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  1. #1
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50

    The Monk Temple Reborn

    Game version: 2.3
    Date of last modification: 25 July 2014


    Originally, I played White Mage. I then discovered Monk and felt in love (^^). Around level 45, I began to search for information on the monk and found The Monk Temple thread on the forum. It has over 200 pages and it is difficult to find information as the original post isn’t updated. I found that it would be helpful for others, and also for me, to have an updated post. I asked if anyone would help me to build it but did not have any answer. As I do not top the charts and am still inexperienced, this is an attempt (it is not complete yet and never will be!) and this post will live or will drop in the abyss of the forum depends on people willing to share their experience. Also, my mother language is French, so feel free to correct me. Finally, if you have any idea to improve the post, you are welcome!

    This post is meant to talk about the Monk job and only about it. For discussion about the balance of the class with respect to others, about “Oh shit, Monk sucks” and so forth, please go elsewhere! It is aimed towards new MMO players or players that strives for the end game content. It is not meant for players who have already cleared it as they already know what I am going to describe.

    Basically, Monk is a sustained single target damage dealer, with long ramp-up. Arguably, it is the most difficult job to play. But if you like Monk for whatever reason, try hard and you will get it. By the way, there is an interesting thread "What Makes You a Top DPS Player?". In quote, a message that summarizes exactly what I think: "Playstyle makes a big difference. Some players naturally have a 'killer instinct' (or less dramatic characterization) for playing DPS in MMOs. Some players are naturally good healers and have an intuitive sense for damage intake and pre-emptively countering with heals. If you can solo heal Titan HM (back in the pre-i90 days) while stoned, drunk, half passed-out, with one hand on the keyboard, you probably have a very good natural aptitude for healing mechanics in MMORPGs. Trying to analyze this is possible, but mostly boils down to "instinct". You're either a natural at the instinctive stuff, or you can learn it through a lot of practice. Sasukes and Narutos do, in fact, exist.". Unfortunatly for me, I am more of a "lot of practice" guy than a genius one XD.

    If you have a question on a matter that is not in this post, I hope that there is enough knowlegeable Monks out there that can answer you.

    Note: you can edit your message to get rid of the 1000 characters limitation.


    Table of contents
    • Terminology
    • Gameplay
      • General considerations
      • Mechanics
      • Comparison of Monk skills and cross class skills
      • Priorities and rotation
      • And the CDs?
      • Stat weight and Gear
    • Tips for specific fights
    • Acklowledgments

    Terminology
    • AoE: Area of Effect. A kind of skill that affects all targets in an area and not only one target. Example : Arm of the Destroyer as opposed to Bootshine.
    • Aggro, hate or enimity: a measure how much you piss off a target. If you have the greatest aggro, the target will attack you.
    • CD: CoolDown. When a skill is used, there is a duration during which the skill cannot be used again. This duration is called cooldown. By extension, a CD is a skill that has a long cooldown (longer than the GCD) and has generally a great effect. Example: Inner Release.
    • Clip: clipping a DoT means that you reapply it before it is finished. In this case, you will not get the whole potency of the DoT;
    • Crit: depends on the context. Can mean a character’s statistic or an effect on the damage done. If an attack or a tick of a DoT “crits”, it means that it does more damage than normal: it is 50% more than usual. Your character’s “crit rate” is the percentage of chance that an attack (or a DoT) crits. Finally, crit can also mean your basic critical points on gears. These crit points translates into critical rate.
    • DD: Damage dealer. It is a role in a party. The Monk is a DD.
    • DoT: Damage over Time. A kind of skill that deals damage over time as opposed to instantaneously. An example is Touch of Death as opposed to Bootshine. A DoT will make damage every 3 seconds whatever your SkS is. Each time a DoT deals damage, it is called a tick.
    • DPS: Damage per Second. A measure of how much damage is done over one second. By extension, to DPS means to deal damage and a DPS means a DD. Sometimes, DPS is also used as damage done which is not the same in fact.
    • GCD: Global CoolDown. When a skill is used, it is the duration during which any skill (there are exceptions though, see oGCD) cannot be used. The duration depends on your Skill Speed. Without any skill speed, the GCD is 2.5 seconds.
    • oGCD: off-GCD. A characteristic of a skill that allows it to be used during the GCD. There is still the animation lock.
    • SkS: Skill Speed. A character’s statistic that allows to reduce the GCD. SkS does not affect the duration between 2 ticks of a DoT.


    Gameplay
    a. General Considerations
    So Monk is a DD and as such you want to deal as much damage as possible (that means maximizing your DPS and your active time, that is the time you spend actually dpsing). The idea is that the shorter the fight is, the less risky it is. A difference in DPS can also be the difference between a down and a wipe. There is however a more important thing than pure DPS: play with your party. In some situations, you may need to decrease your DPS for the run to go smoother (for instance, if you are generating more hate than your tank can cope with, slow down your DPS, stop DPS, wait before DPS at pull, switch your target... It will be easier for everybody). You should be aware of your environment to:
    • respect the mechanics of the fight (if you letting your healer die in the mouth of the second boss of Adampor Ruins, it will not be easy);
    • avoid AoEs: healers have other things to do than heal some random DPS that took damage from avoidable AoEs… As a White Mage, I hated DPS who were standing in AoEs not to "break" their rotations;
    • stay alive: a dead DPS does not DPS;
    • avoid stealing hate from your tank.
    In dire situations, don’t panic (it is the best way to mess up) and keep cool.

    Other considerations are more technical: latency (lag) and frame per second (fps). Latency is due to the fact that your are playing on your computer (or playstation) but what really is important is what happens on the Square Enix computers. Due to the distance between your computer and Square Enix servers and some processings, you see something (on your computer) that is delayed with respect to what really happens on Square Enix servers. Frame per second is the number of frames that your computer posts per second (this value depends on your computer and also on where you are in game as it depends on the number of characters and things that need to be seen). Your eye is able to see 24 frames per second. Here also, what you see is delayed with respect to what actually happens. So what are the effects? There are two major effects: DPS and reaction delay.
    1. DPS: assume that your overall delay (counting lag, fps, reaction time…) is 0.25 seconds. As the GCDs is 2.5s, you would use a skill every 2.75 seconds instead of every 2.5 seconds. In other words, you are dealing 10% less damage than the ideal case (for a Monk, it is even worse due to GL3). That’s a lot, especially when it is easily fixed. To overcome this, you can spam your skills: try to repeatedly activate them before the GCD is finished on your computer (but it can be finished on Square Enix server). So you should know in advance what your next skill is;
    2. Reaction delay: on top of your natural reaction delay, there are added delays. It means that if there are some AoEs or mob / boss abilities that need to be avoided, you need to be more reactive than in an ideal situation. Generally, there is enough time to react. However, it may not be the case. Boss are scripted. That means that the behavior of the bosses are predictable to some point. In the case you have too much overall delay, it is possible (although not easy and sometimes not welcome) to predict AoEs and avoid them in advance. If you fps drops drastically during fight, you may want to upgrade your computer or buy a ps4 (joke) or more realistically set your settings to a low graphic one.

    Finally your interface has a great impact also. The interface is however something personal, as well as (key)binds. What I am doing (not saying it is the only way) is that I gather all the necessary information somewhere and my keybinds are "natural" for my rotation.
    b. Mechanics
    Basically, there are several mechanics that a Monk needs to understand:
    1. Positions: front, flank and rear. Most of our skills are positional, meaning that they have greater effects if you are in the right position. We only have skills on flank and rear so you only need to bother about these two positions.
    2. Stances: opo-opo, raptor and coeurl. The most used of our skill can only be used in the right stance. At the strat of a fight, you have no stance, then raptor -> coeurl -> opo-opo -> raptor -> coeurl -> opo-opo... Each skill of a stance will automatically set your stance to the next one. A stance lasts 10 seconds.
    This part may be a bit harsh for new MMO players but I feel it interesting to understand what you are doing and why. I find it rewarding. It describes more generic mechanics.
    • Movement: as you need to move around your target to be in the right position, this is an important mechanic. You can move during the GCD. It avoids waste of time and thus damage done to your target. Also, for auto-attacks, you should always face your target during movement.
    • Position: what does it mean flank and rear? The game considers you to be in the rear of your target if you are in a cone of 45 deg of the exact rear. It allows you to minimize your movements from flank to rear (or from rear to flank). The position is needed only at the start of the skill: you can change your position during the animattion. Same for flank. The positional bonuses are awarded at the start of the skill. For illustration, see the message of WhiteWindHD #48.
    • Hit box: when you select a target, there is a circle with a kind of peak appearing below it. The peak is the exact front of your target. You must be at a maximum distance of this hit box to be able to strike. You can however be inside it. Being outside makes it easier to avoid AoE which are target-centered.
    • Displacement: use Shoulder to go to a distant target. It will minimize your downtime and help you keep GL3.
    • Quelling skills and macros: at the end of a GCD, if you hit a keybind skill, that skill will not be used right now; however FF14 will know it and will trigger the skill at the end the GCD: this is quelling skills. This way you don't loose any time, that is any DPS. It is of course largely better than waiting for the GCD to end and then hit your keybind. A macro does not allow quelling your skills: it is why macros are generally not used by DPS.
    • TP: it is what you use as energy for your skill. During a fight, you will regenerate 60 TP every 3s by ticks otherwise it is 100 TP tick every 3s. This is not affected by SkS. Invigorate (Lancer skill) helps you keep enough TP.
    • Accuracy: you will never miss a strike outside of Coil. However you may miss in Coil. Accuracy is a statistics that lowers the percentage of miss. There is a cap over which you will never miss. This cap depends on the Coil Turn and your position (of course for Monk, we only care about flank and rear caps).
    • Buffs: positive effects. The greatest buff on ourselves we have is Greased Lighting (GL) which is obtained after each coeurl skill and can be stacked up to 3. Each stack provides +9% damage done and +5% of skill speed for a toal of +27% damage and +15% skill speed at 3 stacks. It last 12 seconds. It not refreshed duing theses 12 seconds, all the stacks dissapear. That means every time you have ~6 seconds of downtime, you will loose GL3 and it takes ~20 seconds to build it up again without PB. The other ones are the buff of Twin which grants +10% damage done, lasts 15 seconds, and Fist of Fire which grants +5% damage done untill Fist of Fire is switch off.
    • Debuffs: negative effects. We have one from DK which is applied on the target. The blunt damage dealt on this target is increased by 10%. Buffs and debuffs work differently, debuff are applied at the end (see the Dragoons: A Rotation Reborn thread for explanations).
    • Auto-attacks: if your are always in range for attacks, they works like DoTs except that instead of applying it you need to be able to strike. Auto-attacks is around 1/3 of our total damage so it is far from negligible. This is why during your movement, you should always face your target so as to always be able to auto-attack. For players using gamepad and on legacy mode, it is possible to lock a target so that you will always face the target when you move (L3 or R3 button, I am using keyboard so it may not the right button to use) however get use to avoid aoe. For other players, you can strafe by binding it.
    • DoT: the statistics of DoTs depends only on the ones the moment you apply them. Example: you have IR buff and your crit rate is now at 50%. You apply ToD and then IR buff wear off right after. Then your ToD has 50% of crit rate during its whole duration even if now yours is only 20%. This means that you should use your CDs just before applying a DoT and not just after. It does not mean you should wait a long time for your CDs to be up to apply DoTs. A DoT ticks every 3 seconds whatever your SS is. If you refresh a DoT (reapply it) before it ends, you will loose DPS. DoTs are unaspected damage, so they don't benefit from DK debuff but they do benefit from GL, Twin and Fist of Fire buffs. More precisely, a DoT skill is composed of a direct damage part and of a DoT part, only the DoT part is not affected by DK debuff; the direct damage part is affected by DK debuff if it is blunt damage. Finally, don't underestimate DoT, they are powerfull as they are the most potent skill you have per GCD use.
    • oGCDs: so they are skills you can use during the GCD. As an example, if you want to do Boot -> (GCD) -> ToD, you may as well do Boot -> IR -> ToD in the same amount of time. It is obviously better. It is also obviously better than Boot -> (GCD) -> IR -> (GCD) -> ToD.
    • RNG (Random Number Generator): it does not influence your gameplay. It is there only for 'cultural' purpose. Basically it will determine if you are lucky or not. When you have a percentage, like your critical rate, the program needs to determine if you are lucky (then your strike will crit) or not (normal strike). RNG can be used in a wider meaning for everything that is connected to luck.
    c. Comparison of Monk skills and cross class skills
    It is a comparison only between skills that perform damage or affect it in some way. Samll numbers/letters are the effect of not being in the right position. PpT is the potency per TP point.
    1. Opo-opo stance: Boot is always better than DK for pure damage. If you don't need to refresh DK debuff, go for Boot.
      • Flank position: DK (60 TP, 150/100 Pot, 2.5/1.67 PpT) (Debuff 10% blunt & intel, 15s)
      • Rear position: Boot (60 TP, 150 Pot) (auto crit/no auto crit, 3.75/2.5 PpT)
      • No position: AoD (circle AoE, 130 TP, 50 Pot, 0.83 PpT) (Silence 1s)
    2. Raptor stance: True is always better than Twin for pure damage. If you don't need to refresh Twin buff, go for True.
      • Flank position: Twin (60 TP, 140/100 Pot, 2.33/1.67 PpT, Buff 10% DD, 15 s)
      • Rear position: True (50 TP, 190/150 Pot, 3.8/3 PpT)
      • No position: Ilm (60 TP, 80 Pot, 1.33 PpT, -1 buff)
    3. Coeurl stance:
      • Flank position: Snap (50 TP, 180/140 Pot, 3.6/2.8 PpT)
      • Rear position: Demo (50 TP, 70+6*40=310/30+6*40=270 Pot, 6.2/5.4 PpT, 18s)
      • No position: RB (cone AoE, 120 TP, 130 Pot, 1.08 PpT)
    4. No stance and no position:
      • PB (CD 180s, no stance limitation, 10s, no stance when fades)
      • Steel (CD 40s, 0 TP, 150 Pot, stun 4s)
      • Howl (line AoE, CD 60s, 0 TP, 170 Pot)
      • Mercy (CD 90s, 0 TP, 200 Pot, usable on <20% HP target)
      • ToD (80 TP, 20+10*25=270 Pot, 3.38 PpT, 30s)
      • Fracture (80 TP, 100+6*20=220 Pot, 2.75 PpT, 18s)
      • IR (CD 60s, 0 TP, +30% crit rate, 15s)
      • BfB (CD 80s, 0 TP, +10% DD, -25% DD, 20s)
      • Shoulder (CD 30s, 0 TP, 100 Pot, stun 2s)
      • Invigorate (CD 120s, +400 TP)
      • LB (well Limit Break)
      • Strength potion (take the one adapted to your current stats)
      • Haymaker (40 TP, 170 Pot, 4.25 PpT, Slow 12s, activated after avoidance)

    Legend:
    • Underlined: CD
    • Green: oGCD
    • Bold: DoT
    • Italic: AoE

    For cross class skills: Invigorate, Blood for Blood, Mercy Stroke and Fracture. For the last one, take whichever you like.
    d. Priorities and Rotation
    Single target: Monk works best when thinking in terms of priorities. They are:
    1. keep your GL3 buff. Some fights will force you to loose it but otherwise try to keep always keep it (strike on some of your party members if needed XD). Without it, we are very weak.
    2. refresh the Twin buff and the DK debuff before they fade;
    3. refresh your DoTs just after they dissapear.

    Taking into account the durations (GCD a little above 2 seconds), a rotation would be:
    1. Use Demo every 3 stance cycle;
    2. Use DK and Twin every 2 stance cycle.
    So the entire rotation is
    DK -> Twin -> Demo -> Boot -> True -> Snap -> DK -> Twin -> Snap -> Boot -> True -> Demo -> DK -> Twin -> Snap -> Boot -> True -> Snap ...

    Another way to see at it for execution is that you have two basic cycles you alternate:
    1. DK -> Twin -> Snap
    2. Boot -> True -> Snap
    Just change Snap to Demo when needed. Also don't forget your oGCDs and ToD.

    Demo can only be applied when in coeurl stance, most of the time you will not be able to refresh it right after it fades. The question is then: do I clip it (every 2 stance cycle) or do I wait to it fades to refresh it (every 3 stance cycle as proposed). It depends on how much time is left on Demolish. It seems that if it is left less than 6 seconds, it is worth clipping it.

    A word on Fracture: it is not used in the basic rotation mainly due to its TP cost. It is also more error prone: if used wisely, it is a slight dps increase; however it is a slight dps loss if you loose your DK debuff and Twin buff. Looking to the priorities and assuming a 2s GCD, you can use Fracture only if ToD wasn't refreshed in between the refresh of your buff/debuff (and assuming no disconnect). In the rotation, at least 6 GCDs are used between two consecutive DK: it is already 12s. There is only one GCD left to insert something.

    Finally, you can test your priorities and/or rotation here (not tested but seems fine).

    Openers: typically, you are at the start of the fight. How do you begin the fight while maximizing your damage.
    • With PB: two ways of thinking here. One follows PB with a flank combo, the other follows PB with a rear combo. As rear combo does more damage than flank combo, the one doing more damage depends on the time window you are looking. Basically, if you go out of PB with GL3 and DK, the difference is small in the long run. There is no cap on SkS as long as your first moves with PB are to construct GL3 (well at least even with 350 SkS you are able to perform 5 strikes during PB). Historically, there was one for another reason: Twin buff and DK debuff lasted for only 12 seconds instead of 15 seconds. For both openers, you can delay the use of the CDs until after PB.
      Demo -> BfB -> Snap -> IR -> Snap -> Howl -> DK -> Steel -> Snap (PB is off, no stance) -> DK -> Twin -> ToD -> Fracture (optional) -> Demo -> Boot -> True -> Snap...
      Demo -> BfB -> Snap -> IR -> Snap -> Howl -> DK -> Steel -> Twin (PB is off, no stance) -> Boot -> True -> Demo -> ToD -> Fracture (optional) -> DK -> Twin -> Snap...
    • Without PB: ToD -> BfB -> DK -> IR -> Twin -> Howl -> Demo -> Steel -> DK -> Twin -> Snap -> Boot -> True -> Snap...
    Target switch: a good time for switching target is whenever your next strike is DK. An even better time is when your next stance is coeurl for Demo and the strike after that is DK; it is more TP consuming hoaever. Of course, you are doing this kind of switch only if the mechanics of the fight allows to.

    Multi-dotting: you will do more damage with multi-dotting but it is more TP consuming. An example where it can be used is Leviathan on the head and on the tail.

    AoE: well AoE... Except once every 3 minutes with PB, Monk AoE is meh. AoD has a potency of 50 so compared to Boot (with the auto crit), you need 5 targets for it to be interesting. Otherwise, use RB in coeurl stance and Howl if up.
    e. And the CDs?
    PB can be used for opener. It can also be used for "burst" (euh hum more precisely it can ensure an amount of damage in a short period) and AoE. For single target burst (personally I never use it), just use Boot or True depending on your crit rate (one crit on True is enough to set it at the same as Boot) but don't forgot your GL3, DK debuff and Twin buff as you go out of PB without stance. For AoE, just spam RB.

    Except for some fight mechanics, use BfB and IR whenever up. Obviously stack them for the first use, BfB first as it last longer. Tips for IR: if you next strike is Bootshine, delay the use of IR so that it has a full duration effect; if you have just refreshed Demolish, you can also delay the use of IR by one GCD to ensure that the next Demolish will benefit from IR.

    We use potion of strength only. Use the one adapted to your current strength stat.
    f. Stat weight and Gear
    Accuracy caps: 458 for T5, 470 for T6/7 and ~493 for T8/9 (from Dragoons: A Rotation Reborn)

    Stat weight: the major contributors are Weapon Damage > Stregnth. The secondary stats are Determination > SkS ~ Crit . Crit and SkS seems to be pretty near so for TP usage it is generally advised to go for Crit over SkS.

    BiS gear: Turn 9


    Tips for specific fights

    At my level of play and for most people I am seeing IG, the most difficult part is not really DPS (not saying I am a perfect) but active time. Here are some tips on specific fights that allows to increase your active time, but not only.

    Ifrit: nail phase, after they appear, Ifrit will push you. Position yourself so that Ifrit pushes you on a nail while dpsing a nail near Ifrit.

    Titan: depending on the position of Titan with respect to the bombs, you can stick on dpsing him.
    • From Mister-Wonderful: you can attack the bombs when in awkward spots for dodging, to keep GL3, especially helpful at Superbomb.
    • A question from Failia: when hit by landslide, you can use Shoulder to avoid falling from the platform. You need however to use the skill extremely rapidly.

    Leviathan: Tail is the rear of Leviathan.
    • From Mister-Wonderful: you will do more DPS if you slide to the head as monk, rather than tail. Head pops about 2-3 seconds before tail, and first slide you can keep GL3 by hitting head after body slam with PB. Demolish only loses 40 potency from the side, DoT the head with demolish/ToD and app dragon kick when possible (Will lower your DPS, but helps the tank if needed) to help lower damage on the MT before shoulder tackling back to the tail. You just DoT'ed both ends, reduced damage on tank, and increased your DPS greatly.
    • From Allyrion: I switch to Fists of Wind during charges and switch back to Fire during the slide animation after body slam. It's not hard to dodge without it, but why not? Plus, it sure feels pro. Personal comment: XD.

    Turn 5: dps Asclepios when running to the adds to keep GL3.

    Turn 6:
    • From Misake: You can pretty much DPS all the time here without losing your GL3 while dealing with flower etc.. The only time that you might lose your GL3 is probably during the first add phase. A quick tip if you're having trouble keeping your GL3 when you get the flower: you can actually hit the BULB where you are standing. So yeah mnk can out dps any class on this turn.


    Acklowledgments

    I would like to thank people who helped me in constructing this message (non exhaustive list: Mister-Wonderful, Allyrion, ryuuken), especially the ones that answered to my newbie questions at my beginning: Arkista, Darkseth, Ricdeau and Sleigh.
    Also I am very grateful to two Monks of my server that kinda of coach me during my trainings days on dummies: Bladedo Zero and Niolyz Fy.
    (38)
    Last edited by Lewena; 09-07-2014 at 03:08 AM.

  2. #2
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50
    Snip /10 char
    (1)
    Last edited by Lewena; 04-26-2014 at 03:27 AM.

  3. #3
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50
    To do list :
    - add formulae????
    - add a list of discussion??? For opener for example??
    - add a parser list for rough estimation??
    - BiS for T5, T6, T7, T8
    - accuracy for T1 to T4
    Write something on stat weight
    Correct ans explain GL and attack speed
    (1)
    Last edited by Lewena; 09-22-2014 at 09:39 PM.

  4. #4
    Player
    KaosPrimeZero's Avatar
    Join Date
    Aug 2012
    Posts
    216
    Character
    Chaosprime Zero
    World
    Odin
    Main Class
    Pugilist Lv 70
    Fantastic job here! Just need to add BiS information and this will be golden
    (0)

    FC: Sanctuary of Zitah
    Site: www.zitah.guildwork.com
    Server: Sargatanas
    A fun place for all to come. GMT based but accepting any time zone. Want a place to hang out chill and get stuff done? We just might be the place!

  5. #5
    Player
    hamsteak's Avatar
    Join Date
    Aug 2013
    Location
    The Moldy Ul'dahn Sewage System
    Posts
    366
    Character
    Hidden Dragon
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    well well well, it's been a long time coming
    (0)

  6. #6
    Player
    Killren's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    11
    Character
    Killren Einzbern
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    two things wrong with the OP acc cap for turn 9 is 510 not 495 i can vouch for this because im actually on the fight myself , and if you are having problems with fracture with tp cost your doing it wrong, i have no issues with Tp even on a 11min fight on turn 8
    (0)

  7. #7
    Player
    Mister-Wonderful's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    425
    Character
    Mister Wonderful
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Also the leviathan tip, You will do more DPS if you slide to the head as monk, rather than tail. Head pops about 2-3 seconds before tail, and first slide you can keep GL3 by hitting head after body slam with PB. Demolish only loses 40 potency from the side, DoT the head with demolish/ToD and app dragon kick when possible (Will lower your DPS, but helps the tank if needed) to help lower damage on the MT before shoulder tackling back to the tail. You just DoT'ed both ends, reduced damage on tank, and increased your DPS greatly.

    Titan tip: You can attack the bombs when in awkward spots for dodging, to keep GL3, especially helpful at Superbomb.
    (0)
    Last edited by Mister-Wonderful; 04-25-2014 at 10:58 AM.

  8. #8
    Player
    Misake's Avatar
    Join Date
    Nov 2013
    Posts
    72
    Character
    Adun Blackblade
    World
    Balmung
    Main Class
    Pugilist Lv 60
    495 is enough for T9, can even go to 493. I know it coz me too I'm on T9, in fact many of us are, and we all agreed it's around 493 minimum...
    And sure there's no TP issue on T8 if your bard can keep up army's paeon most of the time and is only favoring you. But still I don't see any point using fracture on this fight.
    (1)

  9. #9
    Player
    Mister-Wonderful's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    425
    Character
    Mister Wonderful
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    I still haven't found the purpose for fracture on any fight. The extra potency sounds nice in theory, but it never plays out in DPS I have found. The only way to get a slight increase in my experience is to alternate when you app fracture and ToD, and even then it has never been an increase in my DPS, especially when trying to app both, as you will lose either DK or Twin snakes buff as you re apply them, losing the damage you gain from fracture. If anything, in hours and hours of testing I have noticed nothing but a DPS loss. Even if it was a even match or super slight increase, I have run out of TP many times even with standard rotation, I am definitely not in a rush to run out of tp for a gain that minimal.
    (2)

  10. #10
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    For Levi EX, I switch to Fists of Wind during charges and switch back to Fire during the slide animation after body slam.
    It's not hard to dodge without it, but why not? Plus, it sure feels pro.

    For cooldowns, IR is 30% crit which is amazing. I can pretty much always gets my dots in while it's up.
    Since dot ticks have individual chances to crit, it's less of an rng bonus to it. At worst, all your ticks don't crit and at best, all do. Same as any direct attack.
    Mostly likely though, some will crit and +30% is fairly large. So in reality, the crit bonus increases the overall damage of the dot most of the time.

    Blood for Blood is good, and it obviously favours times when you're using bootshine and your normal rotation.
    Obviously, you don't want to kill yourself with it, but just be smart about it.
    Both are fairly short cooldowns though, so really you should be popping them as soon as they're up 90% of the time to increase the amount of times you use them in the fight.
    So in most cases, it hardly matters which CD is better but it's good to know.

    X-potion of Strength is the only potion for us. I use HQ Mega-potions of Strength though, cause I don't have the control to make X-potion or the gil to sustain buying it (if anyone even puts it up).
    (1)

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