Because in the same PB duration, B4B and IR were applied to avoid a few seconds of the buff being wasted like your rotation at start. B4B, IR, PB are all oGCD abilities that can be used between GCD ones.
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Grouping buffs together and delaying a GCD is a dps loss. If you have to delay your gcd, you're already doing it wrong.
Also, using Twin Snakes as part of the opener after DK isn't worth it as you can put it up in 2 skills after PB ends. Using another Snap is a gain of 40 potency over Twin. Otherwise, you gain 15 potency on the Dragon Kick and 19 on the True Strike that follows if you chose to do Twin Snakes in PB instead, which is a gain of 34 potency.
40 > 34.
Furthmore using Twin at its natural part in the rotation allows for consistent upkeep the next time it comes around.
It can get innacurate whilst the target is moving or turning. That's because Tue server updates the position I believe before we see the animation of turning, so there's a bit of a desync.
Otherwise, assuming a static facing target, you can safely begin a WS animation in the right position and move during the animation.
I think its just bad business to have an idea of positional bonuses on moves with a system that isn't smooth regarding positioning.
For now I'm still learning so I don't know what my average damages should be, normal vs crit, vs positional bonus vs non positional bonus.
I know in the case of working lancer up to 22 so far, Heavy thrust. Clearly lets you know when you weren't actually in flank which is damn surprising as I can stun it, run to side, Heavy thrust, no bonus. Heavy thrust again, nothing.
Just like how you can avoid a move when the move is half way done on the castbar, like the Haukke HM boss' mist, but then still get stunned.
They just rename that mist to Remove Greased Lightning.
At least its as bad as a DRG -- I feel sorry for those poor sods when their Heavy Thrust doesn't hit a flank and they have to do it twice :D
But I always feel sorry for me when my BS doesn't crit :(
to my mathematical monks that have already done the calculations:
is it more worthwhile in terms of total potency to use PB as a means of getting to GL3 super fast, or instead using it as an offensive cooldown for a 4xbootshine/true-strike +demo/snap
I'm unsure when to use PB as a DPS tool. While it's nice to spam True Strike or Bootshine, it messes up the rotation and I've let it do more harm than good. Are you supposed to something like Dragon Kick > Twin Snakes > ender > PB > (True Strike/Bootshine/Demolish (if not up) spam X 3 > Snap/Demolish > DK) > DK/Bootshine > TwS?
It's not even that much of a DPS gain in the grand scheme of things. It's a bit of a spike compared to the usual, but honestly given that PB is the only way to regain GL3 in a very quick manner, it's best left for that express purpose. Want spike damage? Pop an HQ Str potion.
I really can't repeat this enough. If you really need to utilize PB as a burst DPS tool, then you (or the other 1-3 DPS) are simply not ready for whatever you're trying to tackle. The nominal increase of damage in a PB burst pales in comparison to the DPS you will lose trying to ramp up from scratch again.
It's not about clearing content, it's about clearing content faster and more efficiently. If I'm in a fight where I'm not going to drop the stacks once they're up, and I can add damage for free, I want to do that.
Right, and unless the content in question has no part in it that forces a GL3 drop, it's better to use PB on gaining GL stacks exclusively. Using PB to burst isn't going to speed things up much for you (if at all even) whereas getting back to GL3 when you drop in in only 3 skills versus 9 will.
Let's assume, in theory, a fight where the player has virtually no chance of dying or dropping stacks, and it lasts more than 3 minutes. Where is the best time to PB for increased damage after it comes back up?
Yep, 3x True strike and then keep GL3 is what I do, it isn't much but I don't like to leave PB sitting there unless I know i'm gonna need it as well. I just make sure ToD is on and place demolish, then I'll PB and do 3-4 true strike, GL3 move, and before PB ends i'll re app dragon kick and twin if possible and then keep rolling into Bootshine and continue.
My fellow Monk, I apologize in advance if I have missed it in previous posts, but what is our optimal AOE rotation? Or does focusing on one mob at a time yield better efficiency?
It depends highly on your TP needs, PB needs, how many enemies there are, and how long the enemies are going to live.
2 enemies: Dragon Kick and multi-DoT both with Demolish and ToD, assuming they'll live through the DoTs. Once you've got DoTs on both you do standard rotations, ideally on the highest HP enemy if you want to maximize DPS.
3 enemies: Dragon Kick each mob, Rockbreaker if TP isn't an issue, Demolish each enemy if it is. ToD is worthwhile here still to multi-DoT. Demolish has 310 Potency from behind and costs 50 TP, Rockbreaker will do 390 total Potency but costs 120 TP.
4 enemies: Dragon Kick each mob, Rockbreaker becomes a bit more worthwhile to use than Demolish at 520 total Potency, though still less TP efficient than Demolish.
5+ enemies: Good time to Dragon Kick/Bootshine > Twin Snakes > PB > spam Rockbreaker, unless you'll be needing TP in that encounter (like Turn 4). Arm of the Destroyer is more damaging than Bootshine or Dragon Kick with this many enemies, but it's so TP-inefficient, you'd need an incredible amount of enemies to make it worthwhile per your TP, so you'll probably want to stick with primarily using single target attacks and Rockbreaker.
Mostly you'll just want to Dragon Kick as many enemies as you can, keep Twin Snakes up, and Rockbreaker or Demolish based on TP needs and/or the number of enemies being attacked. If you need extra oomph, go into PB and Rockbreaker spam. If you have a strong BLM in the party, don't even waste your TP too much.
Opinions on using Bootshine spam instead of True Strike? ref: http://www.reddit.com/r/ffxiv/commen...or_dps/cf6mg6j
As Sleigh sais, With up to 4 enemies I I pick em off one by one with a standard rotation and move on to the next after applying dots.
Usually the other DPS finishes them off there.
On 5+ enemies I usually do Bootshine > Twin snakes > Internal release > Rockbreaker > Perfect Balance > Rb > Blood For Blood > Rb > Howling Fists > Rb x2
After this, depending on how wel the other DPS AoEs, the pack usually is pretty close to dead in which I start picking them off one at a time.
If I know I'm going to have to keep going on for a bit I toss in an Invigorate once my TP hits <550.
so what is the best rotation for monk? o_o
There isn't a set rotation for MNK. It's more a priority system, which turns into patterns or "rotations."
1. Keep Greased Lightning 3 up
2. Keep Demolish up if they'll live through at least 9 seconds, keep Dragon Kick and Twin Snakes up
3. Keep Touch of Death up if they'll live through the duration
4. Use Bootshine, True Strike, and Snap Punch when the above are satisfied and you're in the appropriate stance
Which basically devolves into either Dragon Kick > Twin Snakes > Snap Punch/Demolish > Bootshine > True Strike > Snap Punch/Demolish > repeat, or Dragon Kick > True Strike > Snap Punch/Demolish > Bootshine > Twin Snakes > Snap Punch/Bootshine, depending on how you started the fight, and if you're attacking multiple enemies.
Until one thinks they are entirely proficient with MNK so that they feel that doing the rotations and reacting to mechanics properly is second nature to them, I would highly recommend against using Fracture at all.
It is theoretically a slight DPS increase (and I mean somewhere in the realm of 3%) in return for not only an increased TP drain but very real risks of losing essential buffs.
Fact of the matter is for many novice MNKs it ends up reducing their DPS considerably because they mistime it and lose Twin Snakes uptime, or even Greased Lightning stacks.
Sorry if these questions have been asked before.
But what are some common pugilist/monk macros?
Also, what cross class skills should I get if I want to be a good Monk?
I have none, I perform every action manually in case I need to adapt to a suddenly changing situation.
Blood for Blood (Lancer)Quote:
Also, what cross class skills should I get if I want to be a good Monk?
Invigorate (Lancer)
Mercy Stroke (Marauder)
Optional:
Bloodbath
Fracture
Ty guys, much appreciated.
As others have said, macros aren't really for Monk. However, they can still be convenient to use. I actively use this power up macro:
/ac "Blood for Blood" <me>
/ac "Internal Release" <me>
Blood for Blood first because it lasts longer, lining up better with DoTs, so it's better to use before the shorter and stronger Internal Release to maximize its potential. You can also set a survival macro, something like:
/ac "Second Wind" <me>
/ac "Bloodbath" <me>
/ac "Featherfoot" <me>
For if you get aggro but you can still make a recovery.
I will say though that if your playing as an alt. Or want training wheels while your learning the movements and such. You can macro together twin snakes/snap punch and true strike/demolish
The only time this can bite you in the ass if you aren't careful is during perfect balance. Any other time both skills can't be up at the same time anyway.
My best MNK macro I've been using since 2.0 Beta.
/micon "Shoulder Tackle"
/ac "Shoulder Tackle" <t>
/ac "Steel Peak" <t>
Have you used macros? They don't use all the buffs in order from one click, they use them one at a time, in the priority of top to bottom. To do what you said would involve /wait. In example, you can use a multi-buff macro after an attack, and it will use one, and only one buff.
Macros are fine, they're convenient and save comfortable and accessible keybinds. It's only when they don't do exactly what you would have done, in the timeline you wanted, that they're not optimal. Besides, just because you put an action into a macro, doesn't mean you can't just click it separately if you need it.
Actually the other guy is right. As you said, "they use them one at a time, in the priority of top to bottom". In your first macro example if you want to use only internal release and not blood for blood you would not be able to because you have blood for blood listed in the macro first.
Either both your macro and Internal Release are in easy-to-reach locations (in which case why macro at all?), or Internal Release is in a hard to reach location (negating the entire point you have about saving space). Regardless, if you only want to hit IR in this example, you're going to have to fight the muscle memory of hitting the macro, so why not just have it separate entirely?
In regards to the
Blood for Blood <me>
Internal Release <me>
macro, its better to separate them since its only 2 buffs. I personally have the same macro, but switch these around. Based on duration, the previous B4B-IR works. Based on Utility, I will put IR first. This is because:
IR has a shorter cooldown, meaning i am free to use it in smaller fights/phases without huge penalty. With the previous Macro set up, i cant do that without going through b4b
Also, there are definitely times I want a buff, but keep my survivability up. 10% damage in turn for 25% extra damage taken? Id rather go with IR.
you should try to avoid using macros for monk, its better to weave in abilities, the only macro I've used thus far for MNK was
/ac "Demolish"
/ac "Touch of death"
(not exact but u get the idea)
It was to save 1 keybinding, but it was also quite buggy sometimes just spamming ToD even when I could Demolish, It maybe due to the nature of how i play spamming buttons to get those GCDs off /shrug, I can't think of any macros past that, that would actually be helpful to be honest, everything doing manually is always faster.