile” little to nothing or you “compile” too much and you die.

    Limit Break: Metodrive- 12k potency, removes Guard, if no Guard, then it deals 12k extra damage. Buff this Limit Break with Enlightenment, and you get an extra 8k, totaling 30k damage. You know what does this better? Machinist, it has no gimmick, no need to press this ability to buff it, it’s just a flat 36k potency. AND to top it off, what’s stopping them from using Analysis, followed by Drill (18k damage) or Air Anchor to Bind? OR what about Samurai’s Limit Break, a flat 24k damage with no Kuzushi AND it bypasses Guard, and this “Kuzushi” can make this an instant K.O. to the targeted player AND EVERYONE ELSE IN 5YARDS. Hell, even Dragoon’s Limit Break is far superior to Monk’s Limit Break.

    In Conclusion? GO BACK TO THE DRAWING BOARD AND MAKE MUNK VIABLE. (I can make Munk (typo intended) viable, it just requires more “patience?” “timing?” it just requires a LOT MORE of everything compared to these other melee DPSes and Tank “DPSes”
    (4)
    Last edited by Kiao-Ken; 04-13-2022 at 04:33 PM. Reason: To insert the rest into one post.

  2. #2
    Player
    Josef_Fitzroy's Avatar
    Join Date
    Apr 2022
    Posts
    1
    Character
    Josef Fitzroy
    World
    Jenova
    Main Class
    Dark Knight Lv 80
    Agree they need to show MNK some love
    (0)

  3. #3
    Player
    Akantorz's Avatar
    Join Date
    Sep 2021
    Posts
    28
    Character
    Kintra Shadestalker
    World
    Sargatanas
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Kiao-Ken View Post
    Bootshine (3k potency), True Strike(4k), Snap Punch(5k, Extends Wind Resonance by 5seconds), Dragon Kick(3k), Twin Snakes(4k), Demolish(5k, Extends Wind Resonance by 5seconds), and Phantom Rush(10k, AoE).

    What do they all have in common other than simply being Monk abilities? They’re all under one ability button, meaning that, if you want to use Phantom Rush for it’s AoE, you’ll have to follow the combo as written above on the first sentence. SEVEN abilities put into a damn single button combo “rotation” is by far the laziest “planning” that I have seen.

    This “Wind Resonance” is granted by an ability called Thunderclap which last for 5 seconds, but overall, can be extended to 15 seconds that reduces weaponskill cast time by 10%! WOW!
    Now, you’re probably thinking, “That’s pretty good right?” This 10% reduction will allow for this “seven ability single button” to be used every 1.8 seconds, therefore, increased DPS. This seven ability combo offers nothing, no 100% healing from damage dealt, no any type of CC, no shields.

    Riddle of Earth is such a joke; it “compiles” damage received, it doesn’t negate the damage, it doesn’t reduce the damage either, it just “compiles”. When “compiled” any damage you receive will turn Riddle of Earth into Earth’s Reply (5yards AoE, 2k potency plus 25% of the “compiled” damaged and you heal 4k plus 50% of this “compiled” damage). You either “compile” little to nothing or you “compile” too much and you die.

    Limit Break: Metodrive- 12k potency, removes Guard, if no Guard, then it deals 12k extra damage. Buff this Limit Break with Enlightenment, and you get an extra 8k, totaling 30k damage. You know what does this better? Machinist, it has no gimmick, no need to press this ability to buff it, it’s just a flat 36k potency. AND to top it off, what’s stopping them from using Analysis, followed by Drill (18k damage) or Air Anchor to Bind? OR what about Samurai’s Limit Break, a flat 24k damage with no Kuzushi AND it bypasses Guard, and this “Kuzushi” can make this an instant K.O. to the targeted player AND EVERYONE ELSE IN 5YARDS. Hell, even Dragoon’s Limit Break is far superior to Monk’s Limit Break.

    In Conclusion? GO BACK TO THE DRAWING BOARD AND MAKE MUNK VIABLE. (I can make Munk (typo intended) viable, it just requires more “patience?” “timing?” it just requires a LOT MORE of everything compared to these other melee DPSes and Tank “DPSes”
    You think that's bad? Black mage just gets the ability to instant cast the spells they already have in their limit break, their only CC is a slow, and you can't heal while casting, getting you killed since people just attack you while casting then stun you at the end of it and gang up on you to delete you. Nevermind that your move that does bonus damage per stack of fire or ice on the target activates under you instead of under the target.

    BLM was an actual mistake, monk just needs some number tuning.
    (0)

  4. #4
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,093
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    The entire thing is unbalanced as fekk but i doubt the will change anything mid season.
    (0)
    ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
    ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
    ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
    ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
    ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ

  5. #5
    Player
    Kiao-Ken's Avatar
    Join Date
    Mar 2022
    Posts
    57
    Character
    Top Macho
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Update: Bootshine (3k potency), True Strike(4k), Snap Punch(5k, Extends Wind Resonance by 5seconds), Dragon Kick(3k), Twin Snakes(4k), Demolish(5k, Extends Wind Resonance by 5seconds), and Phantom Rush(10k, AoE).

    When you reach, Let's say, Phantom Rush, which takes 14 seconds of combat or 12.6 seconds with "Riddle of Wind", if one idles whether it be by idling, enemy decides to run around you or no other combatants to use this on... It resets, back to Bootshine. Smart on the enemy to run around to refresh Phantom Rush to Bootshine (maybe this was the intention, which is fine), but 14 seconds is just too long when Munk doesn't have defensive abilities (no , Riddle of Earth is different now).

    And why was it a good idea for Enlightenment to push the primary target back 15yards? Positioning oneself to push them into your team as a Munk (intentional spelling) tends to send that target away from the team (not all the time, but majority of the time from my experience; I use Six-Sided Star (2second Stun) so maybe the stun needs to be longer).

    The Gap closer (Thunderclap) needs to do atleast 1 damage, yes, atleast 1. Near impossible to cause "Limp" on someone on their mount (Frontlines). The abilities on Munk needs to be extended by an extra yard or two (for those that are currently 5yards). I can arms reach of my opponent and my ability "stutters", thankfully though, it doesn't cause that ability to go on cooldown.
    (2)
    Last edited by Kiao-Ken; 04-14-2022 at 07:13 AM.

  6. #6
    Player
    aeoncs's Avatar
    Join Date
    Jul 2015
    Posts
    208
    Character
    Zael Magnus
    World
    Shiva
    Main Class
    Monk Lv 90
    Monk mainly needs kill pressure without LB which is just super bad right now because the only burst damage outside of Enlightenment is Phantom Rush which they put at the end of a 7-part combo for whatever completely nonsensical reason.
    I haven't had the time to play much so far, only like 10 ranked games and 20ish casuals, but even from reading the tooltips the job just screams lackluster.

    Phantom Rush should be its own seperate GCD with an appropriate cooldown, or alternatively combo out of Enlightenment, and Thunderclap needs a damage component similar to Hissatsu: Soten. Those two changes alone would solve most of its current issues.

    Riddle of Earth / Earth's Reply seems fine so far but as I said, I haven't played much. Maybe an auto-trigger to not waste the ability under pressure? The numbers seem fine and it can definitely pull off huge heals when you're getting bursted.
    (0)

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