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  1. #1
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Vermillionwing View Post
    Survivability: Monk HAD great survival tools. Shield/healing potency has not increased/scaled with damage potency, and there are no % modifers in monk kit. Potency buffs on other classes render monk kit more and more ineffective, what takes 3 hits to crack through now takes 1 or 2 which is a huge % drop in effectiveness.

    You can no longer soak 4 people beating on you without blinking, infact several times you can't even take 2 or 3 people beating on you at the same time, sometimes you can't even win a direct and isolated 1v1 (sounds like ARR, HW, and SB pvp monk no?)
    MNK should win 1v1 against almost any class, except perhaps NIN (who can just kite them for days.) Like, it shouldn't even be close. RPR might be the closest? Point about increasing potencies is valid and is a huge reason why I'm pretty annoyed that SE's stance on things seems to be JUST MAKE IT DO MORE DAMAGE LOL instead of addressing core issues classes might have. 6k is typically two GCDs, and that hasn't changed - SE is generally just bumping the potency on cooldowns, rather than fillers. And the more damage people do, the more healing (and damage) Riddle of Earth does.

    It's fine, for now. Hopefully SE just gives an overall HP bump at some point, though.

    Suggested Adjustments:
    Increase Monk damage,retain current survivability: Frontload more potency into earlier moves, and ogcds or reduce the length of the combo string. In a burst heavy environment, monk needs early access damage.

    OR

    Return Monk survivability(preferred): Upscale monk shielding and healing to match with all the damage potency buffs. If you want to keep monk identity as sustained dps, it needs a way to be able to apply that dps in PVP's high burst and high cc environment. Possibly increase their cc/anti cc kit.
    MNK damage and survivability is fine for now. I would like to see them change Riddle of Earth to always pop instead of needing a second action to activate (since similar effects like Macrocosmos *do* automatically pop, so it clearly can't be a balance thing.) That would function as a small buff to them.

    As for not seeing MNK in crystal? Maybe your DC is different? MNK is very common on Crystal, though probably behind NIN. People on this DC seem to recognize how strong MNK is.
    (2)

  2. #2
    Player
    KickRox's Avatar
    Join Date
    Dec 2021
    Posts
    42
    Character
    Kick Rox
    World
    Coeurl
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Gserpent View Post
    I would like to see them change Riddle of Earth to always pop instead of needing a second action to activate (since similar effects like Macrocosmos *do* automatically pop, so it clearly can't be a balance thing.) That would function as a small buff to them.

    As for not seeing MNK in crystal? Maybe your DC is different? MNK is very common on Crystal, though probably behind NIN. People on this DC seem to recognize how strong MNK is.
    This is the only adjustment I think is warranted. I don't think nearly enough people at lower tiers understand just how powerful/valuable having the ability to take just about any enemy out of play every 60 seconds is at higher tiers. MNK doesn't have the front end burst that other melees do for that specific reason, if it did, why would anyone use DRG/SAM etc?
    (4)
    You Tube Kick Rox for the best PvP videos!

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