(This is a LONG wall of Words. If you don't want to read it all plz refer to Suggest 3 that is imo, the best idea)
So as much as the FD idea is kinda cool, I think it revolves too much around an ability that is plenty strong. FD has many Uses and Slaar kinda hates quite a few of them already, but it is a key element of the Class so I wouldn't be upset about a tome that would add that effect.
Current Idea Modification?
I can say that maybe (if its possible) Mnks no longer get a traditional Deathsave. Deathsave is now converted to this FD idea. So any time a Deathsave would proc this effect kicks in instead. This can be a big idea especially if you negate or lessen the healing from the Deathsave and all, but it is workable if u throw in like a 3 sec mezz or something so the Mnk loses DPS or just a sort of speedbump to keep the effect being too powerful.
Anyways, as much as the idea has merit I think one problem the current Mnk has is simply his identity. Read me out before you say "What?!!?". With the current Setup we can all agree Mnks are supposed to be Auxing Bruisers that can DPS. In this case We aux, lose DPS but the Tank takes even less dmg. A good and very useful setup, but I feel like this identity isn't driven home. We have these passive abilities that the character is born with and no way to enhance or combine with it. I kinda feel the Mnk Class 3 tome should focus in this area. Elemental Fist enhances proc DPS which is good anywhere you stand on a mob, Force of Body enhances our Stance abilities and adds flurry, but neither of these touch on the Aux aspect of a mnk. So, I have a suggestion or two, that I hope sounds decent.
Suggestion 1
See TLDR; for short version
First off, Ripos, WW, Rampage, these are problems when attempting to aux. WW's a Mnk can deal with at the loss of some DPS, but all-in-all not a huge problem. Rampage, we definitely need a weapon in, and probably best to be in S3. Ripos, its not a very good idea to lower your DPS for this as you are already losing DPS being in the front and Ripos are minor. So, a tome with a % chance to dodge Ripos and maybe a % chance to dodge special attacks like Rampage and WW. As much as we can deal with some of these things, something to help deal with it would help, and lets be honest, fluid movement (dodging in essence) is a Mnk thing. A idea that came to me while I was writing this is a Requirement of being in front. Idk how hard this is to code but its an idea to again help solidify Mnk as Auxing Bruisers.
TLDR; %chance to dodge ripos, and % chance to dodge special attacks while in-front of the mob.
Suggestion 2
This isn't exactly my favorite idea, but I felt it should be added all the same. I feel it has potential but...idk its a lack-luster idea.
See TLDR; for short version
There are just fights where several conditions just negate the need for aux such as: DPS > Everything Else, the tank is just above/on-tier and doesn't need auxing, or Non-melee Dmg is the primary source of dmg. In these cases Auxing Bruiser is a bit lack-luster, and honestly this is fine, every class needs at least one situation where they are "lack-luster", BUT all the same, this is still an idea that would enhance this area and help solidify the Mnk identity as a "Auxing Bruiser". So in essence, Spell Mitigation while auxing.
TLDR; Spell Mitigation while Auxing
Suggestion 3
Okay this one has NOTHING to do with Auxing, but Its a personal favorite and one that would take some balancing and Probably won't be liked. All the same, its a cool idea and I would be mad at myself to make a post of Tome suggestions and NOT suggest this. The numbers will be slightly off cause I have not played a Mnk without FoB tomes, and currently do not have FoB4 so not accurate in the least but estimations.
Mastered Empowered Techniques (long name) Okay so think of Warrior stances, first 4 are perma-stances , the rest are activates that do something and have timers while eating stam. So, each level of Mnk tome 3 = Access to a new "stance" that is a empowered version of regular attacks. So like empowered in essence, Empowered Eagle strike lets say you activate this technique, it eats as much stam as a regular empowered eagle strike, but the effect is diff, instead its a DoT or even a DD with a HoT, that heals for like...100 more but Over-time. Slightly stronger, and useful, and of course it should be on a timer. So heres a list of Effects/Ideas of the major ones that I have alrdy thought through. Also again, I think the idea has promise but it just needs balance.
Note: All "stances" should have a timer on reuse.
Gut Kick (Kick): I'm not sure this needs a upgrade, maybe a Divine Stun like effect?
Fiery Sweep (Round Kick): Procs an extra 100 Dmg on all targets hit by the WW. Same stam cost.
Devastating Kick (Flying Kick): Yep....a DB Kick, we shall name it DBK. Maybe this one does twice the dmg of 1 kick, eats twice the stam, and inflicts maybe a a small DoT, or a debuff of some sort. If worries come to "Tanking Mnks" (cause everyone hates a tanking Mnk! jerks...) toss a lowered avoidance hit for a small duration after its used.
Tiger Bite (Tiger Claw): Enough aggro to over-take or at least match a Regular empowered Flying Kick cause Tiger Claw cant compare to it.
Eagle Slash (Eagle strike): Same stam cost, slightly more healing, Downside? its a HoT or Leechlike ability instead of a straight up heal. maybe like a max of 100 more healing, but because its broke up into a hot the sustain is not increased unless you combine with regular eagle strikes. (To me there is room for maybe a increase in stam cost, but all the same you don't want to make these abilities lack-luster.)
Dragon Smash (Dragon Punch): ....What CAN you do with this? Make it a Mez? IDK. This one stumps me. short duration Mez is all I got. Same Stam cost.
Alright, so I have taken up too much of this page with my "Wall of Words" so I'ma leave it after this. Balancing would be a major thing, but this idea has promise. I also think the effects should be accessed through either stance, but maybe only certain ones like Kick, Eagle Slash. Another Balancing idea (cause through a stance Global CD is avoided) maybe Link it like warrior kick ability to activating actual abilities as well. So like S7 (well say flying kick) then hit flying kick for the effect to go off.
(srry for the wall of words)