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Thread: 7.0 Monk ideas.

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  1. #1
    Player
    Amh_Wilzuun's Avatar
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    Feb 2021
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    Ul'Dah
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    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100

    7.0 Monk ideas.

    Monk has been my new home since 6.1’s SAM changes. I’ve had some ideas for additions they could add to the job over the past few months and these are my favorite i’ve come up with so far. I wanted to achieve these four things:

    1. Expand upon the core PB mechanic like you’d expect them to do for an expansion

    2. Have some animation updates on moves people have requested for a while

    3. Make positionals more relevant again

    4. Make downtime between burst more engaging

    My main idea is to to make it so that doing a masterful blitz will put you in a “mode” that lasts until your next masterful blitz. Casting elixir field will put you into lunar mode and give your fists/etc a blue aura effect. Casting rising phoenix will put you into solar mode and leave you with a flame effect. Phantom Rush will put you in the opposite mode as the one you were previously in, so however your even minute burst window ended your mode will still change one minute later (this doesn’t really matter for the double solar rotation since phantom rush is done at the even minute marks and is ideally followed by rising phoenix right after). These modes simply change a single GCD and update their animation. Lunar mode would change true strike into a flashier move with a rear positional. Solar mode changes twin snakes into a flashier move with a flank positional. Both of these GCDs will have slightly higher potency that the original versions (at least with the positional). As a result every minute your rotation slightly changes to include an additional positional for your raptor GCD. You only do this positional every other combo so it’s still considerably less positionals than old Monk. If there's any jank with the twin snakes variant of the move being too good they could always just have both the lunar and solar versions of the move only replace true strike but with a different positional for each one again. Additionally, going into PB nullifies your current mode so you don’t have to do extra positionals during your burst window PBs. I just like the idea of a blitz having an effect long after you cast it which would make them feel even more impactful.

    Next up we are going to straight up upgrade snap punch into a better looking move. There’s no conditions for this it’s just replaced as a move to make the animation better. Additionally there would be a trait to upgrade the animation of bootshine under the enchanted bootshine buff for level 90-100. You could also just have this be a thing from level 50 when you get dragon kick.

    Feel free to use this thread to give feedback on Monk and ideas for the future of the job.
    (1)
    Last edited by Amh_Wilzuun; 08-22-2022 at 05:58 AM.

  2. #2
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
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    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Amh_Wilzuun View Post
    1. Expand upon the core PB mechanic like you’d expect them to do for an expansion
    This is what I fully expect SE to do, but I have a problem with this- before this can happen, Chakra should be reworked first. I know this coincides with #4's goal, but in my opinion I believe Chakra to be the highest priority problem that needs to be addressed on Monk as it's been virtually untouched since its introduction in HW. It does not need to be a drastic overhaul, just something more lenient and cohesive for MNK so it doesn't have to feel like a glorified whack-a-mole gauge.

    Quote Originally Posted by Amh_Wilzuun View Post
    2. Have some animation updates on moves people have requested for a while
    No objections from me. MNK is visually stale. So many games (especially other MMOs) manage to get the feel of fist-fighting right, yet XIV fails in this regard.

    Bonus stuff:

    Quote Originally Posted by Amh_Wilzuun View Post
    My main idea is to to make it so that doing a masterful blitz will put you in a “mode” that lasts until your next masterful blitz. Casting elixir field will put you into lunar mode and give your fists/etc a blue aura effect. Casting rising phoenix will put you into solar mode and leave you with a flame effect. Phantom Rush will put you in the opposite mode as the one you were previously in, so however your even minute burst window ended your mode will still change one minute later (this doesn’t really matter for the double solar rotation since phantom rush is done at the even minute marks and is ideally followed by rising phoenix right after). These modes simply change a single GCD and update their animation. Lunar mode would change true strike into a flashier move with a rear positional. Solar mode changes twin snakes into a flashier move with a flank positional. Both of these GCDs will have slightly higher potency that the original versions (at least with the positional). As a result every minute your rotation slightly changes to include an additional positional for your raptor GCD. You only do this positional every other combo so it’s still considerably less positionals than old Monk. Additionally, going into PB nullifies your current mode so you don’t have to do extra positionals during your burst window PBs. I just like the idea of a blitz having an effect long after you cast it which would make them feel even more impactful.
    Not a bad idea, but allow me to add onto this purely just for the heck of it- Solar/Lunar modes change both Twin Snakes and True Strike, not just one of them at a time. Landing any one of those skills while outside of PB will fill the Blitz gauge with a seal depending on if Twin Snakes or True Strike is used. If three are gained, you can perform a mini-Blitz of sorts. Potency can vary depending on how many True Strikes comprised it. They do not grant Nadi, so the Nadi optimization of 6.0 MNK can remain unchanged. Using PB will dispel any seals gained so as to not potentially overcomplicate bursts. These mini-Blitz can be oGCDs if one is worried about the delicate alignment of Twin Snakes/Demolish.

    Nothing complex, just another thing MNK can manage in downtime to incentivize double True Strike. As for positionals- I don't mind if there's less so long as MNK remains sufficiently engaged. That was my only problem with their removal from 6.0, nothing replaced them.
    (0)

  3. #3
    Player
    SpeckledBurd's Avatar
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    Oct 2016
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    Ul'dah
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    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    I'd like to see a trait that alters Riddle of Wind slightly. It gains the additional effect of granting a status called "Six Sided Star Ready" which allows for the execution of Six Sided Star without the extended recast. I'd also like for Chakra to just build upon executing a Coeurl Form skill instead of opening on crits because I hate the crit interaction and pretty much always have. I'd also like for Brotherhood not to have an RNG chance to build chakra on party member actions because the lack of overhead, the inability to pull the trigger on forbidden Chakra, and Monk's very short GCD recast makes it a flood of missed procs or clipped gcds so it just feels bad as designed.

    Realistically I imagine Monk gets at least some of the following:

    1. A trait to upgrade Bootshine, Snap Punch, and True Strike into more modern animations with slightly elevated potency. Monk's visual effects are showing their age at the moment and those three are the worst offenders as far as bland animations go.

    2. A trait to upgrade Elixir Field into a fundamentally identical skill but with a new animation and slightly increased potency. Largely for the same reason as above, it's an oGCD that was turned into a Weaponskill and the animation lacks impact because of it.

    3. A trait that expands the Chakra gauge to 10. Using Meditate outside of battle probably only opens Chakra to 5.

    4. Some skill that immediately opens a Nadi or an additional charge of PB so that we end up doing Phantom Rush slightly more. This probably creates cursed optimizations or breaks something but it's in line with their current design philosophy.

    5. The devs fully commit to Monk being in intervals of 60 seconds and Riddle of Wind has its recast reduced to 60s.
    (0)

  4. #4
    Player
    Amh_Wilzuun's Avatar
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    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post

    4. Some skill that immediately opens a Nadi or an additional charge of PB so that we end up doing Phantom Rush slightly more. This probably creates cursed optimizations or breaks something but it's in line with their current design philosophy.

    .
    I previously had an idea somewhat similar to this. It's a long cooldown buff that you press before going into PB and it turns your blitz into a phantom rush except if you do a celestial revolution sequence. For a solar blitz you do a PR with a fire effect and for a lunar blitz you do the same but it has an aura effect. this lets you do phantom rush in the opener but it also doesn't mess with the existing nadi rotation since you still gain nadis in the same way even if the buff is active. It could have a 180s cooldown so it alternates between coming up during your odd windows and during your even window party burst similar to how GNB's bloodfest comes up again at different points in the rotation. I enjoy that design over there too since it's not the same every time and adds variety.
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    Last edited by Amh_Wilzuun; 08-22-2022 at 05:59 AM.