Pugilist: FFXIV's version of Monk? - Beyond Vana'diel

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Pugilist: FFXIV's version of Monk?

#1 User is offline   Eorzea 

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Posted Sep 28, 2009 - 4:34 PM

Shouldn't this discipline be associated with Disciples of the Hand?
Bad joke, sorry.

Anyway, what do you think about the Pugilist discipline thus far? Not much is known, but from what we've seen I think the Baghnakhs (claws) look really nice and powerful. This discipline is probably most appealing to me at this point:

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What do you think?
Which characteristics of FFXI's Monk would you like to see carried over to FFXIV's Pugilist?
What things would you like to see changed/altered/improved upon?

Let's discuss/speculate/brainstorm!

:cool:
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#2 User is offline   Hugbees 

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Posted Sep 28, 2009 - 7:28 PM

His armor is quite interesting, it reminds me of the vermillion cloak from FFXI, but he's a melee class so this picture always looked odd to me.

Not to me contrary, but currently I'm not a fan of this class, and that may stem from the extreme boredom I faced playing Monk in FFXI. However I may be looking at it the wrong way. Since you need to input each attack, this class may feel more like a fighting game than a movie. :P

#3 User is offline   beoulve 

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Posted Dec 29, 2009 - 11:49 PM

(realizes I'm a few months late on this from the original post *cough*)

If SE makes pugilist as powerful as monk was in FFXI, (or pretty much any other FF really...) then I'll be a happy camper. Monk is easily one of the most powerful jobs among DD's on FFXI to the point where that SE rarely gave monks any extra additions in gear, weapons or abilities. And the extra abilities they /did/ get were not to deal extra damage but for support.

Monk's only weakness on FFXI is it's lack of versatility damage-wise by being a blunt damage only job with the exception of one h2h weapon that would be acquired from a really hard to defeat NM. That and almost always having to have ninja sub for Utsusemi for almost everything to mitigate damage.

I will definitely take up Pugilist and see where it leads me. If it's the king of damage over time like monk was, I'll be set for a long time. :msnpleased:

#4 User is offline   Control 

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Posted Mar 10, 2010 - 5:50 PM

So pugilists are now semi tank semi thieves. Not too sure how i feel about that. I was really excited about playing a more active monk type, but if now i might be forced to tank from time to time, to be honest monks have never been able to take too much damage, lots of health and no def. thought?

#5 User is offline   Quinn 

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Posted Mar 29, 2010 - 11:27 PM

The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.

Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the shakram to momentarily daze their enemies while they move in for the kill.
Roles

One of the many available classes in Eorzea, the Pugilist is a Disciple of War. Masters of offensive and defensive stances, pugilists continuously adapt their fighting style to best suit their companions as well as their enemies.

Pugilists compensate for a lack of reach and defense with high maneuverability and cunning techniques that fluster opponents.

Abilities

Mocking Provoke
Whistle tauntingly to increase enmity.

Blindside
Strike from an enemy's rear, increasing attack power by half of your dexterity.

Chakra
Channel your vital energies, consuming TP to restore HP.

Steal
Rifle through an enemy's belongings, stealing a random item. Chance of success increases with stealth.

Featherfoot
Tread lightly, increasing evasion. Effect fades after evading an attack.

Weapon Skills
Jarring Strike
Strike at an enemy's joints, dealing blunt damage and stunning the target. Increases enmity. Can only be executed after evading an attack.

Victimize
Exploit an enemy's weaknesses, dealing slashing damage and increasing your critical hit rate for each enfeebling effect on the target.

Haymaker
Deliver a massive strike, increasing attack power and dealing blunt damage. Can only be executed after evading an attack.

Shoulder Tackle
Charge at an enemy with devastating force, dealing blunt damage.

Seismic Shock
Create powerful tremors, increasing attack power and dealing earth damage at range to all enemies between you and the target. Does not affect flying mobs.

Arms

* Himantes
* Hora
* Metal Knuckles
* Cesti
* Tigerfangs
* Panzerfauste
* Fangs

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#6 User is offline   bones1988 

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Posted May 24, 2010 - 9:11 PM

i main tanked as mnk/war to 55 most of the time and loved it use to love pulling hate of the tanks all the time was a great feeling think stupid that can do some them attacks only after evading though
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#7 User is offline   Inaaca 

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Posted May 24, 2010 - 10:39 PM

I imagine you'll be evading a LOT, so you should get lots of opportunities for those attacks. Besides, creating "on the fly" circumstances in which you have to actively react to what's happening on the battlefield in order to accomplish certain actions adds a lot of flavor to the class.
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#8 User is offline   Eorzea 

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Posted May 25, 2010 - 12:54 AM

Having some attacks that can only be used after evading actually works quite well. This is something they utilized in Dark Age of Camelot (as well as attacks after parrying, blocking, etc.) and it worked quite well! If nothing else, it sure made you pay attention to what you were doing! Executing the correct attacks at the correct times made a huge difference in how quickly you could dispose of an enemy. :D
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#9 User is offline   bones1988 

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Posted May 25, 2010 - 9:16 PM

i guess it would make long partys a bit less boring less chance of passing out in a camp and waking up dead lol with less xp then when u joined haha thanks for changing way of seein it
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#10 User is offline   Inaaca 

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Posted May 26, 2010 - 12:11 AM

Well if that's your concern, any class will be in trouble this time around if you fall asleep at the keyboard. :` Every class now has to choose an action for every attack because there's no auto-attack this time around. So yes, staying active as a player will be very important. :P
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#11 User is offline   bones1988 

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Posted May 26, 2010 - 3:52 AM

you tellin me you never passed out from partying 12 hours straight in same spot lol thats everyone problem but cant see me playin for that long anymore having kids really messes up your gaming lol and another one on the way two under one yay^^ lol
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#12 User is offline   Inaaca 

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Posted May 26, 2010 - 7:49 AM

I have during late night parties, yes.

My point though was that falling asleep at the keyboard in XIV will have greater consequences because your character won't keep attacking on their own without your continued input.

Also, XIV is geared more toward "roaming" parties moving across the map and "party versus party" combat instead of fighting one enemy at a time in the same location.
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#13 User is offline   bones1988 

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Posted May 28, 2010 - 6:28 PM

11 was meant to be roaming also but wasnt the case same as the jobs and roles werent what se had intended people played things different what they intend and whats happens comes down to how we choose to play
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#14 User is offline   Satan 

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Posted Jun 24, 2010 - 11:12 AM

I like the tanking aspect and it adds one more to the "possible" tank list, which is good because one tank or one healer class in an MMO just does not cut it. Seems like there's a whole bunch of versatility here, possibly tanking for the most part of the fight then switching stance to deal some heavy damage and help finish off the mob.

#15 User is offline   Inaaca 

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Posted Jun 24, 2010 - 11:45 AM

Yeah, I think versatility is the name of the game in FFXIV. Should be interesting. :`
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