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  1. #10
    Player
    RapBreon's Avatar
    Join Date
    Sep 2013
    Posts
    344
    Character
    Rap Breon
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Ixsiehn View Post
    I don't believe I mentioned that it made up for anything at all. Mantra's strength is during progression where it softens the burden on healers to allow the raid to stay alive and keep practicing.
    Quote Originally Posted by Ixsiehn View Post
    but mantra pretty much only makes up for Battle litany, and dragon kick's defensive utility was taken up by DRKs.
    Quote Originally Posted by Ixsiehn View Post
    Thing is, MNKs start with PB, the reason why MNKs stop being above our DPS during the peak of our opening burst is because they don't tornado kick (because it drops GL3). I tested doing a spine where monk went in without GL3 and they still out-parse DRGs on the burst thanks to PB getting GL3 in 3 short GCDs and then spamming their hardest hitting attack until PB runs out before returning to their rotation and preparing to tornado kick and jump off.
    Why would a monk save PB for spine? The transition is short enough that they can keep GL3 up if they are in Coeurl. Well, it should be, unless peeps are goofing.

    Still a bit incredulous of this one. Because if a DRG also saved everything they should be able to get most of their burst in. But like I said, one situation a rule does not make.

    Quote Originally Posted by Ixsiehn View Post
    I look at it as CT+Jump+4th vs LS + FT + GK + 4th. The 2nd being superior especially if the jump did not crit.
    930 vs. 850 potency. 930 is guaranteed to coincide with TA and Hyper-charged turret + IR + BL + pot (though this one depends on opener + ping). 850 has a guaranteed crit. Even without a jump crit I still peak higher then due to group buffs. If jump crits, then GG. On average that section of my opener peaks harder. Regardless, splitting hairs.

    Quote Originally Posted by Ixsiehn View Post
    The split hands phase (if your hand wasn't the higher hp one) and the adds phase is bad for DRGs though. MNKs flowchart their rotation irregardless of target switching, needing to switch target (due to hand of pain or add dying) just as you hit disembowel is a dilemma for DRGs.
    Yes swapping sucks, that being said Alex Sav is about how well you learn the pattern. Just impulse drive twice (or HT twice) instead of moving straight into a disembowel. That's what I do if I need to delay a single GCD. Dilemma avoided.
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    Last edited by RapBreon; 09-01-2015 at 08:27 PM.