Hi Hi! I heart Final Fantasy XI! SE please Help my Cap my Guard Skill!
Shall begin my opinion:
Tarutarus, Mithras, Elvaans, Humes, & Galkas All have two(2) hands. The left-hand(LH), and the right-hand(RH).
A Dark Knight's Scythe is considered a (2-H) weapon, or a weapon held with both hands(LH+RH).
A Warrior's Axe is considered a (1-H) weapon, or a weapon held with only one hand(LH/RH). A Warrior equipped with 2x(1-H) Axe, 1x(1-H) held in each hand(1-H+LH)&(1-H+RH), will be considered Dual-Wielding((1-H+LH)+(1-H+RH).
A Monk's Hand is considered a weapon. A Knuckle, a Katar, a Claw, & a Pata are all considered weapons.... they are also additions(add-ons) to a Monk's Hand, which enhances or deprives the Hand's Speed & Damage-Output capabilities, they are known as Hand-To-Hand Weapons(HTHW).
So then, what is a Monk in FFXI? What describes or characterizes a Monk in FFXI? Usually, A Crazy Skilled Multi-Hit Hand-To-Hand in "YOUR FACE" Close Quarter Combat(Melee'eR) Only Offensive Fighter, or in other words...a Melee Class with Extremely Limited or Non-Existence Range & Magical Capabilities.
Now..... A Monk's Hand-To-Hand(HTH) Weapon(s) is Considered a 1-H weapon, or a weapon held with one hand.
Since a Monk are extraordinary skilled in Hand-To-Hand Combat, they developed "The Ways of the Hands", known as Martial Arts, which allows a Monk to be more efficient in using the "Hand" as a weapon in combat... enabling a Monk to use not just one hand, but both his/her hands in combat.
In truth, Martial Arts is the Monk's True Weapon not his/her hand(s) or his/her Hand-To-Hand Weapon(s).
In order to Utilize a Monk's Martial Arts(MA) ability, it requires a Monk to use both Hands, which means, a Monk is able to use 2x(HTHW),while in-effect of the Martial Arts' Ability, since this is made possible... a Monk's (HTHW) is not considered a (1-H) alone, nor is it considered a (2-H) together. It will be considered more like ((1-H)+(LH))+((1-H)+(RH)) then (2-H).
Therefore, a Monk's Weapon(Martial Arts) = Dual-Channel 2 x (HTHW) Kit/Set!
A Dual-Channel 2 x (HTHW) Kit/Set = ((Hand-To-Hand Weapon + Left Hand)+(Hand-To-Hand Weapon + Right Hand)), Requiring Both (Hand-To-Hand Weapon) in order to Function.
With that said.. Two-Handed, Dual-Wielding, & Dual-Channeled weapons should be considered 3 Separate forms of Weapon Equipping.
But hey... that's my opinion. =)
Other Opinions:
-Monks are created Perfect(Even though "GUARD" Skill is Broken).
-Monks shall forever share Armor with every other Job Class. NIN/SAM
-Monks will never get an New Update, Upgrade, Ability or Up of any sort.
-Monks will only Suffer from Countless Nerfing & Gimping.
;Guard Skill: Broken Skill since Release 100:1 @ Cap (Cool! If it Works)
;Multi-Hit WS: Damage Reduction Nerf (Our poor 8-hit WS)
;Chi-Blast: Target Resistance + Nerf (Bye Bye Long-Range Nuke)
;Mantra: Useless 10:1 Ratio @ Cap. (Mnk/Drk Onry)
;Martial Arts: Not Monk Exclusive Anymore (Damn Puppet Thieves)
;Counter: Not Monk Exclusive Anymore (Damn Samurai Thieves)
;Subtle Blow: Not Monk Exclusive Anymore (Damn Ninja Thieves)
;Dragon Kick: Not Monk Exclusive Anymore (Damn Puppet Thieves)
;3/4 Monk Gear: Never Monk Exclusive (Damn SAM/NIN/WAR/BLU/PUP)
;Dodge: Not Monk Exclusive Wtf->Perfect Dodge (Damn Thieves)
We make Dodge, thieves Perfected it.. Like Allakhazam.
;Hand-To-Hand: OMG! We are affected by the (1-H) weapon Nerf!
-At least we still have this:
;Black Belt: Woohoo Exclusive! Woohoo Impossible to Gauge!
Woohoo will take another 2 years to get it! Yay!
After all this, The Monks are still a Proud Community, and won't ***** like you pansies do. So Shut the **** Up and Get Ownt by my lolASURANFIST!
Game Release:
-1ST Game Year:-Everyone says Monks are the weakest Melee Job.
Reason? Small Dmg Numbers from Attacks
Small Dmg Numbers from Weapons
-Dragoons Awesome Low Level "Pentra Thrust"
Multi Hit WS Damage at it's best
"This was before Multi-Hit WS NERF!"
-Dark Knights Massive Single Hit WS & Attacks Damage Numbers
-Arguments between which is the Strongest Melee Job!
-This Began the Dragoon vs Dark Knight Fights!
-Dragons with defeated by the Dark Knights.
-Results? Birth of, "The Strongest Melee Damage Dealers"
aka The Dark Knights
-Now Everyone says Dark Knights are the Strongest Melee Job.
Reason? Big ******* Numbers and Victory over Dragoons.
-As more and more people chose the way of the DRKs.
-The New Generation Dark Knights become Cocky.. and
Over confident in their abilities.
-Thus, the New Generation Dark Knights starts picking on Monks.
-This began, The Dark vs Monk War!
-Conclusion? Dark Knights got Annihilated by Monks.
-Due to the Humiliating defeat to the Monks.
Their Pride was hurt. Their names were Trashed.
Parties would not invite them anymore.
Rapidly Dark Knights started to vanish into Extinction
Some deleted their accounts, some hid never to show
their faces for a very long time.
-2 Years Later, Dark Knights are Slowly Recovering/Replenishing.
-Only Recently DRKs replenishes in FFXI @ a Rapid Rate
Reason? SE NEW Updates to Dark Knights!
-2ND Game Year: The Birth of All the Samurais
Reason? "The Last Samurai" Movie with Tom Cruise released.
Samurais were known to be only Average at best Damage Dealers.
Due to their Slow Weapons, and lack of Skills.
Therefor, Hard to Get Invited to Party.
Since the movie release of "The Last Samurai"
Samurais are multiplying in FFXI like horny rabbits on viagra!
The Newly birthed Samurais now think they can take on anyone.
Influences form Movies' sigh...
Since the Recent collasped "Top Damage Dealers" were shamed.
It was nearly Impossible to find a Dark Knight.
Therefor, began: "The Challenges"
-Countless Samurais (Elites & Noobs) challenges were
made to all Melee JOB CLASSES.
-Big News! Samurais defeated the Dragoons!!
-Reason?? Dragoons' Multi-Hit Penta Thrust was nerfed Last Year.
Dragoons were furthered nerfed
due to the birth of Gilfarmers.
-Then there was the Samurai vs Monk Challenges.
-Due to the lack in Speed, Strength, & Skills of the Samurai.
-They were dishonored by the Monks.
-Even an Average Skilled Monk would give an Elite Samurai
an extremely hard time.
3RD Game Year: -Yay! Since Level 75 Cap has been Introduced! Over the
Old Level 60 Cap!
-This Began the Age of Sub Jobs
-Now Sub Jobs variations changes Dramatically
-Even Better! With the release of the New Installation in FFXi
Treasures of AU ^_^ 3 New jobs Made their way into FFXI
-SE starts, "OPERATION UPDATES"
-SE updates, upgrades, adds new traits,skills, abilities
left and right.. this job and that job...
Almost everyjob Happy...
This started bring back Dark Knights back into the
the Game!
-Meanwhile, the Monks missed it all.
Reason?? They are all on a 2 year journey to obtain
"THE BLACK BELT"
4TH Game Year: -THE SUPER DAMAGE DEALING BLUE MAGES APPEARED
-THE RETURN OF THE DARK KNIGHTS
"Dark Knights Learn ABSORB TP while Idle"
"Dark Knights Learn HP ABSORBING SPIKES"
-THE RETURN OF THE SAMURAIS!!
-OMFG EVERYONE KNOWS SE LOVES ******* SAMURAIS!!
-SAMURAIS HAS THE BEST AND MOST UPDATES EVER!!
"HASSO"
"SEIGAN"
"ZANSHIN"
"And what is? They know COUNTER!" Monks' Skill
Hope you guys had fun reading.
Version Update Planned
Sep. 6, 2007 08:00 [PDT] From: FINAL FANTASY XI Details of the Next Version Update The next FINAL FANTASY XI version update is scheduled to take place on Sep. 10, 2007. Following are the details on features that will be implemented on next version update.
Details for the maintenance schedule will be released once they become available.
[Important Update Details]
- Addition of "Pankration."
- Adjustment on the accuracy of weapon skills "Guillotine" and "Penta Thrust."
The following issues will be addressed:
- Monster ability statistics are lower than intended.
- Ability statistics of Automatons and Pets are lower than intended.
- Graphic of Goblin Bounty Hunter continues to appear even after it is defeated.
- Players are unable to correctly enter Hazhalm Testing Grounds when checking the "Entry Gate" without a "Glowing Lamp" in their possession.
- All random number calculations for damage amounts are not being calculated properly.
- Amount of damage is not being corrected properly when characters are equipped with two-handed weapons.
- Both the attack and accuracy of monsters equipped with two-handed weapons are higher than intended.
- The TP of beastmaster's pets slowly continues to decrease while they were not engaged in battle.
- Attachments do not function properly when Automatons have both "Stealth Screen" and "Optical Fiber" attached.
- Automaton continues to cast magic on player characters that are KO'd.
- Under certain combinations of heads and frames, Automatons will try to cast spells continuously.
- When a "Chocobuck Slip" and Chocobucks are both traded, players may be able to carry more than the maximum allowed Chocobucks.
- When "Tandjana Wildgrass" is used during the Chocobo Hot and Cold Game, the cursor pointing to the treasure chest will not appear if the cancel button is pressed at a specific time.
- Item icons do not appear in the Delivery Box. (Xbox 360 version only)
- Macros might not function depending on how the name of certain items are included.
* To avoid this issue, please enter item names either in abbreviated format or by using the auto-translate function.
- When entering text commands, shortcuts such as "" will not function properly if a phrase using quotation marks (') is included.
Details for the maintenance schedule will be released once they become available.
[Important Update Details]
- Addition of "Pankration."
- Adjustment on the accuracy of weapon skills "Guillotine" and "Penta Thrust."
The following issues will be addressed:
- Monster ability statistics are lower than intended.
- Ability statistics of Automatons and Pets are lower than intended.
- Graphic of Goblin Bounty Hunter continues to appear even after it is defeated.
- Players are unable to correctly enter Hazhalm Testing Grounds when checking the "Entry Gate" without a "Glowing Lamp" in their possession.
- All random number calculations for damage amounts are not being calculated properly.
- Amount of damage is not being corrected properly when characters are equipped with two-handed weapons.
- Both the attack and accuracy of monsters equipped with two-handed weapons are higher than intended.
- The TP of beastmaster's pets slowly continues to decrease while they were not engaged in battle.
- Attachments do not function properly when Automatons have both "Stealth Screen" and "Optical Fiber" attached.
- Automaton continues to cast magic on player characters that are KO'd.
- Under certain combinations of heads and frames, Automatons will try to cast spells continuously.
- When a "Chocobuck Slip" and Chocobucks are both traded, players may be able to carry more than the maximum allowed Chocobucks.
- When "Tandjana Wildgrass" is used during the Chocobo Hot and Cold Game, the cursor pointing to the treasure chest will not appear if the cancel button is pressed at a specific time.
- Item icons do not appear in the Delivery Box. (Xbox 360 version only)
- Macros might not function depending on how the name of certain items are included.
* To avoid this issue, please enter item names either in abbreviated format or by using the auto-translate function.
- When entering text commands, shortcuts such as "" will not function properly if a phrase using quotation marks (') is included.
Tags: FinalFantasyXI, News