I plan on something like this, without craft.
http://en.xivdb.com/?wardrobe/2099/mnk2
I plan on something like this, without craft.Has anyone figured a BiS yet for monk using http://i.imgur.com/4FFBsD3.jpg and still have close to 472 accuracy? Keep in mind Relic +1 weapon gives +34 accuracy and allagan weapon has no accuracy. Base accuracy is +131.
Accuracy cap source
https://pay.reddit.com/r/ffxiv/comme..._for_accuracy/
http://en.xivdb.com/?wardrobe/2099/mnk2
I have 464 without Relic Weapon with Gryphonskin.Has anyone figured a BiS yet for monk using http://i.imgur.com/4FFBsD3.jpg and still have close to 472 accuracy? Keep in mind Relic +1 weapon gives +34 accuracy and allagan weapon has no accuracy. Base accuracy is +131.
Accuracy cap source
https://pay.reddit.com/r/ffxiv/comme..._for_accuracy/
I only have a level 25 pugilist but I read around on the forums because I want to be a monk or black mage.Someone Please explain to me how The Fists of Earth, Fists of Wind, and Fists of Fire work. I've used them all and: Fists of Fire didn't raise my damage. It was constant. Fists of Wind neither made me faster nor decreased my weaponskill recast time, I raced a friend and it still takes the same amount of time to cast off. and Fists of Earth don't increase my defense. But the most, most irritating thing I find about this is what they claim, "MP is consumed..." MY MP DOES ABSOLUTELY NOTHING!!! It won't go down from it's base. It won't be lost as I do things. It drives me off the walls that I start as a PUG at Beta 3, get these buffs, and still don't understand a single thing about them. Please someone, anyone, Figure that out so I can use it for the betterment of my fights.
Fists of fire - Damage boost
Fists of wind - Movement boost
Fists of earth - Defense boost
Here is a thread completely about monk fists: http://forum.square-enix.com/ffxiv/t...nd-their-Fists
Fist of fire and fist of wind definitely work and both have their uses but I rarely hear anything about fist of earth and haven't tested earth to confirm it works. Fists of fire boosts damage and most monks primarily use it as a result. Fists of wind is useful in fights like titan or when you're learning the mechanics of a new boss because you can dodge AOEs faster and safer.
Actually the opposite is true. Snap should always be prioritized over Demolish.
1: Invulnerability. Many bosses will have times that will wipe out their dot, or do no damage. Your 1bizillion Ifrit, garuda and of course CM runs are notorious for those.
2: Animation. If you're on stun duty, Demolish is an even bigger no no.
3: Snap is position specific, while demolish is not, therefore, anytime you loose position, you can rotate in demolish as a substitute.
4: Blood bathing, off gcd, etc. Your demolish animation will just slow everything down when you need to rotate in those skills.
Snap is a better in the long run until you get the fight down to a memorization level. When you can narrow down the damage windows, demolish will shine, but more often then not, you're just going to loose out.
If you have to put in situational scenarios as to why it shouldn't be used how can you say "Snap should always be prioritized over Demolish". Demolish is at least 42 potency stronger, it should always be kept up if you know that you won't lose any ticks which just requires basic fight knowledge.Actually the opposite is true. Snap should always be prioritized over Demolish.
Snap is a better in the long run until you get the fight down to a memorization level. When you can narrow down the damage windows, demolish will shine, but more often then not, you're just going to loose out.
There are few times when I will purposefully hold back on using Demolish, off the top of my head they are:
Ifrit will jump off screen in the next 18 seconds(you can just not demolish towards the end of his plume rotation)
Garuda will become invulnerable(happens once the entire fight, when she goes into the hard mode segment)
Titan will jump off screen(happens 3 times)
Last edited by Valsh; 09-26-2013 at 12:35 AM.
That's lead to over optimization, that leads to complications.If you have to put in situational scenarios as to why it shouldn't be used how can you say "Snap should always be prioritized over Demolish". Demolish is at least 42 potency stronger, it should always be kept up if you know that you won't lose any ticks which just requires basic fight knowledge.
Again in a fight:I rather someone do
70% beginning 70% mid phase 60% end phase
then
100% beginning 70% mid phase 40% end phase
Because you are not producing in the clutch.
Your job is to win, not put up a bigger e-pee. Mnks are highly manual and that's why they fall off a cliff when they pull these kind of things.
There's such a thing as trying too hard, and mnks get hurt the most when they attempt it. I rather have a person watch the fight, then mentally counting down their demolish and tod Dot timer on their screen.
Last edited by kukurumei; 09-26-2013 at 12:40 AM.
Oh come on, it's not hard to use demolish properly. Arguing that it's too complex is silly, might as well just spam bootshine from rear because moving to the flank is more "complexity". The job is designed as such that you should be utilizing most your skills and naturally that will come with having to think a bit more.That's lead to over optimization, that leads to complications.
Again in a fight:I rather someone do
70% beginning 70% mid phase 60% end phase
then
100% beginning 70% mid phase 40% end phase
Because you are not producing in the clutch.
Your job is to win, not put up a bigger e-pee. Mnks are highly manual and that's why they fall off a cliff when they pull these kind of things.
There's such a thing as trying too hard, and mnks get hurt the most when they attempt it.
It's easy when you don't have crap going on. You're just armchairing.Oh come on, it's not hard to use demolish properly. Arguing that it's too complex is silly, might as well just spam bootshine from rear because moving to the flank is more "complexity". The job is designed as such that you should be utilizing most your skills and naturally that will come with having to think a bit more.
At the last phase, you are moving, waiting for signs, watching hp bars, Demolish is no longer ever other rotation, just like internal isn't spam on demand, just like you're not 100% next to the enemy. Sometimes you gotta wait, sometimes you're stuck on twin, running back to the enemy, sometimes it'll get reset, sometimes your DK buff is down, etc.
If I turn your head and poke you randomly every 5-20 seconds, I bet you can't remember your rotation and demolish timing either. And if I clock your parser at >50%, I bet you would drop like a rock as well.
You're not fighting a training dummy here. Every second you have to glance at your enemy's debuff bar, is a second you're not watching the fight.
If it you're pro enough on a fight to do all that, then your dps wouldn't matter, because it's just another run.
Throwing a demolish every so often, is much better then keeping it in rotation. Until you can sleep through the fight.
edit: speaking of bootshine. I find that mnk who boot at lvl50 average much less then just DK-ing. That's because the extra 1 second to position themselves, rather then firing off, slowly extends in a fight when stuff starts going crazy. The mental pause to get rear, goes from 1 second to 2 second to 3 second, etc.
Last edited by kukurumei; 09-26-2013 at 12:59 AM.
I don't know why that one second would cause you a dps loss if you move during animations. Like during demolishes long animation, I just move myself to the rear and bootshine and scoot back. The space between the rear and flank is not as big as people seem to make it out to be. The empty space is the rear and the second you touch one of the red half circles you are on the flank. You can easily position yourself to swap between the two with 0 dps loss. Unless by some magic I don't know about you can use a second skill during your GCD (and no I'm not talking about animation skipping because I do that).
Shouldn't you be able to do 100% beginning, 70% mid and 60% end. Using your numbers anyway. If you can't produce in a clutch there's no reason to not to produce when you can.
Valsh was just saying that always is a strong word.
The combat is enough that you can adapt depending on the situation, so yea can follow an easier "rotation" if your buffs are going to fall off and boss uptime is low.
If we just called it a a priority system, no one would even think twice about this. But we have to do it in cycles so everyone's hung up on considering it a rotation.
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