in 2.2 , i don't think they'll put more static bosses , like ak/wp etc .....so it'll change nothing.
in 2.2 , i don't think they'll put more static bosses , like ak/wp etc .....so it'll change nothing.
FR



Additional note btw - our Blood for Blood is now 10%, down from 20%.
Hardly offsets these major buffs, just mentioning.
Positioning is also going to play a bigger role as True Strike's position matters much more now and Demolish actually has a positional bonus.
This looks like it'll add a lot more flavor to our rotation, even though I already use Bootshine and True Strike.
To some extent. You will still need to make sure to maintain your buffs if you use it for burst and True Strike does not add a GL stack.
These buffs are nuts. Do I have to afk for 30 seconds before every fight now so I don't take aggro or what? To be fair some of the changes require more demanding play with more constant positional movement from flank to back but the GL buffs looks particularly excessive to me.
Am i the only one who thinks that these changes will make monk the easiest class to play ?
Rapiso 'World Best Monk' Tapiso - Black Hope - Moogle
Stream : http://www.twitch.tv/lerapiso
Cool Site : http://www.ffxiv-codex.fr/
I didn't think Monks needed damage buffs, just something to make losing GL3 less punishing. This will be interesting to see how much dps we are doing next week.
I think our threat is an issue on purpose. Right now we sit on top of the DPS meters but we are the only dps without threat reducing abilities. That means while we do more damage it gives other a way of catching us. It also caps our dps so no mater how good we are we will never be over a certain level.
I am so damned happy they didn't increase the duration on GL. That is our skill check and I like it just the way it is. The other buffs are nice bonuses and fast/more shoulder tackle is so nice and will be great for keeping up GL.
Sadly one ilm punch is still trash and fists of wind is still pointless... even worse with faster shoulder tackles.
Shield Oath is buffed, more enmity gain, and WAR will be as viable as PLD as main tank, so maybe threat will not be our major trouble in 2.1I think our threat is an issue on purpose. Right now we sit on top of the DPS meters but we are the only dps without threat reducing abilities. That means while we do more damage it gives other a way of catching us. It also caps our dps so no mater how good we are we will never be over a certain level.
Rapiso 'World Best Monk' Tapiso - Black Hope - Moogle
Stream : http://www.twitch.tv/lerapiso
Cool Site : http://www.ffxiv-codex.fr/
DK, Twin snakes, SP, PB, True Strike x 4, Demolish. for the GL stack. Alternatively you could also also do True Strike x 3, DK, Demolish if you didn't want the DK debuff to fall off.
So how does making our rotations more complex and important make it easier to play?
Are you serious or a troll?
GL stacks are even more important now. We have a new attack to use from rear and an attack that is now our most powerful ability if used correctly that used to be nearly unusable in a rotation.... Did I miss something?



Yes, the latter will work since they increased Twin snakes.
As Rochetm said, I don't see it.
We'll be OP as all hell but difficulty of the class will only increase with the changes made. The rotation now has more position demands and losing GL3 is a bigger deal.
Demolish even has a positional attack now attached to the dot.
The difference in skill between Monks will be more apparent than ever.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




