Recently got my mnk to 36 and was wandering what types of macros should I use or that you guys would recommend I use?
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Recently got my mnk to 36 and was wandering what types of macros should I use or that you guys would recommend I use?
So, i just hit 45 with my Monk and the next Job quest is the "Five Easy Pieces" for level 50, i heard that is the quest where u get the Temple gear. However, i once made party with a Monk 48 and he already had the Temple Boots, Circlet and the Pants, so... how is that? Where do i really get the gear?
Skill speed is my priority. Anything that has skill speed I want. I have a full rubellite HQ set, darklight eye patch and mixed and matched gear for skill speed. Once Greased Lightning is stacked to 3 I drop to 2 seconds GCD and the speed at which I output damage is intense. It seems to me Monk was meant to do consistent damage faster than everyone else. I find I start at the lower-end in DDing but then rise to the top once I get everything going.
How much does the 10% reduced blunt resistance from dragon kick translate into a dps gain for us? Assuming its not just a flat 10% increase in dps, just curiosity.
I found at least at lvl 30 monk the best combo is (at the fla k): Bootshine> twin snakes> snap punch> impulse drive> impulse drive> bootshine> twin snakes> snap punch> impulse drive> impulse drive. This combo allows you to keep greased lightning stacked and up in perfect timing and gives you great damage on the auto crit bootshines while also provingextreme damage impulse drives especially when criting. Remember to use internal release whenever possible. Enjoy :)
Such a fun class / job. I out DPS 90% of the other DPS in dungeons.:)
It's funny to come back and re-read everyone finally come to the realization that:
1. Having DoT's in your rotation will drastically increase your DPS.
2. That you're a FOOL if you don't include Fracture.
3. That they can be used (bosses) without losing any of your buffs. (Dragon Kick Blunt decrease, Greased Lightning 3 + Twin Snakes damage increase)
4. That Skill Speed actually does matter
and last but not least, that Global cooldown is NOT 2.5 sec at level 50. If it is, you really need to re-asses your gear.
With greased lightning 3, my GCD is 2.02 seconds. I am able to get 5 full moves off before i have to re-apply greased lightning 3 with Rockbreaker, Demolish or Snap Punch....whichever the situation calls for.
With a SCH in the party giving you the 20% skill speed buff, your GCD can be well below 2.0 sec (1.90 for me currently BEFORE i purchase some AF+1) giving you another move to rotate in the process, not to mention your 2 instant abilities, Howling Fist and Steel Peak (save for when needed).
Be sure to bring over Impulse Drive from LNC which, if dealt from behind, delivers a whopping 180 potency every time. Also, it doesn't affect your fighting stance either.
Just thought I'd like to share. Keep on out DPS'ing the DRG's and BLM's.....HA.
I think im going to just tank untill the stoy missions are over, the freaking queue times on DPS are horrendous and i cannot even advance my GC rank anymore because of the 2 thousand hour queue times, id actually love to have armoury bonus for my monk and access to the level 44 and 50 GC weapons, plus PUG and MRD synergies well anyways
Damn good stuff not sure why Impulse Drive never crossed my mind as a Monk, will def add it to my action bar once the servers come back up.
macros
The amazing one, this one cast Demolish when you're in your third stance but ToD when you're in the first or second one.
/ac "Demolish" <t>
/ac "Touch Of Death" <t>
This one is kind of questionable but it cast Arm of The Destroyer if you have no target/not in the 3rd stance but Rockbreaker if you're in the 3rd stance with a target.
/ac "Arm of The Destroyer" <me>
/ac "Rockbreaker" <t>
Cooldowns
/ac "Internal Release" <me>
/ac "Blood for Blood" <me>
The annoying things about these macros is they don't show your GCD so you can't spam them like if an ability is there. May be something minor but I like hitting my keys while waiting on the GCD.
I'm not at all surprised to see that Monk is considered a "low tier" damage dealer. Monk output is just too fragile and dependent on fight mechanics. We're highly position dependent, which is a problem when just about every creature in the game randomly spins and turns constantly. We have a long ramp up time which is held together by very short buffs that are easily lost the second a boss decides to bathe himself in big red circles.
QoL changes I'd like to see:
-- Reduce Shoulder Tackle CD to 15 or 20 seconds and remove the stun. This would make maintaining stacks after being forced to run in/out or chase adds much easier. The stun has to go because Stun DR is too important and it would limit when we could use it (like it already does).
-- Buff "out of position" potency. Since nothing is likely to be done about all the random spinning, the only way to help the issue is to make it so that there is less of a damage penalty.
Yeah its frustrating spending so much effort trying to maintain buffs and refreshing DoTs, particularly while moving or changing targets. Im curious to see how PvP will be, I think its going to be pretty rough for us. On a side note I've been parsing some data and discovered that Fracture is actually quite a bit better than Touch of Death, at least damage wise.
Risotto would be nice if anyone could make use of it. In order to cap out on Risotto, you would need base values of 750 VIT, 450 crit, and 466 determination.
Butt blankets are far more practical.
10% more. Just remember it's a debuff on target rather than a buff on us (like Twin Snakes).
That is the thing a well played Monk should be able to out DPS all DPS in certain fights. Dragoons are actually more position depend since theirs are required for their major debuffs and buffs which is kinda the reason I switched to a Monk. Also the Monk has a lot more options, lower GCD, and less played. I think Fists of Wind needs a serious buff for heavy movement fight that should be the fist of choice, switch to Earth for AoE damage, and Fire for just raw DPS. The Monk is slightly more complex and i Like it.
A monk attacking from the side can get all his debuffs/buffs up on a target.
A Dragoon HAS to attack from behind at least once every 30sec to get one dot up and the piercing debuff up on the boss.
This is coming from someone that has a 42 Monk and a 41 Dragoon.
Not really... Drg positioning doesn't drop your damage off the face of the earth like mnk does. They can still go back to their basics.
Mnks can never go back to basics. They have to be in position, get their timing right or bust.
Anyone who wants an easier life should play Drg (I'm tempted to do so at times). They are just better at doing the "baseline" They got pretty much all their bases covered from range-to-melee-to-aoe
Mnks are very min-max. A lot of things can go right and a lot of things can go wrong with the Mnk. That's the life of this class, no other way around it.
You have to bring your mojo when you fisticuffs.
A Monk loses way more potential dps if they do not reposition for their skills. I'm assuming you are talking about the Impulse Drive -> Disembowel -> Chaos Thrust combo.
Dragoon does not have to attack from behind with Impulse Drive. You lose 80 potency every 30 seconds but if you compare to a Monk who doesn't move from the side.
1. Bootshine automatic crit. Depending on your current crit rate, this is a potency loss of 50-60 per use. You will be using this every second rotation unless you have someone putting on the dragonkick buff. Then you'll be using is every rotation. Assuming a rotation every 10 seconds thats 100 - 150 potency loss.
2. Impulse drive. Some monks slot this in if we can do it without loses any of our buff/debuffs. That's 80 potency per use.
3. 5% crit on true strike. Not a big deal.
Do we have any new data on how good crit is compared to skill speed? I'm a sucker for skill speed, but can't help but wonder if the abysmally small affect it has on the GCD is even worth it.
Not a huge fan of Bootshine's auto-crit, when they could have just straight up increased the potency for opo-bootshine instead. It's not a huge deal, but does in a way screw with crit's value for monks when one of our main rotation attacks can't benefit from crit at all.
Any good macros that utilize a skill based on the value of your current animal/combo form?
ie. if pressed in Opo Opo or No Form, use x- if in Raptor use y, if in Coeurl use z?
I had heard this was possible but cannot find the thread.
Hey what's up folks.
Has anyone ever stopped to consider whether or not the description for Fists of Earth is accurate? I never see my MP decrease while it's active.
I don't remember the description saying anything about MP decreasing while active. I'll have to double-check when I get home though.
Hey all, I've come back to ask some more questions because the people who post here are awesome and very helpful =).
I want to ask about macros so that I can combine abilities into one button to save space on my bar. The one I have seen floating around here is one for Demolish and Touch of Death which was very helpful and works wonderfully. Others I have found helpful are, one that combines feather foot and keen flurry for defenses. I also made one combining Twin snakes and bot shine. Any other useful macros to help conserve space on the action bar would be great.
I have a macro that combines mantra, blood bath, and second wind. Fairly useful
I use 2 macros as a Monk :
Code:/ac Demolish
/ac Twin snake
My hotkeys are :Code:/ac Snap punch
/ac True strike
1 : Dragon Kick
2 : The first macro
3 : Bootshine
4 : The second macro
5 : Touch of death
6 : Fracture
Which makes my rotation :
Code:1 2 2 3 4 4 5 6
1 2 2 3 4 4 6
Wow nice, i just made the bloodbath, second wind one my self as well very nice for soloing. I like the demolish twin snake one as well thank ya much.
Secondary question more about macros in general. How can you make them show cool down timers? Right now the icon I have for the macro makes it appear as if I can cast the ability again when ever I want and I need to watch my other abilities to see when the global cd is up. Not really that big an issues but would be nice if i could fix it.
I know this question has been answered, but I'd like to get some more opinions. Which cross class abilities would you use as a monk in a group situation? Is invigorate useful later on? Is fracture worth it? I've heard blood for blood is a nice one.
I have a list of all the macros on a reddit post that is far too big to post here. Me and another Monk are also talking the best DPS rotation for a Monk.
http://www.reddit.com/r/ffxiv/commen...l_monk_macros/
@Teeko
Invigorate is a must have for a Monk, Fracture is iffy but I hear some people say its great for DPS. Blood for Blood is a must have but very dangerous to use on some fights. Impulsive Drive is a must have great for your damage and doesn't change your stances. Aside from that Blood Bath is good for soloing.
Is there a way to macro on PS3?
I've been hearing such mixed opinions about impulse drive. I've personally never used it before, but I'll have to see where it fits into my rotation as I smack some dummies. Any opinion on Mercy stroke, or are there just so many better options? Thanks!
Right now I have blood for blood, invigorate, and fracture planned out
Enjoy being the top single-target DPS job at 50 guys :)
Currently deciding between dragoon and monk (will get both classes relatively high regardless due to mantra and blood for blood being really good cross class abilities). My questions are mainly if monk has a bunch of off GCD abilities like dragoon. Dragoons get a ton of abilities that do high damage that aren't on the GCD that they can weave into their rotation. Do monks get something similar?