


BLMs do great DMG. I for welcome the buff to mnk. The two places that it really sucks to be a melee is Turn 2 on ADS and Turn 4, BRD BLM SMN has it made.



It's not as bad as people make it out to be in turn 2 and 4. It's more challenging, sure, but in the hands of a capable player it still translates to the MNK harnessing most of its DPS and still pulling ahead enough to be worth it.
That being said, I understand that the disparity in difficulty isn't worth it for a lot of players for the DPS gain unless it's quite significant, which will pretty much be the case after the buffs to both DRG and MNK.
Turn 2 and 4 are not hard at all for monks, in fact it's so boring in turn 2 that I go on silence duty since I have to hold back with DPS anyway.
Moving away in here and there really isn't all that difficult and not that much of a DPS loss if you're doing that while attacking besides in those fights you have to watch your aggro anyway.
Of course the learning curve is higher for melees but once we know our stuff it's the same as always.
Last edited by Atreides; 11-24-2013 at 02:26 PM.



I know there are different strats for turn 4, but I can't imagine any where a monk is on top of a BLM. That's in term of the dps meter though, the number padding from adds is just too much if you've got a BLM that knows what they're doing. Monks, however, excel at taking down the dreadnaughts and are no less valuable for the fight.It's not as bad as people make it out to be in turn 2 and 4. It's more challenging, sure, but in the hands of a capable player it still translates to the MNK harnessing most of its DPS and still pulling ahead enough to be worth it.
That being said, I understand that the disparity in difficulty isn't worth it for a lot of players for the DPS gain unless it's quite significant, which will pretty much be the case after the buffs to both DRG and MNK.
Challenge? Honestly, I've found Turn 4 to be a tank and healer fight. Maybe this comes down to strat as well, but there's little challenge being a monk OR a blm in turn 4. At least how we do it.
Turn 2 is not bad. I've done it as a BLM too and I started wishing I was on my monk. Why? It's so boring, not sure how range can stand it. Only Ballast really bothers me, but it's not something I would complain about. Rather that than dying of boredom!
And yea, you can top dps as a monk on that fight as well.
guys a quick question.
First of all, my gear:
Relic+1, full DL with 4 Hero accessories (Belt, Earrings, Ring, Chocker).
At Caduceus I did 68K damage from a friend's parser. How is that with respect to my gear? I use DoT a lot (try to keep Fracture, Touch of Death and Demolish), do they count on parser?
My rotation: [Always at Flank] Dragon Kick -> Twin Snakes -> Snap Punch 3 times and then Dragon Kick -> Twin Snakes -> Demolish -> Fracture -> Touch of Death once
Thank you very much for any suggestion to make my play style better =)
EDIT: Of course I use Internal Release, Blood for Blood and Perfect Balance when I have the chance to.

Same here, laughter was my reaction to the news as well!
For me the hardest thing was figuring out the best way to spread my DPS out on the Knights and Soldiers with our group makeup--specifically, how to not lose GL3 when trying to break the Stoneskins in a group where I'm the only mDPS and we normally have 2 BRDs. I agree that T4 is mostly a tank fights (positioning) but it also demands your DPS know how to pace themselves.
Thoughts:
1) Don't stay on flank. Whenever IR is up, you can flank DK since it crits better than Bootshine, but when it's down, rotate BS and DK. Moving behind Caduceus triggers tail whip (which you can easily dodge) which causes him to stop attacking the tank for a moment which is another good reason to go behind him during your rotation.
2) Don't use Perfect Balance "when you have the chance to" but when you need to. Personally, I always save it for the split since that's when I have the best chance of actually losing GL due to repositioning/evading. If I don't lose GL during split, well, that's great; it's not like you really need to open with PB on that fight, anyway.
3) If you find yourself TP-starved, drop Fracture from rotation for a while.
Yeah I did not go too much in detail about PB. I use it once at the beginning of Phase 1 and then wait ofr the Split before to use it again.
Thoughts:
1) Don't stay on flank. Whenever IR is up, you can flank DK since it crits better than Bootshine, but when it's down, rotate BS and DK. Moving behind Caduceus triggers tail whip (which you can easily dodge) which causes him to stop attacking the tank for a moment which is another good reason to go behind him during your rotation.
2) Don't use Perfect Balance "when you have the chance to" but when you need to. Personally, I always save it for the split since that's when I have the best chance of actually losing GL due to repositioning/evading. If I don't lose GL during split, well, that's great; it's not like you really need to open with PB on that fight, anyway.
Anyway, thanks for the BS tip =)
I am just worried for latency not to be able to dodge tail wip in time =/ Will try.

It's the same thing as like the last boss of AK, except small hit area and this time it is quite quick and it will 1-shot you if you have Blood for Blood active.It's really easy to dodge and the attack has like a 15-18 second cooldown. What I do is just run through him or step in for a split second while on GCD after a flank skill to see if I can trigger the attack. If I do, then I just step out of it then I know I have at least a good 2 full rotations where I can hit from its rear and be completely safe (even with BfB up). After two rotations, dance in and out (or you can run through the rear of his hitbox to his other flank) until you trigger it again, repeat.

As a general rule, if you are using something like Snap Punch -> Bootshine, there is 0 reason to move behind the boss immediately after SP, idle two seconds, then hit BS.
Instead, stay on the side until a moment before the BS, then move to the rear, BS, then move away. That should also be enough time to step back and True Strike as well.
very useful tips. thank you very much!
A part from rotation, how good/bad is 68K of damage on Caduceus?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

It's really easy to dodge and the attack has like a 15-18 second cooldown. What I do is just run through him or step in for a split second while on GCD after a flank skill to see if I can trigger the attack. If I do, then I just step out of it then I know I have at least a good 2 full rotations where I can hit from its rear and be completely safe (even with BfB up). After two rotations, dance in and out (or you can run through the rear of his hitbox to his other flank) until you trigger it again, repeat.


