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Thread: The Monk Temple

  1. #491
    Player
    Zakard's Avatar
    Join Date
    Sep 2013
    Posts
    94
    Character
    Zakard Evans
    World
    Gilgamesh
    Main Class
    Monk Lv 60
    Quote Originally Posted by JokingCat View Post
    a simple rotation would be standing allways on the side of the boss/trash and going behind only for Bootshine.

    Dragon Kick - Twin - Snap (gl1) Dragon - Twin - Snap (gl2) Boot - Twin - Demolish (gl3) - Fracture.

    after that its just 1)Dragon - Twin- Snap 2)Boot - Twin - Snap 3)Dragon - Twin - Demolish - Fracture.

    its simple and you will be able do everything right you will have 10% more dmg buff all the time, D.Kick debuff and 2 dots up all the time. You can add then boosts to it like BfB or IR, also use steel and howling fisrt when its ready
    you are not using true strike at all?only twin snake?true strike from the back hit pretty hard but...twin snake buff seem to not last long enought and get removed 1 atk before you can reaply it (unless you have hight s speed mabey but im not 50/geared yet).so im wondering if its more effective to just use twinsnake and dont use true strike anymore?
    (0)

  2. #492
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Vejj View Post
    Want to know if you really hold up all 3 dots on the boss )
    TP exhaustion tends to happen when the fight plods along due to dead DPS or other issues. Invigorate is enough to keep you going for most fights; an all-out attack on a training dummy is a different story.

    There are situations in endgame that will leave you unable to attack anything, so your TP will recuperate in this downtime. All the more reason to use DoTs: you'll continue to deal damage to the boss while you are running for cover or chasing down adds.
    (0)

  3. #493
    Player
    JETgroovy's Avatar
    Join Date
    Sep 2013
    Posts
    10
    Character
    Esmer Rein
    World
    Midgardsormr
    Main Class
    Pugilist Lv 50
    My rotation, as of late while running Amdapoor Keep, is to open with:
    Bootshine > Twin Snakes > Demolish (GL1)
    Dragon Kick > True Strike > Snap Punch (GL2)
    Bootshine > Twin Snakes > Demolish (GL3)

    Here is where my rotation might seem weird. You will lose a little bit of Dragon Kick, but after my third line...
    Impulse Drive > Impulse Drive > Impulse Drive
    Dragon Kick > Twin Snakes > Demolish (alternate with Snap Punch) > Impulse Drive > Impulse Drive > Impulse Drive

    This is all done on a 2.07 GCD, with mostly AF gear, ilv45+ accessories, Ifrit weapon, and the DL belt. I wouldn't say I have insane DPS, and I definitely don't burst (don't have Blood For Blood yet), but this is a fairly solid, simple rotation that is good enough for trash. On bosses, I would switch 2 of my Impulse Drives for Fracture and Touch of Death very other rotation or so, and then for Demon Wall, I just cry because I can't hit it from behind.
    (0)

  4. #494
    Player
    -Snow's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Snow Drakneel
    World
    Odin
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by JETgroovy View Post
    My rotation, as of late while running Amdapoor Keep, is to open with:
    Bootshine > Twin Snakes > Demolish (GL1)
    Dragon Kick > True Strike > Snap Punch (GL2)
    Bootshine > Twin Snakes > Demolish (GL3)

    ...
    You should always try to start with Dragon Kick.

    You won't crit with Bootshine without Opo Opo Form, so Dragon Kick is definitely superior as opener.
    (0)

  5. #495
    Player
    cfStatic's Avatar
    Join Date
    Aug 2013
    Posts
    86
    Character
    Reyka Skyyguarde
    World
    Behemoth
    Main Class
    Pugilist Lv 60
    Semantics aside about the (3?) potency difference of 2x Twin Snakes vs. 1 Twin Snakes/1 True Strike. Why do people put DK and True Strike together, and then again with Bootshine and Twin Snake? It just seems like a lot of extra movement.

    Why not:
    DK>Twin>SP/Demo
    BS>TS>SP

    Just seems so much easier to group the skills that require the same position together, and then use skills that don't require any position(Demo) as a transition skill between them when using them?

    Also, I'd like some tips on my rotation:

    DK -> Twin -> Demo
    BS -> TS -> SP -> Fracture
    DK -> Twin -> Demo -> ToD
    BS -> TS -> SP -> Fracture

    and repeat.

    Howling Fist / Steel Peak are scattered around in there and are used on CD, unless a fight mechanic prevents me from using Steel Peak.
    Internal Release and BfB are used on CD unless I'm about to disconnect.
    Demo and Fracture get clipped sub 3 seconds, so there's at least 1 tick not going off.
    I have full DL(sans belt/earring), and relic(which I'll +1 once I get the myth on Monday).

    I'm pulling ~220 on the level 50 dummies out in Whitebrim(not sure if that makes a difference) at 3 minutes, that's when I run out of TP after having used Invigorate once, and PB is just coming back up after using it at the start of the fight. I'm hoping that I can squeeze out some more DPS.

    Character limit is silly.

    EDIT:

    Curious on Peltast Belt and Earring vs. their DL counterparts - is DL actually better than they are? It has more STR, but both Peltast pieces have 2 sub stats. At what point does Det + Skill Speed outweigh 1 point of STR?
    (0)
    Last edited by cfStatic; 09-23-2013 at 08:39 AM.

  6. #496
    Player
    JETgroovy's Avatar
    Join Date
    Sep 2013
    Posts
    10
    Character
    Esmer Rein
    World
    Midgardsormr
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by -Snow View Post
    You should always try to start with Dragon Kick.

    You won't crit with Bootshine without Opo Opo Form, so Dragon Kick is definitely superior as opener.
    Didn't pick up on that, thanks. Not that a 20 potency difference without our buffs will make much of a difference, I see where you're coming from =P. As for positioning, we're so boned as is on positioning that I usually just sit at the back of the enemy until I have to move.
    (0)

  7. #497
    Player
    JokingCat's Avatar
    Join Date
    Sep 2013
    Posts
    85
    Character
    Asura Strike
    World
    Cerberus
    Main Class
    Pugilist Lv 50
    True strike for end game is not good its like playing with your luck. 5% crit chanse is a joke i tested it and almost no crits at all, sure its stronger as twin but you will lose the 10% dmg boost. you can add true stike if you dont like fracture but you will lose the dot boost. combined with IR its 35% crit chanse + your gear, that might be good using it for 15 seconds.
    (0)

  8. #498
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Theoretically true strike can produce, but realistically, twin wins out. You are applying everything 100% uptime from auto attack to off gcd attacks to shoulder tackle, etc.

    In a real boss fight, you will loose your buffs, the more you over lap them, the less chance of losing it.

    Let's put it this way, do you want some who:
    does 100% out put on inital-phase 70% output on mid-phase 30% output on end-phase
    or
    does 70% out put on inital-phase 70% output on mid-phase 60% output on end-phase

    100% of the time I would pick the latter. Parsers can go up the rear for all I care, because parties aren't worry about who does the most damage, it's who wins the fight, and all that matters is the last stretch of the battle.
    (0)

  9. #499
    Player
    Calypsx's Avatar
    Join Date
    Sep 2013
    Posts
    424
    Character
    Caly Umbra
    World
    Faerie
    Main Class
    Dancer Lv 90
    I would recommend at 50 just not using Bootshine and True Strike all together. You have way more things to worry about and you can keep buffs up and pay attention to greased lightning stacks much easier if you just do Dragon, Twin, Demolish/Snap which can all be done from the side.

    Sure you may do a little less, but all your attack buffs will be up 100% of the time, giving you time to focus on the more crucial parts of the fights and keeping your greased lightning stacks.

    Though if you want to go all out that's fine also. I just don't see it being that worth it.
    (0)
    Last edited by Calypsx; 09-23-2013 at 12:20 PM.

  10. #500
    Player
    Miridori's Avatar
    Join Date
    Sep 2013
    Posts
    40
    Character
    Vann Leon
    World
    Tonberry
    Main Class
    Arcanist Lv 70
    Bootshine + True strike when you can hit from the back
    Dragon kick + Twin snake when you can hit from flank
    They are options so that monk can reposition themselves during fight while keep hitting. I can see how you have to move and have to use different options.
    I would avoid over-complicate the rotation if necessary. Rotations should be flexible depend on situation. Maximum dmg rotation is good only when you know the fight really well and be confident of re-act to almost everything.
    Just my opinion.
    Btw, this is what I do when I am free to dps:
    ToD ( I start with it if I know fight is gonna last more than 30s) -> DK -> Twin -> Demolition (GS1)-> Fracture-> Boot/Dk (depend of situation) -> True/Twin (same reason) -> Snap (GS2) -> DK/Boot ( If i need to re-apply debuff or re-position) -> Twin/Boot (Position/Buff duration) -> Demolition (GS 3). Form here I just play by ear: If there is room for more dot, i would re-apply, if not then i just do a regular combo with Snap.
    (0)

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