FFXIV Endwalker – My Thoughts on Upcoming Monk Changes



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44 thoughts on “FFXIV Endwalker – My Thoughts on Upcoming Monk Changes”

  1. Anatman could be a pull timer/downtime ability that gives you 3 stack PB so you can use Phantom Rush in the opener. My guess would be they do that perhaps attaching gaining Chakra with it as well which to me I think would be a good change.

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  2. If tornado kick and elixir field are only in the Blitz mechanic i'll be sad for sure. MNK is a fast class so being able to wave something between skills feels nice but if they take that away it's not good..

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  3. I don't think PB is out of combat. Speculation purely on the fact they already have a Dark orb and 2 Chakras. Like most things in the trailer, I'm sure they started in combat for certain things. But OOC PB would be bad for sure based on what you said.

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  4. It's super nice to see so many of the plate-spinning tasks like maintaining Greased Lightning are being removed across the board. Doing chores just to play correctly wasn't really fun, and it limited boss design in some ways with downtimes, etc. Having to create things just to keep those plates spinning etc. also wasn't really fun. A good change not only to Monk, but to a lot of jobs.

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  5. Based on the Job action trailer, I wonder if monk auto attacks will generate chakras when they crit. If you look when they perform the first aoe skill, they get 2 stack very close to each other. If auto attacks do generate chakra, the riddle of wind buff would make a bit more sense.

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  6. I kind of wish those 'In Combat Only' things, like if they add it for Perfect Balance, only applied in Trials / Raids. But I know that would be a messaging nightmare to the core playerbase and be super confusing… So they probably won't.

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  7. Yoshi hovers over the tooltip for Masterful Blitz during the presentation, which lists the different blitzes you can do. The 2-seal blitz is NOT Tornado Kick, unless it's the same animation with a new name. At least in Japanese, it's called Thunder Kick (天雷脚 tenraikyaku).

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  8. I have always loved monk but at the same time I still feel it is the hardest job to play optimaly. The rotation never felt easy to me, no matter how much time I spent playing it. Yet I love it so much. Having something that still feels hard to do or at least still represents a challenge in term of pure gameplay is pretty appealing.

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  9. Realtalk the only thing they need to do, if PB outside of combat is a thing, is to just give it an instant recast timer out of combat or something. Like, moves straight up functioning differently out of combat is a thing, even just on Monk we have Meditate opening all 5 chakras instead of one at a time. Give it like a 5 or 10s cooldown instead of 40s when activated outside combat and suddenly there's no issue. Doesn't even clash flavor-wise; if you're a max level Monk under no combat duress, you should have absolutely no trouble maintaining perfect balance.

    Though, realtalk, also visible in the trailer was a WAR using Infuriate 'out of combat', which would be even LESS healthy for the game because that would be two full minutes to start every pull with max Beast Gauge and two charges of Infuriate. So, it's perfectly possible they just… hit a dummy, walked away, then hit record so they could demo the gapcloser. We could absolutely all be totally overthinking things.

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  10. I don't really understand why they've made am already chaotic job more chaotic? There are already so many buttons to hit to get good damage out of Mnk, and now we've gotta relearn it, with seemingly more to do. I can't wait to try it but from what it looks like, it'll still be a mess. I hope I'm wrong.

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  11. My only issue with new 6.0 Monk (without getting actual hands on with it) is the new dash. I love the concept but can't help but feel I'd rather have a shorter range En Avant. Needing to target a friend or foe to use it as essentially a form of teleport feels like it will be really clunky, especially if used as an escape. If it functioned like En Avant it would be a lot less clunky and a lot more "free" (and a lot more fun).

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  12. I just noticed in Yoshi's preview gameplay that Fists of Earth, Wind, and Fire aren't on his bar. If they're actually gone thank god, I don't know how the hell those abilities survived two expansions of skill pruning. They are the definition of hotbar bloat.

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  13. I do hope they change the stances someday.

    Honestly they can reduce it to 2 stances:
    Earth, and Fire+Wind.

    And in leu of the recent changes they could also make it so that the stance button turns into their respective buff (Riddle of Earth/ Riddle of Fire) to reduce hotbar clutter.
    This would also add another tactical layer on top of an already tactical class making it so much more…Tacticool… heheheh.

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  14. I'm excited for these changes. But they're always be a place in my heart for the memes of mnk trying to keep GL up, even if they might get killed. Also the much older one where mnk always early pulls with shoulder tackle though that faded as everyone have gotten gap closers.

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  15. I would imagine that from this point, the focus would be on oGCD creation. If gap closers no longer are part of job dps rotations, and Elixir Field and Nado kick are a part of the blitz, we're missing a lot of oGCD's. And honestly, that might make the fun part of the rotation weaving just fall flat. Here's hoping.

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  16. @2:00 Damn I used to be a monk main… But now I can't in Endwalker because we need a three part 3 cheese combo and here I am lactose and tolerant… Thanks Yoshi P.

    Jk this shit looks fun as hell and keep up the awesome guides Senior Happy!

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  17. Still too complicated! I always wanted to play monk but too many stances need to get it right if miss it’s a waste so , I guess that goes back to the bottom of the list
    Wish they could simplify it ☹️

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  18. I feel like the skill u called riddle of wind is not actually a cd but instead fist of fire and wind combined. I did not see any fists forms in the hotbar.

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  19. One thing about Riddle of Wind, they're probably aiming to improve on MNK's already ridiculous autoattacks. Like, if you look at some parses, autoattacks comprises the majority of MNK's damage. So capitalizing on it even more is a big move. The issue is whether you still have the ablity to maintain autoattack uptime without compromising your dps uptime overall, now that they replaced Tackle with a non damaging version.

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  20. might be mistaken, but I recall MNKs deriving more of their DPS% from auto-attacks than the other melees do, so the Riddle of Wind thing makes sense thematically. not the most exciting thing in the world, admittedly, but there's some reason for it. I recall back in the day, my party would complain whenever I get zombified in Sophia Ex and I'd be autoing them to oblivion

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