that would be nice i feel like we blow tp faster than goons and bards. i wish they could see my tp so i didnt have to ask em to use their song....
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that would be nice i feel like we blow tp faster than goons and bards. i wish they could see my tp so i didnt have to ask em to use their song....
A great way to make use of perfect balance is this
dragon kick (side) -> twin snakes (side) -> demonlish(anywhere 1x GL) -> dragon kick (side + debuff) -> true strike (back) -> snap punch (side 2x GL) -> bootshine(back) -> twin snakes (side + refresh buff) -> snap punch( side + 3xGL) -> dragon kick(side + debuff) -> perfect balance - > internal release -> snap punch 4-5x (side)
since snap punch is ur highest damage output, being able to spam it with internal release is huge. I usually crit 2-4 times for about 400. Its a great DPS burst.
Tho i wish that perfect balance cooldown was a bit lower.
this is about right. I too keep tod and fracture running as much as possible. The only reason i didnt really mention them is because its still debatable wheather having facture and tod running is worth the GCD and if it actually increases your dps. I use it because i'm personally under the impression that it does but we cant be sure till we have parsers.
Overall id say my uptime of fracture and tod is pretty high, but definitly not 100% (demolish uptime is closer to 100% then tod and fracture)
What i do know is with 3 stacks of GL you can add tod and fracture into your rotation and still make it in time to refresh GL without stacks dropping. (I have about 2.04 GCD with 3x stacks of GL)
2 problems with it, is that you are overrunning your animation sequence with long ones like Tod and demolish. Thus in a real time of 30 seconds, and 2.xs GCD you expect 14-15 skill activations of on GCD skills, but when you add in off GCD, and positioning, you are nowhere near that, if you put it to practical use.
ex. you can do demolish->boot, you expect 4.1 ish seconds, but... if you add
demolish-> peak (or any other off gcd) -> boot you will end up with a much longer skill time due to animation then
snap-> peak(or any other off gcd) -> boot
And finally people who use training dummies quickly find...not everything is the size of a training dummy. To position yourself with a moving big ass dragon for instance would take you much more time.
DoTs just don't work that well for mnks once you start pounding your off GCD skills, Positioning is hard enough with a crazy target, now you gotta fight with your own animation timing.
you just can't skill stack very well with mnk if you start doing dots.
fracture is a low animation so it's decent, but at the low potency, it's pretty marginal.
kukurumei, you got it spot on.
SE needs to change the animations for Monks if they want to continue with the whole skills don't finish until the animation is done thing. We need the fastest animations if we are to have the lowest GCD.
I love our animations, but once they have been seen a bunch of times and are now impacting our gameplay, I am all for cutting them out in favour of lackluster looking animations that fire off almost instantly.
Color me retarded. I've been arguing with people all day about why DoTs are good and I completely misinterpreted your post as anti-DoT. (*'-') Forgive me.
The animation length is irrelevant. We are not at a point where the animation of any MNK skill is so long that it overlaps the animation of other skills. You would need to be under 1.5s GCD before you'd even see that from Demolish or ToD. You are right about a delay in off-GCD skills, but that is independent of animation. You need to wait about 0.5s after using any GCD skill - not just Demolish or ToD - before off-GCD skills like HF and BfB will trigger (and vice-versa).
As a test, I went out to a training dummy and performed a simple 6-step cycle similar to my Impulse Drive test. Rather than doing 3 IDs in a row, I instead used 3 ToDs in a row to see if it was sopping up more time than a non-DoT skill would. Sure enough, I was able to fit 3 ToDs without losing GL. To be doubly sure, I replaced Snap Punch with Demolish. My rotation looked like this:
[DK > Twin > Snap (x3) >] ToD > ToD > ToD > DK > Twin > Demolish (refresh GL) > repeat from ToD
GL was perfectly preserved.
As far as larger mobs, you will have plenty of time to cycle around since the positional damage bonus applies as soon as you use the skill. I don't see how this applies to DoTs, though, as they can be used from any angle.