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  1. #1
    Player
    SirArron's Avatar
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    Jul 2024
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    2
    Character
    Mai Farron
    World
    Coeurl
    Main Class
    Pugilist Lv 100

    Monks need a GCD and OGCD rework

    So, the monks went through a variety of changes, but I think these changes would make them feel smoother, let me know what you all think.

    These moves need to be made OGCD's: Wind rumination, Fire rumination, and Six-sided star (Which is a move that is rarely used in a fight or even at all).
    These can be weaved into the GCD like forbidden chakra giving them more options during the burst phases. As it stands, Wind and Fire rumination acts as a GCD when used, which is taking away potency; while Six-sided star slows the GCD's down when used in niche moments, making the move useless. Also, linking Six-sided star to chakra is also not what the move needs, rather have a decent potency (600-800) as a OGCD to weave into your GCD with a cooldown that can actually be used in every fight.

    These are the only changes that need to be implemented for monks to be fully optimized at a high level and hope dev's get wind of this or sees this.
    (0)
    Last edited by SirArron; 07-31-2024 at 01:09 PM.

  2. #2
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    oGCD SSS is literally Forbidden Chakra, the entire point is movement which intrinsically requires being on the GCD,

    Similarly Wind and Fire being GCDs allows Monks to hold them as a ranged attack while being oGCDs would just make them uninteresting damage weaves, I fail to see how that's better.
    (2)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,705
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    These moves need to be made OGCD's: Wind rumination, Fire rumination, and Six-sided star
    Making these two skills oGCDs would make them useless as ranged tools.

    while Six-sided star slows the GCD's down when used in niche moments, making the move useless.
    No, it having an extended GCD cost (and near-proportionately increased power) is precisely what makes it useful and worth having as an additional skill (as compared to a bloated filler action or something which is made redundant by our prior GCD options). You fit 2 GCDs of damage into that final moment of available uptime, removing penalty you'd otherwise face from leaving melee range for the extra GCD's time. The penalty for disengaging becomes SSS's ppgcd loss compared to normal rotation for 2 GCDs, rather 2 Meditation's ppgcd loss for the latter GCD (a much larger penalty).
    At most they (mostly just Six-sided Star) should be turned into roll-overs (something which does not require the GCD to be fully cooled, but adds a GCD's interval additional time until the GCD refreshes, therefore having the same uptime cost as a GCD but also greater timing flexibility). But, of course, we don't have those in XIV anyways. So, barring that...
    All three should stay GCDs.
    (1)
    Last edited by Shurrikhan; 07-31-2024 at 01:34 PM.

  4. #4
    Player
    SirArron's Avatar
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    Jul 2024
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    Character
    Mai Farron
    World
    Coeurl
    Main Class
    Pugilist Lv 100
    You'd need to point out examples of when it would ever be beneficial to use SSS strictly for movement instead of continuing to use GCD's in general, same thing applies for Wind and Fire where you seem to also give benefit to a melee dps holding off the main GCD rotation for a 'ranged' benefit. In normal raid cases, other than a cutscenes or end of first phase battles transitioning into second phases, there is no other use for SSS.

    The whole point is, if these moves are oGCD's, there would be a better flow and more options to use. Fire and wind will still have the range benefit with good potency, far from uninteresting.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,705
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SirArron View Post
    Fire and wind will still have the range benefit with good potency, far from uninteresting.
    For a skill to truly be "ranged", you would need to face no or minimal punishment for using it at range. If you make these oGCD, that's not the case, because you'll need to remain in melee range for the rotation that they no longer interrupt. That is, once you make them oGCD, they are effectively melee skills.

    You'd need to point out examples of when it would ever be beneficial to use SSS strictly for movement instead of continuing to use GCD's in general
    Any time mechanics would force you otherwise to waste at least a fifth of the next GCD.

    In normal raid cases, other than a cutscenes or end of first phase battles transitioning into second phases, there is no other use for SSS.
    That's already more interesting than it again being a 5.4 30s oGCD that you just hit on CD.

    It also points more to excessive lenience in current content more so than a disengagement/finisher skill being inherently worthless.
    (1)

  6. #6
    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 SirArron View Post
    You'd need to point out examples of when it would ever be beneficial to use SSS strictly for movement instead of continuing to use GCD's in general, same thing applies for Wind and Fire where you seem to also give benefit to a melee dps holding off the main GCD rotation for a 'ranged' benefit. In normal raid cases, other than a cutscenes or end of first phase battles transitioning into second phases, there is no other use for SSS.

    The whole point is, if these moves are oGCD's, there would be a better flow and more options to use. Fire and wind will still have the range benefit with good potency, far from uninteresting.
    Every savage fight this tier has at least one use case for Six-Sided Star:
    - M1S: Six Sided Star can be used before the stun/knock-up to keep your GCD rolling while incapacitated.
    - M2S: At some point this fight requires you to bait puddles at the edge of the arena, far from melee range. SSS is useful as a last GCD before you run off to resolve this mechanic.
    - M3S: There are consecutive knockback towers that knock you out of the boss' range; SSS keeps your GCD rolling while you're getting tossed around like a ragdoll.
    - M4S: Arena break - similar to normal, but the cannon hits for much harder, so greeding is dangerous unless you have a ton of shields. SSS is used as a last GCD while you wait for the boss to join you at the edge of the arena.

    I'd best describe Six-Sided Skill as a skill that you want to avoid using, but one you're glad to have when you do need to use it. Ironically, you would be leaving them with less options if you turned it into an oGCD, as they become the only melee without an on-demand GCD for forced disconnects.
    (2)