Increases evasion now and MNK can tank amirite?
Increases evasion now and MNK can tank amirite?
i just want monk to be fun....so bad... its gonna me the make or break for me on the game. cuz in 1.2 it was ok but combos and dps and mp management made it less fun and more like OH COOL IM NOW USELESS GO GO MRD!
Was PUG images but it's the same thing really.
Spoiler: show
And no, it's not a weapon effect because Ifrit's Cane doesn't have it.
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Look at where the flames are; on the hooks, and no where else. It's certainly possible to center an effect on a certain point, and the flames appear spherical in nature perhaps indicating a more general effect. I never played MNK in 1.0 so I have no basis for comparison, but those screenshots aren't as conclusive as you think.
It's only present on PUG screenshots, nowhere else. There is more conclusive evidence if you want but it's NDA related stuff.
And why would the effect be anywhere else? You're always using weapons in XIV even as PUG/MNK. Ifrit's Cane does not have the same effect nor any other Ifrit weapon we've seen in ARR.
Yea whats more conclusive than leaked beta 1/2 dat files right? lol
Good thing we have seen all those Ifrit weapons in action in ARR already too, but hey screenshots are just as good we all know this.
Cmon now..Stupid argument is stupid, my speculation is wayyy better than yours! Until the game releases nothing is final..
I'm aware of what you're referring to, and that's valid. The thing is that Ifrit's Hooks are an aberration in how far in front of the hands the damaging elements are, and the effect is centered in the middle between the two hooks and not on the overall weapon. Again, it's certainly possible that they added a bone to facilitate manual positioning of effects on a per weapon basis but all I'm saying is that it's not conclusive as to what it is.
No. Fist of Flames. Shut everything down. We have two weeks, fkin come on gyz.
What were the side effects on those abilities in 1.0? I don't see much point to multiple variants of stuff like that in 2.0 where elements don't matter. Added damage is good. What else differentiates these abilities?
movement and/or action speed on wind...
Fire ATK boost
Wind movement/timer cut
Earth -DT
how it used to be
Magic fist turns your atk dmg type to 100% magic of that element (no longer physical). Fire fist on Marboro does twice the dmg of regular fist due to fire weakness, stuff like that.
They already said they were doing radical changes to PUG/MNK so anything we know of them is no longer valid.
There were ability lists posted a while ago (during Phase 1, I think?) that still had the elemental fist abilities listed for PUG/MNK, but the effects were different. Fire increased damage, Earth increased critical hit rate, and Wind increased "haste", which I assume is ability cooldown or auto-attack delay. Given the different effects I'm kind of hoping they don't actually do elemental damage, because in 1.0 which one you used was entirely dictated by what element the enemy was, which meant using Earth 80% of the time. Perhaps the information is already dated/irrelevant, I haven't really been following developments lately.
MP generation on MNK was also pretty annoying without a BRD. Hopefully they either don't drain as much MP, or get a combo that restores more than the Sucker Punch combo/is less annoying to execute.
From their recent posts about elemental damage, it sounds like there will no longer be the concept of elemental strengths or weaknesses, so that part shouldn't be an issue.
Stance that transforms your attacks while under the effects of Fists of Fire into fire magic damage sounds like the most convoluted shit ever
Seems like we need some skill renaming or reorganizing instead
Edit NDA =/
- Fists of Fire: Grants bonus to attack while consuming MP. Cannot be used with Fists of Earth or Wind.
- Formless Strikes: Converts melee damage during Fists of Fire/Earth/Wind to magical damage.
- Saber Dance: Boosts double attack rate to 50% immediately after usage, decaying to 20% over the next 30 seconds, while rendering Waltz unusable. Increases effect duration of Sambas by 5% per merit, up to a maximum of 20%. Cannot be used with Fan Dance.
Seems pretty straightforward in comparison.