Don't you risk losing greased lighting by using an out of combo move like fracture?Fracture is only 4.7% less damage per use than Demolish, but still 7.2% stronger than the crit Bootshine (even assuming no crit at all for demolish). I'm legitimately curious how that makes Demolish amazing and Fracture not worth using. And yes, I tested it too.
Is there something I'm not understanding about stronger abilities doing less damage? There's nothing in the base combo (aside from Demolish) that does anywhere near Fracture's damage. I don't understand this obsession about blowing through the combo super quick to override the buffs/debuff early when there's plenty of time for one more GCD every 18 seconds.
Nope. There's still plenty of time. GL lasts for 12 seconds, and even 2 out of combo skills (fract and tod) only delays your combo by about 4.6 seconds the first time you use it. As your rotation gets into full swing and you have 3 stacks of GL going, you only lose 4 seconds for both, and it's rare for ToD and Frac to line up again so you really only use 2 seconds. That's still plenty of time to keep all of your buffs up 100% of the time and keep Fracture up. A pretty typical combo (assuming things line up so you can keep your buffs and do your maximum damage skills) your non-Demolish combo skills will do an average of about 191.8 potency, and Fracture will do 241.5. So yeah. Fracture is worth delaying your combo and not overriding the buffs early.
edit - forgot to factor in crit for fracture. I did for all of the other combo skills and assumed 10% crit (more crit rating = fracture becomes better than the combo since bootshine doesn't scale with it).
Last edited by Powercow; 09-12-2013 at 09:56 AM.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
You have time for 2-3 extra abilities before the strict rotation required to keep up GL stacks.
I don't know about that, with decent gear at 50 I don't reach the animation block with this ability, or if it is there it is very slight.Originally Posted by Teeko
I honestly find ToD a lot harder to use than fracture, since the animation for ToD is very long, and fracture is close to instant.
1st cross-bar:
2nd cross-bar:
The fists is activated less regularly so I like to put it there so I can change on the fly. The empty spots in first page is for Dragon Kick and One Ilm Punch. I plan to level up dragoon for Blood for Blood as well but that's what I got so far and it works great. Mantra and Perfect Balance will be on page 2 in buff section. Maybe change around for Howling Fist depends on how useful it is.
Edit: to the post below, I've seen some time in highly congested FATEs.
Last edited by Lemon8or; 09-12-2013 at 11:24 AM.
Noticed something fairly frustrating today in AK.. apparently if you are grouped with another monk (funny enough I had 2 such groups today), your Dragon Kick debuffs are mutually exclusive, so when you see the other monks Dragon Kick debuff at 3-4s left and decide to refresh with your own, it does nothing, and the debuff instead falls off... highly, highly frustrating. But that's not the best part, randomly the Demolish and Touch of Death of 2 monks on the same target will conflict, your dot will not land and you will receive a floating error message something like "Demolish: No effect!", and your form does not change either. Plenty of headdesk moments during those runs for sure.
Really hope this is just a rare bug in Light Parties, maybe some bug that's only allowing one set of monk debuffs on a boss (this might also be going on during FATE boss zergs, but who can tell with the abysmally cluttered debuff-UI).. anyone else seen this happen when grouped with another monk?
Last edited by Kalamari; 09-12-2013 at 11:25 AM. Reason: grammurr
Just curious, how you guys feel about the monk dps on big fights like garuda, titan & coil.
Seems like we get the short stick on all of those fights.
No time to get our full rotation going that we have to move to hide or dodge aoe.
When I see bards/summoners get 230+ dps it make me feel sad that we have to work soo hard for our dps and only get 150-160dps out of it.
I can easily pull 200-215 dps in AK with full DL set and ifrit claw but unless they make some changes to the way fights are in end game, I feel like the monk class will be the less appreciated of all.
Sensai Chloe
I would lose ToD for fracture in all honestly, since the animation for touch of death is too huge. Demolish shouldn't be use much as well if the enemy is stunable.
Mythril Peak is 40 CD and it is Off GCD, so even if it's not stunable(like bosses) it's still damage(quite high as well). The only problem Animation.
I don't recommend a full on rotation because:
1: positioning
2: lag
3: off GCD abilties
4: thinking (yes you should be thinking and adapting, and actually focus on more then those blinking lights)
5:Animation. 12 second grease is wrong, it is applied (near)after the animation, so if you're throwing in a demolish.. that 1 second cut off might make or break your grease.
AK sucks royally for mnks, but no one knows coil and their "Every class is balanced if they play perfectly" remarks. Too much Hush hush on coil.Just curious, how you guys feel about the monk dps on big fights like garuda, titan & coil.
I can easily pull 200-215 dps in AK with full DL set and ifrit claw but unless they make some changes to the way fights are in end game, I feel like the monk class will be the less appreciated of all.
Last edited by kukurumei; 09-12-2013 at 02:46 PM.
Ok guys, i'm not a huge fan of forums, but i'll put here the ultimate combo i made for monk, is really high effective, and can be done after 1 stack. Lets do it.
BTW: you can start with Perfect Balance but i would rather leave it if you lose the combo control.
Flank: Dragon Kick - Twin Snakes - Snap Punch - Touch of death
Behind: Bootshine - True Strike - Demolish - Fracture
Flank: Dragon Kick - Twin Snakes - Release Steel Peak and press Snap Punch in the mid of animation
(ok so now you have 3 stacks, and dont need to renew the touch of death, so lets start the 7 Chakras Infernal Phase
Continue...
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