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Thread: Atma

  1. #1
    Player Linh's Avatar
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    Atma

    What is generally a good combination for Atma on Monk? Atma of the Voracious Violet seems like it's always a given, so what should the other two be?

    1. Atma of the Apocalypse + Atma of the Lion

    2. Atma of the Apocalypse + Atma of the Razed Ruins

    3. Atma of the Razed Ruins + Atma of the Stout Arm
    (0)
    90 MNK. 90 BLM. 90 COR. 90 WAR.

    All POST-Abyssea LEECHED and proud of it.

    Cept MNK (Got up to 41 in 2009). All that time wasted camping Retaliators....

  2. #2
    Player Corwin's Avatar
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    Mar 2011
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    Character
    Corwin
    World
    Asura
    Main Class
    WAR Lv 90
    AoA + Razed Ruins + Gnarled Horn
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  3. #3
    Player Swords's Avatar
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    Generally depends on what your doing.

    Pure DD = Voracious Violet + Stout Arm + Razed Ruins

    Tanking = Gnarled Horn/Roaring Laughter + Raized Ruins + Apocalypse

    Triggering = Voracious Violet + Sea Daughter + Apocalypse/Bludgeoning Brute/Sundering Slash/Would-be-King

    Soloing generally varies on what your fighting.
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  4. #4
    Player Kyte's Avatar
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    Character
    Kyte
    World
    Siren
    Main Class
    BLU Lv 99
    Quote Originally Posted by Swords View Post
    Generally depends on what your doing.

    Pure DD = Voracious Violet + Stout Arm + Razed Ruins
    Waaat? That's a terrible combo for Monk.

    Best DD combo for MNK is pretty much the same as the best Tanking combo- RR+AoA+GH, although for pure DD A&O might beat out GH.
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  5. #5
    Player Dfoley's Avatar
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    Mar 2011
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    427
    Character
    Raijitsu
    World
    Ragnarok
    Main Class
    PUP Lv 99
    AoA + RR + GH (good for non ws builds)
    VV + RR + GH (good for VS ws builds)
    AoA + VV + RR (semi decent)


    As far as stout arm or Lion, <No Thank You>
    (0)

  6. #6
    Player MarkovChain's Avatar
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    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    I use dark depth instead of GH for farming either nq drops or light since the mobs can't touch you in the first place so counterstance 100% useless. Visions NMs have hard a time hitting you too, it's counterproductive to use CC imo.
    (0)
    Last edited by MarkovChain; 03-28-2011 at 07:19 AM.

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  7. #7
    Player Swords's Avatar
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    Quote Originally Posted by Kyte View Post
    Waaat? That's a terrible combo for Monk.

    Best DD combo for MNK is pretty much the same as the best Tanking combo- RR+AoA+GH, although for pure DD A&O might beat out GH.
    I admit I was not thinking about using h2h weapons at the time and I did fail to mention I tend to fulltime Footwork with the 2-4 hit Ursine Claws +2. Since the maximum you can kick per round is twice and the proc. rate for the claws go off so often having AoA for triple attack almost becomes moot where it serves no other purpose melee wise. I'm aware VV gives double attack however its STR and Rregain bonuses make it better than most other atmas. Anyways, the setup is not nearly as bad as you might give it credit for from a pure DD standpoint, its nice to occasionally break out a 700+ critical kick, and 3k+ WS's without the Emp WS. However yes it does suck if your using your h2h weapon, where the Double and Triple attack would have a more profound impact on your damage.
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    Last edited by Swords; 03-28-2011 at 08:09 AM.

  8. #8
    Player Greatguardian's Avatar
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    GH + RR + Apoc or VV + RR + Apoc.

    Both atma combos are about even in offensive power, so picking between GH and VV really depends on what you're going to be doing. GH has solid defensive properties, and VV has regain if you plan to be doing a lot of running around.

    I'm not sure why Pchan is talking about Cross-Counters or trying to suggest that Counterstance is useless, but just ignore him to be safe. Fulltiming Counterstance and using /WAR is also a safe, powerful combination.
    (0)

    I will have my revenge!

  9. #9
    Player MarkovChain's Avatar
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    Mar 2011
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    Windy
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    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    GH is useless since sometimes
    1) NQ mobs can't hit you so you don't counter them or almost never.
    2) counter caps at 80% so counterstance + full merit + AF2 feet is 75% already meaning this weapon is only ~5% increase to your counter damage which is like 5% of your total damage at the very best, and this is assuming that (for some reason) you don't nearly cap the last 5%. => even if you use counterstance the returns are worth zero.
    PS : level BLM already
    (0)
    Last edited by MarkovChain; 03-28-2011 at 10:06 PM.

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  10. #10
    Player
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    Dealing more damage from counters is useless, gotcha. Quite ironic coming from someone who advocated fulltiming it at 75, back when healers had finite mp and less refresh options.

    EDIT: even ignoring the counter increase gnarled really isn't any different from Dark Depths, either is a fair choice if you don't have A/O and/or have a problem with -hp (for AF, for Smite VV does better than GH/DD).
    (0)
    Last edited by Neisan_Quetz; 03-29-2011 at 12:30 AM.

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