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  1. #11
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,499
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    I don't think there is enough info to truly say how it is going to play. Just to give a play by play on the GCDs and what the job gauge does:

    First, lets establish the new gauge, 3 icons, assuming to represent Opo-opo, Raptor and Coeurl, each with 3 empty pips of 1, 2 and 3 respectively.

    After the Thunder clap, we use Dragon Kick, which fills up the Opo-opo gauge [1,0,0], then Twin Snakes which fills up 2 Raptor [1,2,3], then Demolish to fill up 3 Coeurl [1,2,3].

    Perfect Balance is used, starting with an upgraded Opo-Opo [0,2,3], Dragon Kick [1,2,3], Opo-Opo upgrade [0,2,3] into what I can assume is an Elixir Field upgrade.

    Next Perfect Balance, starts off with an upgraded Opo-Opo (bear in mind, the Opo-Opo pip was empty before this), upgraded Raptor [0,1,3], upgraded Coeurl [0,1,2], then Phantom Rush. Nothing else after this point changes these pips.

    I think the most interesting point is the weirdness of the Opo-Opo pip. Your first instinct is that, in order to get an upgrade to your stance attack, you need a pip, however, at the start of the second Perfect Balance, the attack was still upgraded, despite no pip being lit up. The only change here is Brotherhood, but if that automatically upgrades your actions, why is it the Raptor and Coeurl lose a pip? It also makes no sense why it would only work on 1 action, but that is all I can come up with, or there is an extra effect to PB/Masterful Blitzes we do not know about.
    (0)

  2. #12
    Player
    SomeGuy22's Avatar
    Join Date
    Apr 2022
    Posts
    127
    Character
    Galv Avalan
    World
    Zalera
    Main Class
    Monk Lv 90
    Quote Originally Posted by Mikey_R View Post
    I think the most interesting point is the weirdness of the Opo-Opo pip. Your first instinct is that, in order to get an upgrade to your stance attack, you need a pip, however, at the start of the second Perfect Balance, the attack was still upgraded, despite no pip being lit up. The only change here is Brotherhood, but if that automatically upgrades your actions, why is it the Raptor and Coeurl lose a pip? It also makes no sense why it would only work on 1 action, but that is all I can come up with, or there is an extra effect to PB/Masterful Blitzes we do not know about.
    As of now, after using a blitz, you get the Formless Fist buff. My guess is that in DT the buff instead gives you access to an upgraded weaponskill for free, but since the player immediately used PB again, the buff carried over into the PB window.
    (0)

  3. #13
    Player
    Aelin_Ashryver's Avatar
    Join Date
    Aug 2018
    Posts
    1,047
    Character
    Aelin Ashriver
    World
    Zodiark
    Main Class
    Monk Lv 98
    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)

  4. #14
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,499
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by SomeGuy22 View Post
    As of now, after using a blitz, you get the Formless Fist buff. My guess is that in DT the buff instead gives you access to an upgraded weaponskill for free, but since the player immediately used PB again, the buff carried over into the PB window.
    The first thing that happens is Form Shift, which also gives Formless Fist, with the first GCD being Dragon Kick.
    (0)

  5. #15
    Player
    Mecia's Avatar
    Join Date
    Jul 2020
    Posts
    360
    Character
    O'ssu Mecia
    World
    Twintania
    Main Class
    Black Mage Lv 100
    Depressing. I want 5.4 Monk back.
    (8)

  6. #16
    Player
    GrizzlyTank's Avatar
    Join Date
    Jul 2015
    Posts
    1,714
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Ianmaru View Post
    i might be wrong but I think its not gonna be 'rigid combo cycle', more like something to make you can play the job without having to constantly to pay attention to your buff & dot icons. I play all the jobs decently and yes the most painful part of mnk is having to spend so much time checking buff timers to make sure I use the right skill. if the play style, feel, & the rotation will still be the same as it is now then it is a welcome change.
    They could have made it so that the gauge was color coded for how far off the buffs/dots were to drop off. Like have it show red if it were ~3 gcd duration left.
    (0)

  7. #17
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    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)

  8. #18
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Amh_Wilzuun View Post
    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™.
    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.
    (5)
    Last edited by SpeckledBurd; 05-17-2024 at 07:16 AM.

  9. #19
    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)

  10. #20
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,196
    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)

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