one thing i could think of is that they're pvp only tooltips?
Not likely. They're the exact same description from 1.0. They just haven't changed them.
So as it turns out the skill descriptions are totally off for our skills... does Fists of Wind still give us some bonus combat-wise?
Believe action tooltip over buff tooltip.
Fists of Wind is just movement speed, nothing else. It used to give WS cooldown reduction in 1.0 as well, but that much has been removed since we have GL.
Anyone could tell me what would be optimal melds for Gryphonskin Trousers HQ? Me will <3 you long time! Thanks.
Nvm, found it. Thanks anyway.
I am maining Pgl/mnk, and I am wondering about Fists of Wind... does it have any use? Besides a bit of movement speed outside of combat? Because surely Earth or Fire would be better for combat?
I mean say I want to dodge a boss cone or circle, with the way the Global CD works, I can't switch to FoW until my animation lock is over. It doesn't seem feasible to actually switch to wind and run out, switch to Fire then run back in
Any ideas/tips with it would be great, or is just one of those abilities that won't see the light of day?
If there was ever a situation you needed to kite something, FoW might help with that I guess (though if it's fast or has ranged Earth is better probably). If you're really unsure of your ability to dodge you could keep it up instead of Fire (though your party will hate you).
Otherwise I'd say it's garbage/convenience only.
Fists of Wind can be used for WS evasion and general dodging if you aren't confident in your own abilities yet. Any fight where you're more concerned about living you can use FoW for, you can also use it for anything being kited as it will allow you to keep up with less hassle (it's still going to be annoying though). It can also be used to regain distance after being knocked back and could very well be the difference between keeping GL3 up and losing it (experience prevents that kind of shit happening).
However, the more experienced you are at a fight, the less useful wind becomes unless you time your abilities properly; the same can be said for earth as well, though that has more obvious uses.
Yeah, I mean FoW has some uses to dodge, but animation lock + GCD makes it very annoying currently. As for Earth, I mean it's useful for solo content and offtanking if it ever happens (during fates or whatever). Just seems like Earth and Fire have way more practical uses than Wind.
There's no animation lock for FoW. I use all Fist abilities on the move and it never stops me unless you're talking about something specific? If you do a fist attack on the move you'll just see the effect animation play, but you'll still be running with your weapon out. Then again, I can't say with 100% certainty it doesn't exist, but I certainly haven't come across it nor had any problems with switching up fists during a fight or because I like to see pretty lights and colours.
If you want to talk about annoying moves, let's talk Shoulder Tackle lol
What I meant was like, lets say you get preoccupied and are using Snap Punch to keep your GL3 up, and need to move ASAP out of a cone, you can't FoW to interrupt and get the speed boost, you have to wait for the Snap Punch animation to "finish" even if you are already moving without finishing the ability
I could be wrong, but it feels like that sometimes when using abilities
That's more referred to as animation/ability delay.
Animation lock is generally something that stops or prevents you from moving.
Ah right my bad.
But yeah what I meant is that you use Snap Punch, and you can't switch to FoW for a good amount of time, I mean you may as well just finish snap run and run out, because by the time you can actually switch to FoW you're probably out of the circle, or near enough.
Fist of earth should be used @ every primal 2hr(hellfire/reckoning/whatever titans jump is called) or any time u know your 100% sure your gonna get hit
i switch to earth during jumps/stomps during titan if that 10% can save your life during titan stomps. and if you have a non shit group thats stacked with Rain of death -10%/ Sch bubble -10% / -10% eye for an eye / virus.
-40% dmg taken is no joke in that fight.
All those factors in the fight is a godsend. Including FoE, -50% from tumults is amazing. And a reduced damage earthen fury <3. Garuda farming w/ me as red tether off tank, all of that makes a difference as well. I really really wish we could control evasion like ffxi via shadow tanking etc. yea mnks have the highest evasion, but a controllable factor woulda been awesome. Here's to ninjas coming and they're a tank class.
I don't use Fist of Earth at all, I don't even feel the need to, for Primals' 2hr you're gonna get healed right after them, so I feel Mantra is way more useful than switching to Fist of Earth unless you're low on health (which should never be the case on a decent party) and there's a chance you might die, Tumults/tanking Garuda's adds/etc I've never ran into problems staying in Fist of Fire, but I don't do them outside my FC.
I don't ever tank in dungeons/coil, if I pull hate either the tank will get it back instantly or it's gonna be a wipe because something isn't right.
I used to switch to Fist of Wind when I was learning Titan back in early September, during the last phase after the heart I found it helped quite a bit, also because it was a lagfest due to the servers being shit, now I only use them to run from Point A to Point B faster and that's about it...
No reason not to Earth for scripted abilities. There's ample time to Earth > Mantra > get hit > Fire.