ditto. i've always figured that i was brought along for my single target dps, not sub-standard AoE. during the short AoE phases of t4, they usually use me to kinda "even out" the hp of mobs that may not be dying as fast as the others.
T1 I get low on by the end usually, but I never have to stop and wait. That's with 1 or 0 slug burn. If your group DPS is too low to do that, chance are you're getting paeon.
T2 I'm not sure how you are ever getting anywhere near low. Too much stuff to dodge on that fight to ever run out of TP. Even if you do the lolenrage mode where he sits there like a target dummy, it'll die well before you run out of TP unless your group sucks.
T4 Pace yourself. Only Rockbreaker if you have a bard who is going to use paeon. I am usually low by the end of the fight but I don't run out. Just need to adjust to the pace of the fight and the party makeup.
T5 If your group's DPS is good, you should be to divebomb phase before you run out of TP (if your group is doing 5 conflags instead of pushing through only 4, you may need to slow down a tad). Your second invigorate should be up by then, too, and you can go into snakes phase with at least around 2/3rds of your TP which is plenty for the rest of the fight.
You are way exaggerating how easy it is to just magically accidentally run out of TP and how harmful it is long term.
That is running out of TP.
These have probably been asked and answered so many times it's ridiculous, sorry:
1. What's the general consensus on Perfect Balance? The highest DPS MNK I know reasons it's best used to avoid the ramp-up at the beginning of a fight, and if used early you can almost always have another one up. It makes sense to avoid the ramp-up, as it SEEMS like it would be a bigger DPS increase than when ramped up using it for the highest DPS attacks possible, but I've only been an end-game MNK for a few weeks now. Also, what're the highest 2.1 rotations for both ramp-up and when just trying to push out more DPS? Assume all buffs are up for the DPS method.
2. On trash, 2 to 4 enemies worth, what is the proper way to maximize DPS? I've been trying to multi-DoT as much as possible within reason, something like against 3 enemies, Bootshine > Twin Snakes > Demolish > (next enemy) Dragon Kick > ToD > True Strike > Demolish > (next enemy) Dragon Kick > Twin Snakes > ToD > Demolish > (original enemy) standard rotations until all are dead.
3. What's the general rule for if an opponent is almost dead to skip Dragon Kick and/or Twin Snakes? Dead within two attacks, three attacks, four attacks from when you should have buffed?
4. I'm guessing Fracture is a good DPS increase in fights where you won't go dry? As far as I understand ID is now nigh-useless, but this is still worth using in easy content right?
Thanks.
1) Before 2.1 I only used Perfect Balance as a "recovery" skill for if I lost GL3 (like heart phase of titan or other "jumps" on primals, etc.), generally not as an opener, because I would risk pulling hate if I used PB right at the start. Tank threat is better after 2.1 so I use it as an opener a lot more. PB > Demo+Snap2x || Snap3x > DK > Twin Snakes > PB wears off, start normal rotation to ensure GL3 doesn't fall off > DK/BS > True Strike > Demo || Snap > ToD > etc. Save your cooldowns like IR and BfB for after you get GL3 up.
2) Proper way to maximize DPS is single target burn them down so the healer can DPS! If there are 3+ enemies I will use Rockbreaker. Depending on movement I may toss DoTs on other targets, but don't do that at the expense of your rotation. You're not a summoner.
3) General rule is you shouldn't have to ask about this because it doesn't really matter. Make it dead and do what you can to not lose GL3.
4) Fracture is alright in fights where you won't go dry. I keep it on my bar but don't use it frequently. I use it on Titan a lot because of so much movement, good for throwing on before moving for bombs and so on.
I disagree. You should be using fracture on every boss encounter in the game. The ones that make you go dry you just have to know when during the fight to stop using it so you don't go dry.
So numbers back me up on running out of TP... all I get from you guys is lrn2play noob.
As for fracture guy... /sigh
Merry Christmas to all my fellow monks. Keep in hitting like a truck
There are many targets/phases where Fracture is not a good skill to be using because of the high TP cost or because of preserving GL stacks. However, as is the case with Touch of Death, it's a good skill to toss on anything that's going to soak its duration when you can afford the TP. Places where I find it is useful to have include:
Primals, to DPS while you or the target is moving.
Turn 2 ADS because you should have plenty of TP.
Turn 4 on dreadnaughts maybe, pending your group's DPS.
Turn 5 on Twintania in final two phases since it gives you some damage while you are moving around for twisters/dreadknights/fireballs.
CT bosses like King Behemoth and Acheron, toss it on with your other DoTs before hiding for meteor/flare.
Have a question regarding accesories, I got in an argument with a fellow Monk who told me not to get my myth accesories because crafted one, fully melded, are better than any of the ilvl 90, I disagreed stating that losing 24 STR is not a good idea, currently he has 83 more Det, 35 Crit Rate and a bit more SS, but I have 23 more STR. Doesn't 23 STR carry more weight than those other stats?
I've never understood this logic. Either the dot is worth including in your rotation because it increases DPS or efficiency, or it isn't. I fail to see how disconnecting from the boss has anything to do with it.
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