Shinra Electric Power Company
Ultros
http://shinrapowerco.guildlaunch.com/
I think I'll play my Monk most of the time fighting from the flank as using rear combos often led to tank losing hate to monk's massive crits when buffs and debuffs were all active. be sure to have marauder's dot and lancer's invigorate on your rotations as well. While Darklight is still good, Melded Gryphonskin gear gonna be best in my opinion for raids.
I wanted to start a thread earlier...but couldn't due to level restrictions. Here is what I have so far.
MONK SKILL ORDERS
OPO OPO-
1.Dragon Kick- 150 (BLUNTNESS)
2.Bootshine- 130 (CRIT)
3.Arm of the Destroyer- 50 AOE(Silence)
RAPTOR-
4.True Strike- 150 (Greater Chance to Crit)
5.Twin Snake - 140 (Increases Damage done, 10%)
6.One Ilm Punc - 80 (Clears 1 beneficial effect)
COEURL-
7.Snap Punch- 180
8.Rockbreaker- 130 AOE
9.Demolish- 40 (DOT 10)
OTHER-
Touch of Death- 20 (DOT 25)
Steel Peak- 150 (Stun 4)
Shoulder Tackle- 100 (Charge, Stun 2)
Howling Fist- 170 AOE (Straight Line)
Single Target Rotation-
1 > 5 > 7 > 1 > 4 > 7 > 2 > 5 > 7 > 1 > 4 > 7 > 2 > 5 > 7 (REPEAT 1 > 4 > 7 > 2 > 5 > 7 )
We start with Dragon Kick due to the higher damage, and the fact that Bootshine does not get the crit on first hit. after that, it is a fairly standard rotation.
AoE Rotation-
3 > 5 > 8 > 3 > 4 > 8 > HOWLING FIST-ARU (Repeat 3 > 5 > 8 > 3 > 4 > 8)
Twitch Stream: www.Twitch.com/Tonitrui : Offline
DoTs right now, until proven otherwise do not fit in our rotation.
The damage they provide is not worth the loss of the global.
Until we can find the amount of skill speed needed to make it worthwhile, ignore it. Better used in PvP.
This last portion goes out to all those simcrafters. How low should our globals be to fit the 2 dots into our rotation. Demolish I can see fitting in fairly early, but Touch of Death is not part of our standard rotation and requires us to stop our regular damage bonuses(IE Twin Snakes) in order to use it.
This is of course a lvl 50 rotation.
EDIT:
In all honesty, I can't see the dot damage being worth if from what we have outside of Demolish. Atleast Demolish allows us to keep our rotation going. Twin Snakes falls off right before recast with no skill speed. Where are we going to make up a global, or 2 to re apply touch and fracture.
I haven't made it to 50 to test it, but does Perfect Balance give you stance bonuses?A tip lot of people don't know is you use your Perfect Balance to give yourself three stacks of greased lighting by using snap punch since you ignore the restrictions of needing different forms, along with the fact snap punch does 180 potency from the side. To note, you don't gain any stances and it cancels out any form you're in. Before your Perfect Balance ends, you'll want to finish it with Twin Snakes for the damage buff.
A fixed rotation for single target is fine. Changing what you do based on fight happenings(IE DOT's, or using stuns) is what makes the difference between good and greatOn the topic of DoTs in a PGL/MNK's rotation:
DoTs seem only worth the trade-off over pure DPS-based rotations if you're the mob you happen to be fighting is a dungeon/raid/FATE/Guildleves boss. Dungeon trash mobs; individual solo fights (Levequests); individual solo mobs FATEs, and the vast majority of enemies simply will not benefit of from the maximum DoT throughput DPS potential given that it has to be distributed in a 30-second time frame.
Ultimately, as it currently stands, DoTs seem rather situational but certainly not useless. Trying to fit them into your rotation for every fight seems rather counterproductive however.
Balance and flexibility will be key to top DPS meters; not purely, static and rigorous rotations.
Last edited by Tonitrui; 08-23-2013 at 12:21 PM.
Twitch Stream: www.Twitch.com/Tonitrui : Offline
I am disappointed that NO ONE has listed FRACTURE (another available DoT) from MRD to their rotation. I keep all three up when going through my combos.
Eminent FC / Sargatanas / EminentLS.guildwork.com
A tip lot of people don't know is you use your Perfect Balance to give yourself three stacks of greased lighting by using snap punch since you ignore the restrictions of needing different forms, along with the fact snap punch does 180 potency from the side. To note, you don't gain any stances and it cancels out any form you're in. Before your Perfect Balance ends, you'll want to finish it with Twin Snakes for the damage buff.
What do y'all recommend for stat allocation? Mostly STR or mostly DEX? Or another type of combination?
DEX is completely useless for MNK. DEX is for ranged attack damage, and currently only useful really for BRD.
Being that MNK is a physical damage dealer, your priority will always be a higher base Damage stat on weapon and a higher STR value.
Eminent FC / Sargatanas / EminentLS.guildwork.com
On the topic of DoTs in a PGL/MNK's rotation:
DoTs seem only worth the trade-off over pure DPS-based rotations if the mob you happen to be fighting is a dungeon/raid/FATE/Guildleves boss. Dungeon trash mobs; individual mobs (Levequests); individual solo mobs FATEs, and the vast majority of enemies simply will not benefit from the maximum DoT throughput DPS potential given that the damage must be inflicted within a 30-second time frame.
Ultimately, as it currently stands, DoTs seem rather situational but certainly not useless. Trying to fit them into your rotation for every fight seems rather counterproductive however.
Balance and flexibility will be key to top DPS meters; not purely, static and rigorous rotations.
Last edited by roflcaust; 08-23-2013 at 12:20 PM.
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