Fist of Wind is marginally useful in areas where you can't use a mount, otherwise I just default to Earth or Fire as the situation calls for it.
Fist of Wind is marginally useful in areas where you can't use a mount, otherwise I just default to Earth or Fire as the situation calls for it.
No it's not, considering the dodge mechanics of dungeon bosses FoW is like default with fist of fire. Quan, cutters, etc...wow... without FoW you're screwed.
And just chasing...is a really really really annoying thing for mnks. The interrupts of a running enemies is really really annoying. Without FoW, your run speed will never catch up to an enemy until it stops, all you'll do is your animation and get it clipped as it moves out of range. With FoW, you are so fast you can actually perform flank running attacks on a chasing enemy!
They all have their uses...mostly Earth is the most crappy after you get fire. Because at that point, wind is for chasing, and fire is for damage, In a fight you don't have TP for earth to defend, so you might as well take it, and let the healer heal you.
Last edited by kukurumei; 09-08-2013 at 04:39 PM.
Earth can be a god send when a pull goes wrong or the tank drops. Pop earth stance, then fleet foot and blood bath. Then if the mob is still up, pop keen flurry and second wind. Then with mantra you become even more tanky it's ridiculous. I tanked Isgebind with a white mage and myself just fine cycling between those + mantra until I got hit by a dumb aoe I could have dodged almost pulled off a win in a should be wipe situation.
"edited for typos >.<"
Am I the only person that keeps switching stances mid combat when big undodgeable aoes are coming? like Primal ultimates?
I know that ppl already said this but i'm still not sure about using Fracture in my rotation.
I'm already using Touch of Death and Demolish, is worth to put a 3° dot?
you could if you can sustain the tp of all 3 stances, which you sometimes can, but usually you can't. Considering 10% is nothing because most of the damage on that level is burst damage, not sustain damage. They will get healed up before the next wave.
If there was a fight where you were getting sustain damage, yea earth is preferred.
Considering half the job of a mnk is chasing... or nearly all of it..Wind is on a lot. You really need to be bouncing between adds/boss/ dodging.
Doubly worse because you need flank flank and more flank...and you really need speed on a moving target to get that.
otherwise, get a drg, who can throw, jump, and damage automatically.
Last edited by kukurumei; 09-09-2013 at 03:02 AM.
For Monk Darklight accessories, which would be better: Striking or Maiming?
I would assume striking is the better of the two since it shares the same name as the monk specific DL armor, but I've also heard that skill speed is pretty important for monks. Which do you guys recommend?
Last edited by MorbidCoffee; 09-09-2013 at 05:03 AM.
I think this is something that you monks might want to watch and listen too because it pertains very heavily on DoTs that most of you use.
http://www.youtube.com/watch?v=aQGGTKgL8-g
Already saw this video, is interesting but actually doesn't change anythin, is cool to know but since u can't know when is the "server tiking time" we'll just apply our dots when they are over.I think this is something that you monks might want to watch and listen too because it pertains very heavily on DoTs that most of you use.
http://www.youtube.com/watch?v=aQGGTKgL8-g
Still, should we use Fracture too?
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.