Just started monk and ninja and already have drg. I want to know which does most damage
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Just started monk and ninja and already have drg. I want to know which does most damage
Depends on the fight, player skill, etc. But either CAN be top dps. Just play whichever you are best with. Nin would probably be beat out by MNK or DRG most of the time though.
quick fight drg/blm long fight but no dropping out of gl3 monk.
Teoretically monk, but that doesn't mean you as a monk will do more than you as a NIN or DRG.
I'm really liking using my fists as. Monk
I'm a lv 60 drg. When monk is 60 I'll see if it is still fun
In a vacuum? MNK>DRG>NIN
But lately DRGs have an edge over MNKs because of the breaks in most fights
Zcrash is 100% correct.
These other responses are not right. Lol
Dragoon has the highest DPS against the floor.
You should also take into consideration their usefulness to a group dynamic over just shear damage output. Monks, bring little, but have big numbers when it can be sustained. Dragoons, slightly less numbers, but bring a very valuable piercing debuff that helps other DRG, bards, and machinists. Ninjas are the most helpful to a group. They bring a slashing debuff, a skill that increases all damage by 10% on a target For 10 seconds, goad, and threat management.
On an individual ranking... MNK > DRG > NIN
Otherwise, Dragoon takes the cake with Battle Litany and Disembowel (assuming Bard/Machinist present) buffs as far as party synergy goes.
I'm not sure how Ninja's Trick Attack and Goad contributions towards party synergy stacks up against Monks raw DPS.
against the floor dragoons are the undisputed kings and Queens even warriors are jealous of how op this floor tank is sitting at zero hp and all only other class that comes close is Dark Knights with living dead and at 0 hp but still standing while the Dragoon is comfortably tanking that floor.
lolnins sometimes like to tank the doom floor with the loldrgs as sometimes one floor tank is not enough.
Assuming he is talking about a raid environment (otherwise no point of asking) monk has mantra and dragon kick, dragoon does have disembowel, but it doesn't help other dragoons as you claim (it's part of their rotations and they can't avoid using it) only ranged, which probably (but may not) be present in the group. Litany is also part of dragoon rotation, but it's a random modifier so doesn't always help. Ninja's trick attack helps a bit, but the slashing debuff will be covered by the warrior anyway (which you should be using). Intentionally omitting use cases aren't exactly good for a point. You can make a point with dragon kick redundant with dark knight, but every group doesn't carry dark knight (unlike warrior). This tier has a lot of magic damage so it's significant. Also in terms of dummy dps it's monk, dragoon, then ninja. As for the real raid environment, you can take a look for yourself:
http://www.fflogs.com/rankings/server/10/latest/
Monk isn't always the top melee and isn't even the top dps in general.
good monks will beat an equally skilled and geared drg, cause good monks don't usually drop gl3 well I know I barely drop it till next perfect balance the tornado kick and pb reach gl3 again 3 hits.
In short fights yes monk isn't the best but the long big hp boss mobs they do well.
people like to forget it takes a mnk 16-20 secs to even do ok dps unless you can open in perfect balance then its maybe 5 secs. So if the fight lasts awhile they will at least catch up. btw each gl is 10% more damage and 5% skill speed and at gl3 max 30% damage and 15% more skill speed.
Dragon Kick is covered by Dark Knight. Magic Damage Debuff wasn't/isn't necessary. While most damage going out is magical, it isn't Gigaflare tier where it was absolutely necessary to survive for early progression raids. Mantra is okay, but again, not necessary at any point, including for early Savage progression groups.
Having two Dragoons actually allows one of them to revert to a slightly modified 2.0 rotation that outputs higher DPS than the typical 3.0 rotation. And saying Battle Litany doesn't help because of RNG is like saying the Critical Hit stat, Straight Shot and Internal Release don't help either.
A Ninja running with a warrior get's to put out higher personal DPS because instead of Dancing Edge, they get to use other combo finishers that are 20/60 Potency Higher. Group synergy is a big deal. Monk offers very little in this regard. A stronger Mantra is the only real thing they alone offer besides slightly edging out DRG in the personal DPS department.
Black Mage
Monk has the highest single target DPS over sustained fights, but suffers in battles where they cannot maintain greased lighting consistently. Dragoon offers the highest burst damage and better overall raid utility when paired with a Ninja or Bard. Those latter two compliment most any job and have the best overall support while keeping solid DPS.
Honestly, you can bring any job to any fight and get by with ease, provided you know a proper rotation. Only Warrior is really "better" than anything else.
I usually use trick attack only after about 25 seconds in a boss fight after the mnk has build grease lightning 3, and watch their agro meter escalating like crazy, also give em goad so they won't stop punching and kicking. I dunno if mnk has self tp restoration skill, but sometimes mnks ask for goad when I'm playing nin after about 2 - 4 mins of fight.
Any Monk worth their salt will have Invigorate cross-classed for 400 TP, and they also have the option to burn their Chakra for Purification for another 300 TP regen with a similar cooldown to Invigorate.
Onto the main topic, generally both a Monk and Dragoon will come out on top vs a Ninja. It's the price you pay for the amount of "in the moment" utility that Ninja brings to the table. While Trick Attack if calculated throughout the entire fight is only really about a 2% overall DPS increase for the raid. (I think that was the number being thrown around.) The moment to moment effect of Trick Attack is what makes it such a powerful cooldown. While it's overall contribution seems fairly small on it's own, that extra 10% when you need it, either to nuke an ad or pass a burst check would allow progression players to get past roadblocks earlier than expected.
Dragoon overall is probably the "easiest" to get good at, as for the most part their rotation is pretty much set in stone and there is not much the game can throw at them to make a mess of it.
Honestly I feel that Monk easily requires the most work to get the most out of it, but when you get it an excellent Monk will blow all other DPS completely out of the water, even at an inferior ilvl. In order to get the most out of monk you need to first know which part of your combo you need to do at that particular point in time, which mainly comes down to micromanagement of the timers on your buffs and debuffs and knowing what to use to fill in the gaps.
For example, at my current ilvl and skill speed on my Monk, I will usually find myself after awhile with a spare second, usually on either Twin Snakes or Demolish, where if I were to follow through I would end up clipping the effect, so I personally use that time to either reapply Touch of Death if its for some reason down or pop Fracture. What's nice about Monks overall rotation is that even if the little touches slips your mind for a second, the DPS loss is minimal as long as it's not a regular occurrence.
The harder part of Monk, which is what slips up most players, but only really seen in a raid environment, is knowing just about everything about that particular fight you're participating in. For a serious fight you would want to know every single break in the fight and every little thing you could do during those times to keep any chance of Greased Lightning downtime to a minimum. For example in T9 long before they buffed the GL duration, in the first phase when Nael would do his jump, push back, then soak, I found myself needing to hold onto Shoulder Tackle so I quickly dash after his jump and get my last hit in to refresh GL before I lost it. Nowadays you have Form Shift, Tornado Kick, and Chakra to micromanage.
Unfortunately I don't get the opportunity to bring my Monk into raids as often as I would like. (While I do like to think of myself has an above average Monk, my friends still consider me a far better Dark Knight.) I would personally Tornado Kick before any major break in a fight, obviously, so that on paper is pretty simple to understand. The real utility comes from Form Shift, and then of course meditating when you can find the time. Knowing how to properly use form shift can both save yourself from losing GL when you have to go from point A to point B as it fills in the dead time you would have from movement, and also get you back into the game when you're coming back in from a break. You could go straight into GL1 if you remember to Form Shift during a long break, which saves you a complete rotation of time to get back into GL3.
So pretty much to summarize, NIN, while physically weaker than the other melee DPS, will always be asked around for when it comes to progression thanks to its buffs and utility. DRG, when it comes to raw output still comes behind MNK in DPS, is still leagues easier to play once you have memorized it's rotations. While MNK, at its best blows everything out of the water, and is much more forgiving when it comes to forgetting parts of it's standard rotation, is far more punishing for major mistakes compared to both NIN and DRG, which leads to players being needed to do their homework on serious fights to get the most out of it.
When it comes to casual content I feel that Monk is the most cozy thanks to the lack of really anything to worry about, but probably requires the most work to get it going in more hardcore content.
So at the end of the day, what will really push out the most damage out of the three DPS is up to how you, the player, learns individual fights, and how well you can handle retention.
It is unfortunate this game has meh melee imo - I like heavy armor big axe/sword wielding melee and all we have is melee that punch, stab or poke...lame. I did level a warrior to be my melee DPS, though :D I think ninja/monk are pretty close to answer your question though :p
Just to make it clear, assuming equal gear and top level skill, (this means that you are good at keeping your buffs the whole fight which can be done in every single floor of alex.)
Personal DPS: MNK - DRG - NIN easy no question a good MNK will wipe the floor with every single other DPS in A1,A2(besides SMN and about equal with BLM),A3, and A4
Raid contribution: DRG - NIN - MNK, DRG bring Disembowel (+70 DPS to ranged) and litany. NIN bring trick attack (+10% raid damage every 60 sec) and shadewalker and smokescreen which with good tanks allow them to not worry about threat ever even on weird swaps. MNK brings DK which is basically null since most groups bring a DRK, and mantra which is nice but not ground breaking in most cases.
Master melee here.
I can tell you which require more skills in my opinion and, at least with me, which deal more damage.
My monk is the one that deals more damage of my melee, but, of course, It's the one that has its BiS completed after all.... NIN and DRG come afterwards and are kind of the same DPS each other.
So, if they would be equally geared, I think my melees would be like ;> MNK > DRG > NIN (Very very close to DRG).
To be honest, though, I rarely see NIN doing high decent DPS... Mine must be an extraordinary case, already less gear than our raid NIN and much more DEEPS, so at the end, it's up to how you use it. Also, take in mind that. MNK can deal more DPS if there's another MNK in the group doing dragon kick (Not likely, nobody likes to be dragon kick doggy). It's the same with NIN, only that, they can also have it with just having a wAR in party, decent WAR HAVE to maim, and most of them like to storm's eye for more dps. And trust me, the combat style of a NIN that has not to use dancing edge is... awesome.
Now, in skill matter; NIN (without dancing edge style) = melee easy / NIN & MNK ( Melee normal) / DRG = (Melee hard)
PS: You already have a DRG, some of its accesories can be shared for MNK and even BiS.
Pretty sure this was disproved. Losing CT and phleb briefly is a big hit to dps. Just based on some simple math I did it's about 235 less potency overall, unless there is a different rotation you're talking about. I compared:
HT-IDC4-P-TTT4 (x2)
to
HT-IDC4-P-TTT4-HT-TTT4-P-IDC4
Not counting all the buffs and such just raw potency of the attacks & dots.
Were you accounting for the current CT clipping issue? We're losing 3 (?) ticks every CT. So, clipping about 105 potency on every use.
I don't think it really matters for this comparison because it's up continuously vs dropping off entirely for 2 or 3 gcds. I can't claim 235 potency is exact because doing this simply means not separating into 100ths of seconds and trying to line up the timing and potency perfectly, I'm pretty sure Thendiel has already done this somewhere in the drg thread.