I have a minor question. Why dont you open: PB, Twin Snakes, Snap, Snap, Demolish? You'll get the 10% dmg buff before Snap Punching, and you'll get 2 stack of GL + 10%dmg before Demolish.
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I've been tinkering with effective PB use and I guess this is as good a thread to post as any.
I can squeeze in 5 attacks while PB is active. While I definitely want to use 3 Snaps for GL3, what of the other two? Is it better to DK > Twin > Snap x3, or Snapx5? Maybe Twin and Snapx4?
Snap x5: 900 potency
DK > Twin > Snap x3: 150 + 154 + 648 = 952 potency
Twin > Snap x4: 140 + 792 = 932 potency
But wait! Snap won't put me in Opo form during Perfect Balance and my next DK won't apply the debuff. Will this impact DPS?
DK > Twin > Snap x3: 150 + 154 + 648 = 952 potency
DK > Twin > Demolish > Fracture > ToD > DK > ... = 165 + 140 + DoT + 110 + 44 + 165 ... = 624 potency
1576 net potency
DoTs don't benefit from DK's bonus, so it's not a factor to consider. But direct damage does. Can we squeeze more damage out of the opening rotations by using DK at the end of PB?
Twin > Snapx3 > DK : 140 + 594 + 165 = 899 potency
DK > Twin > Demolish > Fracture > ToD > DK > ... = 165 + 154 + DoT + 120 + 48 + 180 ... = 667 potency
1566 net potency
The difference is not significant, but the first option is more intuitive.
Right now i just need a change on GL. Its mechanic is real rubbish.
I'm not 50 yet, ok. But if i read correctly, endgame encounters force us to move a lot, right ? So if we don't take into account PB, i have to do 3 rotations to get GLx3, means 20+ seconds. Hoping that during these 20 seconds, there won't be any aoe spells to dodge.
Seriously ?
I'm not complaining about my damage because it's actually pretty insane when GL stacks are here, but please change its mechanics. Make it last longer, make other skills grant us GL or delete these stacks, but do something.
Also Shoulder Tackle needs adjustements. I mean it's more movement skill than a CC for me. And currently movement is crucial, decrease it's cooldown. 90 seconds is too long, it's even longer than Internal Release that grants me 30% critical hit increase.
Hello ?
Boost - 10 Second CD - Refreshes or adds one stack of Greased Lightning. Add this please
I'm loving my monk (lv. 50 gearing up currently) but I agree with many of the posters:
GL needs either duration increase or maybe have it lose 1 stack at a time (every 5 seconds after duration is done?)
and some sort of ranged attach (Chi Blast). Make it cost 120/160 TP and allow it to grant GL?
Both Twin and Greased Lightning buffs need an increase in duration to allow for more rotational variety. I'd like to use True Strike more often but the fear of gaps in a fight making Twin fall off makes me just use Twin all the time except when I got some spare time.
Remove the stun portion of Shoulder Charge or change it into a silence and reduce the cooldown to 30-45s.
Remove the stacking effect of GL and just have Enhanced Greased Lightning 1/2 read as 14/21% damage increase and 10/15% increased attack speed.
I can't think of another class that relies so heavily on a buff that takes at minimum, without CDs, 18 seconds to stack. Just stack the effects and keep it as a one buff thing.
If you think monks need a buff then you are flat bad at playing a monk. Monk is the highest DPS potential in game right you you simply cannot be a window licker and do top end DPS with them. Good monks do great damage, bad ones do pathetic damage... If you think they do not do enough damage guess what group you fall in.
@eckoh: from where come this data? a parseer?
we know parseer are not accurate, just for information, the two DoT of the monk Touch of Death and demolish deal a looot of damage when used with the 3 stack of GL and twin snake. it make the data of the parseer totally inaccurate!
if you don't believe me, try to go put your dot on the dummy, you will see.