

They don't fall off actually.Anyways, the big problem with the 10 move rotation here is that Dragon Kick and Twin Strikes will both fall off regularly for several seconds at a time. This is not optimal DPS. Funny how the infographic contradicts itself by presenting a move order that lets them fall off while stating under it that they should be refreshed when less than 5 seconds remain.
EDIT: Let me rephrase, when we do Coil, those don't fall off for him, except a few spots where it's obvious they would. When I try it with my gear I lose DK right before I DK again and Snakes 2 moves ahead.
Last edited by ispano; 07-27-2014 at 05:21 PM.



Uh, stat weights without one of the stats being the comparison point at exactly 1? What in the world is the reference here? What in the world is the justification for claiming that Skill Speed is of a negative weight? These weights can't possibly be correct. It also claims the debunked necessary 400 Skill Speed, presumably to get 5 moves into Perfect Balance... which has been done with less. Just don't let Demolish be your last move
The opener doesn't buff until GL3 is attained. Good. Otherwise, the perfect opener is subjective and anything goes really as long as your first three actions in Perfect Balance get you GL3.
However, the standard "rotation"? This poor Monk fell into the trap of thinking that a Monk has a rigidly static rotation instead of a priority system. If one were to actually extrapolate out a precise rotation of moves that could be repeated ad nauseum to keep everything up perpetually, it certainly wouldn't be 10 moves. Anyways, the big problem with the 10 move rotation here is that Dragon Kick and Twin Strikes will both fall off regularly for several seconds at a time. This is not optimal DPS. Funny how the infographic contradicts itself by presenting a move order that lets them fall off while stating under it that they should be refreshed when less than 5 seconds remain.
Mob positioning? Perfect. Great place to stand... unless there's AOE there.
Conclusion: This guy doesn't exactly know what he's doing when it comes to actually dealing optimal damage. He's got some of the theory down though.
But... does Monk actually have a magical order of X actions they can repeat infinitely to magically keep everything running perfectly, like Dragoons do? I dunno. Might be worth looking into.
"Standard" rotation is just what you would do if all conditions were good, for example doing SCoB: T3 where you don't do any mechanics. Or a training dummy.
What you're talking about is, "dynamic" rotation. Which means absolutely nothing.


What is the outfit that the Monk wear in the picture? It look really cool.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
Those combos are a good guide for maximum damage in an ideal situation but no good for later dungeons take tam Tara hd for instance the last boss you get maybe a combo in at a time and dots because you're constantly moving.

lol the spreadsheet covered both of those rotations, and what is the difference between starting with double flare or ending with double flare? what you "should" do is, save double flare for the biggest pulls with the most mobs, not jsut start with it whenever its up an ready.
The biggest difference is that if there are two good BLM's AoE'ing, the rear-load of the Fire II cycle allows you to 'finish' with your burst, while front-loading it causes a slight loss of DPS assuming that you were not to go beyond that rear-load. In extended fights, it's very similar, but I personally agree - taking Fire II's after Fire III is ideal, because it puts you in an Astral Fire stance longer and casting more AoE.lol the spreadsheet covered both of those rotations, and what is the difference between starting with double flare or ending with double flare? what you "should" do is, save double flare for the biggest pulls with the most mobs, not jsut start with it whenever its up an ready.
Doublecasting Flare at the start of a pull is a good way to get killed. No tank will be able to hold the mobs off you there. Doublecast it at the end of your rotation. Using more MP than the minimum for Flare is going to be a DPS loss.
Why waste all your mana with a flare first? Also fire 2 till low mp allows your tank to get better enmity before you drop flare on em. Fire 3 > fire 2 till low mp > raging strikes > flare > convert > quelling strikes > flare > mp pot > swiftcast > flare > transpose > etc
Even on single boss fights i'll throw in a fastcast > flare > convert. Especially when I have to move when low mp and raging strikes still up.
Last edited by Sapphic; 07-27-2014 at 09:27 PM.
I agree with this rotation. This is how I am currently using the flare rotation on big pulls. By the time you are at the transpose stage things should be mostly dead and you can toss a fire 2 to finish off any stragglers, but the rest of the party should be able to handle things from here. The only difference is I will usually save swiftcast for the very last flare (the after transpose one) because that's usually when everyone's cooldowns are wearing and might need that last oomph to bring them down.Why waste all your mana with a flare first? Also fire 2 till low mp allows your tank to get better enmity before you drop flare on em. Fire 3 > fire 2 till low mp > raging strikes > flare > convert > quelling strikes > flare > mp pot > swiftcast > flare > transpose > etc
Even on single boss fights i'll throw in a fastcast > flare > convert. Especially when I have to move when low mp and raging strikes still up.
That's largely a judgement call though that you will be able to make with experience.
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