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  1. #1
    Player
    Rayne6665's Avatar
    Join Date
    Jan 2021
    Posts
    374
    Character
    Rayne Wolfhart
    World
    Leviathan
    Main Class
    Ninja Lv 100

    Monk 6.1 job question

    Hey everyone :3 So far i been playing Reaper and Dragoon. i was thinking of getting back into playing my third melee dps class Monk to 90. Haven’t touched it since shadowbringers at 80 lol . How is it at 90? How’s Monk holding up with their DPS in 6.1 after the job adjustments for those who mains it? (Samurai always have a place in my heart after the removal of Kaiten rip</3) I also wanna play Ninja again as well but im afraid of getting bullied cus i like having fun <_< I just wanna have fun playing classes that i enjoy. Not to be bullied by some elitist mentors or by some other players. Thank you ^_^
    (1)
    Last edited by Rayne6665; 04-26-2022 at 01:42 AM.

  2. #2
    Player
    cjbeagle's Avatar
    Join Date
    Apr 2022
    Posts
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Rayne6665 View Post
    How is it at 90?
    How do you feel about the idea of basically having no OGCDs? If that sounds terrible, you probably won't like it.

    They took away the Tempest Kick and Elixir Field OGCDs that we used to have and turned them into blitz finishers instead, so now you get to use those abilities far less often than before and to use them you have to do the whole Beast Chakra routine, which I find more annoying than engaging, and then when you finally do use them, they're on the global now, so the only damaging OGCD you have to look forward to is The Forbidden Chakra from filling up your normal chakra gauge, which happens much less frequently than I'd like. (EDIT: Oh yeah, they also took away most of the positionals, so if you enjoyed that gameplay, well, it's gone.)

    Personally, I hate 6.0+ monk - it's incredibly monotonous, and due to lack of OGCDs, feels surprisingly slow despite Greased Lightning.

    That said, you should try it out in Crystalline Conflict - it's an absolute blast.

    One of the biggest problems with 6.0+ monk in PVE is that you only get to do something cool once every 40s, whereas in PVP you do a blitz finisher every 7th attack.

    Hilariously enough, PVP monk also has an OGCD that buffs your next attack by 50%, so you use that before your blitz. They stole Kaiten from PVE samurai and gave it to PVP monk. =/
    (2)
    Last edited by cjbeagle; 04-26-2022 at 05:42 AM.

  3. #3
    Player
    Rayne6665's Avatar
    Join Date
    Jan 2021
    Posts
    374
    Character
    Rayne Wolfhart
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by cjbeagle View Post
    How do you feel about the idea of basically having no OGCDs? If that sounds terrible, you probably won't like it.

    They took away the Tempest Kick and Elixir Field OGCDs that we used to have and turned them into blitz finishers instead, so now you get to use those abilities far less often than before and to use them you have to do the whole Beast Chakra routine, which I find more annoying than engaging, and then when you finally do use them, they're on the global now, so the only damaging OGCD you have to look forward to is The Forbidden Chakra from filling up your normal chakra gauge, which happens much less frequently than I'd like.

    Personally, I hate 6.0+ monk - it's incredibly monotonous, and due to lack of OGCDs, feels surprisingly slow despite Greased Lightning.
    Damn that sucks. Thanks for your input . Much appreciated :3 i guess ima level it up and see how it plays out for myself
    (1)

  4. #4
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Fundamentally MNK really hasn't changed from the END of 5.5.

    It's still 1,2,3. 4,5,6 rotation and centering MUCH more around Perfect Balance to feed blitz.

    If you look at 5.0 launch to 6.0 launch THAT is were the MNK community is very divided.

    Differences:
    -4 less positionals
    -Greased Lightning removed.
    -oGCD's pushed into Blitz gameplay and less emphasis on the "o" in oGCD
    -the 1,2,3,4,5,6 rotation completely changed, and affecting the "flow" of monk's combat dynamics.
    -Stances gone

    Things to consider:
    -The jobs rotation OUTSIDE of Perfect Balance is very rigid. While during Perfect Balance is VERY fluid for "apply buffs/debuffs I need while getting my Beast Chackra" with a Form Shift after your Blitz. (I actually love this)

    -The job was deliberately pushed out of the Raid Buff window as the Dev's thought it would be to powerful. This gave birth to the "Double Solar" and by delaying your highest potency attack Phantom Rush so that it can be used under raid buff window for the remainder of an encounter. This goes to show the devs were right as MNK is pretty the strongest DPS currently, with maybe RPR flip floping the #1 spot.

    -MNK still has crazy fast combat, but the majority of the MNK community despise the moments outside the blitz windows. They consider this "boring" without oGCD's to fill the voids.

    -Less Positionals. For some of the MNK mains...this was a deal breaker. Many MNK mains considered this MNK's identity and were very outspoken about this betrayal. While giving new life to the job by not alienating the sprouts.

    Still there:
    -MNK is still stupid fast
    -Still has to move around the boss albeit much less
    -Chackra is still a major part of the jobs design, and dumping your chackra ASAP.
    -Frequent amounts of critical hits.
    -Party Support with Brotherhood and Mantra. Not so much mantra, but every little bit helps.
    -Riddles have been given the oGCD treatment. Which is neither here nor there. Just use them at the right times. Riddle of Fire for your Burst, Riddle of Wind always on cooldown as it's basically a DOT, and Riddle of Earth for raid wides or greed moments.

    Better off:
    -Blitz feels great to use, and gives you happy chemicals. This will give the future versions of MNK a brighter outlook of more Blitz interactions. Possibly more Nadi combos by adding a 3rd Nadi?
    -the gap closer.... Thunder Clap is soooo good...it's the best gap closer in the game honestly as it can be used on mobs AND party members and it's stupid fast animation.
    -Stances gone
    -Less positionals (my opinion) as this gives way to encounters that rely less on movement based combat and more on better interesting mechanics to resolve.
    -The AOE rotation. Seriously. *Chefs Kiss*
    -And lastly level syncing down is WAYYYYY less crappy.
    (2)