It hurts a little and then when people parse our dmg and don't even realize that the dots isn't properly shown. I might just go sch for farming tomestones feeling a little discouraged lately.
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It hurts a little and then when people parse our dmg and don't even realize that the dots isn't properly shown. I might just go sch for farming tomestones feeling a little discouraged lately.
Alright, after trying for so long to convince myself otherwise, I cannot.
Can someone try to convince me of why I should use True Strike in my rotation at all once I get Twin Snakes? It has 10 more potency, 5% crit chance when used from behind and full damage doesn't require positionin. On the flipside though, using True Strike guarantees Twin Snakes buff will drop off before I can get to it again. As well, the positioning requirements for full damage isn't as big of a deal as it's only sometimes I cannot meet them (can't reach their side, boss moving too much).
90% of the time
True strike = 150 in any position.
It's good for tanking/solo, and bouncing enemies. It's also quite useful if you can't tell the direction at all sometimes like ifrit, etc.
It will significantly raise your damage if you are bursting something blindsighted. Add howling and peak in there, and you just may do enough burst damage to take down an add.
I feel conflicted about this too. I'll probably just stick with monk because I find the rotation FUN, but it sucks to know someone is doing less "work" than you and achieving better results. Someone in my fate party last night was telling me that they are buffing monks in the next patch, but I'm not sure how to confirm that information.
True Strike is good for bursting.
Throw a bootshine, snap punch, howling and a couple of impulse drives in with it and you get good damage fast.
But i stick to twin snakes most of the time, gives me more flexibility with fitting a magic dispel in if needed or letting me burst like above.
Granted im far from lvl 50 but from my own experience and of my guild mates ( the few ones actually playing monk..) it's a joke in it's current state. Why do I have to dance around like a mad man while bards can stand completely still doing way more damage than I am? Considering how focused Monk is on positioning it should without doubt be the best DPS but currently it's not which seems very odd to me
Hey monks, I have a few questions
-Does our survivability increase because i find myself popping my cooldowns and having to wait between normal open world solo encounters.
-Does our DPS increase later on and how does it compare to other classes? My PUG's dps seems lower than my lancers around level 20,
-does it get more fluid cause right now it seems pretty clunky
Ill see you around Eorzea
Hey guys. I can just put my axe and books down anywhere, right?(started off with WAR, then got SCH and SMN{WAAAAY UNDERWHELMED with SMN}) Just got to monk today, have to say, rockbreaker is badass.
Early levels are pretty rough, I found myself constantly burning through defensive cds too just to take down a single enemy of equal level. Later it gets a bit easier though (past 30 or so), you get access a stun on fairly short cooldown, and access to some more cross-class defensive cooldowns from Marauder and Lancer as you make the transition from pugilist to monk, that really helps. Grabbing some dungeon gear can make the leveling alot smoother too.
thanks for the quick reply's good to know that it gets better. I really like the style of the class so i was hoping for that kind of answer so that my own need to be somewhat effective gets satisfied.
I might just stick to attacking from the side. Maybe i'm attacking to early while moving around the enemy, or if there's server delay but I find sometimes the bonuses don't work. Perhaps I should get into position, wait a second, then use the skill? Is there any delay on the positional bonus's when you move from the side to the back and vise versa?
Sure it'll make me a nooby Monk, but at least I wont have to stress out about the Bards out damaging me still even when i'm working my hardest and playing the Monk piano while avoiding attacks and nailing positional bonuses.
Depends on what you mean. Bootshine, Arm of the Destroyer, and Dragon Kick don't get their stance bonus if you open with them because they require Opo-opo Stance and you wont get that until you do your initial cycle ending with Snap Punch, Demolish, or Rockbreaker (which for that matter is always why it's better to open with Dragon Kick over Bootshine since DK has higher potency and they'll have equal chance to crit if you're stanceless). Perfect Balance is a way around it, but so far I've found PB causes more problems than it solves.
At level 30 I got the healer chocobo, and that made random world encounters much easier, even when all he has is the regen. Doesn't work for duties, but still nice to have.
Well guys after many different tries i decided to remove ToD and Fracture from my rotation, i'll keep using only Demolish as dot.
In the previous runs i tryed to use the "dot rotation" and then the one without it with the same setup of people.
When i don't use them i'v always the highest dps, i eaven surpass the enemity of the healers, and i'm doing it in Titan HM, where we don't atk him untill we have 0.70 lb and every time he jumps i lose my staks of GL.
I'm not eaven clipping my dots, i always refresh them as soon they go off, so i don't rll know who i should use them.
A crit for 400+ is going to generate more hate then a tick at 80 damage, so when your just spaming instant skills you will be pulling more hate. This does no mean the DoT over all is weaker as all those individual 80 ticks added up will be much higher then the one 400 crit just spaced out over more time.
Perfect balance I've only really found two uses for, one is for when i just lost my GL stacks and want them back fast 3x snap punch and bam back at 3 stacks. The second is that rare time when i have full time up on Twin Snakes, Dragon kick and both Dots and I have 3 GL stacks and again it is just spam snap punch, though that perfect moment is rare as i am no where near perfect at keeping every thing up all the time.
It's not less, like he said, it's delayed.
I just thought you had done extensive testing and you had found a lower enemity ratio on dot, wasn't clear.
First time posting in here, but I have been following this thread pretty religiously. I was wondering as I don't think it has been mentioned what tradeskills do you recommend for a monk? I currently have leather working as I think it may have to do with creating your artifact weapon from what I hear there a tradeskill combines to finish them. Are there any others I may want to invest in?
I'd recommend culinary too, the 3% xp boost while leveling and the stat boost at end game are always nice.
Dots don't seem to generate nearly as much hate as an active skill, but they do add something. I've never see a dot spike the hate, without active skills involve, but rarely will a tank lose hate in boss mechanics that favor the tank 9 times out of 10. (they have range attacks that produce enmity, you don't).
Dots are position neutral so they do server a tiny purpose. At max animation speed wall. Dots are stupidly long, and the chances of you loosing grease gets higher with every skill that is not in your 1-2-3 rotation. With the amount of off gcd abilties and moving, dots are...crap.
If they reduced the animation by half on tod and demolish, I would consider them more, but compacting and focusing on the fight is way more important then trying to put a few measly potency on the board.
The best time to dot is being red circle-ed. Pulling stupid stunts to get position will get you killed, but spamming a dot while moving the heck away is perfectly fine.
So at higher gear levels, ToD and demolish aren't even worth using except when you know your dots will tick while you are off target?
Try fighting Titan without keeping Fracture, Demolish & ToD up at all times and watch your dps plummet(which is already low compared to ranged in that encounter). They are very worth using on anything with a large amount of health and it's easy to keep them up while maintaining GL3(though you need to be really on the ball),no way in hell it will have a high up time on primals but its managable enough to keep up until they perform their vanishing acts, GL3 that is.
I can't believe this DoT argument is still going on. As someone posted way earlier on trash mob there is no reason to use DoT's, everyone knows this. However on serious bosses (HM primals and such) There is no doubt DoT's are beneficial. The fact that anyone can argue that show's that they aren't that privy to how the class works.
Im LvL 31 now, lvling my Lancer to 15 for getting Monk.
Puglist is a really Fun Class :)
But i kinda dont get the hang of "Striking from Behind" and "Striking from Side".
Kinda hard cause the Monsters always turn arround when i turn xD
Sometimes it works, sometimes not.
Is there a special Trick to always succes?
Its easy to fit them in around the gcd despite the animation locking you out but you do have to keep it in mind.
A lot of times ive demolished and lost GL by being half a second late when a snap punch would have refreshed it.
Same with off gcd abilities, using them at the same time as long, long animations like demolish and ToD costs you time to hit your next ability.
Trying to fire off 2/3 cd's at the same time can lock you out from using an attack and potentially costing you GL by being half a second late refreshing.
@Reilyght
A good tank will keep a mob still making it easy to get positional attacks off.
A bad tank will spin them around every 2 secs making it a nightmare, theres not much you can do about it but im generally more worried about staying out of cleaves than getting a bootshine instead of a dragon kick off in them situations.
It's quite hard to do solo.
When trying to hit from behind you'll either have to wait for them to stand still when using a skill, or run through their model and turn quick.
When trying to hit from the side it's not so hard, just be quick on your buttons.
In groups it's a lot easier, just keep your eye on the floor marker for the gap representing the rear of the mob. Also remember that tanks will often move slightly to avoid conal, be ready for that if the mob is using a skill.
There definitely needs to be changes made to the animations for Monk skills. I would rather have terrible animations, than amazing looking ones that impact the way I am forced to play my class, or suffer.
Keeping GL up is already frustrating enough with the mechanics of encounters.
I personally feel GL needs to be changed, in where it can stack upwards of 20-30 seconds after multiple reapplications of the buff.
I'm not sure I understand. I have never had an animation run so long that it prevented me from using an ability when GCD was up, and I can get my GCD below 2s with a SCH.
If you can describe the phenomenon with more detail, I will check it out. Or post a video.
Unless you're coming to this conclusion with paper and ink, parsers are unreliable for DoTs. There is also the matter of timing your DoTs correctly on primals, since there are periods of invulnerability where DoTs won't contribute any damage. All 3 DoTs are the most damaging abilities in our arsenal when used intelligently - if the parser doesn't reveal that, the parser is incorrect; if your math doesn't reveal that, you need to check your work.