Unfortunately, simple copping out of the positional requirements is not something I'm opting to do. Since Bootshine an True Strike are inherently more effective from behind I find it a bold as hell argument that not adhering to the positions yields an equatable amount of DPS compared to doing so.
I did not play Rift at level cap. Impulse doesn't fit anywhere, and it doesn't need to. In fact you're better off not using it. It doesn't activate a stance and by trying to use it you're simply added un-wanted bloat to an already bloated collection of skills. Your benefit from using it is not evidenced in the numbers and time calculations. The same goes for Fracture. The Monk rotation simply doesn't have any room to allow third party skills unless said skill does at least twice the damage of the other skills being used (which it doesn't), or it's instant, and even given the former you're not progressing your stance chain - thus your cycle is halted when you use it, throwing everything off. Monks skill ladder is that of requiring a consistent flow, and pretty much any non-Monk skill is out of the question for that flow.
I'm not saying cross skills are bad for Monk, there are instant cast skills which can be used without inhibiting our timer-heavy setup, but given you're behind/flanking a boss in a raid situation, there is little to no point in using cross skills that require you to "weave" them in, interrupting the already tight nature of the monk buffs/debuffs. Their effect just doesn't stack up to being worth breaking your cycles.
It's never too late to start worrying about rotations. Priorities are inherently fused to that of the Monk rotation, they aren't a mutually exclusive couple of conversations.
Your point about Twin Snakes and Dragon Kick is a given, considering they share the same GCD as every single other action with a GCD on your hot bar, so I'm curious why you're implying somewhat that any of the GCDs differ at all?
I'm with everyone on Shoulder Tackle. It makes almost no sense, the CD on this ability. There's such a huge array of uses for this move as a Monk yet it doesn't get to live out its potential because its CD is horrid.
On the subject of DOTs, let me clarify a pervasive line of thinking...as far as I can tell the FFXIV APP parser is not properly accumulating DOT damage (at least for Monks yet), so there is no way to properly gauge damage given a Touch of Death/Demolish rotation. Take a look here at this link...
http://ffxiv-app.com/History/
You'll notice as early as July 5th it was pretty much full-stop not a question that DOTs were not being properly measured. In the updates following, he occasionally mentions a fix specific to certain classes, one even mentioning Demolish but absolutely no mention of ToD. It is with this we are able to assume that ToD is not measured because he does not know the formula, and that his Demolish formula is still in need of tweaking (though it seems he might be closer to getting Demolish).
That being said, with ToD's potency, you can be certain that if you're noticing a DPS loss while using this parser in conjunction with applying ToD, you are seeing a completely incorrect adjudication of your damage. Until the parser has been tweaked and fixed in this regard, it cannot be trusted to properly authenticate Monks DPS.
Dragon Kick does not out damage BS. Bootshine is given an automatic critical modifier when used from behind. Being generously forgiving and assuming critical hits are even 1.5x (as opposed to the usual 2x) that of a normal hit, Bootshine is clearly the more superior choice for an opener, and the go-to ability if Dragon Kick need not be refreshed. The critical modifier would have to be 1.2x or probably a bit less for your statement to be true.


Reply With Quote

