Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 37 of 37
  1. #31
    Player
    Teleniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    217
    Character
    Tele Nariel
    World
    Goblin
    Main Class
    Arcanist Lv 60
    @Viridiana ... Foe Requiem increases elemental damage by 10%, or by 20% with voice active.
    Summoner does not do elemental damage (un-aspected)
    Monk can do elemental damage (fists of fire)

    that being said ... I haven't tried parsing it nor have I seen any testing show it but then I haven't looked for it.
    (0)

  2. #32
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    http://ns.reddit.com/r/ffxiv/comment...d_foe_requiem/

    >_>

    Also, just to nitpick, nowhere does Fist of Fire say that it does elemental damage. I mean, logically I get why one would get that impression, but it really doesn't say anything at all about doing fire damage.
    (0)

  3. #33
    Player
    Teleniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    217
    Character
    Tele Nariel
    World
    Goblin
    Main Class
    Arcanist Lv 60
    it lists it in the buff tool tip
    (0)

  4. #34
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Teleniel View Post
    it lists it in the buff tool tip
    The outdated buff tooltip from 1.0 that also says it drains your MP while you have it active?
    (0)

  5. #35
    Player
    RandolphDupree's Avatar
    Join Date
    Oct 2013
    Posts
    14
    Character
    Randolph Dupree
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Foes' Requiem also helps SMN damage.
    (0)

  6. #36
    Player
    Pinworms's Avatar
    Join Date
    Sep 2013
    Posts
    640
    Character
    Wiggly Pinworms
    World
    Diabolos
    Main Class
    Thaumaturge Lv 60
    BRD needs more songs in general, after all it is BRD...
    (0)

  7. #37
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Teleniel View Post
    it lists it in the buff tool tip
    All the fists tooltips are incorrect and come from 1.0.
    This has been tested. They only provide buffs.
    Their tooltip when you mouse over the actual ability is accurate but not the one on the buff bar.

    Quote Originally Posted by Kurotab0 View Post
    Hmm that's true, didn't consider it from the debuff point of view was only thinking about 'buffs' >.<' my bad..

    By the way Allryion (and every other MNK out there) I got a certain issue with Dragon Kick. If I open with Dragon Kick it doesn't register the debuff, I've always gotta open with Bootshine and work my way through forms to Demolish and then to ToD before I use Dragon Kick since I first need to place other DoTs to be able to register Dragon Kick as a debuff since I won't see it otherwise..

    Here is my rotation as a MNK: Bootshine, Twin Snakes, Demolish, ToD, Dragon Kick, Twin Snakes, Snap Punch. Then I use Bootshine, Twin Snakes, Snap Punch and the occasional Steel Peak if it's up until I need to refresh my DoT's. (I know I haven't included buffs like Internal Release but I use those whenever they're up)

    Is this the same for you guys or am I doing something wrong because I was/am pretty sure about my rotation.
    As Viridiana said, the debuff from dragon kick requires a stance.
    You don't start in opo-opo stance, you only get it after coerl stance (snap/demolish/rockbreaker). So you're right that you need one rotation before getting it up.

    You should still start with Dragon Kick however! Bootshine does not get automatic crit without opo-opo stance as well.
    That means that the choice is between a 130 potency Bootshine or a 150 potency Dragon Kick. Obviously the latter wins.

    My rotation is something like:
    Dragon Kick - Twin Snakes - Demolish
    Dragon Kick - Twin Snakes - Snap Punch
    Bootshine - Twin Snakes - Snap Punch
    Dragon Kick - Twin Snakes - Snap Punch
    Bootshine - (Internal Release) Twin Snakes - (Blood for Blood) Demolish - (Steel Peak) Touch of Death - (Howling Fist) Fracture
    Dragon Kick - Twin Snakes - Snap Punch etc.

    Important points:
    - It's best to wait for GL3 to put up dots with the exception of Demolish.
    This is because Touch of Death and Fracture do not move your stance, which means you're delaying getting to GL3 as fast as possible.
    They are also buffed by GL so you want them fully buffed as well.

    - Fracture is optional, though I use it. You should really only not use it if you have TP problems.

    - Don't use Bootshine under Internal Release.

    - This is usually my opening, however you can use Perfect Balance to open the fight. You will also get the Dragon Kick debuff if you use it under Perfect Balance.
    However, you will not refresh the debuff after Perfect Balance ends, because it wipes your stances.
    A good Perfect Balance starting is
    (PB) Twin - Snap Punch x 3 - Dragon Kick (PB)
    Dragon Kick-Twin-Demolish (dots)
    Dragon Kick (yes again!) - Twin - Snap

    Sorry if this is a bit off topic, but you did ask!
    (1)
    Last edited by Allyrion; 11-11-2013 at 10:22 AM.

Page 4 of 4 FirstFirst ... 2 3 4

Tags for this Thread