Good to see we finally have a number to base on. Now to see were the rest of the gears drop at :P
Good to see we finally have a number to base on. Now to see were the rest of the gears drop at :P
The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it..
What is this Skill Speed cap you speak of?
The BiS setup for pre-2.2 puts MNK at 356 skill speed, and having used that setup regularly I can assure you one does not require to even remotely get close to "425" to fit 5 skills into PB.
Also, can I just say that although the stats leave a lot to be desired, the Sphairai Atma look awesome.
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Last edited by NoctisUmbra; 04-06-2014 at 02:28 PM.
Amen to that Noctis. Speaking of which, I got my first book completed! I'm not going to go out of my way to get all the myths needed for the next book when I can just save up on a daily basis and use the time for more creative things, like all those attempts at a successful Titan EM run, or just playing some of my console games...because all these Remastered games are taking up my time.
Well, last I've heard from EVERY source ever, you need to reach a minimum of 400 skill speed to optimize your combos. The previous best in slot setup was over that mark as well.
This is definitely not the case.
Twin Snakes is 15 seconds now not the 12 seconds it used to be.
You never needed 400+ GCD to get 6 GCD in 12 seconds for buffs because of the delay between skill activation, skill animation and skill application.
The BiS gearsets never took into account a minimum Skill Speed.
http://www.ffxivguild.com/ffxiv-monk...me-gear-guide/This is definitely not the case.
Twin Snakes is 15 seconds now not the 12 seconds it used to be.
You never needed 400+ GCD to get 6 GCD in 12 seconds for buffs because of the delay between skill activation, skill animation and skill application.
The BiS gearsets never took into account a minimum Skill Speed.
I know right? People still think you need skill speed to get 5 weaponskills in Perfect balance? I have skill speed on only my allagan boots of striking, leaving me at 356 skill speed, and in any fight I do I can easily fit 5 weaponskills into PB. I even made a video, I was bored. http://youtu.be/-zx77TbS2zEWhat is this Skill Speed cap you speak of?
The BiS setup for pre-2.2 puts MNK at 356 skill speed, and having used that setup regularly I can assure you one does not require to even remotely get close to "425" to fit 5 skills into PB.
Also, can I just say that although the stats leave a lot to be desired, the Sphairai Atma look awesome.
You just need to start with a GL builder (coerl move - Snap Punch, Rockbreaker, Demolish) for you to fit in the 5 moves at low skill speed.
So I'm looking to make the hard transition from DRG to MNK permanently. I've been scouring places like Reddit and other fan sites for decent rotations but I soon discovered unlike DRG, MNK doesn't necessarily have a universally accepted rotation. I'm very confused in particular on what most people consider an optimum opener when using "Perfect Balance". Some people say x3 "Snap Punch", others open with "Touch of Death" and others seem to open with "Demolish"? Basically, I understand that the point of Perfect Balance is to gain x3 Greased Lightning stacks as soon as possible but the exact skills to use and in which order is what I don't have a firm grasp on. And then there is the whole debate about whether using "Bootshine" is even worth it over spamming "Dragon Kick". I guess it wasn't until 2.1 that people actually started using "True Strike" in the rotation due to its potency increase? Any seasoned MNK's who could throw some advice my way would be greatly appreciated!
Last edited by Karasumori; 04-06-2014 at 07:33 PM.
I'll let other people talk about starting rotations.
My PB (which I stole from here) - Demolish + Snap Punch + Twin Snakes + Snap Punch + Dragon Kick (end)
In general, I us Dragon Kick + Twin Snakes + Snap Punch/Demolish(if it needs refreshing). Then use Bootshine + True Strike + Snap Punch/Demolish.
Basically the flank and rear (non-coerl stance) moves alternate with one another.
Keep up Demolish, keep up Touch of Death. ToD lasts 30s, and Internal Release has a 1min cd. So basically every other touch of death should get +30% crit.
Use Steel Peak and Howling Fist on CD, unless you have to stun for some reason or there's a burst aoe very soon.
Shoulder Tackle is your friend. It's really good for keeping GL3 in some circumstances or just improving uptime on the boss.
Mantra is helpful when you find a place the healers need it.
Generally, monk is pretty neat and straight forward. There are tricks to be sure, but rotation-wise it's less situational that most of the other classes.
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