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  1. #1
    Player
    Aelin_Ashryver's Avatar
    Join Date
    Aug 2018
    Posts
    1,156
    Character
    Aelin Ashriver
    World
    Zodiark
    Main Class
    Monk Lv 100
    I love monk and played it for years now but I will say staring at the dot timer and buf timer got really tiresome after so many years. I made the icons bigger to keep better track of things etc but honestly I am glad of a little shake up and if the feel remains the same I am happy. Bonus points for the animations looking great too!
    (5)

  2. #2
    Player
    Mecia's Avatar
    Join Date
    Jul 2020
    Posts
    429
    Character
    O'ssu Mecia
    World
    Twintania
    Main Class
    Black Mage Lv 100
    Depressing. I want 5.4 Monk back.
    (8)

  3. #3
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    316
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    So to correct some people, the pips do not give you an upgraded GCD animation. The GCDs always look like that but the pip will increase their potency. So using them without a pip is a damage loss.
    (0)

  4. #4
    Player
    Ararara's Avatar
    Join Date
    Feb 2018
    Location
    Gridania
    Posts
    1
    Character
    Ara Kha
    World
    Exodus
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Mecia View Post
    Depressing. I want 5.4 Monk back.
    I miss 5.4 Monk.
    It was so fun and rather than expanding on it, CU3 had to take it away from us less than a year after it came out.
    (0)

  5. #5
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    At the risk of expressing a heterodox opinion in favor of the game, I'll say that the short buff/dot tracking is almost entirely what keeps me from playing MNK (that and the fact that NIN is itself so great), but that I will almost certainly level MNK in DT because of these changes ¯\_(ツ)_/¯
    (2)

  6. #6
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,406
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Gotta be honest, the MNK changes look good. DOT, and buff "management" is being replaced with what seems to be an additional layer of chakra management.
    (3)

  7. #7
    Player
    Ayden's Avatar
    Join Date
    Jul 2011
    Posts
    90
    Character
    Dante Vigilante
    World
    Tonberry
    Main Class
    Miner Lv 43
    Quote Originally Posted by SpeckledBurd View Post
    This hinges on the specifics of the new resources built by Twin Snakes (Raptor Gauge) and Demolish (Coeurl Gauge). If the Raptor gauge buffs all Raptor form GCDs and the Coeurl Gauge buffs all Coeurl form GCDs, then the rotation remains as is. If they just buff True Strike and Snap Punch it\\'s gonna get weird.

    Right now Monk\\'s downtime rotation is as follows. I\\'ve put what the new gauges will sit at if we need to use them gauge to buff the reapplication of Twin Snakes and Demolish in parenthesis to illustrate how it will look if it doesn\\'t change. I\\'m just calling them O, R and C for Opo Opo, Raptor, and Coeurl gauges respectively.

    DK>TwS>Dem (O:1 R:2 C:3)
    BS>TrS>SP (O:0 R:1 C:2)
    DK>TwS>SP (O:1 R:0>2 C:1)
    Bs>TrS>Dem (O:0 R:1 C:O>3)
    DK>TwS>SP (O:1 R:0>2 C:2)
    BS>TrS>SP (O:0 R:1 C:1)
    DK>TwS>Dem (O:1 R:0>2 C:0>3)

    However if the new resource only buffs True Strike and Snap Punch then what the rotation turns into is:

    DK>TwS>Dem (O:1 R:2 C:3)
    BS>TrS>SP (O:0 R:1 C:2)
    DK>TrS>SP (O:1 R:0 C:1)
    BS>TwS>SP (O:0 R:2 C:0)
    DK>TrS>Dem (O:1 R:1 C:3)
    BS>TrS>SP (O:0 R:0 C:2)
    DK>TwS>SP (O:1 R:2 C:1)
    BS>TrS>SP (O:0 R:1 C:0)
    DK>TrS>Dem (O:1 R:0 C:3)
    BS>TwS>SP (O:0 R:2 C:2)
    DK>TrS>SP (O:1 R:1 C:1)
    BS>TrS>SP (O:0 R:0 C:0)

    Which is a huge change to Monk\\'s gameplay outside of its burst window.
    I think it is the latter, where only Bootshine, True Strike and Snap Punch will be buffed. The new gauge is there for us to see, right? The gauge information is only useful if the following is true.

    When the gauge is filled - use Boot, True Strike or Snap Punch.

    When the gauge is empty - use DK, TS or Demolish to refill the gauge.
    (0)
    Last edited by Ayden; 05-23-2024 at 02:44 PM.

  8. #8
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    980
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    I found the reasoning behind checking timers on MNK funny when VPR has several...

    I'm also surprised that the 10 chakra limit is exclusively during BH. It'd have made more sense imho to make it permanent while not letting meditate give more than 5 chakra.
    (3)

  9. #9
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Amh_Wilzuun View Post
    Okay so basically rather than buffs/a DOT you now have buffing GCDs and spending GCDS.

    Dragon Kick gives you one "pip" of buffed nu-bootshine. Twin Snakes gives you two pips of buffed nu-true strike. Demolish gives you three pips of buffed nu-snap punch.

    So the rotation outside of burst window is essentially the same, but now people don't have to watch buff timers and can look at the shiny Job Guage™.

    With this in mind one guaranteed change is that we no longer need to refresh twin snakes buff before PB. Maybe a bit of complexity lost but not a big deal imo. As for how the 2 min burst window plays out I think that needs some more in-deptth theorycrafting. So we probably won't have the exact optimal drift as before but maybe in exchange you may need to think about having enough "pips" so that your Rising Phoenix PB sequence doesn't use unbuffed GCDs during party buffs. Maybe someone smarter than me can visualize this better or we can wait until media tour
    Hmm, it's still a little sketchy, but I think I can see the potential in what you're saying. I would laugh (and be filled with joy) if Dawntrail MNK unintentionally turned out to be a cursed spreadsheet job. If we can't have Optimal Drift as it existed in Endwalker, then I can at least hope for something in the Media Tour to push us in the cursed spreadsheet direction. I'd even take having all six positionals back, but seeing as DRG lost yet another one, that seems unlikely. Please SE, just a crumb of optimisation is all I ask for.

    Quote Originally Posted by Aco505 View Post
    I found the reasoning behind checking timers on MNK funny when VPR has several...

    I'm also surprised that the 10 chakra limit is exclusively during BH. It'd have made more sense imho to make it permanent while not letting meditate give more than 5 chakra.
    The reasoning is so weird. Monks have had timers for 10 years - I don't understand why it's an issue all of a sudden. I also disagree with their assertion that MNKs spend all their time staring at timers--that should not be the end-goal of MNK gameplay. I always thought it was more a bad habit that MNK players need to grow out of with practice. To me, MNK mastery means glancing at your timers for a split second, knowing instantly what your next 9 GCDs will be, then putting all your attention on raid mechs. But I guess this experience isn't as universal as I initially thought it was.
    (4)

  10. #10
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    663
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Silhart View Post
    I always thought it was more a bad habit that MNK players need to grow out of with practice. To me, MNK mastery means glancing at your timers for a split second, knowing instantly what your next 9 GCDs will be, then putting all your attention on raid mechs. But I guess this experience isn't as universal as I initially thought it was.
    It is like that in my opinion too - at least in a raider's approach, learning the basics > fitting those basics into mechanics for a clear > optional encounter specific optimisation for stuff like double solar openers etc.

    Based on the live-letter presentation and the fact that right out of the gate they mentioned that the changes to all classes are in favour of 'ease of usability' - I can only feel a bit anxious about how they expect us to play for the next few years until we get the proper tool-tips from the media tour.
    (1)

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