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  1. #1
    Player
    Phylecia's Avatar
    Join Date
    Feb 2022
    Posts
    30
    Character
    Kayin Fenrir
    World
    Faerie
    Main Class
    Botanist Lv 100

    Monk really is awful

    I'm open to the idea that; I could be the one that's awful. But after playing over 100 matches, easy, here is what I've seen first-hand comparing it to only the other Melee Jobs.

    -PART 1-

    Mobility
    Is the worst of the melee. I've seen Reaper, Dragoon, & Ninja be amazing with escape, kiting, and even sticking like glue to the target. With one Thunderclap less AND no Stun the 'best' I can hope for is a cheeky kill with a 12k poke in the back (literally less damage than one recuperate) Assuming you have a Thunderclap up, unless a team mate is there to rescue you, you can't use it to escape, and WHEN you do escape with it, you give them your tiny shield and usually end up dying anyway (just find giving someone else the shield when you're likely the one needing it more is bad design on top of the fact you can't be mobile without help)

    Crowd Control
    Um, it's gone, so literally nothing to talk about; it's just not a thing anymore.

    Defensive Game
    Monk, now, has same hit points and other classes. Every job has Purify and Guard. The ONLY thing unique to Monk is Earth Reply. So other jobs will get bulky shields or straight up mitigation like you take X% less damage. So even if they're stunned the shield is taking hits, or the damage reduction is soaking up hits. Monk, you just straight up die. Even more exciting is SO many times I've used it, then died, then saw the big 30k~60k heal pop-up over my body, but I'm already dead and it does nothing.

    Burst
    In a normal fight you engage the fight for a bit, then back off, and you keep doing that dance. IF you're teams is amazing and you're already winning, well THEN you can live long enough to build up your combo to do Phantom Rush. Like if you're forced to heal and forced to be defensive, you'll just NEVER get to use it; it resets way to quick. So all that leaves is your 12k fireball (assuming you buff it otherwise it's only 6k) and then your Limit Break.
    (3)

  2. #2
    Player
    Phylecia's Avatar
    Join Date
    Feb 2022
    Posts
    30
    Character
    Kayin Fenrir
    World
    Faerie
    Main Class
    Botanist Lv 100
    -Part 2-

    Limit Break
    Of all the melee, this is the worst of them. Ninja can rack up kill streaks. Samurai can just do raw damage or go for the, lets kill a person or two gimmick. Reaper can literally drop an entire groups Shield and force them to run off cart and then begin comboing. Dragoon can become immune in the air then smash a group for some damage, and get a shield afterward.

    Monk will Stun itself, and someone else.

    I'll say that first part again, you Stun... yourself...

    and then it will drop their shield, and do a massive 24k damage. (note that all classes got more health across the board AND you can't pressure-point onto the damage)

    So unless they're 24k or less they'll just heal up from it like you did nothing.

    I can't say enough different ways how horrible this limit break feels to use when comparing to the other melee jobs, you can only use it safely when you're already winning the fight and using it on someone that's forced to block and having a team pounding on them to begin with, if you want it to kill anything.

    Monk's damage output is so low I find Warrior and Gun Breaker to be pretty much unkillable in a 1v1 and that's bursting my 12k tickle fireball into an Limit Break they just shrug it off. You can't even limit into a group on the cart, you just Stun yourself and die before the damage even comes out.
    (1)

  3. #3
    Player
    Phylecia's Avatar
    Join Date
    Feb 2022
    Posts
    30
    Character
    Kayin Fenrir
    World
    Faerie
    Main Class
    Botanist Lv 100
    -Part 3-

    tl;dr
    Monk is supposed to melee (that's what SE has the archetype as on the site), but it is by far the worst melee to melee as.

    So here's my question; I'm seriously asking.

    If anyone in the community or someone on SE dev side would speak up.

    What the hell are you supposed to do in a Crystal Conflict match with this Job??

    Specifically, this melee job--Monk is the least:
    Burst
    Mobile
    Defensive
    Buff
    Debuff

    VS ALL of the other melee jobs.

    So unless I've really missed the mark, is the ONLY reason to play it to impose a handicap to your other team members?

    I'm asking, please add a PvP guide/description to the website that explains what useful unique reason there is to play Monk vs just playing a any of the other melee jobs that literally out perform this in every, some in multiple, categories.

    Thank you,
    (1)

  4. #4
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    293
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100
    Just play with your team
    (2)

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,020
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Mobility, SAM has it worse in melee DPS. Same for tanks, but they're tanks. But the loss of thunderclap charges somewhat harmed the job I think, especially with no crowd control, but at least there is still 2 charges remaining.
    On Meteodrive I kinda disagree, this LB when used right can still punch above 50-60k damage with a delayed PR + phoenix buffs and oneshot people. Nin LB is overtuned right now but it also stuns the NIN for a while as well and I've seen a lot of them drop dead because they just went greedy with it. If anything I'm glad not many people play MNK right now because that stuff is still oppressive as hell when played well.
    (1)

  6. #6
    Player
    SeaJae's Avatar
    Join Date
    Apr 2022
    Posts
    34
    Character
    Sea Jae
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    I climbed to crystal in CC with monk by day 4. I've spoken with others who also played monk only to reach crystal (there wasn't many). Monk is in a healthy state, but it's not OP. The old state of monk was extremely toxic. With this kit you can still be impactful and it has synergy with the OVERALL changes to CC which have nerfed ratting and incentivized more front-to-back gameplay on the crystal.

    Ya, you could give back 3 charges to dash which would have parity with VPR. It was not uncommon for me on monk in CC games to output top overall damage while also taking/sharing the most damage. Riddle of Earth is just as strong as always if you treat it as a DPS button and not a survival button. If you are treating it as a survival button, use guard immediately after. Fireball sharing same potency as wind reply allows you to take advantage of constant 12k potency AoE damage. The hit detection changes make it so that you can stack some crazy AoE damage with Rising Phoenix -> Fireball -> Earth's Reply -> Dash -> GCD (the bigger the earth reply, the crazier the damage stack, and you dash to make sure the reply hits your target). Speaking of Earth's Reply, yes, it got buffed. With all the cleave around point and the baseline added 2k potency, it's not uncommon to drop 16-20k bombs which is some of the highest non-LB damage in the game right now.

    Paired with 60s meteos, it's a strong pick. Calling a target to Wind Reply -> Rising Phoenix -> Phantom Rush/Fireball -> Meteo is a solid amount of damage that the target LITERALLY can only recupe in response immediately after the KB. With a smidgen of help from the team they are dead EVERY time with the only counterplay being bailed out by quick healer/paladin reactions. If they guard/purify anything else in that combo, it's wasted. Everything you do after KB lands with your meteo. Every 60s. Monk has always been oppressive, this version just lets the target have more opportunities to recupe now. That doesn't help them if they can be hit by everyone on your team.

    Good monk players will always have an argument to play it as long as meteo exists. You are highly undervaluing the job. Perhaps because much of the other kits capitalize on solo noobstomping. In higher level play NINs rarely get more than 1 kill on a target that is already hurting. DRGs rarely get a kill with their LB and mostly get guards out. SAM's base kit is strong right now, and that makes up for more lenient counterplay on their LB, that's fair enough, probably getting a slight nerf still. Reaper is less oppressive now that LB gen got nerfed. Viper, while it can pump overall damage, is weaker than monk because of LB diff.

    Call meteos, call targets in guard if you have PR prep'd and use it when their guard hits 1s (or meteo followup), they WILL pop. Be more mindful of your dashes providing an 8k shield. Use this new kit to literally never let up on point pressure, that's where monk shines right now. Similarly, I find it more fun in FL than the old version.
    (6)
    Last edited by SeaJae; 11-24-2024 at 08:08 PM.

  7. #7
    Player
    Router's Avatar
    Join Date
    Apr 2024
    Posts
    115
    Character
    Router Modem
    World
    Excalibur
    Main Class
    Bard Lv 100
    MNK will never be awful by virtue of having a "this guy is dead" LB on a 60 second cooldown. If you are using your LBs intelligently then the enemy team practically has to fight 4v5 for half of the game.
    (5)

  8. #8
    Player
    ShinyChariot's Avatar
    Join Date
    May 2016
    Location
    Gridania
    Posts
    84
    Character
    Ursula Callistis
    World
    Balmung
    Main Class
    Black Mage Lv 100
    They just need to return hit registration back to the old version, and I think that itself will improve every job including MNK.
    (4)

  9. #9
    Player
    Phylecia's Avatar
    Join Date
    Feb 2022
    Posts
    30
    Character
    Kayin Fenrir
    World
    Faerie
    Main Class
    Botanist Lv 100
    Quote Originally Posted by SeaJae View Post
    You are highly undervaluing the job. Perhaps because much of the other kits capitalize on solo noobstomping.
    I think your absolutely right.

    I do often feel helpless trying to engage many of the other jobs in a 1v1 fight compared to before, with the old kit. I could actually kill bulkier Jobs, like Warrior, before from full health pretty reliably most of the time unless I got grouped up on piled on by others.

    It's like going from, you got to play as the Batman, to now being Robin, the boy wonder--the new kit feels like, you're now playing as the sidekick.

    I guess at the end of the day, Batman does need a Robin lol

    You did give A LOT of super good info/advice, and I see a few things I hadn't thought about trying with the new kit--using the lag-system--the delay, to bring my Earth Reply to a group as it's going off is top of my list on something I'm going to start practicing into gameplay for sure; that's super kewl!

    I also need to play with Phoenix and Wind/Fire; I've seen mixed answers and not sure what the right order they should be used with the new delays for it to come out best.

    For this one:
    Quote Originally Posted by SeaJae View Post
    Speaking of Earth's Reply, yes, it got buffed. With all the cleave around point and the baseline added 2k potency, it's not uncommon to drop 16-20k bombs which is some of the highest non-LB damage in the game right now.
    I'm not sure I understand the numbers, it says the damage is 1/4 taken, with a 2k potency. So to do a 16k AoE, I'd need to have taken 56,000 damage?

    Does using Guard take away from this or do you have to actually have lost 56k+ health?

    Also, thank you everyone for the helpful info and advice so far.
    (2)

  10. #10
    Player
    SeaJae's Avatar
    Join Date
    Apr 2022
    Posts
    34
    Character
    Sea Jae
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Phylecia View Post
    I'm not sure I understand the numbers, it says the damage is 1/4 taken, with a 2k potency. So to do a 16k AoE, I'd need to have taken 56,000 damage?

    Does using Guard take away from this or do you have to actually have lost 56k+ health?
    You have to have actually lost that amount of health. This is easier to accomplish with the HP buffs this patch and healers on your team. Assuming I have full HP/MP, I normally keep my Riddle of Earth running and taking damage until I'm left with a recuperate or two (if necessary) and decide from there depending on what's going on. Am I going to be swapped to/am I the current focus target? I'll Earth Reply and Guard immediately to land the HP recovery and hopefully some damage. Does my team have advantage and I'm not at risk of being focused? Do I still have purify/guard/MP? I'll continue with the combos mentioned above if I think I can press the advantage. It's a high risk playstyle, but it's also perfectly fine to play it safe and combo your reply with guard and make those buttons virtually inseparable until you get more confidence. Guard catching more damage and being way more snappy is a big buff this patch. You can then look to dash out of guard to a team member and give yourself a reset. This can be an important move especially if you used purify before guarding, as the danger has shifted from being bursted before guard to being bursted after guard with queued up damage.

    As for empowerment of Wind/Fire, they are the same potency. You can "hide" your Wind kick by not empowering it, as good players are hardwired to recognize danger when they see phoenix. It basically comes down to what you are going to do and the oGCD weaves it'll take. If you want to weave in Earth's Reply damage after your kick you might want to empower your Wind kick. As a final interaction this patch, it is possible to Phoenix after using Phantom Rush, and Phantom Rush will still be empowered. The practical application of this is mainly to again stack as much damage as you can into a single damage frame, and again it can also "hide" your Phantom Rush, although there's still plenty of time for players with guard ready to react to it without a meteo to combo them.

    There's definitely some opportunities for improvement in this kit I won't deny, but it's in a workable state and after some balance patches of mainly stronger jobs getting nerfed, I think we'll see more monk players. I know high-end light party play and more casual/solo play are very different, but just today the winning team in a CC tournament played around their monk. A LOT of the overall shift in PvP and especially in CC has gone more towards teamwork and there's some growing pains with balance right now as well as community learning.
    (1)
    Last edited by SeaJae; 11-25-2024 at 03:22 PM.

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