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View Poll Results: What do you think?

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  • Yes

    219 57.78%
  • No

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Results 61 to 80 of 174
  1. #61
    Burninate all the things.
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    I understand that, and I don't mean to seem brash. I'm just tired of seeing shit like "MNK can't do this as well as Sam can". There are things Sam and War excel at, and there are things Mnk excels at. They're different jobs, and we can't expect just 1 to be better than all of the rest.

    As for spamming blinks? How many SAMs and WARs sub Nin at said events? Aside from very particular AoE TP moves that absorb shadows, Seigan and Counterstance are very similar in how well they're going to reduce damage if an HNM turns to chomp on you (Read as: Both kinda suck at it). If you want to talk about Mnk vs Sam and War's damage output on these sort of things, don't automatically assume that the Mnk has to use a sub that gives them absolutely 0 offensive benefit. Boost takes exactly 3 minutes to charge, same as Meditate. And unlike SAM, Mnk has the option of WS'ing with only 6-8 boosts if shit hits the fan and the damage is needed right away.

    Honestly, I'd love an addition to the h2h aspect of Mnk. It'd be fun. But it's not something we *need*. I'd much rather see jobs like BLM, BST, SMN, PUP, and DNC get some much needed loving before worrying about getting 2% DA on my Knuckles. Fix the shit that's broken first, then worry about Mnk.

  2. #62
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    I think Hand-to-hand weapons should be considered 1-handed weapons, but Martial Arts should act like Dual Wield and let you equip 2 different ones.

  3. #63
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    pro-grips, if only to not have the blank slot to throw me off when i check mnks

  4. #64
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    Then I also apologize, we are more of the same mind than I initially realized.

    -background I've been a MNK onry whore for far too long, I'm kinda the guy that sticks with 1 job till it's more or less "done" merits/gear/etc and for a long time I had nothing else at 75, mostly because when I'd level other jobs to 37, none were nearly as fun for me as MNK, can't explain it, just love punching things in the face I guess...
    I was stuck in a LS that basically said "lolmnk" for quite a long time, and only through alot of kicking/screaming did I make my case for the job to be used on things of HNM class. I don't think 1 job should be "better" or that that same job could do it "all", but RDM already comes damn close, why not other jobs?

    I was referring to spamming blinks in response moreso to doing lowman/solo work, or when the situation dictates any and all damage reduction you can get. I hate subbing ninja, but I also realize a dead MNK/WAR does 0 dmg, and a live MNK/NIN continues to DoT, albeit more conservatively. THAT is why I wish SE would give us a more offensive ability akin to hasso/zerk, simply because I wish to have my cake and eat it too.

    Your point with Boost and Meditate is correct and since I haven't played SAM since like 2005, my estimation of its abilities is from what I have observed more than what I know to be true from personal experience.

    BLM and SMN I'll agree need love, fuck PUP(and their multihit mythic WS) and BST, DNC just needs liess homo AF/Relic.

  5. #65
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    Agreed. I was in a similar ls myself, for quite a long time, when Mnk was my only 75. I know how shitty it can be. But that's just people not knowing what they're talking about, rather than a deficiency in MNK.

    Rdm can't DD for shit, yo =P. It does its thing well, other jobs do their things well, it's just the way the game goes.

    It's true that MNK is going to be spamming blinks a lot in situations like those. But if it were a Sam or a War getting targetted in those very same situations, they wouldn't be surviving nearly as long unless they're using an oshit set. Mnk can continue to use their normal TP gear in most of these situations. Counterstance+Utsu > Seigan.

    Honestly, it's just one of those Greener Grass sort of things. SAM looks much nicer from over here, but I'll be the first to tell you there are plenty of things my MNK can do that my SAM only wishes it could. Sorry about all that. It's just a sore spot.

  6. #66
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    You guys should try SAM/DNC and WAR/DNC yo. I heard they are mean solo machines.

    And are you really putting boost on the same level as meditate?

  7. #67
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    WAR solo really doesn't come close to MNK, any way you cut it. SAM has the same evasion rating as MNK, so that's tougher.

    Boost is kind of meh, though.

  8. #68
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    Bloody bolts and retaliation can keep a WAR/DNC going a long time. Hell WAR/DNC can even rune axe + shield it up and wear Ares for a free half-regen with shield blocks if he's desperate.

    People don't think WAR solo is good because nobody bothered to try.

    Anything that's liable to kill a WAR/DNC easily can also kill a MNK easily. That's not to say MNK isn't good at soloing, but other jobs are better than you'd think. MNK doesn't have that huge an advantage in the solo department.

  9. #69
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    Pro-grips for h2h weapons, but please not some useless crap just to fill a slot. I'd be happy with being able to use any of the existing grips on my MNK.

  10. #70
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    With signet up, I solo EM and low T's on War/Dnc, Retaliation + /Dnc is fucking hax, and more than makes up for the increased eva on Mnk.

    A couple mandies on me gives me full time hundred fists effect, ftw.

    ...anyways

    Mnk needs something significant badly.

  11. #71
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    Quote Originally Posted by Max™ View Post
    Mnk needs something significant badly.
    I personally think MNK just need a means of doing good spike damage on HNMs. They have some of the best gear and decent DoT already.

  12. #72
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    Quote Originally Posted by Yugl View Post
    I personally think MNK just need a means of doing good spike damage on HNMs. They have some of the best gear and decent DoT already.
    I agree I think mnks needs something for stronger stuff, or maybe a defensive buff but for salvage/limbus/dynamis/merit mobs mnks do just fine and still manage to out parse my sam time to time on salvage megas.

  13. #73
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    While MNK is an excellent job - I would like any number of these:

    1: A way to break 300 H2H skill.

    2: A way to cap accuracy a bit easier, without having to almost entirely abandon +Attack gear (being under 400 base attack makes me sad).

    3: New and improved Chakra boots, that don't require you to start, but not complete a quest.

    4: The ability to use Counterstance on a mob like LBC, and not having to worry about getting double attacked for two criticals of 750 damage each.

    5: A slight increase to TP Gain, or WS damage (parses indicate MNK WSes less frequently and for less damage than WAR and SAM - one or the other is fine, but combined, MNK gets KILLED in this department).

    6: Why do DNCs and WHMs get Waltz and Cure Potency earrings, but there is no Chakra Potency earring?

    7: Guard rate fails, etc...

    8: inb4 people who aren't MNKs bitching at this list

  14. #74
    Ridill
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    Quote Originally Posted by ryskar View Post
    WAR solo really doesn't come close to MNK, any way you cut it. SAM has the same evasion rating as MNK, so that's tougher.

    Boost is kind of meh, though.
    war/dnc with ridill, joyeuse, and especially fort axe or latent active amood is pretty damn ridiculous these days

  15. #75
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    This topic was to discuss whether or not a grip effect should be allowed on H2H weapons. I'm loving the side discussion, but it's sorta off on a pretty big tangent.

    MNK doesn't -need- a damn thing. The bad thing about being one of the closest things to perfection in FFXI is that you get ignored a lot. MNK is useful in a significant majority of events, and if we lack SAM-esque spike damage on HNMs, then that's really just one piece of a very big pie (mmmm, pie).

    MNKs -want- stuff, like any other job class, and there is certainly stuff out there that would benefit MNK, but we don't -need- anything.

    Putting grips on H2H will help 2 jobs, and I'd like to hear more PUPs comment.

  16. #76
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    Quote Originally Posted by Acturus View Post
    This topic was to discuss whether or not a grip effect should be allowed on H2H weapons. I'm loving the side discussion, but it's sorta off on a pretty big tangent.

    MNK doesn't -need- a damn thing. The bad thing about being one of the closest things to perfection in FFXI is that you get ignored a lot. MNK is useful in a significant majority of events, and if we lack SAM-esque spike damage on HNMs, then that's really just one piece of a very big pie (mmmm, pie).

    MNKs -want- stuff, like any other job class, and there is certainly stuff out there that would benefit MNK, but we don't -need- anything.

    Putting grips on H2H will help 2 jobs, and I'd like to hear more PUPs comment.
    Ignored? more like shunned, what events are you speaking of mainly because from what i can see salvage is about the only thing people mainly want mnk for, all other events, the other DDs are more wanted, even when i do nyzul runs, i'm often asked do i have sam when i join the PT as mnk. sure there are zerg battles, but again, if you have war or sam, they will ask for those 1st.

  17. #77
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    One of the items that they can release to help monk are 2 more peices of equipment that "enhances Boost effect". Make our boost 3x faster and/or 3x stronger then just the AF hands we got now.
    Like people said, all the high end NMs that are zerged you aren't gonna be chi blasting or boosting 11x.
    Now if there was 2 more peices of boost enhance gear where you only had to boost about 6x instead of the full 11 to reach the boost cap that would be great. It could also be great if you could boost the 11x, walk in and do a 3k weaponskill. That would turn heads, and people would for sure encourage you to bring monk.
    Footwork was such a small new upgrade for monk, but it was huge enough to the point where if you had mnk/thf you were coming that job to Dark ixion. Don't care if you have sam or war or drk. If you had mnk/thf, you were coming on that job from the DD department.
    That little footwork adjustment they added to monk was a success IMO because of the love monk has gotten even though it was for 1 NM only.

  18. #78
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    Quote Originally Posted by Orochi Lede View Post
    Ignored? more like shunned, what events are you speaking of mainly because from what i can see salvage is about the only thing people mainly want mnk for, all other events, the other DDs are more wanted, even when i do nyzul runs, i'm often asked do i have sam when i join the PT as mnk. sure there are zerg battles, but again, if you have war or sam, they will ask for those 1st.
    You notice thats a playerbase problem and not actually a job problem right?

    If someones asking for SAM if your geared well on MNK for Nyzul? Sheep.
    If someones asking you to change to SAM for a meripo over a geared MNK? Sheep.
    If someone only wants WARs and SAMs as DD for an event? Sheep.

    Monk is one of the few classes in the game that can enjoy "working as intended" and its far from being underpowered like say.... Beastmaster. The job only really needs a Footwork tweak (Kick stance for HNMs, the only thing MNK cant pick apart) and maybe more gear choices for people to screw around with.

    Its not surprising to hear people giving SAM and WAR blowjobs given the sheep mentality that has such a tightening grip on the game but it doesnt mean MNK of all things is underpowered.

  19. #79
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    Quote Originally Posted by Acturus View Post
    Putting grips on H2H will help 2 jobs, and I'd like to hear more PUPs comment.
    IMO this is a no brainer, PUP gets a smaller selection of melee specific gear while leveling, and it has limited and very involved sets for it at 75 (Paluwhan(sp) and usukane) anything that wouls raise/benefit PUP's H2H damage/skill would likely be as welcome as it would for MNK. But I agree that we should get more opinions from our H2H cousins.

    About receiving/not receiving buffs, we all know MNK is very strong when geared/played correctly (yes it does take an IQ over 80 to play the job effectively) but many feel that the job has been stagnant for too long, while many of our DD peers have received very signifigant buffs both for offensive and defensive play. MNK/THF 12 boost SADK is a great toy for epeen numbers on certain mobs in the game, but sadly it's drawbacks (no double attack, lower base STR/VIT, reliance on proper postioning/timing) makes it a very poor substitue to what we're supposed to be doing, hitting shit faster than anyone and racking up damage.

  20. #80
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    Quote Originally Posted by ronin sparthos View Post
    You notice thats a playerbase problem and not actually a job problem right?

    If someones asking for SAM if your geared well on MNK for Nyzul? Sheep.
    If someones asking you to change to SAM for a meripo over a geared MNK? Sheep.
    If someone only wants WARs and SAMs as DD for an event? Sheep.

    Monk is one of the few classes in the game that can enjoy "working as intended" and its far from being underpowered like say.... Beastmaster. The job only really needs a Footwork tweak (Kick stance for HNMs, the only thing MNK cant pick apart) and maybe more gear choices for people to screw around with.

    Its not surprising to hear people giving SAM and WAR blowjobs given the sheep mentality that has such a tightening grip on the game but it doesnt mean MNK of all things is underpowered.


    Yea i fully understand that, but it's the player base that does decide if i get to use mnk, i consider mine well geared, only thing it's missing is the last 3 usu peices to be caped, my only other melee are RNG and NIN and rng is only disired for WOTG HNMs but it's mostly a matter of i'd rather not argue or try to teach people that mnk isn't a weak job,

    But my efforts go in vain, but i have all the major mage jobs aside brd, so that is partly why i don't get to use it much. but yea, it's always SAM SAM SAM etc, i can't do anything about what people are used and refuse to try, i remember when SCH got all there new toys, it took a stick of dynamite to convice my LS to let me use it over whm, it eventually worked, but my point is MNK is in that boat, i do wish they had a weapon for high defense mobs tho.

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