I hate how i have to get a Level 34 Dragoon just to get Monks best dps cooldown, i dont want to play DRG i want to be a monk, but blood for blood cant be passed
I hate how i have to get a Level 34 Dragoon just to get Monks best dps cooldown, i dont want to play DRG i want to be a monk, but blood for blood cant be passed
Add fracture or touch of death instead and do more damage.Why seems like everyone think that i wont use BS and i will instead use ID?
I'm not doing that, i was just compraing the damage, in this way is easier to understand that impulsive drive deal almost the same damage if not critted and a lot more if critted.
I'll use both in my rotation that's obvious, i wanted u to understand that it can deal a lot of damage and i think is worth to ADD it in my rotation when i have time to do so.
I dont think you'll use ID instead of bootshine but its a silly, pointless comparison. They share no real similarity in terms of their purpose.
Or you could keep both DOTs up on bosses whilst also using Impulse Drive when you can.
Touch of Death -> Bootshine -> Twin Snakes -> Demolish -> Fracture -> Bootshine -> Impulse Drive -> Twin Snakes -> Snap Punch -> Bootshine -> Impulse Drive -> Impulse Drive -> Twin Snakes -> Demolish -> Fracture will keep up your greased stacks as well as your DOTs, applying Touch of Death whenever it goes off as well.
I excluded Dragon Kick as I'm not yet 50 and I do not have it, but even then it doesn't really change anything - just another skill you'll have to cycle through.
I couldn't read through the whole topic but has anyone discussed the positional mechanics of Monk and how those mechanics affect the effort/reward for including Monk DPS in a competitive PVE environment?
Animation Interruption: If an opponent moves out of melee range of an attack before the animation finishes, the action is completely interrupted. I've dropped many GLIII buffs and wasted entire Internal Release durations chasing and failing to land an effective combination. Severe PVP implications.
PVE Target Switching: Mobs being tanked in a static position and direction instantly face their target. The Monk is out of position for the GCD used on a non-critting Boot Shine, less effective True Strike, or hampered Snap Punch.
Monk DPS seems to be so dependent upon the buffs gained from positioning and combinations, I feel like these 2 mechanics have larger than appropriate impact and provide a significant loss to the effort/reward of Monk DPS.
Can someone tell me exactly what Fists of Wind does?
The tool tip says increases movement speed, but when mousing over the buff it says that it increases movement speed and recast times. When you have it on and mouse over other skills recast and do a before/after, the stuff doesn't actually change. Also, I don't notice any movement speed buff whatsoever. :\
The tooltips on the icons are wrong. Fist of Wind only increases movement speed. It's minor, but I most certainly see a difference between having it and not. You can cast it while moving so toggle it back and forth while you're running and you should see the boost.
I'm already using both, as i said i don't remove ANYTHIN in my rotation, i keep my staks up, twin snakes buff up, and both the dot up while using ID too.
Loved the lvl 30 guild quest. Guys the "HOLYFIST" is back lol, hail our master ^_*
Oh yea just got my soul crystal, so turn monk at 30 or 50?
What's the difference? Does it matter when? Any benefits of either 1?
I just use monk full time from 30 on. I see no reason not to.
One complaint since hitting 40 though, having to choose between fists of fire and fists of wind on a boss to boss basis. Wish we had a fist that was all three...or atleast fire and wind.
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