So I keep hearing about monks using impulse drive in their rotation, but is that while also not taking fracture? Because if I optimally use both, it feels like I just tear through TP even if I use Invigorate.
So I keep hearing about monks using impulse drive in their rotation, but is that while also not taking fracture? Because if I optimally use both, it feels like I just tear through TP even if I use Invigorate.
I think this is the bone of many monk's rotation:
DK/Boot (Boot only you must hit from the back) -> Twin -> Demo -> DK -> Twin -> Snap -> DK/Boot ->Twin -> Demo.
If you are new and still figure out your rotation (like I am), I would stick with this rotation for serious fight. It might do less dmg but every easy and stable.
I usually practice complicated on trash, easy boss (Ifrit for example).
You can fit in 2 skills in your rotation (3 is really pushing the limit with a risk of loosing DK or TS effect)
ID is used in burst phase.Best used after u have 3 GLs, TS and DK effect up. After third GLs, you can do. Boot-> ID -> ID ->Twine Snake ->....
Fracture:Takes at least 5 ticks (15s) to be worthwhile. Follow Demo nicely because they share the same DoT duration.
ToD:Takes at least 8 ticks (24s) to be worthwhile. Best used in the beginning of fight or after 3 GLs stacks.
True Strike: Better Dmg and less TP cost than TS. However it is very debatable whether or not u should use it instead of Twin Snake.
Fracture and ID, ToD cost around 70-80. Regular abilities cost 60 TP. Thus, putting those skill in will drain you TP faster but not too much. What would drain you TP is off GCD skill which I am still learning about. If someone can show good examples of off GCD abilities to fit in rotation, it would be much appreciated. As of now, the few I know about are usually long CD buff such as IR, BfB, Bloothbath, or long CD ability such as Howling Fist or Steel Peak.
Last edited by Miridori; 09-24-2013 at 09:08 AM.
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